Daily Punch 1-10-19 Lying Corpse spell for Pathfinder Playtest

Ok ok, one more version of this spell!

 

Lying Corpse

SPELL 5
Illusion Casting 10 minutes (Material, Somatic, Verbal)
Range 10 feet; Targets all targets in range
Duration 10 minutes
You cast a spell that appears to be talking corpse in all forms except you control what the corpse says. Casting this spell prevents any future casting of talking corpse with this corpse.  Any attempt to determine a false spell can be detected with a successful Religion, Occult, or Arcana check and a successful perception check.  For each target, the effects of lying corpse are based on the target’s Will saving throw.
Success The target does not believe you cast the spell correctly and does not believe the corpse’s responses.
Critical Success The target knows you cast lying corpse and disbelieves the result of the spell.
Failure The target believe anything the corpse says as per the spell talking corpse.
Critical Failure Per failure, but the target’s is immediately subjected to the failed result of the suggestion spell.

Daily Punch 1-9-19 M4 Dead Ventriloquism spell for Starfinder

M4 Death Ventriloquism

School Illusion (language-dependent)

Casting Time 10 minutes

Range 10 ft.

Targets all creatures that can hear you in range

Duration 1 minute/level

Saving Throw Will negates, see text; Spell Resistance yes

 

You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead with this corpse. Any living person hearing the spell may attempt a Will saves or use Spell Resistance to disbelieve the spell. Any attempt to determine the false nature of the spell can be detected with a successful mysticism check and a successful perception check. The DC to determine this effect for all checks is equal to 10 + 1/2 your level level + your Wisdom modifier. Any check that fails reads the spell as speak with dead.

 

Thoughts?

Daily Punch 1-8-19 Death Ventriloquism spell for Pathfinder

Now for Pathfinder!

Death Ventriloquism

School illusion [language-dependent]; Level cleric/oracle 4, inquisitor 4, medium 3, psychic 4, shaman 4, spiritualist 4, witch 3; Domain trickery 3, evil 3

CASTING

Casting Time 10 minutes
Components V, S, DF

EFFECT

Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no

DESCRIPTION

You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead with this corpse. Any living person hearing the spell may attempt a Will saves or use Spell Resistance to disbelieve the spell. Any attemt to determine a false spell can be detected with a successful knowledge(arcana) or knowledge(religion) check and a successful spellcraft check. The DC to determine this effect for all checks is equal to 10 + 1/2 your cleric level + your Wisdom modifier. Any check that fails reads the spell as speak with dead.

Thoughts?

Daily Punch 1-7-19 Death Ventriloquism spell for DnD 5e

We’re back and here is a DnD spell.

Death Ventroquism

4th level illusion
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V S M (Burning incense)
  • Duration: 10 minutes
  • Classes: Bard, Cleric
  • You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead. Any attemt to determine a false spell can be detected with an Intelligence (arcana) or Wisdom(religion) check, made with disadvantage. Any check that fails reads the spell as speak with dead.

Thoughts?

Daily Punch 12-19-18 Lord Giveth, Lord Taketh spell for Starfinder

Ok, here is the Starfinder version of the same spell

Lord Giveth, Lord Taketh M1–6

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration instantaneous

Saving Throw Will half ; Spell Resistance yes

With a touch, you steal the life from a creature in range and and invigorate a different  target, restoring a number of Hit Points equal to the damage dealt. If the second target regains all of its Hit Points as a result of this spell, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.

Lord giveth, lord taketh damages the first target with a number of Hit Points of necrotic damage depending on the spell’s level.

1st: 1d4 + your Wisdom modifier

2nd: 3d4 + your Wisdom modifier

3rd: 5d4 + your Wisdom modifier

4th: 7d4 + your Wisdom modifier

5th: 9d4 + your Wisdom modifier

6th: 11d4 + your Wisdom modifier

Casting this spell doesn’t provoke attacks of opportunity.

 

Thoughts?


Daily Punch 12-18-18 Lord Giveth, Lord Taketh spell for Pathfinder

How about a few spells for Pathfinder?

 

Lord Giveth, lord Taketh, light School necromancyLevel antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target two creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes

DESCRIPTION

When laying your hand upon a creature, you channel negative energy that deals 1d4 points of damage + 1 point per caster level (maximum +5) to the first creature and heal an equal amount to a second creature.

