Daily Punch 3-19-26 Intellect Vampire mystic focus spell for Starfinder 2nd Ed

Today I’m gonna learn!

Intellect Vampire [two-actions] Focus 6

  • Concentrate Curse Focus Incapacitation Manipulate Mental

Traditions arcane

Range touch; Targets 1 creature

Defense Will Duration varies


You remove a creature’s intelligence and add it to your own. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.

Critical SuccessThe target is unaffected.

Success: The target is stupefied 1 for 1 minute, and you gain a +1 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.

Failure The target is stupefied 2 for 1 minute, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks

Critical Failure The target is stupefied 2 for 1 hour, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.

Thoughts?

Daily Punch 3-17-16 Cosmic Knowledge mystic focus spell for Starfinder 2nd Ed

Time to Learn!

Cosmic Knowledge Focus 4

Uncommon Concentrate Focus Mystic Logic

Range Personal
Duration 8 hours


Time to see the universe. Choose one skill. You become an expert in that skill for the duration.

Heightened (6) You become a master in that skill.
Heightened (8) You become legendary in that skill.



Daily Punch 3-12-26 Universal Understanding mystic focus spell for Starfinder 2nd Ed

I want an arcane mystic, so let’s build one!

Universal Understanding cantrip 1

Uncommon Concentrate Focus Mystic Logic

Range 30 feet
Targets 1 creature
Defense Will
Duration sustained up to 1 minute


You gaze into the true understanding of a creature as you pull apart what makes it work and break at the subatomic level. The target must make a Will save.

Critical Success: The target is unaffected and can not be targeted by you with any spells or abilities, save physical attacks for one minute.
Success The target is unaffected.
Failure  The target suffers 1d4 force damage and has a -1 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.
Critical Failure The target suffers 2d4 force damage and has a -2 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.


Heightened (+1) The force damage increases by 1d4 or 2d4 for a critical failure.

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?