Part 1 of spell listings
These info sections are for explaining the spell system and idea related to it.
These are some spells to do. This is gotten by the "Magic focus" special ability, thats added to your special ability list on the character sheet w/o quotes. You don't need to learn the spell with this, as its using a special ability to cast it. That is where you think of the effect and state to the dm/gm, that you need this spell done. Think of it and your subconscious engineers the moment, as you mention the effect to him/her. The ability is what is possible as you use Energy % for this list, again that is 5% normal effects and 10% Uber or ultra powerful effects.
That you can do with this idea..as in you focus the effect for 2 or 3 actions to get a combined uber effect that does combined damages..whereas a normal effect is 1 action dealing normal damage listed below. The ability is there in all of us. Think to create, need the idea to exist. Then the will to create the effect is done, that's by the power of the soul and spirit. Will is the thing here. If you will things, they tend to exist. Then, it happens as you need it to occur. The mind commands the soul and the spirit is directed, that's done by your soul as your thinking to get a result. Say you willed someone to leave the room, then they would leave the area. How strong is your willpower?
The trick to this is to imagine or think the idea, then if you need the idea the subconscious will do the right actions. That's done by suggesting the idea to your subconscious, this is done in a statement out loud or under your breath of what you want to happen. It comes to you or goes to where you want it to go. That's if what you want is coming from the land of imagination. This uses the suggestion, thought, imagining things and making use of the subconscious mind. This is how the spells will work here, as though the creator, Mystra the magic goddess or some other deity. Any one, that's thinking to make the effect occur where and when you wanted it to occur.
These spells are for the area or targets that you want to effect, so basically if you use the area as energy. The energy is known by the amount of heat in the air, if you have it too low you could freeze or not get a result. When its there as heat, you feel warmth. Then, you can use it again to get what you want. How this works, you can think of the area as though an energy source and state a need or result. This causes the source, thinking to cause its energy to be there and cause heat in the air near you and it goes near the target. When you use it your not sensed as the energy temporarily blinds the target or targets to your use. So you can't be detected.
This hides you from being detected as the source of the spell is decided by you. That's until your effect is sensed. This is with thinking to create a point or expressed idea. You can use this until the heat gets lessened in energy amount. Then think, all that's required, that's where you allow the air to renew its heat energy after 1d4 minutes outside of combat. This is the Energy % in practice and if enough heat is restored its alright to use again. After every battle your energy % is restored to full, that's from energy in the air being restored. If its restored, your able to be restored in energy from the heat being absorbed as energy, that's where the heat directed is your energy %. This is thought as though a need were there, that the energy consciousness sensed and formed where you wanted it in the right area. This is all in the use of the town and the area otherwise, thinking to create a result. Think and you know what to do. If you don't intend the spell to be created, then nothing happens.
The effect is any spell that is done at will that can take up to 1 round in battle, 1 action or 1 minute of focus on the idea outside of battle. Thinking to cast an effect as if you cast it with a focus check, of 1d20+focus ranks and get a 10 or above for success. Otherwise, roll a 1d100+luck and get a 51 or above as a result for successful action that is instant. The spell can be done 3 times a day. This effects any target/s you want effected by gated in energy as you direct it with thought by the soul creating it. Casting a spell you can use the Arcane skill. The arcane skill check can make a suitable replacement for focus. What's higher is used. You can even use the Baldur's gate 3 and alternate spell list.. yet ignore the damages listed as it does what is described here in this list. The list is here. For an alternate list of spells look here.
Because you know things, its the subconscious that can block out the effect if you know of it and don't want it. So you don't get effected. However, if they aren't aware of what you are going to do or are doing bad then they can be effected. Its as though your body used the area heat as energy, then you cast it forth to generate body energy that's usable. The statements you intend or gesture you do after the fact is what uses the energy you cast forth. This is how you cast body energy as an effect spell is done. Also, if shapechanging..or polymorphing it takes 1 action.
So they were caught off guard for the moment's notice. Otherwise, if you distract them, they can still be effected by the idea through the spirit. You see, the spirit and soul create the effect. Its not that you don't have a soul, its what you want to happen. The effect can be gated to the area of the targets. That is because the soul or spirit can cause the gateway for the effect, that the targets will be near for it to effect them. This negates distance and makes the effect near or on the targets. No matter where they are in life. There is a concept that makes it lifelike. So if you think to use this, then you must know where the targets are in the area they exist. This is known by psychic means, we are all psychic in one way or another. This is a known effect.
Due note: For additional action effects. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together. Also, with creating effects of new spells not in the listing, you make a craft roll instead of a focus roll. So optionally, you create an effect with craft and do damages and healing amount using the focus ranks. This is the effect of choice..you can use this if you want to get effect. That you made up, think or use focus to create an effect in this list.
Damages, ranges and how long it lasts..
So if you think you deserve it or they are guilty or creatures, you can still be effected or create effects on the target/s. This works, no matter what. The damages or healing are normally done, if not specified otherwise. They know by intuition when it was done. This can last 1d6 rounds in battle, the time of effect total on your character sheet or until you don't need it outside of battle. Basically, its thought or action that forms reality by the subconscious creating what you need created. So, a safe spell is using any language that bypasses the consciousness. Also, spells have no ranges. There is no range to the spells unless otherwise specified, think of the targets as know they manifest right where the enemies are.
See then you target someone and get them to do something, that you wanted. This means that whatever the effect, you create by thinking it and the subconscious does what you intend it to do. There are many sorts of spells you can cast as your God or the creator does it, that's with the subconscious guidance to your deity and resulting vision from the deity that effects what or whom you want effected. If you expend 10 stp or 10% energy, this is a way to deal 25% more damage, but the spell takes 50% longer to cast.
If you notice the effect lasts a certain amount of seconds. This is the amount of seconds things last, they are part of actions and rounds. The amount of seconds is calculated by 6/(actions per round) and drop the remainder. If the seconds something lasts is less than an action, that is the action itself. Lets say you had 3 actions per round due to the multitasking special ability. 6/3=2. So where you have 2 seconds per action. If a spell takes 1 second to do, then that's the action you do. The rest of the action is dismissed.
Due note: The damage/healing possible are by level and per each 3 focus ranks round down. For healing, its every 2 healing skill ranks rounded down instead of the focus ranks. That's like you have 15 focus ranks and 6 charisma mod, then for a level 20 character, it would be 15d8+6. In amount, that's 126% health that's removed at its maximum. At its minimum you could get 21 in amount. For healing, if you had a 15 healing rank and 6 charisma mod. Then, you would get at level 20, 21d8+6 that you could roll with the max being 174% given health. The minimum is 27% in amount. The amounts are:
1d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 1-9.
2d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 10-19.
3d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 20-29.
4d8+Charisma mod with every 3 focus or 2 healing ranks for the health of levels 30+.
After level 10 you get an enhanced magic effect, where the spell can last twice as long. That is where 1d6 is now 1d12 rounds in battle. If any length of time that it lasts. The range of the elemental effect is every 10 levels is an additional 30'. So at level 12 you can cause a 60' effect for a normal fireball or iceball. This is making the effect form in manifest, where you want it to form. The gate can be formed anywhere you want it to effect your targets. Any spell you don't want effecting you, doesn't effect you by this effect. If you want it to effect yourself, then it will by the power of the soul. This in effect effects those you want effected by it, so think and there is a gate where you can get what effect you intend.
If you don't have intention for it to effect, then you think there is no effect. That by feel is in effect and there is no effect otherwise. There is no ill effect by what you do, however a ghost can create an ill feeling. See you can do this at least 200 miles away and still get an effect by what you gate. If you form a gate on intention, you get your way. Think to the ghost, "I have it in no intention to be in any effect." Otherwise you may use, "I have no intention to attack." Then, your left alone as the the ghost will do what its told to do using the energy of your "voice" as programming. You can even get it to then show itself in a picture, that's by telling it to show up on any image. I have yet to get it to do that, but I will eventually.
Any mention of Ward effects is when you cast a Shield or Ward type spell. Despite its listing, this is how much you are protected before taking actual damage if you needed a number. This is from the Last epoch game by the Eleventh hour games (c) 2024. This is where a number is kept by the DM/GM for your character sheet, that is the Ward you have and allows you not to get hurt as the ward number goes down instead of your health. Any spell in this list except for the Last Epoch list spells, that will get you 10 Ward. Any 10% costing spell will get you 20 Ward. Any spell that costs 15% energy, that will get you 40 Ward. Any spell that costs 20% energy, that will get you 60 Ward. Any spell that costs 25% energy, that will get you 80 Ward. Any spell that costs 30% energy, that will get you 100 Ward. Any spell that costs 35% energy, that will get you 120 Ward. Any spell that costs you 40% energy, this gets you 140 Ward. Any spell that costs you 45% energy, this gets you 160 Ward. Any spell that costs you 50% energy, this gets you 180 Ward.
This game is where you think up what to do, so think and know that you are able to handle any situation as it comes up or goes down. This means you are able to cope, think and do what you wish. The DM/GM (Dungeon mater or Game master) has the right to say what isn't possible. This means you could negate any amount of damages. Absorb it and use it to create even better idea. This makes an excellent shield. Make use of this if you intend to live. What you do is up to you, what others do is up to the players and the GM/DM themselves. This is an ideal attempt to make a playable game. So you know what to do, always ask the DM/GM what is allowable. Thank you for your allowance..Think about it.
The degree of effects in effect by effect..
The degree of effect is optional. This means you may or may not use this as an idea for your game. That means you create an effect and depending on how long you effect the targets by, think about it and you can give them more healing or damages by feel. Think about it, you could create a lot of elemental damages. So when you think to create an effect of water, they get normally effected and each action after gives them more exposure to water. So any other element, you create with an idea and make with a manifest. That is where and when you want an effect so think to tell the DM/GM what you wanted, and he or she can cause it to exist as you want. That's if the DM/GM decides to make it. That is.
This means you create the idea by energy making it exist, thought to use more actions increases the damages by each additional action. That's per level for the increases per added action in use. This is where levels 1-9 you get +30% damages or healing. Levels 10-19 you have +60% damages or healing. Levels 20-29 you have +90% damages or healing and levels 30- you have +120% damages or healing. So think of the point or expression, then you make what you think into what time and space you want to effect. Thinking your influence will effect those that you want to effect, makes the effect exist as a point or area observance of some effect. This means you cause, and effect those you desire to effect. So whatever element you want to make as an effect, it exists as you want and it knows whom is friendly and whom is foe. Think and you know what to do with this.
The spell levels explained..
Here are the cantrips and levels of spells explained..this can make use of any spell that requires a level or energy %. So, for normal DND spells, use this level system for the amount of energy %. You may cast any DND spell at any level if you have the energy to do it. There are no spell slots as it's now energy requirement to cast it. That means the spell slots are done away with.
The amount of energy to cast it is requirement. The amount of energy you have allows you to meet that requirement. So if you have like 20% energy or more, thinking to meet the requirement of 20% to cast it..then you cast it if you needed to cast it. Any level spell of any game can be cast at any level, this is done as long as you have the energy to cast it. That can be with feel or no feel, and thats as you observe it with senses being cast.
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Here are the levels:
Most cantrips are level 0 spells costing 5% energy..
Level 1 spells are spells that cost 10% energy..
Level 2 spells are spells that cost 15% energy..
Level 3 spells are spells that cost 20% energy..
Level 4 spells are spells that cost 25% energy..
Level 5 spells are spells that cost 30% energy..
Level 6 spells are spells that cost 35% energy..
Level 7 spells are spells that cost 40% energy..
Level 8 spells are spells that cost 45% energy..
Level 9 spells are spells that cost 50% energy.
Spell exchanges..
Exchanges in ideal are where you make use of materials and otherwise things to create something in return. What you think about exchanging, you get something in return. You can even smash a few bugs to get a fly or something you say, like "kill 2 bugs for getting 1 fly." This is doing an idea in effect. So think about it, if you could exchange 1 bug by killing it, and get 2000 dollars in return. Then that would be worth it..right? Well normally you'd get another living thing to replace the killed thing. So I think if you want to exchange 1 dollar for 2000 dollars, then state "I give 1 dollar for 2000 dollars." Then do it by giving a dollar. This is said to the creator by stating it to empty air itself. Don't give me credit for it if it fails I am not to be blamed. That's if you try it. Think and it can be done.
Here are some exchanges..
5 cent blessing; Each gram of tobacco offered to the Creator by using it up gives 1 faith and removes curses and sometimes blesses the object. The five cent blessing. It also wards bugs away. Don't forget you can use any element with tobacco to get the blessing, that you want and that includes getting something in return. So throw some in the air, dunk it into water, throw it on plants, or even just smoke it. When you do, you get in return a blessing of some effect or item you receive.
3 things; Any 3 things offered of something to the Creator gets one thing to manifest in return.
2 things; Any 2 things offered of something to the Creator gets one thing in return.
Any 1 thing; Give or give up any 1 thing for getting another thing. This could even be a prayer for an item or items.
Spell exchange; This is where you exchange one spell for another, that you cast instead by feel. Simply state, "I exchange this spell of [name the spell you would want to replace] for this effect of [name the spell you want to place..]" w/o quotes to get the effect.
Exchange II is where you notice 1 thing and get another. If you willed the display, then your not unlike a god. So I think you could fix nearly anything by thinking about the idea, and needing it fixed. That's as you think about it, the subconscious creates it by feel. So think about it as you need it and you create it by the feeling you notice or lack of feeling. If there is coldness in the room, then you can realize heat was used to create what you needed. This is what can be done if necessary. Interesting, right? Well, this is what I call a will exchange. I causes one thing to desist and another thing to exist. Think about it, it could be created.
The other stuff..and Will save
Anyone can do a spell with the magic focus listed in special ability. However, these spells are not real life spells, where all you have to do is focus and create by thinking of what you need. Then think about the idea, it exists as a form of manifest with a 50% chance on a bad day and 60% on a good day of manifestation, unless you pray for better chances. Prepping things makes the effect more potent, like you prep food and create a masterpiece. This in idea makes the chance of success 100%, that's where you prepare for the spell. Think of getting a point of focus, then you create with the effect of what you say and make a manifested result.
Normally, The energy in the air is heat and that allows you to get results. The energy amount is starting with the measured heat in the air or temperature and each action lowers it, that's lowered by how much the Energy % costs per action. So wait until the heat comes back and you can cast again. Prayer is an improved spell with 80% or more chance to succeed, that uses your Deity as the source of magic and it always works. Otherwise, the creator creates the effect, as the source of magic if no Deity or God. The general rule about prayer, that is you can pray for anything. The creator is neutral and will do what you desire. Any God, depending upon whether it is deserved, will do harm or help with some target. Think about it, as you can even get divine intervention. That means you either stop all fighting, stop the bad effects, restore all health and energy. Or, you create with an idea to make what you want to happen instead of what occurred.
You don't even have to list the creator or a God as your deity. That's using the power of the cells and the soul gating in energy from the void of space, and that energy is cleansed or cleared of programming by the soul. That's only to be programmed by the mind thought, that can make what you think your God or the creator does. Whatever energy that's used up goes back to the void by feel. So if you think of the possibility you can do it in life. Like making a symbol traced in the air, as you think the target is being effected. That creates the effect as you your soul and spirit creates it. However, if the target/s or creatures don't deserve it or they are innocent, then nothing happens to them.
You determine the chance by thinking to get a result and stating the end result. Rolling a 1d100, where you roll a 40 and up you get a result you desire. With a prayer you roll 20 or up, then you get the result. When you try, then with prepping you don't need to roll to get a result. Things just happen for your need is the directive idea that causes the energy consciousness to do things. If you don't need an effect, then you won't get a result.
Its where you can cast things like wand effects, that require a wand to cast as a form of high magic that you can find in the Equipment list or ask the DM/GM to allow you to add. Then there's smoke cloud, time effects such as time stop, speed or slow time on the target/s, cold effect (by finger or hand gesture) or trapping floor by walking over a spot or circle thinking they are trapped in the floor on the ground. Otherwise make up your own spell to cast. Always remember, if aware of this effect and don't want it to effect you, your immune to its effect as the soul doesn't allow it to effect you. The effect is shot off to effect the targets you want effected. This is like a slingshot effect, where if you think it hits it effects like a self-guiding missile or effect you want to have done. Think and you know what to do. Each action ends the moment its done, that means you then use another action that you have or allow some other participant to do their actions. This is how it works.
This will save is an important aspect and reaction effect. It can be done the same time you sense an effect happening to you. So in a will save spell you can use your will or charisma to make the effect you desire, that's as long as you mention to the gm/dm what you want to happen. You see its your will against theirs. Think to apply it as a 1d20+will to hit and get over their AC or will not to be hit. Then you hit. It could be a test to see who has the greatest will to control the fire balls. See its not all monsters that have will though. So would it be an automatic hit unless overcoming their charisma mod, that is used by you with rolling 1d20+charisma mod, this is a success by getting a total over their will. If they lack it then it would be an automatic hit, unless they used charisma to charm the targeter. Because they lack the authority to control the attack. Otherwise getting a 10 result and above means success.
If they use something else instead of will, then they would have a low chance to control it, but it would have to be a good roll. Some monsters do have charisma. Thus, the charisma can be used in attack to control the caster. It is like your in a battle of the minds to control the outcome of an attack or not. Sharing will is yet another aspects of this, where you create even better results as a group spell. You combine your will with the helper, then you cast an effect and get overwhelming effects. So mention the spell and if you don't like it, it dissipates harmlessly by feel. This is totally either allowed for by the DM/GM or not. The DM/GM will tell you if it is allowed for if you ask them.
These spell sections are able to be used by anyone who want normal and elemental based spells.
Spells in general and elemental effect:
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..so with time, especially using the element of fire with time, the fire would burn twice as fast for twice as long due to a time warp.
Represented as "Fire appears and hangs in the air that does x2 damage that lasts 4 rounds (1d6 rounds rolling a 4)..and it effects the target dummy." Also, with time a cold effect could create a hard freeze that lasts 1d6 rounds and x2 cold damages and etc..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Elemental effect
Well to start with things, everyone needs to choose a natural or moral element that best represents their character at the moment. You may choose any element to use in a given moment. That way everyone is strong against one element while weak against another. For the moral elements light is strong against dark and dark is strong against light. They really can't stand each other. For Earth I would be strong against Water while weak against Air while being neutral towards fire. Strong against means double damage, weak against means half damage, and neutral just does normal damage calculations. The other elements like Aetherial means only magic or elemental attacks work, but no physical normally. Divine is reserved for very powerful skills gained from artifacts and prayer to a deity. Like a passive reward of gaining double gold for wearing a crown and doing a lot of monster grinding.