 

Lord Giveth, lord Taketh, moderate 

School necromancyLevel antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 2d4 points of damage + 1 point per caster level (maximum +10) and heal an equal amount.

 

Lord Giveth, lord Taketh, serious

School necromancyLevel antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 3d4 points of damage + 1 point per caster level (maximum +15) and heal an equal amount.

 

Lord Giveth, lord Taketh, critical

School necromancyLevel cleric/oracle 4, inquisitor 4, shaman 4, witch 5;

DESCRIPTION

This spell functions like lord giveth, lord taketh light, except that you deal 4d4 points of damage + 1 point per caster level (maximum +20) and heal an equal amount.

 

 

Daily Punch 12-17-18 Lord Giveth, Lord Taketh spell for DnD 5e

And we’re back!  Let’s get started again with a spell for DnD 5e

 

Lord Giveth, Lord Taketh

1st level Evocation

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: instantaneous

You call upon the powers of your god granting you the ability to wield both the powers of life and death.  Choose a target in range.  If that target fails a Wisdom saving throw, it is dealt 1d4 necrotic damage.  Choose a second target in range.  If the first target failed its Wisdom saving throw, the second target is healed the same amount of damage.

  • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Daily Punch 10-12-18 Sharp Blades spell for DnD 5e

How about something to make your blades sharp in the dark?

 

Sharp Blades

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a weapon. Until the spell ends,  your weapon attacks score a critical hit on a roll of 19 or 20.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, your weapon attacks score a critical hit on a roll of 18 or 20.

Daily Punch 9-26-18 Swarm Form spell for Pathfinder Playtest

Let’s become a swarm!

 

SWARM FORM SPELL 5   POLYMORPH TRANSMUTATION
Casting Somatic Casting, Verbal Casting
Duration 1 minute or until dismissed
You transform into a Medium animal swarm form. You count as an animal in addition to your normal traits while in this form. Your gear is absorbed into your form; the constant abilities of your gear still function, but you can’t activate any item abilities. When you transform, you gain the following:
• Low-light vision.

•Treat your Athletics bonus as +14, unless your own bonus is already higher.

• Immunity to targeted weapons and resistance equal to half your level to bludgeoning, piercing, and slashing damage.
• AC 25 (TAC 22), ignore armor’s check penalty and reduced Speed.
• Weakness equal to your level to area damage
• You gain the a form of the swarming bites power.  As an action, each creature in the swarms space takes damage depending on the creatures type with a damage bonus of +6. These are Strength-based attacks (for the purposes of the enfeebled condition, for example).
The special statistics of your battle form can be adjusted only by penalties, circumstance bonuses, and conditional bonuses.  Your battle form prevents you from casting spells, speaking, or using most actions with the manipulate trait that require hands (the GM determines which actions of this sort you can take if there’s doubt).You can dismiss this spell with a Concentrate on the Spell action.
If you prepare this spell, choose from the following options. When in battle form, you gain the attacks, movement types, and special abilities listed. You can choose a more specific type of animal to turn into (such as a ladybug or scarab for beetle). This has no effect on your battle form’s size or statistics.

  •  Ant mandibles, Damage 2d6 bludgeoning; Speed 30 feet, climb 30 feet.
  •  Beetle mandibles, Damage 2d10 bludgeoning; Speed 25 feet.
  • Centipede darkvision; mandibles, Damage 1d8 piercing plus 1d4 persistent poison; Speed 25 feet, climb 25 feet.
  • Mantis scent; foreleg, Damage 2d8 bludgeoning; Speed 40 feet.
  •  Scorpion darkvision, tremorsense 60 feet; stinger, Damage 1d8 piercing plus 1d4 persistent poison; Speed 40 feet.
  • Spider darkvision, tremorsense; fangs, Damage 1d6 piercing plus 1d4 persistent poison. Speed 25 feet, climb 25 feet.
  • Bats darkvison; bite, Damage 2d6 pierceing, Speed 10, fly 30 feet.
  • Rats darkvision; bite, Damage 1d8 + Filth Fever(DC 15); speed 30.

Heightened (6th) Your battle form is Large.  Your transformed statistics are as follows: AC 28 (TAC 24);  damage bonus +12, Athletics +18;
Heightened (7th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell fails and is lost. Your transformed statistics  are as follows: Athletics +22; AC 30 (TAC 26); damage bonus +18 and double the number of weapon damage dice.

 

Thoughts?