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?

Daily Punch 8-30-23 Zero Point technomancer spell for Starfinder

I want to freeze something!

Zero Point

Classes Technomancer 1
School evocation (cold)
Casting Time 1 standard action; see text
Range medium (100 ft. + 10 ft./level)
Targets one creature or object
Duration instantaneous
Saving Throw Fortitude half, see text; Spell Resistance yes

Description

You remove the energy from a point in frange dropping temperatures down to near absolute zero. The target takes 3d6 cold damage and is staggered for one turn. S successful save results in half damage and the target is not staggered.

Thoughts?

Daily Punch 8-29-23 Mind Grab occult spell for Pathfinder 2nd Ed

Back to my psychic monk!

Mind Grab Spell 1

Concentrate mental
Traditions occult
Cast [two-actions]
Range touch 
Defense Will; Duration sustained up to 1 minute


You reach out and grab a creature lightly and your mental force grabs the creature. The target must attempt a Will save. Each turn you can Sustain this spell and the target is still immobilized takes 2d6 bludgeoning damage. A creature can attempt to Escape, rolling against your spell DC.

Success The creature is unaffected.
Failure The creature is immobilized and takes 2d6 bludgeoning damage.
Critical Failure The creature is immobilized and take 4d6 bludgeoning damage.


Heightened (+1) The bludgeoning damage dealt when you Sustain this spell increases by 1d6 and 2d6 for creatures who fail who critically fail the saving throw.

What do you think ? Damage too high for level 1 spell or does having to be damager close compensate?

Daily Punch 8-25-23 Psychic Punch mystic spell for Starfinder

I want to make Shadowrun adepts in Starfinder!

Psychic Punch

Classes Mystic 0
School evocation
Casting Time 1 standard action or reaction
Range touch
Targets one object and one creature
Duration instantaneous
Saving Throw none; Spell Resistance no

Description

You focus your mental might onto your fist and punch at a foe, making a melee spell attack against the target’s KAC. If you hit, you deal 1d8 bludgeoning damage to the target. This spell does not provoke an attack of opportunity, but this spell can be used for attacks of opportunity.

Daily Punch 8-23-23 Healing Strike cleric spell for DCC RPG

I want to swing a sword and heal a friend. Can we do both….

Healing Strike
Level: 1 Range: touch Duration: instantaneous Casting time: 1 action Save: N/A
General The cleric swings his divine weapon at a foe and with one swift motion lays his hands upon a friend to save his life
Manifestation Roll 1d3: (1) Light surrounds the clerics weapons and hands; (2) The foe is surrounded by darkness and the ally is engulfed in light; (3) holy music surrounds the cleric out to 30 feet.
1 The cleric heals the enemy 1d8 hit points, attack friend using d10, and disapproval.

2–11 Failure.
12-13 The cleric may heal a friend for 1d3 hit points and make a melee strike at a foe using a d10.
14-17 The cleric may heal a friend for 1d4 hit points and make a melee strike at a foe using a d12.
18-19 The cleric may heal a friend for 1d6 hit points and make a melee strike at a foe using a d14.
20-23 The cleric may heal a friend for 1d8 hit points and make a melee strike at a foe using a d16.
24-27 The cleric may heal a friend for 1d10 hit points and make a melee strike at a foe using a d20.
28-29 The cleric may heal a friend for 1d12 hit points and make a melee strike at a foe using a d20.
30-31 The cleric may heal a friend for 4d4 hit points and make a melee strike at a foe using a d20.
32+ The cleric may heal a friend for 6d4 hit points and make a melee strike at a foe using a d24.

Daily Punch 7-31-23 Crush spell for Dragonbane

More fun with this new system

Crush
Rank: 1
Prerequisite: Elementalism
Requirement: Word
Casting Time: Action
Range: 20 meters
Duration: Stretch
You increase the gravity around a target causing the target to be pulled down to the ground. The target suffers 2d6 damage and is pulled prone to the ground. Any armor rating has no effect. Each power level beyond the first increases the damage by D6.

Humanoids and monsters targeted by this spell are pulled to the ground and can not move. ON each turn, a target can make a STR roll ( not an action) to break free.

Thoughts?

Daily Punch 7-24-23 Tattoo Storage spell for Pathfinder 2nd Ed

Saw something cool, so let’s make it for Pathfinder!

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Tattoo Storage Spell 2

Transmutation
Traditions arcane,  primal
Cast somatic, verbal
Duration 8 hours


You transform a physical object into a life-sized hyper realistic tattoo. The object disappears into a willing targets skin. With an action, the target can summon the object into one of their hands and the tattoo disappears. The target radiates magic for the duration or until the target summons the object into a hand, but otherwise the tattoo is just a well done tattoo. The only size restriction on the object is the target must have enough surface area to have a life sized tattoo of the object.


Heightened (3rd) The spell lasts for 24 hours.
Heightened (5th) The spell lasts for up to one week.

Heightened (7th) The spell lasts for up to one month

Thoughts?.

Daily Punch 7-20-23 Magic Tattoo mystic spell for Starfinder

I want to hide ALMOST anything!

Magic Tattoo

Classes Mystic 2, Witchwarper 2
School transmutation
Casting Time 1 standard action
Range touch
Duration 1 day/level (D)

Description

When you cast this spell you touch an object and a willing creature. The object becomes a tattoo on the creature for the duration of the spell or until the creature wills the object to leave the tattoo as a swift action. The only size restrictions are the object is a full sized rendition of the object tattooed on the creature ie. smaller creatures can not have full sized vehicles tattooed upon their body. The object does not rip clothing when it leave the body, but appears next to the creature when summoned.

The tattoo is hyperrealist, so any creature who sees it will admire the work, but they will need to detect magic to understand it is more than a well done tattoo.

Thoughts?

Daily Punch 7-18-23 Dream Walking Spell for Call of Cthulhu 7th edition

How about we just make people walk away?

Dream walking

Cost: 3 magic points
Casting time: Instantaneous
You whisper a lullaby at a target. The target must be within ten yards of the caster. For the spell to take effect the caster must succeed in an opposed POW roll with the target. If the target is willing, there is no opposed check. If the caster succeeds, the target is put into a dream like state for 1d6 rounds and the caster say a destination. The target will then choose the best method to go to that destination and move in that direction. If this results in the target boarding trains or other modes of transportation where the target must interact with other people, the target will answer questions as is half asleep, but will still act normally. If the caster beats the target by two degrees of success ( a failure vs a hard success for example), the time increases to 1d6 hours. If the caster successes by three degrees of success, the time increases to 1d6 days. If the target is under the effect of this spell for at least one hour, the caster can decide if the dream like state is restful or a nightmare. If the caster chooses nightmare, the target must make a SAN check at the end (1/1d6). The target of this spell will not have any memory of the spell being cast or how they got to their destination.

Alternative names: Restful Travel, Terrifying Transportation, Sailor Mind Blank

thoughts?