This can make use of the elements in the Mardek Game elements map here.. Any elements that are strong deal double damages against those, that are vulnerable to it. This is where you cast forth any element like fire, air, earth and water to effect the targets with a gesture and you can cancel out the elements weak against the strong elements..some elements are weaker against each other. You may cast an effect to cancel out an element cast at that very same action in a countering move. Some elemental effects are using an elemental summons where you think of an effect that is elemental, like blast of ice shards or cold and freezing air, or fire shot.. this could be any element. The elements for use are where this can include the focused elemental effects, that you gate in as energy by the soul. That's forming what you want. Then, your soul is unforming the gate afterwards. The range of the elemental effect is every 10 levels is an additional 30'. So at level 12 you can cause a 60' effect for like a fireball or waterball.
The higher the level, the smaller you can compress the element into a ball. The more you think to compress the element, the smaller it becomes and the more damage it can do upon the thought of release and sending. The level of compression is due to how much you practice. If you practice it everyday, you will get better effects. This is a point from the past. However, thinking in dnd terms, this means as the level increases of the character. You can improve on your focus ability. Then, you create greater results with the level of compression increasing in increments. Once your at level 30, you can do devestating results in one action. So think and you can do what you want. That means at level 30, you could do things with 30 focus ranks and 7 charisma mod. So if you apply dnd math, this is 40d8+7 which equals 327% damage at most and 47% at its least.
This is making the effect form in manifest, where you want it to form. The gate can be formed anywhere you want it to effect your targets. This is where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid and time formed by will or thought energy that forms a psiball. Again, the smaller it is the greater the effect damages. That means as you think its compressing energy into itself, then once compressed enough. You cast it forth, that's done by thinking its sent. That's through the gateway forming its effect. That means an element you summon, that is physical like a mole can suck the soul out of a target or targets. THen, the targets will drop to the ground, stunned until they get their soul back.
That's causing the energy to come and go to where you want, you make the energy form into what you desire by the gate making what you need as you focus is done. This is with a hand gesture and the third eye sending it forth, thinking of the area to effect where you wanted. Then the third eye guides it to where its to effect from where you are. The effect is easily done, so think and you know what it can do. This means you can make the area be destroyed, if you are high enough level. That's done by compressing heat energy into a pinprick size, then sending it out by thought to do its deed.
The elements
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, cause fire to burn out, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp and energy, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
Time; Time is controlled by will and can shift you to anywhere anytime or anything you intend to shift, that's to any time you want to be in and by feel. Also, you can stop time where no events actually happen and the targets gets no actions per round, slow time down where slower events occur or the targets have 1 action per 1d6 rounds as the target relaxes, speed time up where things seem to happen faster or the targets get nothing but 1d6 actions per round and you are more tense. Otherwise you can revert time to be normal time flow again, think and actions possible are normal and you have no stress. Time spells are neat. You can do anything in any order. It's a moment you think is there, that manifests itself through time whever you wanted. You just imagine a time or place you'd rather be, think and it happens by the soul manifestation there. This includes freezing time on moments you don't want happening. You could freeze a war with this effect. So think and you know what to do. What you freeze you stop, that's as though it didn't exist. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
Light; Light is the element of light - literal photons and the like. Able to be focused into effecting radiance effects and damages. The photons come in balls and other shapes. An elemental of light would be effected by double damages from a dark attack.
Dark; Dark is the element of darkness - literally the absence of light. This is where you cause cold radiation damage by directing dark energy. The dark beings like shades, shadows and similar are doubly effected by light. This Dark element comes in balls and dome shapes and cover as much of an area that you want.
Fig; Fig is the element of the mind, and of imagination. The damage dealt is whatever damage type you want to deal by the power of imagination. You could imagine the effect of thinking something exists as you need it there.
Aether; Aether is the element of the soul, and of balance. The type of damages done by this element is spiritual. You can create whatever effect by the spirit making what you want to exist.
Physical; Physical is the element of matter - more specifically, of matter unaffected by other elements. That said, such matter is quite common, in the form of metal; unless the metal has been magically enchanted somehow (such as Moric's Security Orbs), it is by definition Physical-elemental. This element can deal slashing, puncture, impact, blunt and similar type damage.
Thauma; Thauma is the element of energy - more specifically, of energy unaffected by other elements. This is mana and can deal energy type damage. It is thauma or magic you summon into the form of a ball or platform, where you float by magic. Think and it exists.
Divine; Divine is the element of deities. Nothing else is known of it. The things the divine can do are prayed for by feel. The creator or some God can usually answer your rites or prayers.
Elemental chaos and order
This costs 15% energy to cast forth. This is a balance between chaos and order..where you use chaos to break down what you don't like and use ordered energy to stabilize what is there. The chaos is a force that breaks things down. Order is energy that causes stability and strength. You can order anything while you can use chaos on things to destroy it. You can use order and chaos to create what you need by thinking of the force and needing it to do things whil you think of what you want. This lasts 1d6 rounds if any lasting effect, like something catches fire from the heat or there's poisoning and acidity there.
Now there is red matter, that is unusable radioactive material that must be cleared away. Like an elephant's foot. Its made up of material that is melted into a radioactive sludge and its solid. It can kill anything by radiation bursts per action with damages. You don't want to order red matter, yet you can form it with chaos. If you need to use order, chaos and red matter, then state that you use the elemental chaos and order spell, then what element you want to use and to what targets to the DM/GM. Then it will happen.
Here are the chaos elements:
Chaotic fire; This is where you think about the energy of chaos combined with fire and casting it forth, then the idea is this.. The chaos fire breaks down what target it hits and does damage.
Chaotic water; This is water that causes those exposed to it to be irradiated by feel. This water has radiation in it and as it breaks down it's structure it creates radiation damage.
Chaotic earth; This earth is chaotic and it's chaos embues the area as though a radioactive element. This is what causes radiation burns and causes radioactive damage.
Chaotic air; This is where radiation is in the air and spreads itself by a breeze. It causes radiation burns and illnesses.
Chaotic ice; This really has a point of idea, where you feel coldness and radiation from the ice or frozen radioactive water. That means it's concentrated radioactivity. So it does double the radiation damage. That means you deal x2 damages.
Chaotic lava; This lava is where you think about not being nearby. So think about what it does and you might agree. It melts things that it gets near, and that makes it dangerous, melted in it is radioactive elements as it causes the radiation effect to be on your targets that are also with heat damages.
Chaotic poison; This causes degrading moments and makes it so things die easily by radiation poisoning. This works per round with x2 the poison damage.
Chaotic acid; This is chaos infused acid, that makes things mutate, that's as it's eaten away per round of its influence.
Here are the order elements:
Ordered earth; This is a special earth that is strong in elements. As you order earth by thinking at it normal thought that is stable. Then it gains in ability to create with its own energy, that's your creative idea and makes you sane as you use it.
Ordered water; This effect is where things are liquid and you create with the energy to revive, this will make energized your targets and your own party. It will create order in your life and this water is clean..if you were insane you no longer are after drinking it. That's as you heal all the way to full health.
Ordered air; This is ordering air or energizing air and that causes it to be clean air. This makes it sweet to take in. It is purified of radiation and able to revive those you want to revive with sane thought. The targets no longer want to fight by this effect.
Ordered fire; This fire is very able to burn anything. It's true temperature is very hot, and any nearby it is more able to handle things. Add +5 to all rolls as this is in effect.
Ordered Ice; This element is cold, it's ordered Ice or energized to a thought. Yet pure and you get the benefit of creative thoughts, that the ice is programmed with by thinking at it if you use it. This element can freeze what you intend frozen. And slow down with freezing damage the targets you think deserve it. It can cover any targets as it forms on them that you want.
Ordered lava; This is ordered lava that can melt anything near it. It also is strong enough to burn any near it that you want burned.
Ordered poison; This makes things die easily by double strength poison. Meaning is x2 the poison damage as it effects per round.
Ordered acid; This acid is energized by a thought, that eats away from your targets twice as fast till death. So instead of damages every 1 round, its every action that it does damages. Until washed off, it will deal damages.
The hyper elements
Hyper elements cost 20% energy to cast and only effect what you want effected. That is an enhanced Psionics forcecraft spell without Psionics, that's using the state of elemental energy with the excited state of its energy being active. They exist normally then when excited by focus they shift to the hyper dimension, that can kill nearly anything. This will cause x3 damages on the enemies and healing on your allies or yourself. This energy is intelligent so it recognizes allies from foes. How you would use it is imagine the elemental coloration particles, that are rubbing themselves together and it makes the excited elemental energy effect the targets from the hyper dimension..
This can even form elemental hyperenergy spheres, that go shoot forth and destroy the targets you had in mind. Whatever the case, when you focus on the particles and think they stop rubbing together, the hyper elemental effect stops. The Psionics special ability allows you to cast this at 5% energy cost. The difference in using Psionics forcecraft, and this spell is your casting a spell to get the element effect. That's where your using the Magic focus, think and when using psionics your not casting a spell. This is an interesting effect done by feel, if you want the Psionics forcecraft effect, get the Psionics special ability so you can use forcecraft effects by themselves.
Hyper Earth; This effect is instant using earth. Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies unless unnecessary.
Hyper Lava; This effect is instant. Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion that effects as you want. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
Hyper Fire; This effect is instant and has a duration if not used for attack. Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
Hyper Water; This effect is instant after a few seconds. Water can come from air and other water sources by manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a focus at the object or area.
Hyper Acid; This effect is instant. Acid can come from dirty water that's been left out and focused with other source manipulations to get some result, those that use this can see and form acid well enough to effect form it anywhere including in people, they cause residue by removal; See the grey blue colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire form on a focus at the object or area.
Hyper Ice; This effect is instant. Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. That's including water, fire (putting it out) or air, leaving a excess of energy. Any spheres formed of this ice will shatter upon getting near or contact of the target. Dealing ice shrapnel damages..or freezing the targets where they stand.
Hyper Air; This effect can deal damage if instant or otherwise has a duration. Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them. Any air sphere will punch through the target as an energy ball.
Hyper Poison; This effect is exciting puce or sickly green colored molecules. That causes the effect of exciting by imagining, the fermented dirty water is with thinking the puce or sickly green colored particles rubs together. Then it kills the targets including bugs by poisoning them, that's in idea with what you do then think it will achieve. Think and you know what to do.
Seed mantra spell effects:
This section is for summoning elemental things, that's using mantras or repeated words that you think will effect. If you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it. The gemstones create an enhanced effect of x2 damage/healing. That's multiplying the effect of what you have already. Its perfectly fine, if you don't use one for this effect.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..so with time, especially using the element of fire with time, the fire would burn twice as fast for twice as long due to a time warp. Represented as "Fire appears and hangs in the air that does x2 damage that lasts 4 rounds (1d6 rounds rolling a 4)..and it effects the target dummy."
Also, with time a cold effect could create a hard freeze that lasts 1d6 rounds and x2 cold damages and etc..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing and the time effects do stack with intensity special ability and multitasking special ability. However, you may not stack it with other time and action spells.
Seed mantra; This costs 10% energy and every additional element is 5% more energy. You may choose to amp the effect with this using food/drink. Amping uses body energy to increase the effect of the elements. Body energy is sustained or increased per action, by drinking/eating something. This is like 10% energy recovered per sip or eaten bite. It can be any food or drink, as well.. Each element starts at 1 amp for free and is a +1 to your focus or healing roll. It is intensifying the energy, think of the amount of amps to apply to it like 1 amp. Each additional amp is 5% energy and additional x1 damage/healing with an additional +1 to the focus/healing roll. Thats where a 4 amp cold sphere, it shatters with a x4 ice damage at the targets and is cast with a +4 to your focus roll.
This is using a additional 20% energy to cast as a point is done, that's from expressing the effect to the DM/GM to create the effect. That is using a mantra to summon your favorite elements and every element that is extra is like you have one element and summon another, it would then cost 15%. So three elements are 20% energy. Chant the Bija mantra or mantras you want to use as you like, this is thinking to create the elemental effect or combined elemental effects. So add 3 amps to this and you add 15% energy cost, if your capable of holding it. That means if you use 3 elements for 20% energy, add 5 amps for an additional 25% energy. Then, you get 45% energy used to cast one effect for x5 damage/healing.
That's done by generating them where and on whomever you would target. Then it can be unsummoned. Think about the idea as it exists, you can direct it to effect as you wish. This can effect multiple targets at once. So there is emotions that include love and hate, you can use love to attract someone and hate to cause unattraction. That's where elemental combinations are like water and air for ice or freezing a target to seem covered in ice for 1d6 rounds, water and air and no heat for coldness, where the lack of heat or fire in the air by focusing causes the degree of coldness that you intend by the soul making it. Feel free to cool down with this effect. Then there's water and earth for mud, and as you add air its quicksand. That swallows the targets into the ground or holds the targets for 1d8 rounds.
Then think, as there is earth and fire for lava with double damages. Fire, oil and water for firewater or a hot fire that's blue, think and this also does double the damages using your thoughts as energy. Void draws from the targets and deals damage with their energy. That's used to power its effect, this is done as it effects them by sucking them near an area and sucking them dry. Ether is spirit. Oil is where you can cause the targets to slip and slide or fall over for 1d4 rounds. This can make an oil slick so be careful. Poison is earth substance spread with aeration that can kill anything that is touched by it that you don't like. Dealing damage per round for 1d6 rounds. Acid is earth substance overcharged with fire energy. This is a acidic burst in the air, that causes the effect of eating away what you want targeted per round. This lasts 1d6 rounds.
Heat is fire in air heating the water vapors to a degree, where you focus fire to heat the air and you feel warmer due to the water vapor heating up. Otherwise you replenish the energy in the air. Then, you can cause heatstroke in the targets, that makes them pass out for 1d6 rounds. Lightning and thunderbolts are natural focused energy phenomena caused by the discharge of electricity in the atmosphere or channelled fire energy in the air by thinking about it. Time is actions and movement that are dimensionally done so you can use to situate the moment. If you use time, add 1d6 actions per round. Make the timing of the targets 1 action per 1d6 rounds.
That's for however long this spell lasts. Otherwise, you may stop the time of the targets, that causes them to not get an action for 1d6 rounds. Once this spell stops effecting, time goes back to normal. This does not stack with other time effects except for intensity special ability and multitasking special ability. So you see, if you no longer need the elements you summoned, you unsummon them. How you unsummon it is by willing it away in a dismissal of the energy, use void or this is using the opposite element. Describe the effect you want to the DM/GM, that's so you think to aptly describe it and he causes it to form however possible.
Feel free to add "Kavach" w/o " marks for a shield effect to the spell mantra formed, describing the effect that's using the element to shield you as though in your aura. The shield effect is where the aura filled with the elements you chose to use. Of course, you will be effected by the element that your element shield is weak to by feel. You can cause effects from the shield's element or elements to effect the targets. If they themselves have a shield, use the opposite or near opposite element. This is what it can do:
It burns away the attack or element as it effects with damage back if fire.
This absorbs the energy of the element and attack if water. Direct the water to strike the targets and they get wet in response.
This freezes the attack or element if ice.
This absorbs the attack damage or element if earth.
This holds and absorbs the attack energy or element into its trace elements if air.
This absorbs the energy of the attack and element then strikes with double damages back if lava.
This causes love that's distracting the targets for 1d6 rounds if love.
This causes hateful feelings of the nearby targets and makes them avoid you and your party as it causes them to attack each other if hate.
This causes control of the targets using the energy of the attacks and elements for 1d6 rounds if ether.
This melts the weapons used to attack using the elements energy if concentrated heat.
This strikes with energy the attacker if lightning.
This effects situating effects or causing them to speed up, that's using the energy of the element if time. Make use of time to create more effects or actions, think or react and that includes evasions or aversions to the attack. You get an additional 1d6 actions per round with this shield.
The rest strikes the targets using the attack energy and the element if other elements.
Bija Mantra Element Chakra
Weaving spells
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check. These spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Weaving in idea. This is not the wording version where you add a topic to your things, that you speak and come back to the topic again. This is use of a weaving ability, that is when you use a free action to cause energy to do what you intend. The ability is what you use when you focus the energy of the air and body thinking to swirl it around the body and on focus, there is some effect to create what you intend by what you think and the energy forms. This is including the elements themselves, as you think, focus on an idea and create as you feel it is created so you know it's there. This can create almost any effect, that you imagine or think about and that's thought in the energy weave an that creates it. However, it's just one clever way to do a manifest. You can even heal yourself or others easily with it.
What is possible is gating with the weave of energy, this is with gating that you can use as the "gate weaving feat" using frequencies or this way by thought and imagination to open gates. Think of the area and imagine an oval in the air expand until it is the size of your body and walk through. The soul is the conscious mind awareness that will make you shift and the spirit will tell you what is occurring. Normal shifting is mentally done, so your soul is where your consciousness is by feel. Then with gating you shift your body and soul, and as your consciousness shifts with the soul, the spirit creates what you intend to create. Thus, you get to be where you intend to be. So what you have to do with gating, then is to make certain your not in an area that would kill you. However you can shift back, so with gating you could end up right behind the target, and then shift to somewhere else after taking it out by feel.
See with a weave and gating, you could find yourself anywhere or you can open a viewing gate where you view the area by a gateway that shows the area, that's before you go there and the spirit allows you to see it with a vision. You can cause an effect through an open gate, this is done by saying or thinking of what you intend for there. So think and you know what to do and by feel you know what it is there. If you can't survive there, again, you can always shift back. This is in use by what is a point from the past and future lifetime.
You can also teleport anywhere using gating, all that's needed is to imagine the gate and you walking through it to another place and time, then the soul causes you to shift your body there in a blink of the eye. This is using the energy consciousness to detail things. The body always manages to find the where and what the spirit went and did. Yet time is a point you make and say as a concept you need in life as its idea. So think of a point in time that you open a gate to and your there at that time. This is is known as the idea of gateway creation.
