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 12-16-22 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 6-10-21 Speed Learning M1 T1 magic for Starfinder

Time for some Starfinder in the same area as I’ve been playing. Let’s do some learning!

SPEED LEARNING M1 T1

School divination

Casting Time 1 standard action

Range touch

Target one creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

This spell allows you to teach another something you know quickly. For the duration of the spell, the target gains ranks in a skill with which you are trained equal to your to your ranks and that skill is considered a class skill for the target.

Thoughts?

Daily Punch 4-6-21 Energy Exchange T1 spell for Starfinder

There are some awesome guns in starfinder, but I want to be able to change my damage on the fly!

ENERGY EXCHANGE T1

School transmutation

Casting Time 1 standard action

Range touch

Targets one weapon

Duration 1 minute/level (D)

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You change the damage the weapon deals (acid, cold, electricity, fire, or sonic) to a different energy type (acid, cold, electricity, fire, or sonic) for the duration of the spell. All other effects of the weapon are not changed. this can be applied to explosives, but the spell ends after the device explodes and deals damage.

Thoughts?

Daily Punch 2-11 and 2-12 Memory Mapper Technomancer Spell and Holographic Memory Download Technological Item for Starfinder

You can make your own pictures but how about making maps from another? Can you download them?

Memory Mapper T1

School illusion

Casting Time 1 standard action

Range touch

Duration 10 min/level

Saving Throw Will negates (harmless); Spell Resistance no

You touch a creature and ask it to recall a memory. The creature’s mind then creatures a holographic map of an area up to 1 mile cubed in a 10 foot cube. You can then zoom in, zoom out, and move through the map as you please with hand gestures. Before the duration of the spell ends, you can dismiss the spell while holding a data recorder or computer and save the map to that device. The creature need not be conscious for this spell to work.

Now how about some tech to do the same?

Name/modelLevelPriceHandsBulkCapacityUsage
Holographic Memory Download53,00011/day
Holographic Memory Download

The head set has an attached computer terminal. A creature can don the headset and think of a location and the headset will read the creatures mind and create a file containing a 3D map of up to 1 cubic mile. the file can be downloaded from the terminal. The creature need not be conscious for this device to work.

Thoughts?

Daily Punch 7-15-20 Blinding Breach T1 spell for Starfinder

Let’s build on the ideas from Monday but in Starfinder!

Blinding Breach T1

School evocation

Casting Time 1 standard action

Range touch

Targets 1 creature equipped with a force field

Duration 24 hours

Saving Throw none; Spell Resistance no

You overcharge a shield allowing for a explosion of light when it fails. From now on when the shield is reduced to 0 hit points it emits a flash of light. All creatures, except the barer, out to 20 feet must succeed at a Constitution saving throw or become blind for 1 round.

Thoughts?

Daily Punch 4-22-20 Zap T1-T6 technomancer spell for Starfinder

How about an interrupt for our technomances in Starfinder?

 

ZAP T1-T6

School evocation (electricity)

Casting Time reaction

Range 20 feet

Targets one creature

Duration instantaneous

Saving Throw Reflex; Spell Resistance yes

As a creature comes within 20 feet of you, you shoot of a bolt of electricity at the target.  If the target fails a Reflex saving throw, it takes electricity damage depending on the level of the spell you cast.  If it succeeds, it only takes half damage.

1st: 2d6 electricity damage  + your Intelligence modifier

2nd: 3d6 electricity damage  + your Intelligence modifier

3rd: 5d6 electricity damage  + your Intelligence modifier

4th: 7d6 electricity damage  + your Intelligence modifier

5th: 9d6 electricity damage  + your Intelligence modifier

6th: 11d6 electricity damage  + your Intelligence modifier

Casting this spell doesn’t provoke attacks of opportunity.

 

Thoughts?

Daily Punch 3-1-20 and 3-2-20 Targeting Reticle and Scrabble T1 technomancer spells for Starfinder

how about some spells that can use that reaction slot?

 

 

Targeting Reticle T1

School transmutation

Casting Time reaction

Range 30 feet

Targets one ally making an attack roll

Duration instantaneous

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

The target gains a 1d6 insight bonus to an attack roll they are making.

 

If you can help, you can also hurt!

 

Scramble T1

School transmutation

Casting Time reaction

Range 30 feet

Targets one enemy making an attack roll

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

You scramble what the target sees if it fails its saving throw and has a 1d6 circumstance penalty to an attack roll they are making.

 

Thoughts?