Daily Punch 7-6-18 Healing Word spell for Starfinder

Ok, let’s finish up my catch up of last weeks ideas with one last idea.  How about healing word for Starfinder?  It’s a quick change from Mystic Cure, but I’ve come to see how freeing up extra actions in DnD 5e, really makes a cleric shine!

 

Healing Word M1–6

School conjuration (healing)

Casting Time 1 swift action

Range 30 feet

Targets one living creature

Duration instantaneous

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

With a word, you heal and invigorate your target, restoring a number of Hit Points. If the  target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature.

Healing World restores a number of Hit Points to your target depending on the spell’s level.

1st: 1d4 + your Wisdom modifier

2nd: 3d4 + your Wisdom modifier

3rd: 5d4 + your Wisdom modifier

4th: 12d4 + your Wisdom modifier

5th: 16d4 + your Wisdom modifier

6th: 20d4 + your Wisdom modifier

 

 

Thoughts?

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Daily Punch 5-25-18 Ultimate Sacrifice spell for DnD 5e

One last DnD spell for a bit.

 

Ultimate Sacrifice

9th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally. Both targets are instantly killed and are considered to have both failed three death saving throws instantly. If the willy ally has less hit points than the target, the target is allowed a Constitution saving throw to survive with no effect at all. If the target has double or more hit points than the willing ally, the target has advantage on the saving throw. The willing ally is killed regardless of the results of the target’s saving throw.

Daily Punch 5-23-18 Balance the Scales spell for DnD 5e

More random spells for DnD 5e!

 

Balanced Scales

7th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally and select an amount of damage up to the willing ally’s current hit point total. Both targets are dealt damage equal to that amount. This damage may not be reduced or prevented by any manner and may kill the ally outright.

Daily Punch 5-23-18 Shared Sacrifice spell for DnD 5e

Here is a spell that Warlocks might like!

 

Shared Sacrifice

2nd-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: instantaneous
You choose a target in range and a willing ally in range. The willing ally only gets to choose at start of the spell to be willing and is at your mercy for the rest of the spell. You deal both targets 10 damage. This damage may not be prevented or reduced by any means. The target may choose to take an additional 10 damage that may not be prevented or reduced by any means to deal an addition 10 damage to your willing ally. If the target chooses to do this, then you may choose to deal an additional 10 damage to both targets that may not be reduced or prevented. If you choose to do a second volley of damage to the target and ally, the target may then choose to do a final 10 damage to both targets. The willing ally and the target must have enough hit points for the damage to fully take effect for either you or the target of the spell to choose to do damage. The damage must always be dealt to the same willing ally.

At Higher Levels: When you cast this spell using a higher-level spell slots, you and the target may choose to do an additional round of damage for each spell slot above 2nd.

 

 

Thoughts?

Daily Punch 5-16-18 Glacier spell for DnD 5e

How about a massive cold spell for DnD 5e?

 

Glacier

9th-level conjuration

Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: concentration, up to 1 minute

You summon forth a glacier of ice from the deepest, darkest heart of  the plane of water.  The Glacier plows through an area 100 feet long by 40 feet wide by 20 feet high.  All creatures in the area the glacier moves through must make a Dexterity saving throw taking 10d6 cold damage and 20d6 bludgeoning damage on a failed save and are frozen in place being restrained and frozen next to the ice, or half as much damage on a successful one and dodging out of the way of the ice.  Creatures struck by the ice are pushed to the front of the glacier.  The ice remains as long as the spell is maintained and any creature that is frozen by the ice or within  10 feet of the ice must make a Constitution saving throw at the end of each of its turns to avoid taking 10d6 cold damage and is restrained as above, or half on a successful save and avoiding being restrained.  Creatures frozen by the ice can take no actions, but if the creature succeeds on its Constitution saving throw, it thaws and may take actions as per normal on its next turn.

 

 

Thoughts?

Daily Punch 5-14-18 Empower Body spell for DnD 5e

One more DnD spell before bed

 

Empower Body

8th-level enchantment

Casting Time: 1 action
Range: Tough
Components: V, S, M (a steel rod)
Duration: Concentration, up to 1 minute

You touch a willing creature transferring the power of steel into the creatures body as the rod turns to dust.  The creatures Strength, Dexterity, and Constitution are treated as if they are all 20 for the duration of the spell.  Hit points gained from this spell are real as the creature has been empowered and are gained when the spell is cast, and when the spell ends, extra hit points over the creatures normal total are lost.

 

Thoughts?

Daily Punch 5-10-18 Summon spell for DnD 5e

If you can teleport, why can’t you reverse it?

Summon

7th-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
Duration: Instantaneous

This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.

Thoughts?