If you succeed in gating you will have shifted physically, think of where you want to be or see and say where and that is using gating. Then you create a gateway to wherever you want to be at the time you decide to be in the point. Then as you think to exist in the area your in the area. This is an effect of weaving energy and that means you use gating by feel and focus in on the place and time with the energy of the area making a link. This link is broken, when you think it is gone. That is done by a statement to the gm/dm, that 'I focus a gate to exist and I use it to shift to an island.' or somesuch.
So with weaving that allows you to combine the elements listed in the runic ability, this is used as a energy weave but you don't have to draw the rune. You state "I weave this element for the effect I want" in use and then do it as an action. Each weave does different things. There is wild, fire (light, sight, heat, air energy), water, air (barrier, all enemy zone or lightning), earth, life (heal, bless and life), nether (death, void, negative, evil) and and astral plane to weave together or separate for effects. The woven together effects are fire and earth for lava or brimstone, fire and water for greek fire +2 rounds burn damage (unkillable fire) or heat, water and air for cold or ice, wild and any other.
Not really bad is astral for a character specified wide area effect that use effects many or one, life and any other but nether for element healing, nether and all elements but life for that effects as damage to even magic immune creatures, astral and all elements but wild for dream element effects that effect as if you were next to the enemy, nether and life for pain (dazing), wild and astral for domination (control), air and nether for darkness effect (blindness) or a black hole that deals damage per extra round, air and fire for nova that is instant but doubles damage and that's effecting all enemy, nether with life and astral create a time weave that allows one to change time faster, slower or stop time. This is a known effect of it. The range is where there is a target. The target can be many targets. Think and you know what to do with this. If you want to "cancel" this effect out, don't focus upon the need and the effect disappears.
________________________The rest of the spells_________________________
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Custom spell; This spell is costing 10% energy. You can craft any spell you'd want from the energy forming what you'd want. This uses the idea you speak if you write it down or speak it from your thoughts, this is what you intend as a guide to the energy consciousness. The energy consciousness makes the effect happen. As long as you describe it to the DM/GM, think and its created if the GM/DM allows.
Expanding flame; This is where you think about the energy forming a pillar of fire and as some targets are near it, you expand it as its from being released, effecting the targets in range. There can be 1d6 pillars formed. They last until released by thought.
Fire pounded; The pound of the fist or stomp of the foot, this creates the moment of fire spread out in a cirlse from you towards the targets.
Element pound; The element you think about is created, that's per pound of foot or pound of the fist. This means the element like ice is radiated in a line, radiating from you towards the targets. This is done in a circle radiation pattern. Radiating lava does double damages.
Mortal blow; This costs 20% energy as you focus upon as a point upon the weapon and strike the target. This strike kills the targets in one blow.
Undying love; This costs 30% energy. Its a spell that causes the target to love you unconditionally till you don't need it. Any target effected by this will do anything you want, and make the ultimate sacrifice and take the blow as you are about to die.
En in; This creates a need to kill the targets that you want dead. Think about your targets and need them dead, then the target you effected by this spell attacks to kill them.
Lifestealing; This effect is placed on the targets, as it causes life energy aka health and energy, thinking the life energy transfers to you.
Everlasting kindness; An actual act of kindness causes them to fight for you not against you. This spell makes a healing action create allies no matter what.
Unlimited sleep; This spell costs 30% energy to sast and causes by the power of the mind using the subconscious, that target or targets you had in mind to be asleep. That's until you need them to wake up.
Vampiric bite; This causes the insane to become sane. A bite on the target's neck appears as though vampirically bitten, think and that does energy damages.
Instant insanity; This spell causes by energy doing what you want, the target to go insane and do what you want as they attack your targets that you want attacked and killing themselves afterwards.
Instant sanity; This causes the targets who are insane, to think and suddenly agree with you and become sane and not wanting to attack. This lasts until stress is applied.
Thrush; This is where you cause by focusing, your blood to flow faster making the body energized. Think about it and you get all your energy back. You also get 1 more action.
Grease fire; This is where you combine a grease effect, think and use fire to make the targets fall to the ground. Then, the fire causes double damages.
Shadow blade; There is a blade that you weave into existence and it does energy damage as it flies to attack the target.
Bed of energy; Think about the energy of the bed reenergizing you and you fully recovered your energy plus money energy. The effect causes you to recover health by laying down. This costs 15% energy to cast.
Energy cage; This surrounds you and protects you from damage and danger. This energy cage absorbs the energy effect you don't like to support it. This costs 10% energy to cast.
Energy ward; This causes by instruction to the energy the effect of warding away danger.
Sunstrike; This causes by energy of the sun damage with an energy strike. That is to be focused through a gate to strike the targets, as you think to strike the targets. This does double damage against vampires and shadows.
Resistance II; This spell costs 10% energy to cast. Think to cast this to make yourself resistant to all spells and physical attacks, that you don't want effecting you. This resistance is level related: levels 1-9 get 30% damage reduction. Levels 10-19 get 60% damage reduction. Levels 20-29 get 90% damage reduced. Levels 30- get 120% damage reduced. This lasts 1d10 rounds.
Immunity spell; Whatever the attack or spell you don't want effecting you, you are immune to for 1d10 hours. This spell costs 20% energy to cast. That means you don't take damage from spells and attacks.
Fey focus; This spell effect is where you focus on your need as energy and think of the idea you need to make a manifest. That can create what you desire by what you think and if you need it the creator makes what you desire. If a shield, then you make the effect of creating no damages on yourself. If an attack, then you effect the targets as though whatever elements you choose, thinking to cause on them the effect will make what you desire. If healing, then you heal your party by what you do.
Power strike II; This uses per hit, the energy around you and the energy of the targets to cause the power of the strike to increase on a target or targets. This increases the power level by 20% damage per hit.
Alt spells; This is where you think about the effect of what you want to happen. Will it to occur. The energy creates the results as you need it. This costs 10% energy.
Electrocution; Think of bioenergy building up and shooting forth to effect the targets with electrical bio energy.
Supercharge; This is a spell that supercharges the immune system granting poison and disease resistance for the battle duration. You aren't effected by poison and diseases, that's as long as you are in battle.
Whirlwind attack; This costs 10% energy. That is where you create a horizontal or vertical whirlwind, this blows things at and past the targets in a line dealing wind and shrapnel damage you create with a gesture. That you decide to use and this means wind summons..and if you summon fire upon the whirlwind you make a firey whirl that spreads fire damages to any targets you had in mind in the area.
Grace points; These cost 15% energy, they are points of energy the area conscious creates, they act like campfires yet you can set or see by thinking them there. They are instant rest with your all your stats restored, all energy and health as well. They also create a saving point, that you can make use of. All stats are restored, think and if you die you can respawn back with full stats, health and energy at a grace point. You can travel instantly between any two grace points. This works no matter the point. You never need to die again. Each time you access a grace point, if you have enough experience then you can do a level raise in-game. During a grace period, you may choose to chat by thinking of the person and talking. They can receive the messages and you can "hear" a reply back psychically. This can be anyone you want to talk to at any distance no matter where they are. Finally, each time you enter a grace point, time is frozen except for the party itself. It unfreezes after you think to unaccess or "leave" one.
Bleed; The bleed effect is where you cause the targets to bleed to death, that's done by your weapon shooting forth blood energy waves that strikes the targets. Otherwise you create bleed damage to the targets with built up bleeding effects, the bleed build up is 1d20+arcane ranks that is added up per each hit as a build up to 100% bleed. Then each hit causes extra bleed damage, that knocks out the target and causes them to be prone or not move after 1d5 rounds. Those creatures without blood don't bleed like beings or ghosts. It can also cause machines to leak oil too. So much so, that the machine malfunctions with a roll of a 51 on a 1d100+luck..otherwise nothing happens.
Golden runes; This summons energy into the shape of a golden rune that appear in your inventory. Each golden rune weighs 0 lbs. If you "think to eat them", you increase experience by 500 exp per rune. Per level, starting with levels 1-9 you get 1d6 golden runes per spell. Levels 10-19 get 1d8 golden runes. Levels 20-29 get 1d10 golden runes. Levels 30- get 1d12 golden runes.
Energy dome shift; This is where you shift yourself somewhere..as you think of energy in the form of a dome that surrounds you and collapses inward. That's leaving nothing behind. This uses focused blood energy to shift you, as you think of where you want to be.
Icecicle blast; This draws ice from the plane of ice, think and by portal creates the effect of icecicles to effect by shattering ice on the targets.
Shatter enemy; This costs 10% energy. Think to gate ice energy from the realm of ice and imagine what you want to do with it. Like shattering foes after freezing them or freezing them solid.
Heat up; This heats by energy the item or target. So they feel warmth instead of cold. This does not overheat the item in the area. That's unless you want it to overheat and burn the targets with 1d20=focus ranks heat damage. There is a 10% chance of them not dropping the object. Think to roll a 1d20+luck and getting a 10 or above to drop it. If its wood, paper or cloth, then you can cause the object to become heated with fire damage that burns the object up.
Cold whisp; This spell costs 15% energy and makes for creative approach. Where you think energy of coldness goes into a ball..that makes the idea of 3 actions to focus it and it's released by sending out tendrils to attach to the targets. This by feel allows your will to cause the targets to freeze into dust.
Fire whisp; This costs 20% energy. That takes 3 actions of gathering energy as your focusing energy into a energy ball. Think and this done by thinking it finally is unleashed, that is an effect with emitting tendrils and it attaches itself to your targets. It forms a wisp of fire that targets your targets as to cause them to become ashes. This leaves their gear behind so you may gather it as you wish.
Calm II; Calm your mind as you think to be calm. Then, you can do what you wish if you want to get a result. Add +4 to your die rolls.
Ionic lightning; This calls forth bright ionic discharge flashes from the planet's upper atmosphere, that can be directed by will and pointing a finger or wand if you want. Think of the targets and deal energy damages to the targets you wanted to effect by this energy.
Dejavue; This is where you think about the moment and the spirit reveals to you things, this is known through the subconscious mind letting you know. THat's done by feel through visions of the idea, thinking as though you lived through it before and know what to expect. Add +5 to all rolls, from the knowing.
Clone self; This is where you think of a need, want it and then your soul clones you by feel in instant time. This is when they think for themselves, as they have a soul copy of your own soul. So you can think of the effect and any of your clone forms it or does what you want otherwise. If not needed or asked to do things, then the clones disappear and does its own things. The clones will share your aspects, that means it shares your stats except for your health. The clones are set at your full health, instead of what you intend so you have at the moment what you want. One thing, any clones can teleport in to aid you. Any one clone can then teleport you to safety as they can teleport in your place at the right moment or when you need it. Think your need and you get what you want. So this means you have full health as your clone, and all your stats. You can form 1d6 clones. So think and you know what they can do.
________________________The rest of the spells II_________________________
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Persona magic; This is where you think of the persona and think it will make use of the attack or the energy of the attack, think and that is a creative spirit of the weapon. So think it does something, like a metaphysical attack with radiance damages. Then the persona of the weapon with your will energy as direction, creates the result as you do a physical attack with it. However this could even be a pen, think the persona of the weapon is active as you feel. That it is and and as you feel emotion, that's where the persona makes use of the emotion to empower it.
Smart luck; This is where you act smart, think and increase your luck by feel. You get +5 on all your luck rolls and intelligence based rolls. This doesn't stack on use of dumb luck. You can get one or another.
Dumb luck; This makes you act dumb on a topic yet you get lucky and somewhat unaffected by things, as you think to do things add a temporary +5 to your luck and survival rolls as your due to feel good and relax. This doesn't stack on use of smart luck. You can get one or another.
Air gap; This effect costs 15% energy. It thickens the air around the target, so their evasion goes up dramatically. There is a 1d20+luck roll just to get a feel of how the spell got casted. If you roll a 1 you know it miscasted somehow. But, if they roll a 20 it is a critical success. The numbers in between represent the divide between imagination and reality. There is a negative modifier to the hit dice on all ranged missile attacks. That modifier is -5 to the to hit roll at levels 1-9. -10 for levels 10-19. -15 for levels 20-29 and a -20 for levels 30-.
Orb of destruction; It is a ball of purple arcane energy that uses Conjuration. It does double damage and uses ultraviolet magic energy mixed with mana. It takes 2 actions to reach its target unerringly. The orb of destruction effects those with immunities, except for if they can resist magic. If they are resistant or immune to magic, then they aren't effected by this spelled orb.
Appeasement; This is where you send a little of your energy to cause the being or target to do what you want as you request the idea from their spirit or subconscious mind. This calms the targets down and they no longer want to fight you, that's done no matter what as you think calm thoughts and do what you intend.
Slow area; This slows time around the targets to a crawl. It makes it so everything around the targets is slower to their perception. This spell makes it so there is 1 action per every 1d6 rounds.
Speed area; This spell speeds up the area surrounding the targets. It makes it so everything around the targets is much faster to their perception. That's where you cause 1d6 actions per every round.
Stop area; This is a no movement area that surrounds the targets, where the targets will think that nothing moves besides themselves.. This means that things stop and you only need to navigate around the area to get places. This spell makes it where no actions are done in the area of the targets that's perceived, that's done by the area for 1d6 rounds and upon continuance. The area energy surges, then things continue normally.
Selective time; This makes it so the devices will speed up doing 1d6 actions per 1 round, slow down doing 1 action per 1d6 rounds or stop doing 0 actions per 1d6 rounds due to the subconscious causing the reaction. THat's depending upon yourself, as you intend it to occur and speak your desire to the dm/gm.
Iron shot; The effect of causing iron particles shoot forth like iron shot and puncture the targets.
High jump; This causes you to be able to long jump..as it focuses energy beneath the feet and then you jump better and longer.
Energy vulnerability; This is a spell that causes the targets to become able to be effected by the elements.
Recharge; This spell costs 10% to cast, think and it makes you fully recharged in energy. The creator recharges you on a thought. Make your energy % list as your full energy amount.
Aesthetic powers; This is where you create an effect, that's done by making with the spirit using the creator to make a manifest. Think and that means you can focus, through the spirits hands you create what you desire. This includes any element in an aesthetic touch or purification done by feel. Purifying things make the idea you don't get influenced badly. That's done by the point you notice, this is with no poison or acid effect as you basically clean the area up of corruptive influence.
Sphinx calling; This is where you call upon a sphinxe, that has a human head and lions body. Think to ask for something from it and it asks a riddle. That riddle answered correctly, this will grant you your desire as a reward. If you miss the answer, bad things will occur. Don't call one unneccessarily.
Large hail spell; This spell costs 10% energy to cast. Baseball sized hail is where you nail the targets with exploding ice damages by a storm suddenly forming in the sky, that are in a 30' area for levels 1-9, 40' area for levels 10-19, 50' area for levels 20-29 and 60' area for levels 30-. That does 1d10 damage each for levels 1-15. Then for levels 16- you deal 1d20 damage each with basketball sized hail. You get 1d20 of them to deal damage from the sky.
Rescinding attack of energy; This attack costs 10% energy. This is what creates the effect of energy attacks in waves, that are firey and fall from the sky to effect the targets in an explosion. This effect lasts 1d6 rounds.
Rescinding elemental attack; This attack costs 10% energy. This is what creates the effect of any element in attacks in waves, that are the element and fall from the sky to effect the targets with the elemental effect. This effect lasts 1d6 rounds.
Altered space; This takes 10% energy and is a mindscape you can will to be in or out of. It creates the spells you desire to cast, mainly by you writing them down and using them as a point of expression as you will them to exist wherever you need them to manifest. As your in it, no time passes by outside of the mindscape. If you leave it, then time resumes as normal. Any amount of time can pass by in it. If you need something then you think of it and its self generated by feel. This space lasts 1d10 rounds.
Self-generation; So basically, if you want to generate power, focus energy along your arms to your hands. focus energy to exist and the two hands will create a live current from the biolectricity of the body, that starts low and gets intense. Thats how you do it and you can charge your crystals with its energy, think and you power up any device that's not with full energy already by touch for use. So if you have a fully charged device, before you touch a device.. touch a surface of a cabinet or similar. then you won't short it out. basically, discharge your self..and you may use a device safely. If you use this, your energy is back up to full %.
Swand; This spell costs 10% energy. That is where you use your weapon as though a wand. When you cast an effect that you want to use with this effect, you get to use the energy of the weapon itself. That's added to the effect damages. So feel free to add in +50% damage with your effect damage. This is done by stating to the DM/GM, " I use the swand spell to cast the spell I need to cast. [Mention the spell here..to the DM/GM]" Then its done.
Renuzit; This freshens the air by the subconscious making it refreshed and smelling good, that's as though a breeze passed through the area.
Havok; This spell causes problems to appear by focused energy in the area or machine that you target, otherwise it doesn't have an effect. It creates a distraction of the thoughts the targets have, that's for 1d6 rounds and they no longer think to attack you.
The lightning trap; This spell creates what you want, lightning walls and the effect of trapping your targets between them. The damage of the walls are dealt only as they try to escape and do things with the walls.
Lightning sword; This is a lightning sword created by a spell, that has a throw attack that does normal damage at first and gets 2x stronger each time you hit enemies with the sword.
3rd eye projection; This is when you think of the element and gate it in with one hand, think and project it however you want with the 3rd eye. You know the effect that's unlikely if done in a concept or using an idea its there by psychic feelings or sight. That is using the 3rd eye to strike down the target with the element, that you want to effect them with and by doing this idea. This can last up to 1d6 rounds per combat and until put out, or not wanted outside of battle. This is where you use the power of the 3rd eye, thinking to create what effect you want or intend. The 3rd eye uses the blood energy to create whatever result you want, that's as it is the pinneal gland that does the ideal.
Chain and strike; This causes the targets to be spiritually chained to the spot, and struck by an elemental effect of your choice..
Chain and strike II; This causes the targets to be spiritually chained to the spot, and struck by death and decay energy..causing them to die by death energy.
Crit turn; This is doing a spell that lets you have another turn if you crit with the attack. It can be an attack with huge potential only limited by the luck of the dice rolls.
Quick power rest; This recovers half your health and all your do once spells. Those are spells that you can't do when done until a rest is done. This counts as though an instant quick rest and if you use Energy % that is restored as well..this is as though you yawned and your energy is restored as you just had a quick rest. This is a quick power rest, where you focus energy in from the creator and you are restored including half your health.
