Daily Punch 6-15-21 Elfshot spell for DnD 5e

Saw Tasting History, so now I have an idea for today!

Elfshot

5th-level enchantment

Casting Time:1 action
Range: 200 feet
Components: V, S, M (arrow head made from a fingernail)
Duration:30 days

You throw the arrowhead at a target in range making a ranged spell attack. On a hit, the target is pierced by the spell. Unless someone directly sees you throw the arrow, the target does not know they are affected. Each day at moonrise, the target must make a Constitution saving throw. On a failure, the target gains one level of exhaustion. This level of exhaustion can not be removed until this curse is lifted or the spell ends. If the target dies from this spell, no wound is found on the surface, but a hole from an arrow will be found inside the target.

The spell can be recognized with a successful Intelligence(arcana) or Wisdom(medicine) check. You can end the spell by making a Wisdom(medicine) check using the plants feverfew, red nettles and waybread as components in the treatment. A remove cursegreater restoration, or wish spell also ends it. In either case to end the spell, you must be aware that the target is affected by this spell.

Thoughts?

Daily Punch 6-10-21 Speed Learning M1 T1 magic for Starfinder

Time for some Starfinder in the same area as I’ve been playing. Let’s do some learning!

SPEED LEARNING M1 T1

School divination

Casting Time 1 standard action

Range touch

Target one creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

This spell allows you to teach another something you know quickly. For the duration of the spell, the target gains ranks in a skill with which you are trained equal to your to your ranks and that skill is considered a class skill for the target.

Thoughts?

Daily Punch 6-8-21 Debilitating Learning spell for DnD 5e

How about instead of a save we use a skill check? What do people say?

Debilitating Learning

1st-level enchantment

Casting Time:1 action
Range:30 feet
Components:V, S, M (a book)
Duration: Concentration, up to 1 minute

You impart your knowledge to three creatures with an Intelligence score of 5 or higher and possibly overwhelm the target. Choose nature, religion, arcana, or history, and make an Intelligence check for that skill. Each target must make the check as well. If their check is lower then your check, they are stunned.

At the start of each of its turns, the target can make another skill check with the DC equal to your check to end the effect. On a success, the spell ends. Damaging the target instantly ends the effect.

When the effect ends, the next check the target makes using that skill is made with advantage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number off affected targets increases by one for each slot level above 2nd.

Daily Punch 4-26-21 Sphere of Depression M4 Spell for Starfinder

Ok, time for one more version of this spell.

SPHERE OF DEPRESSION M4

School enchantment

Casting Time 1 standard action

Range close (25 ft. + 5 ft./level)

Duration 1 round/level (D)

Saving Throw Will; Spell Resistance yes

You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw.  A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.

Thoughts?

Daily Punch 4-22-21 Sphere of Anxiety spell for DnD 5e

How about we make this for DnD 5e?

Sphere of Anxiety

2nd-level enchantment

Casting Time:1 action
Range:60 feet
Components: V, S, M (a blue marble)
Duration: Concentration, up to 1 minute

A 1-foot-diameter blue sphere of light in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 30 feet of the sphere must make a Wisdom saving throw feels the crushing weight of failure. The creature has disadvantage on checks saves and attacks while within rage on the sphere on a failed save. On a successful save the creature is not affected. If a creature leaves the area and reenters, it must attempt a save again.

As a bonus action, you can move the sphere up to 30 feet. If you move the sphere onto unaffected characters, they must attempt the save again at the start of their turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.

Thoughts?

Daily Punch 4-21-21 Sphere of Anxiety spell for Pathfinder 2nd Ed.

Heard about the skinwalker ranch and how they feared the blue sphere the most. It made them feel full of anxiety. SPELL IDEA!

Sphere of Anxiety Spell 2

Traditions arcane, occult
Bloodline fey
Deities Bes, Kofusachi, The Lantern King
Cast

Two Actions

somatic, verbal
Range 30 feetArea 1 5-foot square
Saving Throw Will; Duration sustained


You create a blue sphere of light in a square within range that saps the targets will to live and do anything. The sphere must be supported by a solid surface, such as a stone floor. All creatures within 30 feet of the sphere must attempt a Will saving. If a target leave the area, it is no longer affected by the spell. If it reenters the area, it may need to make another saving throw again.  On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range

Critical Success The target is unaffected. If they leave and come back, they will not be affected by the spell again until you cast the spell again.
Success The target becomes clumsy 1, enfeebled 1, or stupefied 1 for one round ( your choice). After the condition ends, they can stay in the area and not be affected again by the spell. If they leave and come back, they will not be affected by the spell again until you cast the spell again.
Failure The target becomes clumsy 1, enfeebled 1, or stupefied 1 (your choice) until they leave the spell.
Critical Failure  The target becomes clumsy 1, enfeebled 1, and stupefied 1 until they leave the spell.

Thoughts?

Daily Punch 4-6-21 Energy Exchange T1 spell for Starfinder

There are some awesome guns in starfinder, but I want to be able to change my damage on the fly!

ENERGY EXCHANGE T1

School transmutation

Casting Time 1 standard action

Range touch

Targets one weapon

Duration 1 minute/level (D)

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

You change the damage the weapon deals (acid, cold, electricity, fire, or sonic) to a different energy type (acid, cold, electricity, fire, or sonic) for the duration of the spell. All other effects of the weapon are not changed. this can be applied to explosives, but the spell ends after the device explodes and deals damage.

Thoughts?

Daily Punch 3-16-21 and 3-17-21 ruin and rot spells for Shadowrun 6e

how about we degrade buildings?

Rot
(Indirect Combat)
RANGE TYPE DURATION DV DAMAGE
LOS P I 5 P, Special
Ruin
(Indirect Combat, Area)
RANGE TYPE DURATION DV DAMAGE
LOS (A) P I 6 P, Special
Why cut when you can decompose and break down walls and men? Rot and Ruin degrade objects on a person or in an area as well as flesh. Creatures resist as normal, but all objects in an areas make a resistance roll as normal except if the object’s net do not beat the spellcasters successes, the object takes additional damage equal to the number of successes in addition to the damage from the spell. Creatures in the area take damage as normal.

Thoughts?

Daily Punch 3-5-21 Accuracy Curse spell for DnD 5e

How about some more crits in our life?

Accuracy Curse

2nd-level enchantment

Casting Time:1 action
Range:60 feet
Components: V, S, M (an arrowhead)
Duration: Concentration, up to 1 minute

Choose a target that you can see within range. The target must succeed on a Wisdom saving throw or all attacks on the target are more accurate. Until the spell ends, increase the range of attacks that score a critical hit on the target by 1.

At Higher Levels: When you cast this spell using a spell slot of 4rd level or higher, you increase the critical range by 1 for every two levels above 2nd.

Thoughts?

Daily Punch 3-2-21 Weakness spell for DCC RPG

How about one more version of this spell?

Weakness
Level: 1Range 50 feetDuration: 1 round per CLCasting time: 1 actionSave: Fort save
GeneralThe caster bistows weakness on a character
ManifestationRoll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
MisfireRoll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You curse the target with weak saves. they take a -1 penalty to all saves.
14-17You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
18-19You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
20-23You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
24-27You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
28-31You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
32+The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.