Daily Punch 2-17-21 Osteocraft spell for Pathfinder 2e

Did one, so let’s do another!

Osteocraft Spell 3

Necromancy
Traditions arcane, divine, primal
Cast

Two Actions

somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Fortitude; Duration varies

You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save.
Critical Success The living creature is unaffected.
Success The living creature is unaffected or the level of clumsy is reduced by 1.
Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn.
Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.

If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.

Heightened (+1) The number of targets increases by 1.

Thoughts?

Daily Punch 1-4-20 Dangerous Food spell for Pathfinder 2nd Ed.

Made it for DnD 5e, so now let’s make it for Pathfinder 5e!

Dangerous Food Spell 1

Healing Transmutation
Cast

Two Actions

somatic, verbal
Traditions arcane, primal

Range touch; Targets 1 piece of fruit
Duration 10 minutes


You place power into a single piece of fruit making it extra juicy. As an interact action, a creature can eat the fruit gaining 1d6 hit points. In addition, a creature can make a ranged or melee attack with the fruit instead as an attack action. Treat the fruit as an agile weapon with which the attacker is proficient.

Critical Success The target takes 1d6 persistent acid damage, 3d6 bludgeoning damage, and all enemies within five feet take 1d6 acid splash damage.

Success The target takes 2d6 bludgeoning damage and all enemies within five feet take 1 acid splash damage.


Heightened (+1) You can imbue piece of fruit.

Thoughts?

Daily Punch 4-3-20 Conceal Beast primal spell for Pathfinder 2nd Ed.

How about hiding your pet in Pathfinder 2nd ed?

 

Conceal Beast                     SPELL 1

Transmutation

Traditions primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 creature you controlDuration 1 day


The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With an action or reaction you can end conceal beast.  The spell also ends if the target takes damage or attack another target.

 

 

 

thoughts?

Daily Punch 11-20-19 Fist of Flame spell for Pathfinder 2nd Ed

How about some love for the up close wizards?  How about some love for the Monk Wizard?

 

FIST OF FLAME

FIST OF FLAME SPELL 1

Transmutation

Traditions arcane, divine, primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 willing allyDuration 1 minute


The target’s hand and feet become wreathed in flame. You cause all the target’s melee unarmed attacks to deal an extra 2d4 fire damage on a hit.  The target’s hands and feet shine like a torch out to 30 feet.  These melee attacks will set flammable, unattended items on fire.

Heightened (+2) The fire damage increases by 1d4.

 

 

Thoughts?

Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 1 minute


You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies.  You create  a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away.  Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target.  If you hit, you deal 4d6 electricity damage.  For two more actions, you may make a second attack following rules of the first.  Also, as an action, you may move the ball of lighting up to 60 feet.

Heightened (+1) The electricity damage increases by 1d6.

 

Thoughts?