Butterfly energy effect; You release all the extra stored cell energy and you transform into a slimmer person with spiritual wings. This effects the body by increasing energy output by increasing your energy 50% and triples strength by adding +7 to your strength related rolls. THis makes peace by absorbing the energy in the area and this adds to the energy output. The soul is converting it with the body to make it for your use. Think peace and its formed. When you use this ability, you gain in height temporarily by a foot.
Transformation; Think of the idea to become, send a little energy and the target becomes what you need the energy to transform it into.
Quantum shift; This is where you use the creator as you cause the creator to create something, this is when you think of shifting in time to where and what area in time you want to be. This works as you think shift using the dimensional energy, think and place or goto the 4th, 5th or some other dimension. Then using time as though an element, thinking of when to come back to the normal planar existence. Whenever you come back, your in that time you wanted to be in and things are as they are in life.
Energy golem; This is where you sacrifice by giving it up of 1 to 3 things to the creator, think and form an energy golem that can emulate any element. once the energy golem is unformed by will, then your items reappear or are given back where they left you. The energy golem, acts like you and is well behaved.
________________________The rest of the spells III_________________________
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Rain spell; This is where you think the moisture in the air coelesces into clouds and it falls in the area you wanted.
Snow spell; This is where you think to create the effect of snow, that's as you focus in the area coldness and moisture. Then will it to form into snow that falls upon the targets in a 50' area. This does no damages except freezing damages and slowing the targets to 1 action per 1d6 rounds..
Ice storm II; This is where you think to create the effect of ice, that's as you focus in the area coldness and moisture and feel emotional. Then will it to form into ice that falls upon the targets in a 50' area. This does damage to the targets.
Tornado; This is where you focus at the clouds in the sky your emotions, then upon imagining a tornado as your feeling good a tornado forms with your need for one. This is where your will directs where the tornado goes, also your feelings can make the tornado last.
Area glow; This is where you think to see the area by channelling the fire energy to the aura and you cause a glow. This is wherever you end up going as the aura shares itself where you are in idea. The distance you can see is up to 50' in glowing energy. The area glow doubles with intensity with life energy. This depends upon what you feel at the time, think to intensify the feeling of energy in the aura and you double that vision range. This requires no concentration, that's as the soul creates it.
Moonglow II; This effect is where you think and create with the energy of the moon, a glow in the area that you may see with by feel. Thinking to the moon creates this effect, the moon catches the thought and then makes it into reality. So as you need it its there. This vision is projected by the third eye focusing energy to the moon and extends to 100' in the distance.
Empowerment; This spell allows you to become empowered by hits you deal to the target. You get the amount of damages as energy and health to yourself. This spell lasts until a long rest.
Rough up; This spell causes the target to be beaten up by energy blows and they end up having half their health.
Smoke cloud; This is where you focus energy to form smoke in the area of the targets. This causes them to not see you or where you go.
Time effects; This is where you imagine or think a clock is stopping for time stop, speeding up for speed time, and slowing down for being slower time. Time stop is where only you and your allies move or do things, speed time where you sped up the movement for you and your allies. So basically is 1d6 more actions done per round. Slow time cast on the target/s are where you make them do 1 action per 1d6 rounds. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
Cold effect; This is done by finger or hand gesture, where you think to freeze the targets as you gesture.
Trap floor; This is trapping your targets as its set off by your targets walking over a spot or circle, thinking the energy causes them to be trapped in the floor on the ground.
Ensnaring bolt; This is a bolt of energy that goes forth and causes the targets to be ensnared or held prone, that's for 1d6 rounds in battle or until not needed outside of battle.
Silent spells; This is where you think of the spell to cast and your soul casts it at the right time, this allows you to make no sound as you cast the spells you intend to create. That's done by using the power of the subconscious mind, and the soul causing the statement an you desire it to do things. This lasts till you no longer need it.
Create; This spell creates whatever you desire as you need it created. The area is any range and whatever you think is possible. Describe what you want to the DM/GM.
Spell mine; This is an effect you think to create as you imagine the energy mine, that's in the area of the enemy up to 30' in diameter. Think it explodes and it does radiance damage.
Spell grenade; This spell is done by thinking and needing a grenade in your hands, that you playact throw it into the targets area. Upon touching the ground or wall it explodes, doing radiance damage to your foes in a 20' radius. That's as though your soul summoned it there, and you willed it to effect.
Sunbeam; This is an effect that allows you to send focused beams of the sun gated into range, that do scorching damage thinking it goes to those that you want effected in a path of light.
Mind swap; This is the ability to swap two target's minds. It translates to switching two creatures Wis, Cha, and Intellect points. So if you're fighting a wizard you can mind swap him with his warrior buddy, so his spells do less damage while the warrior gets stats he can't use. The targets deal 30% less damages. They can be very confused for 1d6 rounds, and the effect lasts for 1d6 rounds in battle, or until you no longer need it to happen.
Future sight; This is the ability to see a few minutes into the future to predict what an enemy is about to do. You are never surprised by the enemy. You are always one step ahead.
Chaos orb; This is a spell that causes temporal and mental breakdown, that's the target's body breaking down and not being in the fight. Including machines. Once broken down after 2 shots of this, its disabled and whatever the case it gets damage from the chaos..
Water beam; This is a water based momentum power..where you would gather up water slowly from the water vapors and moisture, building a vortex and then it would self power itself and shoot out beams from itself. This takes 1 action to do.
Solar beam; It is a grass type move, that takes 2 actions from summoned creatures and costs 10% energy. These creatures you can summon in 1 action and they fire the effect beam in another action, that create for you this effect on those targets you desire to hit. You summon enough creatures to hit all targets, that unsummon themselves after the effect is done. This does normal radiance damage against those you target. It does things against negative it neutralizes it.
So with dark energy, that's in the form of shadow beings it neutralizes as well. You see it's formed by focus of the sun energy from the plants, that you think to focus at the targets. The sun energy can be gated in and focused by will by opening a gateway to the sun and think the plants are collecting its heat, that's as the light of it shines through at the target to form a focused effect. So you don't actually need the sun to shine on you, or near you to cast this effect.
At higher levels you can locate mentally and use brighter and better stars as you progress. Those blue stars and huge stars shine brighter and some stars are binary. So at levels 10-19, the spell now costs 15% as you begin to use a bigger star as its source. That means you deal double the normal damages. At levels 20-29, the spell costs 20% as you deal triple the normal damages. At levels 30-, the spell costs 25% as you deal 4x the normal damages with a huge star being used.
Elemental bomb; This is a bomb made of energy, that you imagine in your hand and throw to the area to effect a 30' radius. That's of whatever element you think will work against selectively the foe, and it doesn't effect friends. This energy is smart, as it can detect friends from foe.
I-esc; I escape, this is a spell that makes you invisible, and you go away from the area to escape by will.
----------==========The rest of the spells IV==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Warmth; If you think about the heat in the air, then you thought gather it in your aura and heat up by feel.
Usurper; This is where you focus a little energy to overwhelm the mind of another, think and suggest what you want to occur. You control the victim and target.
Elemental wires; This spell allows you to create the elements as razor sharp wires, that can be any element you desire. This will zip through the air and cut into or through the targets.
Light clone; This forms a clone of you out of sentient light energy, you cause the clone to be sentient by creating a soul copy as you think of what you want and need it. Then it does what you want or need. Wherever you need it. So it has 100% health, your other stats and does 60% your damage.
Gaseous; This spell causes you to expel gas, and the energy from the gas restores you as you smell it. Since this is kinda nasty or stinky, think about the idea before doing it near others.
Thorny skin; Energy thorns that can be poisonous if desired can grow from your skin by focus, that allows you where you can impale the enemy. That means you make them pass out.
Energy weapon; This is created by bio energy and concentration with heat energy or body heat. This is where you think the sword or weapon exists from the hand or arm. This creates a heat slash that is there by slashing or stabbing the weapon. This weapon can extend a long distance quickly. It ceases to exist if you think it doesn't exist.
Blinding light; This is a sudden blast of light, that blinds the target and targets for 1d8 rounds in battle or until they recover in 10 minutes. Optionally, if you speak of what they are to do, then their now blank minds will take that as programming. That they remember instead of what they normally remember, and can do if they think to act on the memory. That's unless you wait out the 10 minutes. Then they remember themselves again and do what they normally do.
Action surge; This is a free action to do a spell, that gives you a few extra actions. That's done by thinking energy goes in the body through the heart as though an adrenaline surge. That causes you to be able and do what you want in idea with 1d4 more actions. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
Cloud kill; This is where you think of death and cast forth a mist filled with death and decay energy, that's done with air moisture by thinking the mist exists and thinking its filled with your death and decay to do what your need is in a 40' range. This can be cleared away by a gust of wind.
Mirror images; This is where you cast forth duplicate images of yourself. That's through willing the spirit to show itself as 1d6 images that appear as you need them.
Regeneration; Think energy surges and things you want will occur. This includes regenerating the spirit and body of all its wounds.
Sneak attack spell; This spell is one that only works, if the target can't see you, but does massive damage. This spell does 3x the damages if your unseen, otherwise its normal damage. That you project forth with intensity, and an element of choice. That's done by thinking it is formed, going at the target or targets.
!fnord; Cause things you need hidden to seem to disappear in plain site, and if you know to focus upon it you see it.
Rogue wave; This is a spell that only works if near a large body of water. It could make a large rogue wave come and hit the targets.
Dimension shifting; This is a spell that lets you move from the 3rd to 4th dimension, that's done by thinking of the dimensional number and willing yourself there and back again. Thinking to go to 3rd dimension to get past a wall without touching it.
Ghost barrier; This is where you bar access to any spirit, mainly by thinking the creator makes a emanating barrier. This barrier prevents ghosts and spirits, including demons from entering. You can cancel it at any time, by thinking the ghost barrier drops.
Mana pool; This is a spell that costs 10% energy to cast, that causes mana rich water to pool from the ground, that spell also could makes mana enrich the water supply or water particles in the air. That's restoring stamina and energy to those it touches or influences. This influence is from the aura absorbing through touch the energy of the pool. You roll a 1d20 and triple the results with the calculator. Thinking to make it more random and dynamic energy and stamina regaining. This does not effect body fat, except to lessen it as its turned into energy. So you exercise or do activity more easily.
Unlock potential; This unlock spell also unlocks potential. Whatever you want to achieve becomes achievable, that's by the power of the creator and your soul. Any damages you deal or any healing you do, they are increased by x3 if not already increased. There is a +5 to all rolls. Also you may cast any spell, that's allowable 3 levels higher than you..this lasts 1d6 rounds in battle or 1 hour outside of battle. Since this is a concentration spell, the moment your not concentrated upon this spell working. It stops. So every round in battle or every 10 minutes outside of battle, you must roll a concentration check to see if it still is in effect.
Formula magic; This is where you think of a formula or formulated idea, the likes of which are thinking of the speed formula. That is speed=distance/time..then you speed up by an extra 1d6 actions per round or 6 seconds and you have +20' speed. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together. Otherwise think of a money rate and you adjust it in your head..so its like 10 dollars per day. You get that in money or more. If you think of pay rates..in what you do and quickly getting money..per day. You create by formulated manifest a quicker payment.
The basic equation of force once thought up increases the attack you do by making a +5 to your attack rolls and +strength mod plus character level. That's added to your damages dealt. The formula is F = ma which states that which is the force is acting on an object, and is equal to the product of mass and acceleration. In short, it is force equals mass times acceleration. So think the formula, speed up and move quicker by +10' and then you deal more damage.
The density formula is useful. This is a spell that you think the density formula of Density = Mass / Volume. That makes you huge at the cost of being less dense. But your mass remains the same. You just get more volume. You see being less dense would help being huge. Also, you can choose to become small. Then, you'd get more dense with the same amount of mass. With the larger or smaller sizes, you get a +5 to your strength rolls. You also get hungrier the bigger you become and rather not eat the smaller you become. So don't eat and you won't gain weight. In order to make use of this spell, think to declare that you cast the Formula magic and state the Formula you thought to make use of by feel.
Instant Quick Sand: Create a 3 feet deep pit of sand that allows things to easily sink into it, but difficult to pull out of it by feel. The effect is to keep the targets out of battle. This lasts 1d6 rounds in battle or until not needed outside of battle.
Oil flame; The build-up on the weapon of human oil or oil flares up in the moment of excessive heat that you focus upon the weapon. This produces a firey weapon, that deals an extra 2d10 damage until put out by smothering the flames out.
Aura of murder; This is a spell that causes those near you to be rendered vulnerable or able to be effected and as they feel your murderous intent you cause fear in them. This effects the targets for 1d6 rounds in battle or until otherwise needed outside of battle.
Oppium; This is where you sit, stand or lay down, then opium traces come to you to make you feel good. That's as you think of creating with extra energy bursts.
Aura of magic; This is where you imagine deep blue mana energy swirling in your aura. That makes whatever you say and need to manifest, that's if you desire it. Any damages or healing are created with this in mind.. for levels 1-9 its normal in amount, for levels 10-19 its double in amount, for levels 20-29 its triple in amount and for levels 30 and above its quadruple in amount.
Aura of distraction; Think to distract them and your aura sends out waves of energy to cause this effect. It keeps them from focusing on you for 1d6 rounds in battle, or until you no longer need it outside of battle.
Aura of withering; This causes your aura to send out aura waves, that effect your targets and makes them wither into dust.
Withering touch; This causes upon touch or teletouch, the targets to wither into dust.
Pooling spell; This is a spell that turns the target into a temporary pool of blood or water, (your choice), that can't make attacks, but can move around at normal speed and always evades physical attacks.
Instant command; This spell causes those you command, due to the tone of your voice and the way you speak it to do it.
Instant control; This spell causes through thinking of what you want and speaking it under your breath, the targets to be controlled by their subconscious doing what you wanted..
Spell language; The spells you speak are understood, that's as though an understood spoken language where understanding is there to have. If you intend it to be understood, its understood as though a language you and the audience can understand. This also allows you to think and create effective spells, that's as you think to intend an effect by feel as you speak of the effect and need it to be done.
Faerie Fire; This is foxfire that will illuminate targets with a vibrant light, making them Visible and giving Attack Rolls a +5 to attack the targets.
Distracting scent; This distracts the targets with odor for 1d6 rounds in battle, and until you no longer need it outside of battle.
Feeling good; If in idea you give a positive opinion they feel better. You make the effect of +5 to their rolls.
War missiles; This spell causes by war energy fueled magic missiles. That make radiant damage. This at level 10 does double damage, level 20 it does triple damage, level 30 it can do quadruple damage. You get 2d8 of them set off at the command "impendium" at the targets you choose to strike.
Radiant wall; This is a practice wall, where you focus energy at the wall and think it to make it radiant with no reflection on yourself. That causes it to absorb energy and show results as you need them shown. Including, 1d10 magic missiles at half damage each or some element effect. That's like you cast using the wall of force, the effect of elemental energy to make like a ice ball that shatters and wounds the target with ice shards. This is ended by a warding effect, that the radiant wall causes the radiant force that would reflect back at you to not hit you. You see, the wall of radiant force only keeps the energy for so long. That is 1d10 hours. So it almost always goes back to the caster. This is for practice only. Instead the area around the caster is hit instead.
Enwarding; This spell is cast by a spoken "peridhe" and in a judiciary point, "peridhen". It allows you to do nothing and things settle themselves. Also an alternative of this is a spoken "en", that ends whatever you don't like. So in certain conditions, like justice, plants or money points, you must sometimes act or you find yourself doing things. This spell is using ward as though an end all for the moment. The effect is ended, as you think of someone and state "en" to cause it to end. This is all done by the power of the soul.
----------==========The rest of the spells V==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Resilience; this spell causes you to make whatever effect you want and it lasts until you no longer need it to last.
Concordance; This spell creates with the will as you need it the targets make it happen by feel. This includes making them do harm on themselves. As a bit of punishment.
Resilient sphere; this causes the energy of the aura to make you last allot longer..you increase your health by 50% and energy temporarily goes up by 100%.
Thinking spell; Think of the effect and you find it exists, that's where you want it to exist or you can find it. You can effect as many people that you want to effect. This spell costs 10% energy. You must tell the GM/DM, what you intend the spell to do.
Needing spell; Think of the effect and if you need it enough you will find it exists, that's where real need makes things as you want it to exist or you can find it. You can effect as many people that you want to effect. If you cast an effect at your targets, you get double the damage or healing. This spell costs 15% energy. You must tell the GM/DM, what you intend the spell to do as you need it.
Skill recreation; Recreate any skill magically if you need it done. Pick any skill to create and its recreated by feel.
Aura of command; This is where you think of the idea and need it to get done, that's as though what you say causes the target to do it. Using the energy you send from your aura. The target is whomever you speak to that you want to effect. This can be resisted with a will or charisma roll, so if they don't agree its not done. THe roll is either done with use of will or charisma mod and rolling a 1d20+will or charisma mod. Then think, for success you get a 10 or above.
Spell casting; Pick any spell not in this list to cast and attempt it with this effect. The effect is instructing energy to cast the spell as though you. It effects whomever or whatever you want.
Blackjack spell; This is a blackjack spell where you can roll a d10 up to 5 times trying to get as close to 21 as possible. If they go over 21, then it miscasts and if they roll 5 times and are still under 21 then it does double damage. It is an attack spell that hurls magic cards at the enemy, that get stronger by 20% each throw. This is damage dealt the closer to 21 they get, but quickly become unstable at higher points.
Portal spell; This is where you think about the space or area, then imagine a light forming as a oval that turns out to be a circle you can walk through. Need it to be existing and it forms. Think about it closing after you get through it and you are there. You can always tell if the area is dangerous to be in, its sensed as dangerous. So think and you know what to do.
Portal II spell; Think about the energy that creates a portal in the air. This energy makes a slit in the air, think and that causes itself to expand into a oval or circle you walk through to another area, that your soul causes you to exist in with ideal and by feel you know its safe of not. That happens with a eyeblink. This costs 10% energy to cast.
Portal III spell; This is where you meditate on what happens if you take one portal and put it inside another near the targets. There is a nucleated explosion effecting your targets in a 60' radius. That means you deal x3 radiative damage. This spell costs 20% energy.
Risen spell; This is where you focus energy along the deceased spine and will it to revive them. The deceased come back to life, quickly with full energy and health. They also do what you want.
