Daily Punch 2-27-23 Divine Weapon divine spell for Pathfinder 2nd Ed

Let’s make a magic weapon for my clerics!

Divine Weapon Spell 1

Transmutation
Traditions divine
Cast somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute


The weapon thrums with divine power. Choose an alignment your deity has (chaotic, evil, good, or lawful) and touch a weapon. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The weapon or its fired ammunition now deals damage of the selected type.

Heightened (2nd)  The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (4th)  The target becomes a +2 striking weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (5th) The target becomes a +2 striking(greater) weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (7th)  The target becomes a +3 striking(greater) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (8th) The target becomes a +3 striking(major) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to four.

Thoughts?

Daily Punch 2-14-23 Elemental Punch spell for Pathfinder

I want some elemental flexibility and I also want to punch a goblin in the head!

Elemental Punch Cantrip 1

Attack Cantrip varies Evocation
Traditionsarcane, primal
Castsomatic, verbal
Range touch; Targets 1 creature


You channel the elements into your fist and slam it into a target. Make a melee spell attack roll and choose cold, electric, fire, or acid.. The punch deals damage of the chosen type equal to 1d6 + your spellcasting ability modifier. The spell takes on the characteristic of the elemental type chosen.

Critical Success The target takes double damage.
Success The target takes normal damage.

Heightened (+1) The damage increases by 1d6.

Daily Punch 2-13-23 Energy Attack M0 T0 spell for Starfinder

sometimes even the mages need to throw down.

Energy Attack

Classes Technomancer 0, Mystic 0
School conjuration (creation)
Casting Time 1 standard action
Range melee
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes

Description

When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You cover an appendage in energy, and you must make a melee attack against its EAC. On a hit, the ray deals 1d6 damage of the chosen energy type.

Casting this spell doesn’t provoke attacks of opportunity.

Thoughts?

Daily Punch 12-21-22 Wild Shape M1-6 spell for Starfinder

No wild shape for Starfinder? I want to be an alien!

Wild Shape
Classes Mystic 1-6
School conjuration (summoning)
Casting Time 1 round
Range Self
Duration 1 hour/ 3 levels
Description With a flick a few words and a few gestures your contort your body and change into another creature’s shape. Your mental statistics change to that of the creature, but your mental statistics remain unchanged. While in wild shape your hit points change to the maximum of the creature. If you exit the wild shape a s swift action, you return to the hit point total you had before your changed. If in wild shape you are reduced to zero hit points, any addition damage is transferred to your body as damage to your stamina and hit points you had before for you changed. You can change to any beast, elemental, plant, or magical beast based on the spell level below.

1st: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1/2 or lower.

2nd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1 or lower.

3rd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 3 or lower.

4th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 5 or lower.

5th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 7 or lower.

6th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 9 or lower.

Thoughts?

Daily Punch 12-16-22 Create Turret T1-5 technomancer spell for Starfinder

I want to make a little buddy!

Create Turret

Classes Technomancer 1-5
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect one created turret
Duration 1 hour/level
Saving Throw none; Spell Resistance yes

With a small bit of scrap you create a semi-permanent companion. Each turn as a free action you can command the robot to move and attack a foe. When you create the turret, choose an energy type for the damage it will deal.

1st: Create a tiny turret

2nd: Create a small turret

3rd: Create a medium turret

4th: Create a large turret

5th: Create a huge turret

Tiny Turret CR 1/3

XP 135
N Tiny construct (technological)
Init +3; Senses darkvision 60 ft, low-light vision.; Perception +3

Defense

HP 6
EAC 13; KAC 14
Fort +1; Ref +3; Will +0
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +5 (1d4 varies)

Statistics

STR +1; DEX +3; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3

Small Turret CR 1

XP 400
N small construct (technological)
Init +4; Senses darkvision 60 ft, low-light vision.; Perception +5

Defense

HP 20
EAC 14; KAC 15
Fort +3; Ref +5; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +9 (2d4 varies)

Statistics

STR +2; DEX +5; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +5, Athletics +5

medium Turret CR 3

XP 400
N medium construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +8

Defense

HP 40
EAC 16; KAC 17
Fort +5; Ref +7; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +12 (3d4 varies)

