Daily Punch 10-9-19 Galactic Storm T4 technomancer spell for Starfinder

Let’s keep ball lighting going between systems!  now off to starfinder!

 

Galactic Storm T4

School evocation (fire)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter storm of lightning

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

A 5-foot cloud of Solar Storm is summoned and contained by several small drones which you control. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. Once per round, you can cause the storm to jolt a creature within 30 feet and deals 4d6 electricity damage to that creature (Reflex negates).  If the primary target is hit, you may elect for the lighting to hit up to two more creatures within 30 feet of the primary target for 4d6 electricity damage (Reflex negates).  The secondary effect does not trigger an additional time.

If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 electricity damage.  This damage caused the secondary discharge as above, but does not count as your one discharge per turn.

 

Thoughts?

Daily Punch 10-8-19 Ball Lightning spell for DnD 5e

How about a spell three ways?  First for DnD 5e

 

Ball Lightning

4th-level conjuration

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

A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. Each round, you may make a ranged spell attack emanating from the sphere at a creature within 30 feet.  Upon hitting the creature, the creature takes 4d8 lightning damage, and you make a two more ranged spell attack at two different creatures in range of the first target.  Upon a hit, each secondary target takes 4d8 lightning damage.  You do not make the secondary attacks again.  This attack takes no action.

As a bonus action, you can move the sphere up to 30 feet.  As an action, you may make a second attack with the spell with the secondary attacks performed as normal.

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. The sphere sheds bright light in a 60-foot radius and dim light for an additional 30 feet.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.

Daily Punch 9-5-19 Enrage Monster M1 mystic spell for Starfinder

How about some angry creatures in Starfinder?

 

 

Enrage Monster M1

School enchantment (mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

This enchantment makes a humanoid creature regard all as an enemy. If the creature is currently being threatened or attacked by you or your allies, however, it receives a -5 bonus to its saving throw.

The spell does not enable you to control the affected creature as if it were an automaton.  The creature becomes hostile to all creatures it sees for the duration of the spell attacking or fleeing as it would regard as the best decision.

 

 

Thoughts?

Daily Punch 9-4-19 Enflame Emotions spell for Pathfinder 2nd Ed

Let’s make some people mad!

 

Enflame Emotions

CALM EMOTIONS SPELL 2

Emotion Enchantment Incapacitation Mental

Traditions divine, occult

Cast [two-actions] somatic, verbal

Range 120 feetArea 10-foot burst

Saving Throw Will; Duration sustained up to 1 minute


You forcibly anger creatures in the area, enraging them into a violence; each creature must attempt a Will save.

Critical Success The creature is unaffected.

Success Calming urges impose a +1 status bonus to the creature’s attack rolls.

Failure Any emotion effects that would affect the creature are amplified and the creatures become hostile to all other creatures in the area.

If the target is subject to a calm emotions spell, it ceases this effect.

Critical Failure As failure, but other spells can end the effect.

 

Thoughts?

Daily Punch 7-2-19 Cone of Cold spell for Torg Eternity

Fantasy game with out a cone of cold!  NOPE!  Here ya go Torg Eternity

 

 

Cone of Cold

  • Axiom Level: 15
  • Skill: Conjuration 16
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 60 meters
  • Duration: Instant

Cone of Cold conjures a 60 degree cone of freezing arctic storm . The caster finishes the incantation and thrusts this open palm at the targets where it slams into all targets within 60 feet of the caster for for 14 cold damage and stymied. There is no penalty for Range, cover, or concealment and as this is a single burst, no Multi-Targeting is available.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD + very stymied.

Daily Punch 7-1-19 Icicle spell for Torg Eternity

How about some Torg Eternity? I want more spells!

 

Icicle

  • Axiom Level: 9
  • Skill: Conjuration 14
  • Casting Time: 1 action
  • DN: Target’s dodge or Dexterity
  • Range: 100 meters
  • Duration: Instant

This spell a jagged shard of pure ice that drives itself into a target for 10 damage and causes the target to be stymied till the start of your next turn. The magician creates this ice from pure thoughts and does not require water. The conjuration total must exceed the Dexterity or dodge of the target character in order to hit. There is no penalty for Range, but all other modifiers (and options such as Multi-Targeting) for attacks are figured normally.

  • Success Levels:
    • Good: Damage +1BD.
    • Outstanding: Damage +1BD and target is very stymied.

Daily Punch 6-18-19 Voice of Divinity mystic spell for Starfinder

More starfinder! How about a mystic cantrip?

VOICE OF DIVINITY M0

School evocation

Casting Time 1 standard action

Range medium(50 ft. + 10 ft./2 levels)

Targets one creature or object

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

When you cast this spell, choose a creature in range. Your God directly speaks to that target and they must make a Will saving throw crushing its mind with raw psychic force. On a failure, they take 1d6 damage.

Thoughts?

Daily Punch 6-6-19 Mental Targeting feat for DnD 5e

More mind madness at throat punch games!

 

Mental Targeting

If by your understanding of the flow of combat, your knowledge of your foes anatomy, or via unbalancing words, you strike more with your mind that your muscle.  You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Choose Intelligence, Wisdom, or Charisma.  Your that ability modifier instead of Strength or Dexterity for weapon attacks.

 

 

Thoughts?

Daily Punch 5-31-19 Pure Thought spell for DnD 5e

Alright time for the big guns!

Pure Thought

9th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You become a being of pure thought. Your body enters the ethereal plane but you remain conscious of and can interact on both the plane you were just on and the ethereal plane. You are immune to all non-psychic damage or mental effects. You are instantly aware of and can track all thinking creatures within 10 miles of your current location so you cannot be sneak attacked or surprised. While the spell is active you can cast hold monster, dominate person, confusion, counterspell, and dispel magic at will.

When the spell ends, you immediately pass out and awake 1 hour later unless revived via restoration or other like means.

Thoughts?

Daily Punch 5-30-19 Force of Imagination spell for DnD 5e

Time for some power!

 

Force of Imagination

8th-level enchantment

Casting Time: 1 action
Range: special
Components: V, S
Duration: special

When you cast this spell, choose any spell you want of level 5 or lower.  You cast that spell using up to a spell slot of level 5.  The target or targets of the spell must attempt a Charisma saving throw.  Those that fail re subjected to the spell as normal and must make all saving throws and checks as if the chosen spell was cast on them.  The spell targets areas or individuals as normal for the spell, but does not physically occur only affecting those that fail the original save.

 

 

Thoughts?