Better eyesight; Think energy of the eyes are improving the eyes itself. So you enable long distance vision. This vision allows you to see 50' further on than normal. Add +6 to perception rolls. This spell lasts for a few hours, if you imbibe mushrooms or lionsbane.
Improved eyesight; This is where you think to your 3rd eye to improve your vision through the 2 eyes. This negates the need to use glasses. The spell costs 10% energy to cast and lasts until you no longer need it.
Condition spell; Think to hold an item, then focus that energy to effect the area you want effected as you think and will the idea for the energy to create. The condition lasts until it no longer needed or thought to be something else. This condition can effect the living or any object.
Geomancy; Think to make use thought to earth with a leyline that is a lava area tunnel. This spell can emulate any spell. Your thoughts are created, that's done by what you need from the influence of the lava programmed by thought and need.. Any geomancy spell created by magma can deal double damage and costs 15% energy in idea. You can recreate any spell using the leylines, that deals double the spells normal damage. Mention to the GM/DM that you cast Geomancy and what spell effect you want done.
The spells you can emulate include:
Passwall, A spell that allows you to pass the ground or way.
Dust shooter, some spell that uses a rock to shoot dust at the targets.
Dig, The spell that causes the earthen wall to turn to dust as you need to pass through the cleared area.
Petrify, the spell that causes the targets to turn to stone in 1 round.
Unpetrify, this spell turns the targets back to their original form from stone in 1 round.
Iron Shot, the spell that makes 1d6 iron spheres gated into the area, think and its shot at the targets as it is attracted to the targets by magnetism. The damage dealt is per sphere.
Magnetism, the spell that creates a magnetic pull or push as you will it to exist with the targets.
Magma Bolt, the spell that gates in magma as 1d6 balls that is shot to the targets. It can melt right through armor! The damage dealt is per ball.
Earthquake, the spell that knocks the targets off their feet and does energy wave damage as well.
Shatter, the spell that shatters things including crystal walls.
Absorption, this casts forth a wall of earth that absorbs all damage, no hit actually hits you.
Mud flinging, this spell causes the earth to mix with water and wind lifts it up, thinking to deal damage as it temporarily blinds the targets for 1d6 rounds.
Mudwall, this creates with a focus point, where you create a mudwall. The wall of mud sends forth 1d6 mud balls fast, as it absorbs the energy of the attack.
Shell, this effect is where you surround yourself by mud or stone. This shell creates an absorption to attacks and energy effects like emotion, that you don't like. You don't get damaged.
Gravity, this effect is what occurs when you use the leylines, think of either increasing or decreasing gravity in the area of the targets. You could make the gravity of the area 6 times heavier, that makes them unable to move unless you cause gravity to become normal again by feel.
Gravity shell; This causes your aura to become like gravity, that's through energy you focus into existence. You tend attract those you want, if you need them nearby or they do what you wanted by what you act like. This includes death dealt by feel.
Death star; This spell deals x3 damage on a planet to your targets, think and it takes 30% energy to cast. It uses the air as a lens to focus the heat in the air and casts forth energy damages. Focusing at a planet or targets, thinking to destroy it will cause the damage to be enough, that's as though it makes a Higgs Bosun particle, that's projected towards the planet or targets so it destroys the targets entirely. That's done by enveloping the targets with light energy and making it disappear.
Energy fist; This effect is where you think of the idea, think and the energy of your thoughts energizes the fist you make. Then, the fist waved towards the targets direction, this sends forth energy to cause burn damages. That's from the fist energy being sent forth with a thought.
Glitch removal; This is a spell that removes all major glitches from software and the quirks in the code..
----------==========The rest of the spells VI==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Ice nova; This spell costs 20% energy, that causes the concept of making ice shards form, that's done by focusing cold energy to your aura. This spears the targets in a 30' circle for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30 on. That means icy shards burst out from your aura, to inflict cold damage upon the target.
In-directed element; This element is one you choose to use that will create inward damaging rays, that come from the shield of the targets. There are 1d6 rays of damaging elements, that center in on the targets and strike them in the center of their shields.
Wheeled element; This costs 20% energy and is either frost or some other element. Whatever you choose to use, you cause 1d6 elemental streams that project forth from a central point. You see they are like spokes, that you can cause to turn like a wheel. They deal elemental damage to those enemies, thought to be caught in the spokes path. This lasts 1d6 rounds. They extend out 30' for levels 1-9. 60' for levels 10-19. 90' for levels 20-29. 120' for levels 30 and upward.
Body change; The body remembers and forgets what you want, the targets effected by this are doing what you wanted. That is like the body forgets its fat level, reverts and lessens its own fat by concentration. It could forget its shape and remember another shape, causing it to change into that shape. Otherwise it could forget its angry and be at peace. Things like that, they can be done with this effect. As long as you tell the DM/GM what you want in rememberance for the body. This can can make them forget or remember anything, so use with care.
Body adaption; This spell causes the body to "remember" the idea you want it to remember, such as feeling good. The body causes itself to remain feeling good until the spell wears off, which is whenever you want it to not effect the targets.
The fat; The energy of your body fat leaves you and goes to the targets. Each percent lost from you is gained by them. Your merely unstuck with it. As long as you have a few targets it leaves your body. Think then and its lessenening your weight by 5 lbs per action taken up doing this. Causing them to gain in weight instead. This distracts the targets for 1d6 rounds.
The fat II; This is where your fat mass leaves your body to goto the planet your on, thinking it to go to the targets you had in mind. Each percent lost from you is gained by them. You appear lesser in weight, however it actually is in life. The targets get distracted by this for 1d6 rounds.
Feel good; This is doing an evil effect as though a "relaxing by feel" was stated and you or your targets suddenly feel very orgasmic as though their sexual pleasure is heightened. You can focus, yet your targets get distracted by this effect for 1d6 rounds.
Feel bad; This effect causes your targets to feel very bad, so bad that the body shuts down and becomes prone to attack as it cannot move. This is sheer pain that the targets feel. It lasts till 1d8 rounds passes by.
Feel decent; This spell causes you to feel decent and no pains occur to the body. Its done by thinking to the targets, that they feel decent and act normal. That's normal enough to pass in front of a police officer, think and not have them bat an eye. Its done by their subconscious mind doing the idea that you think to them and it picks up on to create it as an activity. It lasts until you no longer need it. This blocks out warfare thoughts and idea that cause war from their minds.
Butterflies; This spell causes butterflies to form in the area made of energy. That distract the targets.
Butterflies II; This costs 10% energy and is a spell, that polymorphs the allies and yourself into butterflies. This means you and the allies fly away from the area with a gust of wind. They transform back when they or you need them.
EMP spell; This is the EMP spell, that knocks out all radio communication. This works through your thoughts sending out a wave of magic, that' amplified and it effects the radio.
The humble UAV; This is the humble UAV spell, that lets you see the enemy on the radar no matter where they are.
Better; This spell improves any situation, no matter what occurs.
The nuke spell; This spell draws upon the area nuclear energy that does in a 1 mile area to the targets x6 damage. This spell costs 40% energy to cast.
The orbital barrage spell; This spell costs 10% energy and causes what you think with 15% energy used, a barrage of energy to effect the area with x2 damages.
The Exterminatus spell; This spell causes the idea of extermination by energy you focus, thinking it will go to the area to exterminate what you don't like. Like bugs or pestilence or whatever you want to target wth this..this gets rid of it in 1 round.
Nul; This is where you mention "nul effect" or "nul [name effect here or what the name is]" to the GM/DM, this is when the DM/GM will think about it and you get a nullification to the effect or being you don't like. This includes nulling out the targets you have in mind, including what you don't like about them. When you null out targets, they disappear from existence as you think to imagine the targets disappearing and you don't think of them.
Nul II; The spell costs 10% energy to cast, that nullifies what you want to effect by this. It completely disappears as a point by energy nulling it out of existence, and that is expressed of what you don't want to the GM/DM.
Recurrence; This effect causes what you want to occur as a recurrence or something, that occurs again unless you don't need it.
Freak; This effect creates a freakout in the target, they stop what they do and think to do something else, instead. There is a 50% chance they stop attacking as though the energy dissuades them from their need to attack. Designated by a 1d100+luck and getting a 50 or above result. Get a 1 rolled and you create a moment where they deal double the damage if they hit. Roll 2-49 as a result, they still might attack if hostile.
Go; However you go, you know what occurs as though you succeeded a knowledge: All skill check. This causes the targets to go on their own accord. They literally leave the area and leave you alone otherwise.
Cybermancy spell; This costs 10% energy, it kills by focused death energy put on a target like a leader, machine or a pawn. The target can do a will roll or save to resist the effect, if they do they receive radiance damage instead even though they may be resistant. However, machines themselves don't get a will save. So it just happens to it. That spell is used for only getting one kill for the whole campaign just to solve a faction war.
En 2; This is where you take a piss and end the moment your body goes through. The pissing releases the toxins in the body and you feel relieved instead.
No matter; This spell breaks down matter and converts it into energy. This will break down your targets into energy, and you can make use of that energy to create what you desire. If you need it and will it you get the results you desire using that energy, this works if you think this uses the energy for and against your need as a cleansed energy source. Thinking this will create and make what you desire, unless you don't want it or need it. If you don't, it won't happen. This costs 10% energy.
Filling; This is where you think quickly and fill in the idea, then you create a result out of pure energy. That energizes you to cause yourself to get recharged 50% energy.
Fill-in; This is where you fill in for something as you need the idea to exist. Like you do a job that normally is done elsewise or you lose a tooth filling.
Fill-out; This is where you en in filling out your figure as you need to work or gain weight. This can cause the targets to gain temporary weight and not be able to do magic. The targets gain as your levels 1-9 1d6 pounds, and they can't do magic for 1d6 rounds. At levels 10-19, they gain 2d6 lbs and they can't do magic for 1d8 rounds. At levels 20-29, they gain 3d6 lbs and they can't do magic for 1d10 rounds. At levels 30-, they gain 4d6 lbs and they can't do magic for 1d12 rounds.
The I spell; This spell causes your third eye pinneal gland to cast spells as though, "I can cast spells no matter what.." Think and it is what you want. The I spell causes what you think using iron or iron particles to fuel it, if you need it. This spell goes right through spell resistances and elemental immunities, that's done by the power of the third eye. This spell costs 15% energy.
Finesse; This effect causes you to deal with your targets, often faking them out. They do what you want spiritually. So think of what you need, and you could get them to go peacefully.
Causeway; This is where you sense the area out and know where it leads, that's as the spirit and soul cause you to know by insight. This is where you think to be somewhere, think of the effect of shifting and the energy of the area shifts you as you move through there to be where you want to go.
----------==========The rest of the spells VII==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
BLAM; Sacrifice one thing for the greater good. Slightly boosts your party's morale in a circle by 3 points. The circle is as large as you want or think to imagine.
Gotcha; If you say it, you get crazy good luck every time. Add +10 to your luck rolls for the day. Say Ave Fortuna to upgrade it. The upgrade is its turned into +777 to your luck rolls. If you roll a 1 its an automatic fail.
Chaos fireball; Think to summon chaos into the compressed ball form and feel it is enhanced by heat. Think and will it to go to the targets in an area. This does triple the damage and breaks down things in the way..to the target. This costs 30% energy and summons by will can do a set amount of distance. For levels 1-9 its with 30' range. For levels 10-19 its with 60' range. For levels 20-29 its with 90' range. For levels 30 and beyond its with 120' range.
Holy water; Swirl water in a cup or container and say your seven favorite words. This causes holy water to be made out of water. This can turn the undead into dust, unless they make their savings throw or will save. Then they get double the damages from the water.
Orbs of effect; These orbs will if summoned, create what you want by influence to the area energy. There are 1d6 orbs summoned. These orbs can cause energy manifestation and radiation effects. The distance of effect is level related. There is a 20' range for levels 1-9. There is a 40' range for levels 10-19. There is a 60' range for levels 20-29. There is a 80' range for levels 30-.
Ray of effect; This Ray of energy will create what element effect you think about and desire on the target or targets you think to target.
Crystalization; This effect is where you crystallize the targets, that's as you think to do it and that freezes them solid in one action. One hit with a weapon will shatter the frozen targets.
Fire starter; This effect is where you power your spell that you think into being created. This uses the heat in the air and the actions you do to power it further, that's enough to make a fire effect on the targets themselves.
Energy flare; This effect is aoe, where you flare the energy in the area to cause radiant burns on your targets. The range of the area is by levels. 25' for levels 1-9. 50' for levels 10-19. 75' for levels 20-29. 100' for levels 30-.
Deflecting blows; This effect cast on your clothes will deflect any blows towards you, that's as you think to ward away the attack. This lasts until you don't need it.
Active spell; Think about it and as you think about it, the energy creates it in the area you want to effect.
Passive spell; Think of the need and need it or desire it, the energy takes that as instruction from you and does it in the area with the targets.
Focusing; the focus is on the target or targets, the idea you think is felt as though it effected them. This distracts the targets for 1d6 rounds and causes them to be prone.
Radiation bomb; This costs 20% energy. That is where you think about the energy and the area energy compressed itself till it explodes. Making it become small enough that mass is released as energy and an explosion occurs. Dealing double the damages. This effects per level the area you want effected. Think of this as 30' for levels 1-9. 60' for levels 10-19. 90' for levels 20-29. 120' for levels 30-.
Influence effect; This effect is where you think or speak about the idea. Then, the energy takes the thoughts you have to program itself and it creates what you desire by feel. Where you want it created is where it will exist.
Blare witch; This is a blare witch effect. Where, you think something exists and you create it with a flare of energy. So remember, speak positive things and you manifest positive things.
Warm approach; This is where you think about the energy doing what you intend and allow for heat to create with your thoughts making manifest or creating what you want.
Cold approach; This is where you think about the idea of my leaching heat and absorbing it in your aura. Then focusing your mind on the thought to create. This causes a coldness in the area as you use up heat to create with your idea you think will exist, that's with or without a word that means your intention. Allow 1 to 5 minutes so the heat can return to the area before trying again. However, the targets suffer cold damage in the mmeantime.
Reality ship; This is where you think to be in another reality and it is a big ship. That means its an alternative that appears nearly the same..except there is no fighting need from your targets. Then the subconscious brings you and whomever you need to be there to one that's safe to be in. Fight, if any, is over.
Tukima's Dance; This dance, it forces the target's weapons to turn on the targets. Their weapons strike themselves.
Smite; the effect is to do a smiting blow, where you knock out the person or kill them with your hit and deal double damage otherwise. This is decided by rolling a 1d20+luck. Roll a 1-9 for double damage and knocking them out and 10 on up for outright killing them.
Momentary law; This is judgement based effect on the moment, think and they do what you want. See its done by belief that you can make a temporary law that's treated like a rule that they decide to follow or do. It goes both ways, you can either do the law or not do it. This law is where the subconscious causes in the target the idea to do things that you say. So it lasts for 1d6 rounds in battle or melee. Thinking in advance what you want will get you what you will into existance. This lasts forever outside of combat or until disbelieved and your target can do what they want.
At any time, they can do a belief check that uses charisma unless they have no charisma as they are a monster. You are immune to this since you do it to others, so think and you know what to do. Those that are greedy stop being greedy, you see they can be gotten by this effect. If you abuse this lawmaking ability by suggesting too many things, then nothing is done. The limit to how many things are suggestable is 1d6 things per round.
Counter law; This is when you put the targets into a certain mood. Where you state something and cause the target to rebel, then they do the opposite of what is suggested.
Luck rule; This is where you do things and get lucky by what you do. Add +10 to all your luck roles until the next game session.
Law making; This makes the effect of what you say goes, they respect you and do what you say especially if you act like you belong there.
Mirror ward; This effects by mirroring back whatever you don't like, that goes back at the targets. This lasts till you don't need it.
----------==========The rest of the spells VIII==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Pulsating energizer; This is where you pulse by thinking energy to go through the body and you reenergize yourself 100% energy as you cast an effect that is one additional spell where you want it to be cast at x2 the damage/healing. If your not in the air already, then think and you will be by the power of energy. Think and it is costing 10% energy.
Meetup; You know them, if you say a name three different times you get to meet that person when you can.
Curse return; The curse is returned to the caster or target 3 times worse.
Alistair's Intoxication; It turns brains into alcohol by causing the targets the need to drink it. This distracts the targets for 1d6 rounds.
Trog's Hand; Gives Magic Resistance and HP regen of 3d10+Con mod additional health restored per round.
Tish's content; This spell causes your targets to be content with allot of things, then they crash as they goto sleep wherever they are in life till woken up or 1d10 hours pass them by..
Tish's wakefulness; This causes your targets to be relaxed, so relaxed they are content as they startlingly awake for 1d10 hours.
Directive fire; Point a finger and fire energy flows from it to form a path of dark lines on a surface. This can be a psychic symbol you draw. Any symbol you fire draw, acts upon the target target that you desire to effect.
Air chisel; This is where you focus air energy to "chisel" out the area you point to by feel. You can even chisel out a white pattern. Which can act as a sigil or empowered picture..that effects anyone you want including whole groups.
Fill in; This is where you chisel out an area or fill in with composite material the area that is a depression in the material you see.
Mass invisibility; This is where you and your party gain improved invisibility. That lasts until you no longer need it. Improved invisibility allows you to not be detected even if you move or make noise.
Energy beam; Think of energy beaming from your 3rd eye, then imagine what effects it has upon hit of target.
Scream at 693 decibels; This causes anything that is near the targets to crack and break including weapons so they can't attack with them. Credit goes to John Tyler Lezer for recreating the Banshee.
Do Not Push Button; This materializes a big red button, that appears in the hands of the targets or yourself. You or your targets just push it and the DM/GM makes something bad happen to the targets. They can never resist pushing the button.
Ionic healing; Think of positive idea and project it negatively or think of negative thoughts and project them positively, thinking to cause healing of x2 the normal healing.
Ionic blast; This effect costs 10% energy. It causes ions from negative thinking to effect the target negatively as you and your party heals from it. The targets recieve x2 negative damages as you think badly of them. This can be one target or many of them.
Internal combustion; The targets turn into ash. If not then there is x2 ice and fire damage.
Infernal combustion; This costs 10% energy. It uses hellfire to turn the targets into ash. If not there is x3 fire and cold damage.
