Daily Punch 7-31-20 Transfer Trauma spell for Call of Cthulhu 7th Ed

Ran an adventure for GenCon 2020. Had a blast doing it, but a player instantly go crazy. How about a spell that can fix that… for a cost.

Transfer Trauma
Cost: 5 magic points; 1D4 Sanity points
Casting time: 1 round
Even the most powerful general knows when to sacrifice a few few peons, and you a no good to the gods if mad. When cast on a target, you link your mind to the target. The target will experience your trauma instead, taking all Sanity loss for you at double the rate for the next hour after the initial sanity loss for casting the spell. An unwilling target may counter the spell with an opposed POW roll each time they would lose sanity. If pain is inflicted upon the target when when the spell is cast, it gains one penalty die on the opposed POW roll for each point of damage made during the casting
Alternative names: Mind Bridge, Dark Link of the Mad

Thoughts?

Daily Punch 7-17-20 Aegis arcane and divine spell for Pathfinder 2e.

We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!

Aegis Spell 1

Abjuration Force

Traditions arcane, divine
Cast

Two Actions

 

somatic, verbal
Duration 1 minute

You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.


Heightened (+1) The aegis hit points increases by increases by 5.

Thoughts?

Daily Punch 7-15-20 Blinding Breach T1 spell for Starfinder

Let’s build on the ideas from Monday but in Starfinder!

Blinding Breach T1

School evocation

Casting Time 1 standard action

Range touch

Targets 1 creature equipped with a force field

Duration 24 hours

Saving Throw none; Spell Resistance no

You overcharge a shield allowing for a explosion of light when it fails. From now on when the shield is reduced to 0 hit points it emits a flash of light. All creatures, except the barer, out to 20 feet must succeed at a Constitution saving throw or become blind for 1 round.

Thoughts?

Daily Punch 7-13-20 Aegis spell for DnD 5e

More witcher inspired spells! I like the quen sign. Can I make this in DnD?

Aegis

1st-level abjuration

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

A translucent shimmering shield of force envelops you. This shield has 10 hit points, and will take damage first from melee or weapon attacks. When exhausted, it emits a flash of light causing blindness for one round on the attacker if the attacker is with in 10 feet and fails a Constitution saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points of the aegis increase by 5 for each slot level above 1st.

Thoughts?

Daily Punch 7-10-20 Conduit of Fate M1-6 mystic spell for Starfinder

Conduit of Fate M1–6

School enchantment

Casting Time 1 standard action

Range 30 feet

Targets two or more living creature

Duration 10 minutes/level

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

You speak words of power and twin two willing souls together. Chose a number of willing creature in range as determined below. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible. This spell has no effect on stamina points.

1st: 2 willing creatures

2nd: 3 willing creatures

3rd: 4 willing creatures

4th: 5 willing creatures

5th: 5 willing creatures

6th: 7 willing creatures

Casting this spell doesn’t provoke attacks of opportunity.

Daily Punch 7-8-20 and 7-9-20 Conduit of Fate spell for DnD 5e and Pathfinder 2nd Ed

Got to make up a day, so let’s make a spell for a few different systems!

Conduit of Fate

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: concentration, up to one minute

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.

Conduit of Fate SPELL 1

Healing Enchantment

Traditions divine, primal

Cast [two-actions]

Range 30 feet; Targets 2 willing living creatures

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

Heightened (+1) The number of creatures increase by 1.

Daily Punch 4-22-20 Zap T1-T6 technomancer spell for Starfinder

How about an interrupt for our technomances in Starfinder?

 

ZAP T1-T6

School evocation (electricity)

Casting Time reaction

Range 20 feet

Targets one creature

Duration instantaneous

Saving Throw Reflex; Spell Resistance yes

As a creature comes within 20 feet of you, you shoot of a bolt of electricity at the target.  If the target fails a Reflex saving throw, it takes electricity damage depending on the level of the spell you cast.  If it succeeds, it only takes half damage.

1st: 2d6 electricity damage  + your Intelligence modifier

2nd: 3d6 electricity damage  + your Intelligence modifier

3rd: 5d6 electricity damage  + your Intelligence modifier

4th: 7d6 electricity damage  + your Intelligence modifier

5th: 9d6 electricity damage  + your Intelligence modifier

6th: 11d6 electricity damage  + your Intelligence modifier

Casting this spell doesn’t provoke attacks of opportunity.

 

Thoughts?

Daily Punch  4-21-20   Instant Cure M1-6 mystic spell for Starfinder

How do people feel about instant spells here?

INSTANT CURE M1–6

School conjuration (healing)

Casting Time reaction

Range 30 feet

Targets one living creature

Duration instantaneous

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

When a creature starts its turn or it takes damage, you heal and invigorate your target, restoring a number of Hit Points.

Instant cure 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: 7d4 + your Wisdom modifier

5th: 9d4 + your Wisdom modifier

6th: 11d4 + your Wisdom modifier

Casting this spell doesn’t provoke attacks of opportunity.

Thoughts?

Daily Punch 4-20-20 Zap cantrip for Pathfinder 2nd Ed.

Some of you loved it, and some of you hated it.  I still like the idea of more reaction spells.  Let’s put an option out there for a cantrip.  Fighters get to swing, why can you?

 

Zap                             Cantrip 1

Cantrip  Evocation Electricity
Traditions arcane, primal
Cast reaction
Range 20 feet; Targets 1 creature that enters the range
Saving Throw Reflex


With a quick flick of the wrist, you shoot a small dart of energy at a creature as it enters within range.  The target attempts a basic Reflex saving throw and on a failure is deals electricity damage equal to 1/2 your character level.

Daily Punch 4-17-20 Rapid Healing spell for Pathfinder 2nd ed

How about some healing in a reaction? I wonder can we play with the reaction action?

Rapid Healing SPELL 1

Healing Necromancy Positive

Traditions divine, primal

Cast reaction

Range 30 feet; Targets 1 willing living creature


You channel positive energy to heal a living creature when it starts it turn or it takes damage. You restore 1d4 Hit Points to the creature.


Heightened (+1) The amount of healing or damage increases by 1d4.

Thoughts?