Statistics

STR +2; DEX +5; CON +1; INT -3; WIS +0; CHA +0
Skills Acrobatics +8, Athletics +8

large Turret CR 5

XP 1600
N large construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +11

Defense

HP 70
EAC 16; KAC 17
Fort +5; Ref +7; Will +4
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +15 (4d4 varies)

Statistics

STR +3; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +11, Athletics +11

huge Turret CR 7

XP 3,200
N huge construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +14

Defense

HP 105

EAC 21; KAC 23
Fort +9; Ref +11; Will +6
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +18 (5d4 varies)

Statistics

STR +4; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +14, Athletics +14

Daily Punch 10-27-22 Tragic Return spell for Call of Cthulhu 7th Ed

Ok, one more to make all the loose ends tie up.

Tragic Return

Cost: 24 magic points; 2D10 Sanity points, 10 POW
Casting time: 24 hour
This spell allows a mortal to begin to reverse a tragic event but always at great cost. The spell requires much from he caster, but the bodies of those affected by a massive loss of live must mostly be whole. These unfortunate souls are brough back as zombies with limited memories of their old life but extreme memories of their violent ends results in them being driven insane.
Alternative names: Familiar return, Mass Resurrection

Thoughts?

Daily Punch 10-26-22 Return to Life spell for Call of Cthulhu 7th Ed

time to finish of these ideas!

Return to Life

Cost: 10 magic points; 1D10 Sanity points
Casting time: one hour
A ghoul that changed from a zombie must have first created through a separate evolve ghoul ritual and feed a freshly killed human within a day of its death. Once the spell is complete and the ghoul feed, the ghoul violently shake and rots off its outer layers resulting its the person the zombie was created from emerging as a blood covered mess. The human will be completely health however, but over time will develop odd ticks and mannerisms as the underlying person slowly becomes an aspect of Yog-Sothoth. Watching this transformation requires a sanity check (2/1d10) by anyone who did not cast the spell.
Alternative names: The Grand Change, At Promised Gift, Aspect of Creation

Thoughts?

Daily Punch 10-24-22 Evolve Ghoul spell for Call of Cthulhu 7th Ed.

Time to build on some ideas!

Evolve Ghoul

Cost: 6 magic points; 2D6 Sanity points
Casting time: one hour
A zombie must have first created through a separate ritual and feed a freshly killed human within a day. Once the spell is complete and the zombie feed, the zombie will enter a torpor where it will begin to violently shake, distend, and tearing flesh as it elongates and transforms into a ghoul with the whole process closely related to a the process of becoming a werewolf. It will gain all statistics of a ghoul and retain more memories of its past life. Watching this transformation requires a sanity check (2/1d10) by anyone who did not cast the spell.
Alternative names: Ritual of the Awakening Mind, Undead Communion, Food of the Undead Gods

Daily Punch 10-19-22 Damage Multiplication spell for DnD 5e

I like weapons that deal mutliple dice damage. let’s make that happen in DnD.

Magic Weapon

3rd-level transmutation

Casting Time:1 bonus action
Range:Touch
Components:V, S
Duration:Concentration, up to 1 hour

You touch a magic weapon. Until the spell ends, roll the weapons damage dice twice when you attack and deal damage.

At Higher Levels: When you use a spell slot of 7th level or higher, tripple the weapons damage dice when you attack and deal damage.

Thoughts?

Daily Punch 9-15-22 Hostility spell for Shadowrun 6e

Ok, once more for another system.

Hate
(Multi-Sense)
RANGE TYPE DURATION DV
LOS M S 3
Rage
(Multi-Sense)
RANGE TYPE DURATION DV
LOS (A) P S 4
Pure unadulterated anger smashes into the targets mind and everyone and everything that has angered it in the past must feel that pain. Roll Sorcery + Magic vs. Willpower + Logic. For a number of rounds equal to the net hits on the test the target randomly attacks any other targets or other members of its own group if part of a grunt group.
Rage has the same effect except it affects all targets in an area.

Thoughts?