Purgetory Fire; The hottest flames to burn the soul for purification. Pray for release of it.
Light phase shift; This is where you think to be somewhere, that's as you step into a lightbeam and you teleport there instantly. You will know if its safe or not by the soul's intuition.
Energy pulse; THis is costing 10% energy that's forming an advanced energy beam, that goes out in waves lasting 1d6 rounds. That's focusing energy to go out from your aura, think and that effects the targets with energy damage.
Psionic blast; This costs 10% energy. That effects the targets by sending out a pulsed wave of mental energy through the auratic energy waves, that's thinking to effect the targets and get them for x2 the mind energy damage.
Mind blast; This effects the target you think to effect. It hits them with mental energy cast forth from the 3rd eye.
Mind scorcher; This is where the mind sends out a scorching ray of fire through the 3rd eye to effect the target you had in mind.
Dynamite; This effects by generating a dynamite effect the target area with all your targets, that get x3 the fire damage to their bodies. This costs 15% energy to cast.
C2; This spell costs 20% energy. What it does is causes an explosion near the targets that effects them all and deals x4 fire damages.
C4; This spell costs 30% energy. Think to effect the targets and the subconscious causes a deadly explosion near them. That means it makes them recieve x6 fire damages.
Mephitic Cloud; This costs 15% energy. That is a Venom Mage staple for the giant bees and giant insects of the dungeon. If you know Ignite Poison; they synergize and can even be cast around the Venomous to transmute a lesser element poison into a greater element fire. Dealing x2 the green poison fire damage.
----------==========The rest of the spells IX==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Strip; This spell causes the target to strip or be stripped of some idea.
Singularity; This spell causes a wormhole singularity to appear and suck away what isn't liked in energy. This is also making the targets disappear by feel, that's as it "attaches" itself to the targets and sucks them away..
Unstrip; This spell causes your target to put on some clothes or something similar like they get back idea.
Light burst; This costs 20% energy. That's where you focus energy into your aura as a bright white light, then imagine envision it as bursting forth. That causes the bodies you target to burst into ash. That is the end after the wave of light energy reaches them. This is where they are internally experiencing extreme cold and heat instantaneously. Leaving their stuff behind. So you always get their stuff, once their dead. There is no save to this spell.
Shockwave; This is where you focus energy to strike down your opponents as a shockwave of energy..its where you stomp your foot or clap your hands and this sends the shock of energy forward to deal damages to the targets.
Curse of return; What you want that you place on a table if taken, it will return to the table. When you take it off the table, it remains off of it until you place it somewhere.
Conversion effect; This is where you think about something being a source.. then needing something like the items you need as you think or say convert. The source can be money energy that is converted to being the idea or items that were needed. Once used up, the item source either disappears, breaks or was used up and doesn't work.
Headshots; This is where you body is guided into doing headshots that does double the damage.
Critical; Think to hit and you automatically do a critical with your weapon.
Spell-o-tape; This is where you create with energy, the effect of tape that you mimic being put on something to stick things together.
Wall breaker; This can destroy any barrier, that is with energy built up in the aura, think and its cast forth at a barrier or wall and the barrier breaks down.
Special martial; This is a martial arts spell, that lets you karate chop so hard it can tear down a wall or break something in two.
Silent Drunk; Combines Ninjitsu with Zui Quan to consume shadow clone wine and deliver palm strikes from your spirit without a sound.
Signature Move: The Aiki Thrust; This uses a spear weapon to get it done. Its where Hershel executes a technique that merges Aikido’s harmony with a powerful spear thrust, allowing him to counter incoming attacks while delivering a precise strike. This often catches opponents off-guard and shifts the momentum in his favor as it deals energy damages. Except for the "Mikiri counter"; When you step on the spear or knock it aside.
Tank; This spell causes the targets energy to cripple themselves and they fall unconscious for 1d6 rounds, prone.
Poison vines; This can easily be done in a forest or jungle with the effect, that causes the energy of ground form vines of poison. This entraps the targets for 36 seconds..or 1d6 rounds as it poisons them.
Toxic spores; This can be done in a jungle or forest that occur, if you think about spores being gated into the area from toxic plants then it effects the targets. The spores form in the area, that are breathed in through the mouth and skin by the targets. This deals toxic damage.
Entangle; This spell causes the target to trip and become entangled by vines..for 1d6 rounds.
Vine prison; This can easily be done in a jungle or forest and is a spell, that causes the target to become trapped in a rapid vine growth much like a prison. That's for 1d6 rounds or a strength check is passed. The strength check is done each round of being effected by it.
Changing spores; This can easily be done in a forest, that causes the targets to be effected by spores you summon from the plants. The spores are changed by magic to effect however you want them to effect. That means it can be poison or creating conditions that you desire the targets to feel.
Bite; It belongs in a dark space and is simply a dark move that deals consistant damage by a mysterious bite, that appears on the body for each of 1d8 rounds and drains energy from the target making them calm.
Instant transition; This is magic where you can summon energy to change you or others actions. Thinking to create with life and energy and making the energy create whatever result you want in life. Its created by the soul making it happen. Now the soul can sense what you need and do it. This is a point in idea. This can include: changing shape, summoning energy chains that keep the targets under your control, shifting somewhere else, thinking to create a result or summoning fire bolts to attack the targets and make a quick kill is what can be done. That is all done smoothly and instantaneously as you need it done on a thought. So the use of mana energy creates more powerful effects, about x3 the effect damage or healing. If you focus your energy, then move. You then move 3x as fast for 1 action.
As though you needed to get somewhere quickly, then you change into a hawk or large cat form. After your done, you change back to your normal shape. With intense feeling, you can deal double the damages. That means you could think charge the weapon you hold and throw it, to effect double the damages it normally does and anything can be a weapon, including a rock. Otherwise, think energy goes to your hand and forms a pyromancy effect where you "throw" the fire energy at the targets. It can be any color. Simple, right? However, the soul or spirit will not allow to effect yourself what you or the soul doesn't like. So, good luck in using this ability. Most you can do with this is from
https://deltiasgaming.com/best-mage-build-in-throne-and-liberty/ or https://throneandliberty.gameslantern.com/skills. Be sure to drop the decimals! Any number over 100 up to 500 is x2 the damage or healing. Any number over 500 is x3 the damage or healing. Any number over 2000 is x4 the damage or healing. Any multiplier is also times the energy costs to the normal 5% this spell normally costs. That's like you get x3 the damage, so it's 15% energy costs instead.
Think and you can create whatever effect you like with this spell..mention it to your dm/gm by a stated, "I cast instant transition to make [name effect here..] on [name targets here]." w/o quotes and you create it if you pass a magic check. Think about the idea to know the results and the idea of the moment comes to you. This is a known effect that is instantly formed in time. So whatever element you want to use with this is created by intent. This I think is where you kill your opponent, realizing that you need to do it in. That means you kill with energy each time you think to kill the target. This is an effect in itself.
----------==========The rest of the spells X==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Riposte; This causes you to effectively riposte or deflect an attack with your weapon and get half damage from it.
Double Palmstrike; This causes by spell the target to get hit by the palm wielding fire energy with your hand twice. This can break necks, send them flying, or break down barriers. Focusing fire energy in your aura and sending it forth with a double strike using your hands will break the barrier down easily. If you focus your body energy, then strike twice and hard you can knock someone down.
Dimensional eradication; Think to make the dimension erase the presence of what you don't like and they die in their actual form here. This can eradicate bugs by feel.
Longstriding; If you focus on doing activity or walking. As you walk you turn off the part of your brain you don't need, that's like things other than thinking and automative actions or critical thinking and automated guidance then you can walk forever. Add +50 to your stamina unless it is infinite.
Infinite stamina; This is a buff to your party to cause them to not run out of stamina no matter what they do for 1 day or until a long rest. Place "infinite" where you have a stamina value like "STP: infinite where normally 100 points" w/o quotes. After this spell fades away, the value reverts back to 100. That's like, "STP: 100 points" w/o quotes. This spell effects, if you don't have infinite or unlimited already in the value.
Infinite energy; This is where you focus on the creator sending you enough energy to be infinite. You never run out, in fact this spell lasts for 1 day or until a long rest. Place "infinite" where you have a energy value like "Energy%: infinite of 170%" w/o quotes. After this spell fades away, the value reverts back to what the Energy% normally is at max. That's like, "Energy%: 170 of 170%" w/o quotes. This spell effects, if you don't have infinite or unlimited already for the value.
Ice tomb; This costs 40% energy and freezes the targets in a tomb of ice, that's done by thinking of the effect and focusing upon them with intense cold feelings. Its very fast, deals 23d12 damage, able to defeat something with max stats and no skill.
H-bomb; This effect costs 20% energy to cast. It results in a hydrogen bomb allows you to focus your excess energy in the aura, think of the area and a spherical energy. Then you know it will effect through the hydrogen atoms, if you send it forth to effect some targets. The effect is a bomb that distracts thought and energy energizes the body or item through heightened hydrogen atoms. This energy rises to the point over 1 action, that it causes dysfunction in the target for 1d6 rounds in battle. That's if they made their will save or it turns them to dust. Otherwise, it causes with an unlimited amount of time the disruptive energy effect.
Relation; This is where you relate with someone. Then, improve your charm by feel. Add +5 to charm rolls.
Water bomb; This effect causes high pressured water to strike the area targets. This effect makes for x2 the damage.
Ingestion energy; This is when you eat or drink something and gain in energy from it. How many bites or sips you take create the restoration of energy. Add +20% per each bite or sip in energy.
Star force; The force of a star is gated to an area and magicing your thought creates with the energy you summoned. This is an enhancement to Magicing spell. Making the effect you do by gated energy. Think of the effect like creating an unlimited wish of whatever you want with the energy of a star. Sometimes it can get intense, so think to use this carefully. However the duration or how long it lasts is 1d8 rounds in battle and unlimited outside of combat.
Release; Think to relax and release as you hold your hand over the possessed eyes and they relax as they no longer possessed and act normally.
----------==========The rest of the spells XI==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Animation; this is where you think about creating movement with inanimate objects..such as dolls or figurines. They can create anything you need, that's through the focus of energy upon the figures. Think and its their energy consciousness, that's creating with your idea using that power. If you die focusing through it, it's cursed to hold your soul and you get interesting responses from it. If you bless the items, you get a +5 to all your rolls. If it's cursed, you get a -5 to all your rolls.
Figurines; This spell causes the idea or figures of figurines to appear near the target and give them a -5 to all their rolls.
Tardis; this is a time slipping effect that brings you to the time you think to be in on the instance.
Dimensional slip; This uses the 3rd eye to slip your dimension to a safer place. Done by the power of the 3rd eye on a moments notice.
Cancellation II; This is the effect of creating with life energy, what you mention and don't like doesn't happen to effect you.
Goth invisibility; This costs 10% energy and is improved invisibility with a twist, you aren't detected no matter what until you think you are detected.
Sleep; This puts the targets to sleep for 1d10 hours.
Resist sleep; This causes the target not go to sleep until 1d6 hours later.
Chaos Dunk; It splits the timeline into three parts causing a Dragon Break. A dragon break breaks the targets mind with illness. They are effectively out of the battle.
Ultimate Armor; This causes your aura to shield you from attack by warding away damages and danger doesn't seem to happen to you.
Contagion spell; This works by giving the target a disease you pick from the diseases list. It can be any disease. This works until cured.
Taylor creations; This spell you think to cast on a potion to cause it to do what you intend. What you intend is what you want done.
Entaglement gun; This is a spirit gun that you summon to deal damage as it "hits" the target in the throat and entangles them for 1d6 rounds.
Needles; This effect is where you about the need and create energy with the shape of needles. This uses any source that you think to make use of and culd even be an ideal that is representing a source. When you use a source, it disappears. Then, you toss the needles at the targets for the damage it can do. You deal energy damage at the moment of contact with it.
Death needles; This effect costs 10% energy and is for close up or far away. Its where you focus your death and decay energy into the shape of a black needle and toss it at the targets. This causes instant death, otherwise if they make their will save you only do half your normal damages. As you do this, all illnsses disappear from you. You are cured no matter what.
Divine armor; This is where you get protection from your god or the creator. You aren't ever getting sick or damage as this is active.
Dizzy spell; This effect is cast with 10% energy. It creates in the targets a sense of dizziness that lasts 1d6 rounds. This distracts the targets into not doing anything.
Spiral of death; This effect costs 15% energy. It causes a spiral of your death energy that reaches out per level. Its 30 feet for levels 1-9. 40 feet for levels 10-19. 50 feet for levels 20-29. 60 feet for levels 30-. Think and it kills the targets in its pathway. If they make their their will save, they recieve death and decay damage instead. This spell leaves you younger, where you are able to do things better so add +5 to all rolls temporarily.
Area of death; This effect is cast with 30% energy. It is where you focus death and decay energy to an area and cause death per level. Its 30 feet for levels 1-9. 50 feet for levels 10-19. 70 feet for levels 20-29. 90 feet for levels 30-. in a 50' radius..where they make their will save, its normal damages instead. This spell leaves you younger, where you are able to do things better so add +5 to all rolls temporarily.
Anti-dizziness; This effect makes you immune to dizziness no matter how you move until you long rest.
Anti-target; Whatever the case you are no longer a target of attacks no matter what until you long rest.
Operate; This spell uses energy to operate on your mind and brain, this makes it so you cure any diseases or mental disorders.
Mutable; You are flexible and accept anything without harm.
Sickness shield; The shield part is where you send sickness energy to your aura, thinking to be burnt off as a wave of energy. This makes you and your party immune to illness and diseases. Your anti-sick no matter the cause until you long rest.
Comey; The thought is what is abounding, you repel all insects and flies.
Bugs; If you think to summon bugs you will..otherwise you won't.
Death March; Half the health and double the speed in time.
Hale march; Half the time double the health.
Hex; This is a number of times you effect someone with a spell. Name the number from 1-10 and that is how much you effect them.
Combined link effect; This can be healing or some elemental effect..all that's required is holding your own hand palm held outwardly and beaming forth from the palm the element to create the result.
The point II; This is where you express something and experience the idea.
Slowfall; This is where you think of the idea, then will the wind to slow your fall with an upward gust.
Writing magic; This is where you think to write it down and think to create it.
Power of Money; This is where you think of money as energy and being a source, its consciousness creates what you want as you intend to get the idea.
----------==========The rest of the spells XII==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
All go to hell; This is where all the targets goto hell and drop dead by feel. You get their stuff.
The Sazazzle; People forget that the males even exist in the area. They are either men or women. Males tend to lie, men take reponsibility for things, and women do what they want.
Ansuz; Whomever you want to answer you is answering as you speak or draw out in the air the ansuz rune. This works even if you don't intend it.
Ansur; This costs 30% energy. This is the effect of summoning a blue dragon, that wields lightning against your targets. It has double your stats, including health. Think to use this well. As it stays nearby till you no longer need it and can offer you and your party rides.
Surity; You sure but you can survive anything. Add +5 to all survival rolls.
Unlimited protection; It is there so you are protected from everything, you don't desire to be effected by. That's for the duration or the time of when you do things.
Mentality trick; Think and do, this is mental bombardment by what you do as you repeat things. All to me make the targets agree.
Certified motion; This is where you state the counter to the effect and nullify the mental bombardment.
Self-continuation; This effect is where in you continue on as a point to do and get things done. If needing to not do things you stop.
Self-constant; This effect is where you are consistant in activity and get things done.
Fail; This is where the targets fail by you thinking "fail" at them. That can be a reaction as well. This is adding a -7 penalty to the targets rolls.
Succeed; This is where you cause the next action the targets do to succeed. That's thinking "succeed" or "success" at the targets. This is adding a +7 bonus to their rolls.
Hitting; Those you hit upon don't mind the hit. You get a +5 to your to hit roll.
Cow effect; This happens after you feel intense and speak to someone. You intimidate them to a degree. Enough so that they agree with you. Do an intimidation roll with a +5 added to the roll and get a 10 or above for success.
Agreeing; Agreement is the best thing, you by agreeing get them to agree and they help you out in the end. Do a charisma or charm roll with a +5 to the roll results as you get 10 or above for success.
Disagreeing; This is where you disagree as you agree..making the targets do something else. roll a charisma or charm roll of 1d20+charisma mod or charm mod with a +5 to the roll. If you get a 10 or above you succeed.
Singulo; This spell causes the leader to be singled out and effectively killed by death energy or fought if they make their will save.
Singo; The moment you think to solo, you succeed. Otherwise, the moment you think to single out the targets leader, this is the moment you cause their leader's death. War over.
Solo; This is where the moment you think to do things by yourself, or cause the targets to do things not as a group. They instead do things by themselves and don't think to work with each other by feel.
Duo; This is where you call a group to exist of whatever people you want and they work with you by feel.
Torrential rains; This costs 30% energy and does lightning strikes in three waves from a sudden storm over the heads of the targets. So, it damage x3 to cast this spell and the effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-.
Torrential fire; This casts fire from the sky, over a range in 3 waves for x3 the fire damages. The effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-. This spell costs 30% energy.
Torrential acid; This casts acid rain that's gated in from an area with acid rain. There are 3 waves of this making damage x3. The effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-. This spell costs 30% energy.
The effect; this is where you think about the idea and energy creates it by its energy consciousness understanding your thoughts. It creates what you wanted wherever and however you want. This happens with focusing, so think of the idea and you can create it.
Wire burn; This is a fire due to focusing for 1 action and the faulty wiring is overheating.
Magic writing; This effect creates the moment you write as a form of manifest. This is where you write something and that something occurs.
Focus; Focus is the ability that allows for you to focus on a thought and creating what you need. Otherwise this is increased energy for more potential spells. You may increase your Energy % by 10/level in which you use a standard action. 2 attacks taken up would have a cha mod to succeeding and +(however many here) to the Energy you get. Your full round taken up with idea by focus could have 20 Energy regen. Focus for 5 min; for Energy %, 1st level regains 20, 2nd level 40, 3rd level 60. 4th level 80, 5th level 100, 6th level 120, 7th level 140, 8th level 160, 9th level 180, 10th level 200 and +10x etc.
Focusing allows for greater damage focus by casting it then waiting a round to effect release. As though in what you do as damages if normal and then that use is the focus ability to effect greater damage. Doing so allows for increased damage effect by spell or weapon. Using this damage focus takes an extra attack. So to use, take 1 attack action for the weapon or 1 whole round for the spell. Then use is easier, this is another point for the focus with accumulated two attacks taken up.
