Daily Punch 5-3-10 Ability Inversion spell for DnD 5e

Almost everybody’s favorite 2nd level spell in enhance ability.  Let’s turn that on its head!

 

 

Ability Inversion

2nd-level transmutation

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

You touch a creature, and the creature must make a DC 10 – your spell casting bonus saving throw for the ability you name at the time of casting.  If the creature fails, then the spell ends with no effect.  If it succeeds, then the spell occurs as normal.  At the end of a creatures turn, it may attempt the save again, but now it must make your regular spell save DC still with disadvantage from the spell.

Butterfly’s Endurance: The target has disadvantage on Constitution checks, saves, and attacks. It also loses 2d6 hit points.

Pixie’s Strength: The target has disadvantage on Strength checks, saves, and attacks, and his or her carrying capacity is cut in half.

Slug’s Grace: The target has disadvantage on Dexterity checks, saves, and attacks.

Sloth’s Splendor: The target has disadvantage on Charisma checks, saves, and attacks.

Panda’s Cunning: The target has disadvantage on Intelligence checks, saves, and attacks.

Cow’s Wisdom: The target has disadvantage on Wisdom checks, saves, and attacks.

 

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

 

 

Thoughts?

Daily Punch 5-1-18 Unmake spell for DnD 5e

Ok, one last divine spell for a bit.

Unmake

9th-level transmutation

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

You call forth the full force of your god to undo all the damage done by one creature. The target of the spell must make three Charisma saving throws. If the target is opposed to your god at least along one axes (law vs. chaos or good vs. evil), then it must make only two saving throws. If the target fails all its saving throws, the target is unmade. It is removed from the time stream as all events that lead to its creation are halted. No creature or god aside from your patron and yourself remember the creature existed. The world will change because the creature did not exist, and this change is determined by your DM. Only wish can restore the creature.

Thoughts?

Daily Punch 4-30-18 Castigate spell for DnD 5e

Still working on my giant book, so here is a spell thats hopefully going to make the cut!

Castigate

8th-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (holy oils you fling at the target)
Duration: Instantaneous

You you throw holy oils at the target, and the target must make a Dexterity saving throw. If the target fails its saving throw, the target is cursed by your god. The target gains disadvantage on all attacks, checks, and saves, all rolls against the target gain disadvantage,and the target is vulnerable to all damage. At each new sunrise for a good aligned good or midnight for a evil aligned god, the target can attempt a Wisdom saving throw (with disadvantage from this spell), to remove the curse. A priest of your religion of any level may cast geas on the target while assigning a quest supporting your religion to remove the curse. The spell can also be ended by greater restoration, heal, or wish.

Thoughts?

Daily Punch 4-27-18 Divine Light spell for DnD 5e

How about we keep the hits rolling with a DnD Cleric spell at 7th Level

 

Divine Light

7th-level evocation

Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

A 20 foot radius pool of divine light rains from the heavens centered on a point in range.   Each creature in the area must make a Dexterity saving throw. It takes 5d10 radiant damage on a failed save, or half as much damage on a successful one.

The spell also punishes those who oppose the god you invoke when you cast this spell.  Creatures who are the opposite alignment of your god (chaotic vs lawful or good vs evil) must attempt a Wisdom saving throw.  If it fails, it is stunned for one round.  If the creature is the opposite alignment on both axis, then the creature makes the save with disadvantage.

 

 

Thoughts?

Daily Punch 5-26-18 Water Portal spell for DnD 5e

Why wouldn’t you want to transport via puddles?

 

Water Portal

6th-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a vial of pure water)
Duration: 10 minutes

As you cast the spell, you touch up to six willing creatures.  For the duration of the spell, those creatures can jump into any body of water from a puddle to an ocean, think of another body of water that the character has seen or knows of, and jump out of the body of water.  The character must have a clear image of the destination where they wish to go.  Creatures may jump from and to multiple bodies of water during the duration of the spell and once cast the targets need not stay together.  The body of water the creature jumps into must have a large enough surface area to account for the area under the whole creature ie a creature may not jump into a class of water, but a man may step into a puddle while a horse would need something the size of a water trough.

 

 

Thoughts?

Daily Punch 4-19-18 Mass Inflict Wounds spell for DnD 5e

We have mass cure, so why not mass hurt!

 

Mass Inflict Wounds

5th-level necromancy

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

You drain the life from an area in range.  Choose up to six creatures in a 30-foot-radius sphere centered on that point.

On a failed Wisdom saving throw, each target takes 6d8 necrotic damage. This spell has no effect on constructs and undead.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increases the damage by 1d8 for each slot level above 5th.

Daily Punch 4-4-18 Prosperity Spell for DnD 5e

More spells for my giants book that is coming out soon!

 

Prosperity

4th-level abjuration

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

Healing energy washes over a touched creature, filling it with vitality. The target heals 4d8 hit points

If you target a plant creature or a magical plant, the spell heals 8d8 hit points of damage.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it instantly doubles in size growing with tremendous speed.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the healing effect increases by 1d8 for each slot level above 4th if cast on any normal creature, but it heals 2d8 for each spell slot above 5th if cast upon a plant creature or magical plant.

 

Thoughts?

Daily Punch 4-3-18 Fist of the Earth spell for DnD 5e

Let’s keep moving with more DnD spells.  Here is one for the Druids out there.

 

Fist of the Earth

3rd-level conjuration

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

You punch the earth with a warcry and the earth punches up to three targets in range that is on the ground or within five feet of the ground.  Each target must make a Dexterity saving throw.  On a failure the target takes 10d6 magic bludgeoning damage as a shaft of earth springs forth and rams into the target.  The target also is thrown and lands prone.  The distance the target is thrown depends on the size of the target.  If the target succeeds in its saving throw, it takes half damage and is not thrown.

Size Distence Throw
Tiny 25 Feet
Small 20 Feet
Medium 15 Feet
Large 10 Feet
Huge 5 Feet
Gargantuan 0 Feet

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.

 

Thoughts?

Daily Punch 4-2-18 Weapon of the Gods cantrip for DnD 5e

Let’s keep rolling with our focus for the our first book.  Here is a Divine Cantrip.

 

Weapon of the Gods

Conjuration cantrip

Casting Time: 1 action
Range: touch
Components: V, S
Duration: Instantaneous

You conjure the weapon of your gods into your hand and swing with all the might of your god.  If you succeed on a melee spell attack the target takes 1d8 magic bludgeoning, slashing, or piercing damage, your choice.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Daily Punch 3-28-18 Empower Weapon spell for DnD 5e

We can enlarge people, so how about we just empower weapons as well?

Empower weapon

2nd-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered steel)
Duration: Concentration, up to 1 minute

You fill an in range target’s weapon with raw power for the duration.  The weapon deals much more damage on a successful attack that it normally would.  The weapons damage increases by one step up this dice chain from its normal damage-1d3-1d4-1d6-1d8-1d10-1d12/2d6-2d8-2d10-4d6-4d8-4d10.  This damage does not count as magical unless the weapon was already magic and is of the same type as the weapon usually deals.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the weapon’s damage increases by one additional step each slot level above 2nd.

 

Thoughts?