Daily Punch 3-27-18 Inflame Passions spell for DnD 5e

Working my way through the cleric/druid spells-here’s one for second level!

 

Inflame Passions

2nd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You incite the anger of a group of people.  Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it instantly gains the effect of Barbarian rage using your level to determine effects and becomes hostile to all other creatures in range.  It randomly attacks a different target each round while under the effects of this spell.  This effect continues until the target is dead or unconscious or you end the spell.

 

Thoughts?

Daily Punch 3-26-18 Turn the Other Cheek spell for DnD 5e

I’m going to finish up my giants book from over two years ago.  Time to put this one to bed, so let’s build up some material for the book!

Turn the Other Cheek

1st-level abjuration

Casting Time: bonus action or reaction
Range: Touch
Components: V, S
Duration: 1 round

Until the spell ends, one willing creature you touch is charged with the power of a vengeful god.  If a target is attacked while the spell is active or you cast this as a reaction to an attack, the target makes an attack as no action against any creature in melee range that attacks this spell’s target with a weapon or spell with a +1 bonus on the attack.  If the attack caused by this spell hit, the creature takes equal damage to the amount dealt to the target of this spell.

 

 

Thoughts?

Daily Punch 3-22-18 Supercharge Armor spell for Starfinder

Let’s bring shield back the Starfinder!

 

SUPERCHARGE ARMOR T1

School abjuration

Casting Time 1 standard action or reaction

Range touch

Targets one piece of armor

Duration see text

Saving Throw none; Spell Resistance no

You supercharge a piece of armor with a protective shield of energy.  If the spell is cast as a standard action, the armor gains a 1d6 armor bonus to EAC and KAC for 1d6 rounds.  If cast as an reaction, the armor gains +6 armor bonus to EAC and KAC for 1 round.  This may be cast as a reaction on any target within reach before an attack hits.

Daily Punch 3-19-18 Spell Tattoo for Call of Cthulhu, 7th edition

Played some Cthulhu over the weekend, and this idea came up.

Spell Tattoos

Some practioners of the art don’t rely on books or scrolls, but etch their foul words on their very skin. Any caster may tattoo the a spell into their skin performing any checks as part of the spell then. The spell deals an additional 1d4 sanity damage and 1d2 hit points of damage in addition to its normal costs. The spell is maintained for a number of days equal to the bearers power divided by 10, rounded down. A caster may active a spell without it being an action on their turn but may only activate one per turn. When a spell is activated, it’s magic is used up, but the spell may be reinked to reactivate the magic. A spell may be learned from a magic tattoo even if the bearer isn’t alive.

Thoughts?

Daily Punch 1-29-18 Dark Tutor spell for Achtung! Cthulhu/Savage Worlds

Let’s keep up the Savage Worlds!  Here is a spell for those who think no knowledge is forbidden.

 

Dark Tutor
Casting Modifier: varies
Range: touch
Duration: permanent
Cost: varies
This spell teaches the willing the true secrets of the world.  When this spell is cast, the target may increase it’s Cthulhu Mythos level to the next die level.  The modifier for the spell equals the next level of the targets Cthulhu Mythos level ie a target gaining a d4 in Cthulhu Mythos imposes a -4 modifier modifier.  The target and the caster both lose sanity equal to the dice gained ie the target gaining a d4 imposes a 4 points of sanity loss to both the caster and target.  No die level may be skipped using this spell, and each die level imposed the same penalties and sanity cost to the caster and target.

 

Thoughts?

Thoughts?

Daily Punch 1-25-17 Portal Pouch spell for DnD 5e

Let’s make a low level conjuration spell. Credit to my wife for the original idea!

Portal Pouch

1st-level conjuration

Casting Time: 1 minute
Range: touch
Components: V, S, M (two non-magic bags of roughly the same size)
Duration: 8 hours

When you finish this spell, you link two bags together, so opening one bag shows the contents of both. Only one bag may be opened at a time. Opening one causes the other to close, and both bags register as carrying the weight of all items in both bags. When a bag is forced to be closed by opening another, all items in the closing bags opening are expelled with no damage. Only items that can fit in the bag are allowed to move from one bag to another. A linked bag may only have a total volume of a quarter of a cubic yard. Placing any item that has an extra-dimensional space such as a portable hole or bag of holding acts as if a bag of holding is placed into a portable hole.

At higher levels.

When you cast this spell using a spell slot of 2nd level or higher, the number of bags that can be linked increases by one for each slot level above 1st.

Daily Punch 1-8-18 Shout of Encouragement spell for DnD 5e

Here’s a quick spell for DnD.  Here is some love for the bard!

 

Shout of Encouragement

1st-level enchantment

Casting Time: bonus action or reaction
Range: 60 feet
Components: S
Duration: see text

You cast this spell with a shout of encouragement at a friend. That friend is surrounded by an aura of ability.  That ally can reroll one die within one minute at which point the spell ends.  If the spell is not discharged after the minute ,the aura and spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Daily Punch 1-3-18 Lesser Healing Darts spell for Pathfinder

Had a call for this last weekend. Let’s make some healing darts!

Healing Darts

School conjuration (healing); Levelalchemist 1, bard 1, cleric/oracle 1, druid1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 30 feet
Target creature hit by dart
Duration instantaneous
Saving Throw Reflex half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION

You shoot a dart at a living creature, you channel positive energy that cures 1d6 points of damage +1 point per two caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a reflex save to take half damage

Daily Punch 12-12-17 Beasts of the Field spell for DnD 5e

I want one more level 7 druid spell. Here we go!

Beasts of the Field

7th-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute

With an ululating cry, you summon from around you two beast , magical or otherwise, appropriate to the terrain you are in of challenge rating 7 or lower. These are not conjurations, but real beasts from the area.

The beasts are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don’t violate their alignment. If you don’t issue any commands to the beasts, they defends themselves from hostile creatures but otherwise takes no actions.

If your concentration is broken, the creatures don’t disappear. Instead, you lose control of the beasts, they becomes indifferent toward you and your companions, and it might attack. An uncontrolled creature can’t be dismissed by you, and it leaves 1 minute after you summoned it.

Daily Punch 12-4-17 Caustic Bomb spell for DnD 5e

Let’s keep the 7th level DnD spells rolling with a Wizard spell!

Caustic Bomb

7th-level conjuration

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

With a deafening plop a ball of acid explods in range coating everything in 30 feet in acid. All envviroments are covered dealing 12d6 acid damage to the ground,wallss,andd unattended objects. Creatures may attempt a Dexterity saving throw for half damage and to not be covered. If a creature is covered in acid, it will take additional damage at the start of each of it turns. Each turns after being covered, it takes damage equal to half the damage it took from the spell last turn. Each time it takes damage it may attempt another Dexterity saving throw to end the effect after taking damage. this effect continues until the amount of damage equals zero. In addition, an affected creature may scrap the acid of as an action to end the effect.

Thoughts?