Focus II; the moment of your focus is the moment you do work or the targets do what you want..
Focus III; the moment you think no movement as you feel like focusing upon your targets.. you create a point they stop moving.
Caustic grease; This is acidic grease that creates an effect of acid damage per round in the grease as they slip in it for 1d6 rounds.
----------==========The rest of the spells XIII==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Rend; This is where you change shape by thinking of the idea to create with the spirit, that's as a guide of the target to shape yourself as in idea. You keep your stats, yet you shape differently.
Work; This is where you think to create something and do activity to gain wealth. Add x2 wealth to what you receive.
Pend; This is where you make plans and do them when possible. Otherwise, in this case, the target does what you want in so many rounds. So you want them to do a pending action, this will take them 1d6 rounds to do.
Sent; This is where you send something to a target.
Gotten; This is where you get an idea or item from someone as though it were on you.
Stability; This stabilizes the targets' mind and makes the targets not go off on a tangent or fight you. Combat over.
Instability; This spell causes the targets to unstabilize and they feel like mentally attacking each other, that's as they feel the urge and suddenly attack each other physically with a +5 to attack rolls. That allows them to "hit" each other effectively. However, if they attempt to attack you and your party, they receive a -5 to their attack rolls instead.
Conflict; It is an echantment that makes nearby enemies bump into each other causing infighting.
Contest; This is where you cause the targets to want to fight each other and fight for you. Roll a 1d100+luck and get a 50 or above to cause this with your words.
Agility; This is where you are more agile and dexturous. Add +5 to your Agility or Dexterity rolls.
Mold; This is where you cause mold spores and it effects as you want to make a nauseous condition amonst your targets. This nausea is so bad, it disracts the targets for 1d6 rounds.
Mod; This is where you focus your will and cause changes by statements of what you want. The changes can be body changes, mental changes or both by a symbol.
Testing; This makes an effect of testing ability and uses psychological things or statements to do it. You could test for lying, if you wanted. A successful test is a rolled 50 or above on a 1d100+luck.
Audit; This forces an audit or finance check on the targets and can be from any distance.
Event causing; This is where you think of something, as though a need arose for a banquet or food. Then, the meal seemingly from nowhere comes to the target. Arranged by the subconscious causing the activity.
Contort; This spell is a directed focus of your will to cause the targets pain. That's as though the energy tortures them for 1d6 rounds where they are prone.
Control; This is where your will controls the targets' mind by directing it and you work with them by feel and statements. You can cause them to fight over you or think to make them eliminate themselves.
ATM; This is at the moment in attention, so you distract the targets with something in the area. Then the distraction ends focus they have. Statements or pointing things out, that is what directs their attention for 1d6 rounds.
Vamoose!; This command spell of "skidaddle".. that drives away the targets as they are suddenly fearful from images that are thought about and flee from the area.
Infinite charm; The use of int and cha mods together for charming the targets.. when you get a 10 or above on a 1d20+cha and int mod roll.
Fog of war; This is where you think about creating with the best idea for manifesting..a fog in the area surrounding your party.. that you can see through. The targets cannot. This lasts until you dismiss it.
Deflect; this is where you think about the targets, thinking about another person that you mention and they assume it would be you. So if you sense you are psychically assaulted they attack them instead.
Deflection; the aura is charged with the energy of the area and sends back to the targets the energy of attack to them.
Reflection; this effect is where you make your aura mirror like and it reflects what you need reflecting. That's reflecting on one side and not reflecting on the other side.
Puddle of effect; this is where you think about creating a puddle of energy. Then, what you need happens to the targets as they the targets stand on or near it. This could be poison or acid or something else like fire or lightning. The energy you send to the puddle, that causes emulation of what you wanted to effect. The targets are hit by the effect per round.
Pool of shifting; The pool of energy you create under your or some targets feet, then with your energy you will the shift to occur. You or the target ends up where you intend yourself or the targets to be, no matter what occurs in a flash of light.
Chainz; This is where your energy becomes like chains, that bind the person or persons as a target to be prone. If you think to have your spirit drag your targets somewhere, they go there.
Dedicated love; This is where you think to look past the ugliness and you are charmed to love the person you want despite how they look. This means you are not reacting to their way they act or look. You love them for being the way they are in life.
Water freeze; This is the secret military augmentation, that lets the user freeze the water in the air. It can be frozen around the targets by thinking the air gets cold enough to freeze the the targets and the water is what does it, so if they attempt to move they are not able to go anywhere. As its frozen around them, they receive damages per round until the effect is no longer needed or the icy shell is shattered.
Freezing armor; This armor is made of frozen air around you, feeling the water particles in the air freeze with a thought. That's absorbing the damages taken by feel. You personally aren't effected by the coldness.
Thought armor; This effect creates a point of aversion from you by what you think to the targets.
Walk through; Think the wall dissolves near you and you walk right through it.
The invisible screen; This is where and when you spread your finger and thumb apart. Thinking to show the screen of an effect or idea that is shown to the subconscious..that the person realizes by feel.
Focus point of existence; This is where you think about existing and place an object down somewhere for as long as possible. The longer it is, the more stable you are there. The object serves as energy that you exist by feel. Remove the object and you disappear. This can work to make you seem to be where you want, if you think to be there as you will the point to exist.
Existing; This is where you think to exist somewhere, then the creator or your God creates an image of you there to do what you need. If you think to exist then you send your energy to cause the creator to make you exist. Stop sending, and you stop existing.
Existing II; The fact is true, if you think to exist as you hold an object. Then, you work with other energy and the object becomes an energy source, thinking to make the being that is you exist somewhere. If you stop thinking to exist the item is okay, yet after awhile, the object destroys itself. Either way, you cease to exist where you thought to be.
Ice spear; This does damage as you toss coldness through the target and slows the target down..This is from clair obscure.
Chidori; This is where you focus energy from the body into the hand and form it by thinking it exists as a "held" lightning ball you thrust forth or project forth into the target. This is from The Naruto Anime and can be any color.
Chidori sword; This is where you think about the energy of the body, that goes to form a sword shape by your will to make it exist and it cuts with lightning damage. Idea from Naruto anime.
Animating spores; The effect of living causes the point of life by the spores you summon to the target as its gated in and it effects the targets as you want. This means it reanimates the target, that's if it died. This lasts until otherwise unneeded or their is no life in the animator.
Rasengan; This is where you focus energy from air into the hand and let it raise to the top of the palm. Then, have that energy gather air into a circulating air ball of heat by willing the effect. Once you use one action to focus it into existence, you think release it to effect the target for x2 air and fire damages. Rasengan came from the Naruto Anime.
----------==========The rest of the spells XIV==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Chaos channel; Focus is due to chaos in the area and you focus the chaos by spirit channel as energy to add damage to your next 1d6 attacks. Add x2 the amount for levels 1-9. Add x3 the amount for levels 10-19. Add x4 the amount for levels 20-29. Add x5 the amount for levels 30-. This is from Ashes of creation Alpha 2 where its 2024 © Intrepid Studios Founded in 2015.
Card throwing; This is where you hold the top of the card, as though it were held with 2 fingers that was held flat. Then, toss it. That causes the thrown card to hit the target that you aim at. So it especially slices through the target, wherever it hits as though at great distances. This is physical damage.
Concept II; This is where you concentrate and get greater damages or effect, that's for the next spell or attack that you do. Per level, there is a certain amount of damage adjustment. 2x for levels 1-9. 3x for levels 10-19. 4x for levels 20-29. 5x for levels 30 on up.
Reverting cells; This is where you revert the cell to a previous or younger stage. This state is known as the reverted state. This removes aging and any illnesses.
Focus energy; This is where you focus energy from your body, thinking it goes to your hand either left or right. Then, by focusing, it goes to the targets as you "think and send" to release it. So it goes to the targets you had in mind, thinking to deal electrical damages or do what you want.
Nix; This spell causes death to all bugs in the area.
Blessing of the Black opal; You need a black opal, first. Then, blessing it you create by focus with a charge of energy to it. That's thinking energy from your body energizes it. It does what you need. This gives max energy to all creatures who are friendly in a 1 mile radius.
Black shield; This is where you focus black void dark energy into your aura, think and then your protected from all harm as the black color absorbs all damages.
Deus Ex Machina; It allows a clever solution to an impossible problem.
Blessed fixed figurine army; It allows the summoning of 1d10 monsters of choice, always tame. The catch is there of owning the figurine.
Void Portal; Opens a portal that erases all targets that get sucked into it in a 40' radius.
Pleasure shift; The pleasure you feel, this is the orgasmic idea that you think to feel and be somewhere else. You end up there with the thought you have to do.
Action cause; This is where your action causes an idea to be in an event that your targets notice. All you need is to say a trigger word, then what you intend happens by the subconscious creating it. That's like you create a lessening of effects by stating "lessen" or stating, "create" and you make a givance of money. The name obviously means what it does, unless you intentionally say a different idea to create something else.
Archon Haunt; Summons 3d6 tame Archons that deal massive damage of x3 magic damage to one target. Doesn't count as killing towards the Pacifist conduct.
Summit; An hour of insanity of the targets to double the mana or energy. Like sending the ship through a warp gate.
Black Comedy; Uses inside knowledge to spiritually roast the foe with the dark moral element.
Deb; this causes a card to be used for paying off debts.. unlimited like.
The ten; The attention is on you so think and know, what you say is understood. Add +5 to all charisma based rolls.
The eleven; The 7-eleven or other store becomes a meet point for those you want to see.
The meetup; Anywhere that you go, you meet the person you mention 3 times.
Heart stopper; Reach out your hand and form it in a fist, that's as you think of the targets in mind. This stops their hearts and kills them on the spot. Thinking about it, you can stop or they make their will saves..rendering damages to not happen.
Divert; This diverts any attack to be somewhere else before it happens.
Nimble; This is nimble fingers that create with energy to be more capable and dexterous. Add +5 to dexterity or agility rolls.
Shadow branch; This gives you the spell effect of Shadow Form, that lets them damage and heal at the same time. You can achieve this form by stabbing yourself through the heart. Then upon will, you create yourself back alive as though you never died and stabbed yourself.
----------==========The rest of the spells XV==========----------
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Gouge out; This is where you reach out your hand and will your spirit, thinking to be an extension of your body. That gouges the targets' eyes out or tongues out.
Divergent; This spell can create a diverging idea or an idea that causes different activity. The effect is a redirection of the body, to make it go somewhere else.
Death impulse; This causes the creator to summon 6th dimensional energy upon the targets. Many things around them lift up and impelled, rush towards the targets themselves impaling them. Instant death that costs 20% energy.
Gravity bend; This is where you control gravity through the creator and cause it to make the impelled items, that are normally effected by death impulse energies not come at you.
Spell trap; This effects to create a trap of some effect, once "set" that means its triggered by actions in the area. Otherwise, you can "unset" the effect trap and cause it not to go off on you.
These spell sections are able to be used by anyone who want modern spells.
Technomagic spells
These technomagic spells describes in this section are cast normally, gotten from the Modern 5e DnD manual for they have a modern but special technomagic setting. Each level of spell requires a certain amount of energy to cast. These are post modern dnd spells..not meant for medieval roleplay. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.These spells uses a special logarithmic base to generate results. This is the e constant that measures 2.7 to 3 seconds, that's for a single spell or a single action to cast the spell. That's allowing 2 spell actions per round, unless your with more actions per round. Then, that suits the point, think and you have like 1d6 actions per round instead. So think and you get what you need as a want to be done.
CANTRIPS (0 LEVEL) requires 5% energy
Arcane Graffiti
Haywire
Magic ID
Power words Spell
1ST LEVEL requires 10% energy
Concept creation
Degauss
Machine Invisibility
Power Device
Power Word Spell II
2ND LEVEL requires 15% energy
Burglar's Buddy
Dataread
Relay Text
3RD LEVEL requires 20% energy
Electromagnetic Pulse
Shutdown
4TH LEVEL requires 25% energy
Wire Walk
Pulse
5TH LEVEL requires 30% energy
Instant Connectivity
Synchronicity
SPELLS DESCRIPTIONS
The spells are presented in alphabetical order.
ARCANE GRAFFITI
Conjuration cantrip
Casting cost: 5% energy
Casting Time: 1 action
Range: Touch
Duration: 1 hour
This spell allows you to inscribe your personal rune or a short
message, which can be no larger than 2 feet tall and consist of
no more than six words, on a nonliving creature or object. The
writing can be visible or invisible. An arcane graffiti spell
enables you to etch the words upon any substance (even stone
or metal) without harming the material upon which the mark is
placed. If invisible graffiti is made, the casting of any spell
within 30 feet causes the words to become visible for 5 rounds.
BURGLAR'S BUDDY
2nd-level illusion (technomagic)
Casting cost: 15% energy
Casting Time: 1 action
Range: Self (10-foot radius)
Components: a camera lens cover
Duration: 1 minute
You create a magical area around you, suppressing all
mechanical or electronic intrusion alarms and alarms sensors in
the area. Burglar alarms or other intrusion alarms within the
affected area simply fail to function; sensors for intrusion alarm
systems (such as motion detectors, IR detectors, pressure
sensors, electric eyes, and so forth) also fail to function,
sending no signal to monitoring stations. Video surveillance
devices stop sending whatever the image they were
photographing the moment when the spell was cast.
Concept creation
1st-level evocation (technomagic)
Casting cost: 10% energy
Casting Time: 1 action
Range: Self (wherever the person or yourself is ATM)
Components: a computer text editor
Duration: 5 hours or Concentration
You create a magical effect by writing in a text editor
on a computer, what you need or want to happen. This will occur as
you write it, that's from the computer consciousness sensing your
need and generating with its electrical energy some results. If
you no longer need it, then it will dissipate into energy or disappear
from sight.
DATAREAD
2nd-level divination (technomagic)
Casting cost: 15% energy
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You run your finger over any machine-readable data source (a
barcode, a computer disk, a USB drive, or any similar record) to
understand the content of the data. You experience the data as
it would normally be experienced through an appropriate
machine. For example, if reading a USB with music, you hear
the music in your head. If reading a word processor file, you
visualize and read an image of the page. If reading a barcode,
you see the serial number, pricing information, or other
barcoded data.
The amount of time required to experience the data is the
same as that required to read it by conventional means. You
can normally read 2 pages of documents in 1 minute. This spell
does not decode encrypted data. Without the encryption code,
an encrypted document or file appears as a seemingly random
string of characters. If you know the encryption code, however,
you can read encrypted data normally with this spell.
At Higher Levels: When you cast this spell at level 10 or above, you can maintain your concentration on the
spell for 10 minutes. When you do this at 15th level or higher, you can maintain your concentration on the spell for 1
hour.
DEGAUSS
1st-level transmutation (technomagic)
Casting cost: 10% energy
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
By touching a single device that contains electronic files, such
as a computer, external hard drive, USB flash drive, or magnetic
disk, you erase all files on that device. The device is rendered
empty of data.
ELECTROMAGNETIC PULSE
3rd-level evocation (technomagic)
Casting cost: 20% energy
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
When you cast this spell, you send a powerful burst of energy
that ruins electronic circuitry in a 20-foot cube. Any computer,
telephone, television, or other device with a computer
processor inside ceases to function immediately, and the
contents of hard drives and other storage media are scrambled.
The electromagnetic pulse affects only devices with
extensive circuitry, not everything that uses electricity.
Ordinarily the lights stay on, although their electronic switches
might not function. Automobiles continue to run, although their
engines will run more roughly without electronic guidance. Cars
with an electronic ignition system won't start after the spell.
Devices affected by this spell can be fixed using an
engineering kit.
HAYWIRE
Transmutation cantrip (technomagic)
Casting cost: 5% energy
Casting Time: 1 action
Range: 30 feet
Components: a small magnet
Duration: Concentration, up to 1 minute
This cantrip causes a single device to behave randomly and
erratically, defying any attempts to bring it under control. Cash
registers display random prices and open their money drawers
repeatedly. Escalators surge forward, then reverse themselves.
Automatic teller machines flash random patrons' account
balances on the screen as they spew forth receipts (not money,
though).
It's impossible to describe the exact effects of haywire on
every modern device. In general, a machine subject to haywire
functions as if someone were pressing random buttons or
otherwise manipulating it randomly.
Turning off a device subject to a haywire spell doesn't work,
because the spell disables the “off” switch. Cutting off the
power supply (by unplugging it, for example) disables the
device 1d4 rounds later, ending the spell.
This cantrip doesn't disable the devices (for example, a
camera might get a static effect but it will continue recording,
and a door with an electronic lock might not be openable while
is under the effects of this cantrip)
INSTANT CONNECTIVITY
5th-level conjuration (technomagic)
Casting cost: 30% energy
Casting Time: 1 action
Range: 10 feet
Components: a device connected to internet worth at least $100
Duration: Instantaneous
With the aid of instant messaging software, you physically
transport the subject or subjects from one place to another. If
several willing creatures link hands in a circle, up to eight
creatures can be affected by the spell at the same time.
At least one of the creatures affected must be touching a
computer with Internet connection. The targets must be sent to
a specific computer that is currently active online. Instant
connectivity causes the targets to appear in the room from
which the receiving device is, automatically gaining surprise on
anyone else in that room.
You must have seen the receiving device for at least 1 minute
from 5 feet or less to be able to target that device.
If any of the devices have some kind of security (or if the
device is in a secure network), the spell cannot be casted until
the security is disabled (for more information about disabling
security, read the "Using Electronic Devices" section).
MACHINE INVISIBILITY
1st-level illusion (technomagic)
Casting cost: 10% energy
Casting Time: 1 action
Range: Touch
Components: a glass lens, which the caster fogs by breathing on it
Duration: Concentration, up to 10 minutes
A creature or object you touch cannot be detected by video
cameras, electronic sensors, or other high-tech detection
machines for the duration of the spell. Anything the target is
wearing or carrying is invisible as long as it is on the target's
person. The target remain visible to vision.
At Higher Levels. When you cast this spell at level 10 or higher, you can target one additional creature for
each level above 1st.
