Daily Punch 12-1-23 Temporary Anger arcane spell for Pathfinder

GET MAD!

Temporary Anger Spell 1

Emotion Mental
Traditions arcane
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration instantaneous


You enrage a target to the point it just lashes out at anyone.

Critical Success The target is unaffected.
Success The target is stupefied 1.
Failure The target must make an attack against a random creature it can see and is within reach either of a ranged attack, melee attack with a move, or a cantrip. It must instantly use two actions to move and make an attack or make a cantrip spell attack. It can not use any feats for this attack, but must use any abilities that alter its attack and damage such as a monks unarmed attack.
Critical Failure The target’s entire next turn must be spent attacking random creatures.

Thoughts?

Daily Punch 11-30-23 Enrage, Lesser M1 mystic spell for Starfinder

DON’T MAKE ME ANGRY!

Enrage, Lesser

Classes Mystic 1, Precog 1, Witchwarper 1
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

Description

This spell causes a single creature to become enraged for one round. It will spend that round attacking with melee or ranged weapons with a full attack if possible at a random target it can see. It will not use any consumable weapons save ammunition, nor will it cast spells except if a cantrip is the best option for attacking based on attack bonus.

Thoughts?

Daily Punch 10-26-23 Witch Salt magic item for Starfinder

Time to keep the witches at bay!

Witch Salt

This simple salt may not look like much, but it is a very is a very useful tool to keep magic at bay. As an action, a character can scatter the salt around themselves or a creature up to large size. The salt lasts for up to 1 hour or until the circle is disturbed as an action. If any spell or ability used by a witchwarper, mystic, or fiend that targets or includes a creature inside the salt, the caster must make a caster check or the spell fails. The DC of the check is equal to 10 + the grenade’s item level. A witchwarper, mystic, or fiend can not themselves disturb the salt, nor can any summoned creatures, but any other creature can disturb the salt.

Witch Salt, Mk 1

Level 1; Price 50
Hands 1; Bulk L


Witch Salt, Mk 2

Level 3; Price 230
Hands 1; Bulk L

Witch Salt, Mk 3

Level 6; Price 615
Hands 1; Bulk L

Witch Salt, Mk 4

Level 10; Price 2,600
Hands 1; Bulk L

Witch Salt, Mk 5

Level 14; Price 9,800
Hands 1; Bulk L

Daily Punch 10-24-23 Threshold M6/W6 spell for Starfinder

YOU SHALL NOT PASS!

Threshold

Classes Mystic 6, Witchwarper 6
School enchantment
Casting Time 1 standard action
Range Touch
Area one 60-ft. cube/level (S) up to the walls of the building
Effect An invisible wall of force protects one domicile
Duration 24 hours
Saving Throw none; Spell Resistance no

Description

An immobile, invisible wall of force protects one building. the building must have clearly delineated walls and doors. At the time of casting the caster can specify either those admitted specifically, those specifically excluded, or creature types specifically excluded from the building. Those creatures can not harm the walls of the building directly or indirectly nor enter the via teleportation or planar travel. Damage from those creatures does not register. However, anyone inside the building can invite any creature in. If a creature that was excluded from the spell is welcomed in knowingly, then the spell immediately ends.

Thoughts?

Daily Punch Mental Punch spell for DCC RPG

Time to make a mental monk like the Ancient One… who wants a new class?

Mental Punch
Level: 1Range TouchDuration: instantaneousCasting time: 1 actionSave: none
GeneralYou focus your mental energy and use anchient hand motions to channel your power in to a concentrated punch
Manifestationroll 1d4: (1) The casters hand glow with blue light. (2) the casters eyes surge with white light and a halo. (3) The spot where the caster touches the target expodes with blue light. (3)the caster crackles with power during the spell.
CorruptionRoll 1d8: (1) the caster’s eyes glow black. (2) the caster’s skin gains a blue sheen. (3)caster’s fists become skeletal. (4) the caster shoots a blue light around themselve. (5) minor corruption; (7)major corruption. (8)greater corruption
MisfireRoll 1d3: (1) the caster’s power flows inward and they take 1d6 damage. (2) The target is healed for 1d6 damage. (3) Power flows out from the caster like a flood and all alies take 1d4 daage within 20 feet.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2) corruption; (3) patron taint (or corruption if no patron); (4+) misfire.
2-11Lost. Failure
12-13You punch in to the target and do 1d6 damage
14-17You punch in to the target and do 1d8 damage
18-19You punch in to the target and do 2d6 damage
20-23You punch in to the target and do 2d8 damage
24-27You punch in to the target and do 2d10 damage
28-29You punch in to the target and do 3d10 damage
30-31You punch in to the target and do 3d12 damage
32+You punch into the target and utterly obliterate the target from existence. It’s soul is rendered to pieces by this attack as well.

Daily Punch 9-21-23 Animate Skeletons spell for DCC RPG

Let’s reach some hearts.. and minds!

