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?

Daily Punch 1-3-20 Full Auto T1 technomancer spell for Starfinder

I’ve been enamored with blast and automatic weapons lately, so WHY NOT MAKE THEM ALL AUTOMATIC!

FULL AUTO T1

School transmutation

Casting Time 1 standard action

Range touch

Targets one weapon

Duration 1 round

Saving Throw none; Spell Resistance no

You supernaturally speed up the operation of a weapon. The weapon gains the automatic property for one round.

Thoughts?

Daily Punch 10-17-19 Static Burst T0 technomancer spell for Starfinder

How about one of a pair of spells for the technomancer?

Static Burst T0

School evocation (electricity)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one held electric object or creature of no more than one bulk

Duration instantaneous

Saving Throw varies; Spell Resistance yes

When you cast this spell, you choose a electronic object in range. If held or a creature, the wielder or creature makes a Reflex saving throw. This spell causes 1d6 electric damage to the object or construct and 1d6 electric damage to the wielder on a failure. If unattened, the object takes 1d6 electric damage.

Thoughts?

Daily Punch 10-9-19 Galactic Storm T4 technomancer spell for Starfinder

Let’s keep ball lighting going between systems!  now off to starfinder!

 

Galactic Storm T4

School evocation (fire)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter storm of lightning

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

A 5-foot cloud of Solar Storm is summoned and contained by several small drones which you control. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. Once per round, you can cause the storm to jolt a creature within 30 feet and deals 4d6 electricity damage to that creature (Reflex negates).  If the primary target is hit, you may elect for the lighting to hit up to two more creatures within 30 feet of the primary target for 4d6 electricity damage (Reflex negates).  The secondary effect does not trigger an additional time.

If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 electricity damage.  This damage caused the secondary discharge as above, but does not count as your one discharge per turn.

 

Thoughts?