Daily Punch 10-21-20 Disrupt Balance cantrip for DnD 5e

Time to keep rolling with this spell into DnD 5e

Disrupt Blance

transmutation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round

You alter the subtle balances the keep the creature moving causing chaos in essence of the target. Choose a creature in range to makes a Constitution saving throw. On a failure the creature takes 1d6 acid damage. At the start of the creatures next turn, it must succeed at another Constitution saving throw or take the same damage again.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Thoughts? Does the second saving throw prevent the damage from being too high for a cantrip?

Daily Punch 10-20-20 Disrupt Balance spell for Pathfinder 2nd ed.

Been running through different systems, so why not take an idea from one to another?

DISRUPT BALANCE CANTRIP 1

Acid Cantrip Transmutation

Traditions arcane, primal

Cast [two-actions] somatic, verbal

Saving Throw Fortitude

Range 30 feet; Targets 1 creature


You subtly change the chemistry of a creature altering the small balances they keep them working dealing 1d4 acid damage this turn and the same damage the next turn. If the creature critically fails the save, it is also dealt the acid damage for a third turn.


Heightened (3rd) The damage increases to 1d4+ your spellcasting ability modifier.

Heightened (5th) The initial damage increases to 2d4 + your spellcasting ability modifier.

Heightened (7th) The initial damage increases to 3d4 + your spellcasting ability modifier.

Heightened (9th) The initial damage increases to 4d4 + your spellcasting ability modifier.

Thoughts?

Daily Punch 10-19-20 Disrupt Balance spell for Shadowrun 6e

How about more love for Shadowrun?

Disrupt Balance
RANGE TYPE DURATION DV   DAMAGE
LOS            M        I             5         SPECIAL
Life is balance, and with just a simple push you can destroy it plunging a creature’s internal chemistry into chaos.  Roll Sorcery + Magic vs. Willpower +Body.  The target takes chemical elemental damage required to the net hits and has its body is reduced by half the net hits.  This counts as a corroded for effects that remove damage and effects and a target will only have its body reduced by the arrest effect of disrupt balance, not the cumulative effect of multiple castings. This damage to body is repaired normally over time or via magic.

Thoughts?

Daily Punch 10-1-20 Small Healing Word spell for Castles and Crusades

Small Healing Word , Level 1 cleric, 2 druid
CT Special R 30 feet D permanent
SV see below SR yes (h) Comp V, S, DF
When the caster points at a living creature in range, the target is healed for 1d4 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. A cleric or druid may cast this spell against undead creatures and cause 1d4 hit points damage.
When this spell is cast, the caster may not move in a round, but may attack or cast another spell.

Thoughts?

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.