Animate Skeletons

Level: 1 Range: 20’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s hands become black for an hour; (2) the wizard’s body glows black; (3) the areas where the spell is cast begins to sell of rot; (4) rattles of bones echoes around the caster

Corruption Roll 1d8: (1) skin on caster’s hands withers and dries out to give him a skeletal appearance; (2)rot begins to appear on the casters body; (3) caster’s hands permanently glows with a sickly black aura; (4) the caster hears rattling bones around him; (5-6) minor corruption; (7) major corruption; (8) greater corruption.

Misfire Roll 1d3: (1) a dead creature returns to life with an evil spirit in its body ; (2) a 2d8 HD skeleton attacks the caster; (3) the bones around the target explode causing 2d6 damage everyone in a 20 foot area..

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-14The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

15-19 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

20-22 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 3 hour.

23-26 The caster summons one skeleton of up to 4 HD, two skeletons of 2 HD, or up to four skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 8 hour.

27-31 The caster summons one skeleton of up to 8 HD, two skeletons of up to 4 HD, four skeletons of 2 HD, or up to eight skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 1 day.

32 The caster summons a horde of skeletons. The total hit dice must be 50 HD or less. The horde half damage from piercing and slashing weapons and remains for up to a week.

Thoughts?

Daily Punch 9-19-23 Life Infusion M1-6 mystic spell for Starfinder

Did it for Pathfinder, let’s do Starfinder next!

Classes Mystic 1-6
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration 2 rounds /level
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

Life Infusion

Description

With a touch, you create a channel from the plane of positive energy to the creature and begin to funnel life into the target. At the start of the creatures turn, it gains 2 temporary hit points. Each round this can continue until it has temporary hit points equal to 3 times your level.

1st: 2 temporary hit points per level
2nd: 3 temporary hit points per level
3rd: 4 temporary hit points per level
4th: 5 temporary hit points per level
5th: 6 temporary hit points per level
6th: 7 temporary hit points per level

Thoughts?

Daily Punch 9-18-23 Life Infusion spell for Pathfinder 2nd Ed

My wife had an idea, and I’m building off it.

Life Infusion Spell 1

Necromancy
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration sustained up to 10 minutes


You channel additional life into a target. Each round at the start of their turn, they gain 1 temporary hit point. They can gain temporary hit points equal to your level. If you do not sustain the spell or you are disrupted, the spell ends and all temporary hit points are immediately gone.


Heightened (+1) The temporary Hit Points per round increase by 1 and the maximum temporary hit points increases by your level or you can choose to target one additional target. As you cast this at even higher levels, you can choose a combination of targets and increased temporary hit points.

Thoughts?

Daily Punch 9-15-23 Third Eye Poke occult spell for Pathfinder 2nd Ed

Reach out and hurt a chakra!

Third Eye Poke Spell 3

Evocation Mental
Traditions occult
Cast [two-actions] verbal, somatic
Range Touch; Targets All creatures within range
Saving Throw Will


With a flurry of attacks, you lightly touch each creature on the forehead causing dizzying pain and discoordination. The target takes 4d6 mental damage with a Will saving throw.

Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and becomes stunned 1.
Critical Failure The target takes double damage and becomes stunned 2.


Heightened (+1) Increase the damage by 2d6.

Daily Punch 9-13-23 Mind Break spell for DCC RPG

Let’s reach some hearts.. and minds!

Break Mind

Level: 1 Range: 40’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s head glows purple; (2) the target’s head glows black; (3) the target’s head begins to stink; (4) The wizards head becomes translucent and his brain and nerves are visible.

Corruption Roll 1d8: (1) skin on caster’s face withers and dries out to give him a skull-like appearance; (2)rot begins to appear on the casters head; (3) caster’s head permanently glows with a sickly red aura;

(4) the caster hears whispers from the throughs around him; (5-6) minor corruption; (7) major corruption;

(8) greater corruption.

Misfire Roll 1d3: (1) caster bind is blinded by pain and they take 1d4 psychic damage; (2) a random ally of the caster caster hears their thoughts for 1d4 hours; (3) A random creature with in 40’ takes 1d6 psychic damage.

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-13 The target takes 1d2 points of psychic damage.  A save prevents the damage.

14-17 The target takes 1d4 points of psychic damage and is stunned for one round.  A successful save prevents the target from being stunned.

18-19 The target takes 1d8 points of psychic damage and is stunned for 1d3 rounds.  A save prevents the target from being stunned.

20-23 The target takes 1d12 points of psychic damage and is stunned for 2d3 rounds.  A save prevents the target from being stunned.

24-27 The target takes 2d8 points of psychic damage and is stunned for 2d6 rounds.  A save prevents the target from being stunned.

.28-29 The target takes 3d8 points of psychic damage and is stunned for 2d8 rounds.  A save prevents the target from being stunned.

30-31 The target takes 4d8 points of psychic damage and is stunned for 2d10 rounds.  A save prevents the target from being stunned.

32+ The target’s head explodes and they instantly die.  A save results in them taking 5d8 points of psyched damage instead.

Thoughts?