Daily Punch 4-19-24 Mind of Matter occult spell for Pathfinder 2nd Ed

If you don’t think, you are fine.

Mind over Matter one-action Spell 8

Manipulate
Traditions occult
Range 30 feet; Target 1 willing creature
Duration 1 minute


You help a creature block all pain for a moment at the expense of its mind. The creature gains resistance 10 to all damage except mental damage where it is gains .weakness 20 mental damage. If the creature has any other resistances or weaknesses these are lost for the duration of the spell.


Thoughts?

Daily Punch 4-17-24 Gastric Explosion arcane spell for Pathfinder 2nd Ed

Might be something you ate….

Gastric Explosion one-action Spell 8

Manipulate Acid
Traditions arcane
Range 100 feet; Target 20-foot burst
Defense basic Fortitude


Your manipulate the biology of a target causing its digestive system to backfire and digest the creature from the inside out. Living targets with a digestive system take 10d6 acid damage based on their Fortitude save. If a target falls to zero hit points from this damage, they explode dealing 6d6 acid splash damage to all creatures within 10 feet. Targets that do not digest or are not alive are unaffected by this spell.


Thoughts?

Daily Punch 4-15-24 Castigate divine spell for Pathfinder 2nd ed

My god doesn’t like you!

Castigate one-action Spell 8

Manipulate
Traditions divine
Range 50 feet; Target 1 enemy
Defense Will; Duration 1 round to 1 minute


You ask your god for a direct punishment on those enemies of your faith inflicting a multitude of plagues upon them all at once. One enemy in range must attempt a Fortitude save
Critical Success The creature is unaffected.
Success The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1 for 1 round. If the target already has any of these conditions and the condition has a value increase that condition.
Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to end each condition individually.
Critical Failure  The target becomes blinded, clumsy 1, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to reduce or end each condition individually.

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Thoughts?

Daily Punch 4-10-24 Psychic Cracks occult spell for Pathfinder 2nd

The light of god!

Psychic Cracks one-action Spell 7

Manipulate 
Traditions Occult
Range 100 feet; Area 30-foot burst
Defense Will; Duration up to 1 minute


You press HARD on the minds of all targets in an area potentially laying the ground work for their mind to shatter. All targets in the area take 4d6 mental damage and must attempt a Will save.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and gains weakness 5 to mental damage for 1 minute.
Critical Failure  The target takes double damage and gains weakness 10 to mental damage for 1 minute.

Thoughts?

Daily Punch 4-8-24 Badger Summer primal spell for Pathfinder

a burst of cold in the spring….

Badger Summer one-action Spell 7

Manipulate fire
Traditions primal
Area 30-foot burst around caster; Target All creatures in area
Defense basic Reflex


You bring the gift of summer into the heart of fall for but a moment. All enemies in the area dealt 4d10 fire damage and must attempt a Fortitude save. All allies in the area are soothed by the fire and restore 4d10 hit points.

Thoughts?

Daily Punch 4-3-24 Divine Flash divine spell for Pathfinder 2nd Ed

The light of god!

Divine Flash one-action Spell 7

Manipulate Light
Traditions divine
Range 30-foot emanation
Defense Fortitude; Duration instantaneous or 1 round


Your god blesses you with a burst of light from its heaven. All enemies in the area dealt 8d6 fire damage and must attempt a Fortitude save
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and invisible, hidden, or concealed targets glow for one round out to 30 feet with a bright light and lose that status while it glows.
Critical Failure  The target takes double damage and invisible, hidden, or concealed targets glow for two round out to 30 feet with a bright light and lose that status while it glows..

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Thoughts?

Daily Punch 3-28-24 Mind Crush occult spell for Pathfinder 2nd Ed

Hit them in the head!

Mind Crush one-action Spell 6

Manipulate Mental
Traditions Occult
Range 60 feet; Target 1 creature
Defense Fortitude; Duration instantaneous or permanent


You crush your enemies mind possibly permanently reducing its ability to act. The effects are determined by its Will save.
Critical Success The creature is unaffected.
Success The target takes 4d6 mental damage.
Failure The target takes 8d6 mental damage
Critical Failure The target takes 8d6 mental damage and is permanently slowed 1. The effects of this curse can be
removed only through effects that target curses. The target can be subject to this spell again, but can not increase its slowed condition due to critically failure again.

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Thoughts?