Daily Punch 2-18-26 Mass Psychosis occult spell for Pathfinder 2nd Ed

make it hurt…


Mass Psychosis [two-actions] Spell 3

Concentrate Manipulate Mental
Traditions arcane, Occult
Bloodlines aberrant, hag
Range 500 feet; Area 20-foot burst
Defense Will; Duration sustained, up to one minute


You aim pure psychic pain at an area. Any creature who fails a basic Will save in the area gains the painful 1 condition. This condition lasts for as long as you use an action to sustain it each turn. The target does not get another save or check to end the effect.

Thoughts?

Daily Punch 2-13-26 Phantom Pain occult cantrip for Pathfinder 2nd Ed

This doesn’t really hurt…

Phantom Pain [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Mental
Traditions divine, occult
Bloodlines aberrant, hag
Range 60 feet; Targets 1 creature
Defense Will; Duration sustained, up to one minute


It’s not real. If the target fails a basic Will save, it gains the painful 1 condition. This condition lasts for as long as you use an action to sustain it. The target does not get another save or check to end the effect.h

Daily Punch 11-4-25 Vitality Drain mystic spell for Starfinder 2nd Ed

Time for pain and gain!

Vitality Drain [two-actions] Focus 2

Uncommon Concentrate Focus Mystic Vitality

Range 30 feet

Targets 1 living creatures

Defense basic Fortitude


Your will pulls the life from a target and into your vitality pool. You deal 3d6 void damage to the target. Your vitality pool gains Hit Points equal to the void damage the target takes (after applying resistances and the like).
.


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

Thoughts?

Daily Punch 5-15-25 Forced Vitality divine cantrip for Pathfinder 2nd Ed


Forced Vitality One action Cantrip 1

Cantrip Concentrate Manipulate Vitality
Traditions divine
Mystery life
Range touch; Targets 1 creature
Defense basic Fortitude


You push life into something. Touch one target. If the target is living and succeeds, it takes 1d4 void damage. If it fails, it takes 1d4 vitality damage. If the target is undead, success results in 1d4 vitality damage. If it fails, it takes 1d4 void damage. Critical successes and critical failures double the received damage. The target must attempt a save and can not voluntarily fail this check.


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

Daily Punch 5-1-25 Overcharge spell for Shadowrun 6th Ed

JUST DO IT NOW!

Overcharge
RANGE TYPE DURATION DV 
LOS P P 3
If you do it now, why worry about the cost? Roll Sorcery + Magic (2-Essence) test. For each net hit, the target gains a minor action on their next turn. However, on the turn after the next, they lose that many minor actions. If they do not normally have enough minor actions, major actions are reduced at the normal cost. If they still do not have enough actions, then they continue to lose actions on future turns.

Thoughts?

Daily Punch Tinnitus spell for Shadowrun 6th Ed

WHAT?!

Tinnitus
RANGE TYPE DURATION DV Damage
LOS M S 3 P,,Special
Sonic Boom
RANGE TYPE DURATION DV Damage
LOS (A) P S 4 P, Special
Sound punches your enemies! Sound smashes into the targets. Roll Sorcery + Magic vs. Willpower + Logic. In addition to the damage, the target gains the deafened II condition.. This spell deals sonic type damage.
Sonic Boom has the same effect except it affects all targets in an area.

Thoughts?

Daily Punch 1-28-25 Share Suffering Spell for Starfinder 2nd Ed

Double damage!

Share Suffering Spell 1

Concentrate Manipulate Mental
Traditions Divine, Occult
targets two creatures Defense Will save
Range 30 feet Duration 1 minute


You link the fates of two creatures together. Two creatures of your choice in range must attempt a saving throw.

Critical Success The creature is unaffected.
Success The target takes half damage from all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Failure The target takes damage equal to all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Critical Failure The target takes damage equal to double all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.

Thoughts?

Daily Punch 8-13-24 Steal Vitality divine spell for Starfinder 2nd Ed

I can givith, AND TAKEITH!

Steal Vitality 2 action Spell 1

CONCENTRATE MANIPULATE VOID VITALITY
Traditions  divine
Range touch; Targets 1 creature
Defense basic forititude


You steal the raw life force of a target to fuel you and your friends. Touch a target in range. That target makes a basic will saving throw. The target takes 1d6 void damage and your vitality network regains hit points equal to 1/2, round down, the damage dealt.
Heightened(1+) The damage increases by 1d6.

Thoughts?