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?

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.