Daily Punch 2-14-17 Elf Friend spell for DnD 5e

How about a spell to really change your friends point of view!

 

Elf Friend

6th-level transmutation

Casting Time:1 action

Range: touch

Components: V

Duration: 1 day

The target you touch undergoes a rapid change, transforming into an elf, if it fails a Constitution saving throw. The target’s type changes to humanoid (elf), and it loses all race abilities.  However the target gains fey ancestry, trance, and keen senses.  It still has all it’s original statistics.  After 1 day, the elf changes back into its old race.  If the spell is repeated for three days, and the save is failed each time, the spell becomes permanent.

Daily Punch 2-7-17 Force Push spell for Pathfinder

How about some defensive spells for Pathfinder?

 

Force Push

Schoolevocation [force]; Levelalchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 immediate action
Components S

EFFECT

Range 10 feet
Target One creature in range
Duration instantanous

Saving ThrowFortitudenegates; see text; Spell Resistance yes

Thoughts?

Daily Punch 1-18-17 Time Sphere spell for DnD 5e

How about another spell in the time school.

 

Time Sphere

4th-level enchantment

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of tar)
Duration: Concentration, up to 1 minute

You throw a ball of concentrated time at an point in range.  All creatures within 30 feet of the point are affected by the spell.  You may choose to slow or speed time in the area.  If you slow time and a creature starts its turn in a spell or enters the affected area, it must make a Wisdom saving throw.  If it fails, the creature instantly loses all its actions, bonus actions, free actions, and ability to move.  If you speed time, any creature in the area gains an additional action for the turn.  That action can be used only to take the Attack (one weapon attack only), Dash, cast a cantrip, Disengage, Hide, or Use an Object action.

 

 

Thoughts?

Daily Punch 1-17-17 Time Crawls spell for DnD 5e

I want some chronomancy in DnD.  Let’s make that happen!

 

Time Crawls

1st-level enchantment

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

Choose up to three creatures that you can see within range. Those creatures lose their ability to move on their turn unless they spends an action.  At the end of each of a target’s turn, the target can attempt a Wisdom saving throw to regain the ability to move without spending an action. On a success, the spell ends on the target.

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

 

Daily Punch 1-11-17 Spell Disruption spell for Pathfinder

One more along the same theme.

 

Spell Disruption

School abjuration; Level alchemist 5,  cleric/oracle 5, druid 5, inquisitor 5,  shaman 5, sorcerer/wizard 5, summoner/unchained summoner 5; Domain  protection 5

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own sheer power, you sculpt your spell around your environment.  When you cast this spell, you choose one target per five caster levels within range.  For next spell you cast this round that includes the target, that target is excluded from the spell and is not effected in any way until the end of its next turn.

Daily Punch 1-10-17 Spell Dissipation spell for Pathfinder

Spell Dissipation

School abjuration; Level alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, ranger 2, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3; Domain  protection 3

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own will, you reduce the effectiveness of your own spell.  When you cast this spell, you choose one target per four caster levels within range.  For next spell you cast this round that includes the target, that target is considered to have succeeded its saving throw against the spell.

Daily Punch 12-13-16 Lighting Storm spell for DnD 5e

How about a spell for DnD 5e?

 

Lightning Storm

5th-level evocation

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

You create a 20-foot-radius sphere of crackling energy centered on yourself.  You are safe from the effects of the spell, but all other creatures in the area must make a Dexterity saving throw.  The creature takes 8d8 lightning damage on a failed save, or half as much damage on a successful one.

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

Daily Punch 12-7-16 Lightning Touch spell for DnD 5e

I’ve been working my way up the spell list for each element.  Let’s keep going with another lightning spell!

Lightning Touch

4th-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of fulgurite)
Duration: instantaneously

When you finish the incantation for this spell, your hands instantly begin to crackle with electricity.  As part of this spell you may make melee spell attacks against up to 4 targets.  On a hit, the target takes 8d6 lightning damage and is stunned for one round.  On a failure, the target takes no damage and is not stunned.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the lightning damage increases by 1d6 for each slot level above 4th.

Daily Punch 11-21-16 System Shock spell for DnD 5e

WE’RE BACK! Let’s jump in with some spell!

 

System Shock

1st-level evocation

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

With a wave of your hands and a touch from your fingers, you shoot a jolt of energy so strong into a creature, you disrupt its brain functions.  A creature you touch must make a Constitution saving throw. On a failed save, the target takes 3d8 lightning damage and is stunned for one round. On a successful save, the creature takes half as much damage and isn’t stunned.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

 

Thoughts?

Daily Punch 11-22-16 Minor Chain Lightning spell for DnD 5e

Let’s keep going with more lightning spell!
Minor Chain Lightning

2nd-level evocation

Casting Time: 1 action

Range: 50 feet

Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

Duration: Instantaneous

You conjure a jolt of electricity  that shoots toward a target of your choice that you can see within range. Two bolts then leap from that target to separate targets, each of which must be engaged with the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, one additional bolt leaps from the first target to another target for each slot level above 2th.