Daily Punch 2-3 to 2-5 Helping the Warlock Hide with a few tools!

How about a bunch of tools to help a warlock hide as a different spell caster?

 

First we got to fix the hex problem…

 

Agony

1st level Enchantment

Level: 1
Casting time: 1 Bonus Action
Range: 90 feet
Components: V, S
Duration: 1 minute


You cause a creature in range to feel the full furry of your anger.  Once each round, starting on your turn, and refreshing at the start of each of your turns when the target takes damage, add an additional 1d6 psychic damage tot he target.

A remove curse cast on the target ends this spell early.

 

So we can replace hex… now we got to fix eldritch blast…. with a eldritch invocation!

Malformed Arcana

Choose a spell you can cast and a spell you can not cast.  The spell you can cast looks to all observers like the spell you cannot cast.  No other parts of the spell are altered, and casting detect magic will reveal the deception as the spell type will not change.  Intelligence(arcana) checks on your spell will still normally show the spell you can normally not cast.

 

ok we got the bread and butter of a warlock figured out, so now we fit the final pieces together…with a feat!

 

Deceptive Warlock

prerequisite:  warlock

Some warlocks are open about the pack they made, and others hide it as their masters need deception.  You hide in plain site to further your dark purposes.  Gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • Gain two eldritch invocations that must both be malformed arcana.

 

First level Wizard that just happens to be a warlock behind the scenes is a go!

 

Daily Punch 1-28-20 Summon Weapon spell for Pathfinder 2nd Ed

Been a bit since I wrote some 2nd ed, but here is an idea that needs to be out in the world. Sometimes you just need a hammer when everyone else looks like a nail!

Summon Weapon

cantrip

Conjuration Cantrip

Traditions arcane, divine, occult, primal

Cast [two-actions] verbal,somatic; Duration 1 minute


You summon a melee weapon made of base materials for the type. You must be proficient in the wapon. The weapon is not made of any special materials and possesses no special qualities aside from those it would normally have. Upon the spell ending or if the weapon gains the broken condition, the weapon disappears.

Thoughts?

Daily Punch 1-24-20 Weapon Blanch spell for DnD

How about something to help against those critters who need a little extra to take down?

Weapon Blanch

1st-level conjuration

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a nonmagical weapon and choose a material type. Until the spell ends, that weapon is coated in a thin layer of that material allowing the weapon to count as that material type to overcome damage resistance and immunity.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can touch one additional weapon for each spell slot above 1st. All weapons much be coated to the same material type.

Thoughts?

Daily Punch 1-3-20 Full Auto T1 technomancer spell for Starfinder

I’ve been enamored with blast and automatic weapons lately, so WHY NOT MAKE THEM ALL AUTOMATIC!

FULL AUTO T1

School transmutation

Casting Time 1 standard action

Range touch

Targets one weapon

Duration 1 round

Saving Throw none; Spell Resistance no

You supernaturally speed up the operation of a weapon. The weapon gains the automatic property for one round.

Thoughts?

Daily Punch 12-26-19 HEROES FEAST M4 mystic spell for Starfinder

How about some holidays in space!

HEROES FEAST M4

School conjuration (creation)

Casting Time 10 minutes

Range close (25 ft. + 5 ft./2 levels)

Targets one creature/level

Duration 1 hour plus 12 hours; see text

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

DESCRIPTION

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits remove afliction, and gains 1d8 temporary hit points and stamina points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and will saves and a +4 morale bonus on saving throws against against poison, radiation, and fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Thoughts?

Daily Punch 11-21-19 Fist of Flame spell for DnD 5e

Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!

 

Fist of Flame

1st-level evocation

Casting Time: 1 bonus action
Range: touch
Components: V, S, M (piece of coal)
Duration: Concentration, up to 1 hour

You wreath the targets hands and feet in fire. Unarmed melee attacks from the target do an additional 1d6 fire damage on a successful hit.  The fire provides light up to 30 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.

 

Thoughts?

Daily Punch 11-20-19 Fist of Flame spell for Pathfinder 2nd Ed

How about some love for the up close wizards?  How about some love for the Monk Wizard?

 

FIST OF FLAME

FIST OF FLAME SPELL 1

Transmutation

Traditions arcane, divine, primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 willing allyDuration 1 minute


The target’s hand and feet become wreathed in flame. You cause all the target’s melee unarmed attacks to deal an extra 2d4 fire damage on a hit.  The target’s hands and feet shine like a torch out to 30 feet.  These melee attacks will set flammable, unattended items on fire.

Heightened (+2) The fire damage increases by 1d4.

 

 

Thoughts?

Daily Punch 11-19-20 Arms of the Goddess spell for Pathfinder 2nd ed

Here is one last version of this spell.

Arms of the Goddess

Arms of the Goddess SPELL 1

Abjuration

Traditions divine, primal, occult

Cast [two-actions] somatic, verbal; Duration 1 hour


Translucent arms of force appear behind you. These arms can carry weapons or shields and can be used to cast spells. You can reduce the number of actions one spell can be cast by by one somatic action each turn. You can reduce your multi attack penalty by 1 for one attack each round.


Heightened (4th) you reduce your multi attack penalty by one for each attack you make in a round.

Heightened (6th) all somatic actions can be performed by the hands to a minimum of one action for a spell.

Thoughts?

Daily Punch 11-18-19 Arms of the Goddess M1 spell for Starfinder

Why not?  Let’s hit the last two systems I’ve been playing a lot lately.  Now Arms of the Goddess for Starfinder!

 

 

ARMS OF THE GODDESS M1

School abjuration (force)

Casting Time 1 standard action

Range personal

Duration 10 minutes/level

You create shimmering arms of force that appear behind you.  These arms can hold weapons or shields and cast spells for you.  While you have these arms, you can take the full attack action and only receive a -3 to each attach, but you must make the attack with a second weapon.  Alternatively, as a full action you can make one attack at a -3 and cast a level 0 spell with any spell requiring an attack roll to be made at a -3.

 

 

Thoughts?