MAGIC ID
Illusion cantrip
Casting cost: 5% energy
Casting Time: 1 action
Range: Touch
Components: a small card or slip of paper
Duration: Concentration, up to 1 minute
You touch a small card or slip of paper appear to be a valid
identification card of your choosing. The card bears your name,
likeness, and all other data expected by anyone examining such
a card. However, it is only visually accurate and does not
contain any valid machine-readable data or electronic coding.
You cannot use this spell to make an electronic passkey.
POWER DEVICE
1st-level transmutation (technomagic)
Casting cost: 10% energy
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 10 minutes
You touch an electrical or mechanical device that requires a
power source. For the duration of the spell, the device
functions exactly as it normally would if it had conventional
power.
This spell can affect any household or handheld device, or
general-purpose vehicle. Larger or more intricate devices
cannot be powered with this spell.
POWER WORDS SPELL
Conjuration Cantrip (technomagic)
Casting cost: 5% energy
Casting Time: 1 action
Range: Anywhere
Duration: Concentration, up to any amount of time
Power words spell; Think of what you want and decide what will be its source. Then, you create it using electricity and what have you in mind. By feel, if you think of things yuou wanted, you create it by thinking of the word or words. Then speaking the words to trigger the subconscious mind into manifesting them. Beware, this could cause a blackout so think and you know what to do. If careful, it can only cause a brownout.
POWER WORD SPELL II
1st-level Conjuration (technomagic)
Casting cost: 10% energy
Casting Time: 1 action
Range: Any distance
Duration: Concentration, any amount of time
This uses energy to create a listed spell like "I=create a concept". That's where the left side of idea is = or ; that means effect activator, and right side is definition. This is where you type the effect or write the effect, think and say the idea for the effect or trigger word. Then look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it. What you need is done by the third eye or subconscious suggestion. Think about it and its done by the mind, as you need the result..it happens.
Then, you can cancel out anything that is existing except other spells you want, as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think. However, what you don't want to happen won't occur as its blocked by the subconscious mind. These are the things that are possible here. It can effect whomever and whatever you want. So think your subconscious mind is unblocked and it can do anything magical or spiritualistic.
RELAY TEXT
2nd-level transmutation (technomagic)
Casting cost: 15% energy
Casting Time: 1 action
Range: Unlimited
Duration: Instantaneous
You cause a text message of up to 25 words to appear on the
screen of an electronic device capable of receiving such
messages, such as a smartphone, tablet, or computer. If the
device is turned on, the message appears instantly; if not, the
message appears as soon as someone turns it on. The message
remains onscreen until read, then disappears, leaving no
electronic record of its appearance. You must have seen the
device to send a message to it.
SHUTDOWN
3rd-level transmutation (technomagic)
Casting cost: 20% energy
Casting Time: 1 action
Range: 30 feet
Components: the CONTROL, ALT and DELETE keys from a computer keyboard
Duration: 1 minute
The spell shuts down all electronic devices in a 15-foot radius
centered on a point you can see. When the spell ends, the
devices operate again as if their operation had not been
interrupted.
At Higher Levels. When you cast this spell as 10th level or higher, the radius increases by 15 feet for each level
level above 3rd.
SYNCHRONICITY
5th-level abjuration
Casting cost: 30% energy
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
The creature you touch feels reality subtly shifted to its favor
while this spell is in effect. The target isn't inconvenienced by
mundane delays of any sort. Traffic lights are always green,
there is always a waiting elevator, and a taxi is always around
the corner. The target can run at full speed through dense
crowds, and attacks of opportunity provoked by the target’s
movement are made with disadvantage.
Synchronicity grants advantage to Dexterity (Stealth) checks,
since the target always finds a handy piece of cover available.
Additionally, the target has advantage on all ability checks
made to drive or pilot a vehicle.
In the event that two or more creatures under the effect of
Synchronicity are attempting to avoid being inconvenienced by
each other, the creatures engage in a contest of Charisma each
time the effects of the spells would oppose each other.
WIRE WALK
4th-level conjuration (technomagic)
Casting cost: 25% energy
Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous
This spell instantly transports up to six willing creatures of your
choice that you can see within range to the location of a
telephone you call. The telephone must be answered (either by
a creature or by an answering machine), and it works only over
an open line. You arrive adjacent to the device (within 5 feet of
it), and any other creatures transported by the spell appear
next to you.
Hex maniac curse spells
& The spells you'd do if you wanted to use the Hex maniac curses in game that cost 10% energy to cast. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Curse Hex; Makes them feel like they lost a loved one.
Love Hex; Its used to seduce a lover. After a lost love.
Sleep Hex; Target succumbs to sleep.
Healing Hex; Restores 20% hp for nine turns.
Friendship Hex; Makes target think you are their best friend at sight.
Strength Hex; Uses hidden lay lines to reveal strength +100 to strength rolls.
Luck Hex; Crazy good luck like +10 to luck rolls for remembering the seven words you like.
Power Hex; This does 150% boosted max energy.
Hex of Protection; Summons a red couch that gives you no collision when you sit on it. No pain or damage.
Modern spell effects p1:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Scare tactic; This uses a point you express or show to scare the targets into behaving or doing what you wanted. This spell has an added +5 to your intimidation and bluff rolls. It uses an intimidation or bluff skill check with 10 or above result as success. If aware of it, you are unfazed and this makes sure you aren't effected by the idea.
Believability; Whenever you say things, you are believed so think and say what you mean with an added +5 to your charisma and intelligence based rolls. This has any one check: a bluff check, intelligence check, charisma check or charm check with a 10 or above rolled for success.
Ban; This causes you to manifest peace as you make the targets leave, otherwise their energy is instructed by you to make them do what you want. Think to mention whom to ban and they could disappear by feel, think about it and you don't mind them as you don't think about them or dismiss them from your mind.
Time travel III; Think of the idea, imagine the scene and what you need..then your subconscious causes a soul copy to appear in the time you wanted to be in doing what you needed. This works as you drive a car or vehicle or run and jump, the speed of the car or jumping causes a time shift and you are seeing yourself sometime else. The theory is you can become whatever shape you want to be in, thought or of whenever you want as you imagined you become.
Electric storm; This creates what you want for a storm..send focused electricity to the sky and create an electrical storm that electrifies any you think to target in the area of 50'. This costs 15% energy to cast.
Demon view; think about the energy of the area and think you know what is there. If the third eye shows you red limned forms in the area then you saw a demon.
Lightning storm; This is where you focus cell energy into the air as you think about a lightning storm to appear in the area, that you want effected outside. This effects in a 40' range, that's from where you think it to originate it. This costs 10% energy to cast.
Realism; Due to this spell, the item that is fake becomes real by the power of magic and the creator. If it was false gold, it could become 12-carat gold or something similar. Or if it was a cubit zirconia, it becomes a real diamond. Otherwise, the idea that seems fake or acted out becomes real.
Distracting thought; Distract the target from their cruelty or thoughts, think about it and it becomes obvious then they are not doing what they were thinking to do. That's as they think of something else and do something else instead.
Blaten; Think to blate things out and its understood by the power of the creator. Think to tell the truth and you get accepted for it. This does not effect those that are immune to your charms. They gain immunity by being exposed to your actions over and over again or dismiss it. Roll a bluff check to determine this with a 10 or above for non dismissal. If you get a 1 its automatic failure. Howver, you get a +5 to your bluff skill rolls, that's temporary.
Anti-blate; This spell causes you to get what you desire without having to state anything out loud, its where you cause what you want by thinking about the idea. Remember, what you don't say won't hurt you.
Anti-shift chair; This effect is where the chair you sit in uses the static energy. This prevents shifting by the computer with screen radiation, that's causing the shift where you think of somewhere and it could shift you.
Thought shift III; This is where you create what you want, that's done by the thought that the creator perceives or feels. He perceives it and does things to make it exist. That's where radiation effects you, as you think of the area your thoughts are like the area and you shift. So your basically there as your here. There is a place you want to be. Here is where you originate from. Your spirit is projected there as you think about the place. If you need to be there, your soul causes it to form solidly. Because of this, as your there you can still be effected as though here. Now being multiple places at once, your soul recreates you as a few soul copies that are where you intended to be. Think there are 1d6 beings at once, that have your stats and 100% health. These soul copies act as you want them to, individually or altogether. They only last as long as you need them to be. Then they disappear by feel. This is like you needed candy, think and then what you get is a bag of candy. That's what the creator guides your subconscious into making you get. This spell costs 10% energy.
Bane; This spell you cast on those that intend to do you harm. Then it uses the spirit to create with an idea, think and the targets get inflicted with it. Think the idea and need the targets to be effected by it, then your feel is felt as they get into accidents and self-harm. Hear the original thought from the one who sets this to end this effect on you or your targets.
Dawn; Seeing a dawn reenergizes you no matter what occurs, as though you got enough sleep. Think and you know what to do. Set your energy % to full.
Jamie effect; This costs 10% energy. They are true to their word. They that behold this are living a nightmare visited upon them, the demonic influences fade away and they die on the spot. This can mean spell causes death impulse energy from the 6th dimension, that comes and causes things to lift up and impale the targets you had in mind. Their last idea and living moments are visions of their death, things that happen and guilty pleasures and guilt trips. They cease to exist here, leaving all their stuff behind and targeted then they are forced to live elsewhere in humiliation. THere is no life left to track, so think about the idea and cast this on your targets you don't want attacking you. Then if they don't die, they find themselves in jail.
Al effect; This effect is where you telepathically send your target idea via the mind. Like the illusion ends when they don't need you. They can cause you to believe anything that you normally wouldn't believe. So with this spell, you can cast effects in the targets minds. Then think it effects them and the energy recreates the moment of the spell, so think they can attact and they do. Physically is where the target can only experience the attack you mentally do to them. So if as this effects them, if you don't think they can attack you they won't.
THe effect II; This effect is where you cause things to exist, then if you think they deserve it it distracts them from doing things that you don't like. Those things disappear, if not needed think so you don't have to worry about things used to control you.
Transmutation; This spell effect is what you think into existance. The effect is changing the form of the target to suit your purposes. However, upon changing, they get weaker and can't do things normally. This is a -5 to all rolls dealing with strength due to radiance damages. Once they change, they can shapeshift themselves no matter the point. THat means expressed idea, that you do btw. The damages dealt are radiance damages. Those that are immune to radiance are not damaged by this effect.
Strong winds; This causes a wind that forces the targets into an area that's hazardous. The hazardous area forms as the winds prevail and the spell goes on. It causes bludgeoning damage per round as your in the area.
Heatwave II; This spell creates a point of heat build up, that even melts permafrost in the area. Any targets in the area are with heatstrok if you roll a 51 or above on a 1d100+luck.
Permafrost; This calls upon night to make a storm of ice that leaves a layer of ice. So this effects an area of 50' with bone chilling temperatures. Think though when the storm hits the area, don't go near it as ice pellets hit and cover the area in a layer of permafrost as you could slip on it with 51 or above result rolled on a 1d100+luck. This ice pelts the targets within it and when permafrost is there, then the targets fall upon the ground.
Time II; Think the change and it stops time around you and your allies, the changes happen as though natural and time continues. What can change? Shape, stats, and situations. This is all temporary for 1d6 rounds.
Sphere of alacris; This is where you focus your energy and project forth the green chakra energy. THat creates as it forms around the targets, the effect of separating them from reality. When separate, they cease their influence over you and stop to do something else. However, you can effect them as you think of things they need or do. Then they do this instead.
Improved sphere of alacris; This costs 15% energy. That is a sphere of green heart chakra energy, this is formed from your heart chakra. That's used to influence and surround your targets. That you focus on the idea with a thought and create into existence. This sphere creates whatever you desire as it seals away the targets, that's from them being able to effect you. Then think about it, if you think you can, you will to create an effect on the targets. This can be of any time or space, no matter what occurs this will work if you need it to work. This can be any size of sphere, see it can separate poisons or drug effects from your body. It can create time effects. It can effect those in the air. It can't make clones of them though it can make clones of yourself. THat's about 1d6 energy clones, that has your stats except for having 100% health. So if it can surround the targets, think and you know what you can do with this. It travels with the targets. Tell the DM/GM what you want the sphere's to do, if you cast it upon your targets. Think to those the idea to create by their subconscious mind, otherwise state "en" to make an end of this effect. Only if you want to be effected by this are you effected. Otherwise, it doesn't effect you and you absorb it as energy.
Sphere of influence; This sphere costs 10% energy, that you can cast uponst yourself, think and receive protections from damages and danger. Also since it uses your green heart chakra energy to protect yourself, it spreads your influence outwardly as though yellow energy of the solar plexus or manipura chakra were sent out to effect those you think to effect. This is an interesting sphere indeed. Think "en" to end this effect. These sphere's of influence can both be in use together.
Sphere of influence II; This costs 10% energy as a sphere that can control things that happen. The way you use this effect, that is state what you want to the dm/gm and he or she makes the result known. That occurs by you focusing on the effect and event, then thinking it happens differently or imagining the scene as it will happen. You see it offers the person protected by this sphere, the effect of control over mind the elements and elementals. You can even control cars with this effect as you treat the car as though multiple elements of metal. Think what you want the element or elemental to do and you cause it to do that instead. This can be cast before a fight as a buff, so it lasts until you no longer need it. It can switch powers as well, temporarily. It uses blood energy, so think to notice it if it effects as a red sphere. These sphere's of influence can both be in use together.
The trash effect; This is where you focus collected trash energy, that flows through the area as an energy flow. Thinking to create an effect to make what you desire. The effect is instant. Including the effect of burning the trash into ashes, that you can use. If you had guano from some source, you can form a longer lasting fireball in the air. That means you catch the guano mixed with ash into fire and toss it at the target. This lasts twice as long for what you think are damages.
Atomic ability; Think and you cause the ability to speed up atoms to generate a lot of heat. Otherwise, then you can stop them to supercool the substance for more damage. Think to make it brittle. This is useful to destroy objects or material, as all you need to do is break the brittle materials. This heat, you can make use of to generate spell effects. If you break your sword doing this, then you might get a replacement.
The plasma storm; This is where the sun sends an x-class solar flare of plasma to the planet. Then you get an effect of the area melting, that's where in the area you targeted by the solar flared plasma storm.
Solar flare; This is the effect of creating a solar flare, that is created by the focus of the mind to cause sun spots on the sun. This makes intense heat, think and malfunctions of machines including communications occur. The sun reacts to your thoughts, as you think and need it to do something. However, once its set into action, its caused to effect everywhere near the area you wanted to effect. Use this carefully as it could wreak havoc.
Solar relief; This spell causes the sun to not be making a solar flare, as though the mind makes the sun not active or settle down. This in idea can end any solar flare up.
Modern spell effects p2:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Star creation; This costs 20% energy, that creates on use of star energy. That's found by the subconscious mind, thinking and focusing on it somewhere in the universe. That means you can create a manifest, that's as you think to focus upon creating a result. That's where you think to form a result from gated in star energy. That means you form a manifest from star energy, thinking on it as you need the result to occur were you intend it to form. This uses a sphere of star energy to create what you want. This is dangerous so use it carefully. The effect damage/healing depends on level that is effected. The levels of 1-9 effects 1d4 rounds and normal damage from an orange sun's energy. The levels of 10-19 effects 1d6 rounds and x2 damages with a red giant sun's energy. The levels of 20-29 effects 1d8 rounds with x3 damages from the blue supergiant sun's energy. The levels of 30- effects 1d10 rounds with x4 damages from a huge star's energy. Mention to the DM/GM to say what you want effected by this spell.
Mana star grenade; This costs 15% energy. It uses a stars force gated in and found by the subconscious in the universe, think it to a sphere form and though tossed as you mimick tossing it. Thinking to cause people or objects you want effected by this, that's in thought an area to be pulled towards each other. The range depends on level that is effected. The levels of 1-9 effects the range of 30' with an orange sun's energy. The levels of 10-19 effects the range of 40' with a red giant sun's energy. The levels of 20-29 effects the range of 50' with a blue supergiant sun's energy. The levels of 30- effects the range of 60' with a huge sun's energy. Mention to the DM/GM to say what you want effected by this spell.
Subconscious trick; This trick makes the targets perceive or see in a moment's vision. The effect of whatever they will accept of the idea they notice in the area. If you think about it, you can project to them what they want to see. THen they accept you and don't think to attack as they are nearby you.
Subphase; This is costing 10% energy. Its a trick of the mind, making the problem or situation disappear with use of the subconscious mind. That's making the trouble become phased out or teleported away, think and its not there by the power of the subconscious mind. If your resiliant and think of the ideal, that's as you need it. It might reappear. This is like you make with your subconscious mind a situational attack not be there, thinking about it you sometime have it occur again. The trick is to not think about it, you might have to distract your mind and its gone for good. If its gone, then nothing bad happens as though the danger was warded away by feel.
Time trick; You tricking the mind into believing, that you were them as though shapeshifted into your formation. That's getting away with the idea and having no attacks on you. There is a case in point, where they might even attack themselves. So roll a die 100+luck and get a 50 or above result, thinking to note if they don't attack you.
Time travel; This is where you hold a gemstone and mention something, think and your subconscious mind creates it wherever and whenever you want it to be. That's using the gemstone as an energy source. This gemstone has a consciousness and does what you wants as you need it and mention the idea, that's as though you and others you want with you. They are redirected to the time of the statement or idea. That's if you need to go there or view it. That's when you do by a phrase meaning "do". This can be any time or space, that means you could goto 1000 years in the past or future or any time. If you so wanted to do it, you can goto other times as well.
Your subconscious mind shows you the area and activity if you don't want to go. If there is a way, there is a means. When you do it, you can cause a surge of energy around you. A pause and your there. This is a known effect. WHere, if you think something to be in the area or "in there", then the subconscious creates that idea whatever it is you want there its there by feel. So to return to your own time, think of the area as big giant well of energy and think of your space and time. This causes your subconscious to do what you need, think to return to your space and time as you use the area as an energy source.
Shifting objects through time.. This uses the thought of where and when you want the item or items, then think at the items to inter some of your energy by tapping the item or items or using thought alone. Saying or thinking it comes to me or where you need it. Then the item will find its way to you, or go to wherever you want it to go. That's at whatever time you desire. This especially happens, if you need it near you. THe item consciousness will understand your will. Then, thinking by need or desire, the item finds a way. You might have to wait for the item to find you or you find it. However, you will recognize the item by its energy signature. This works either way you do it. Roll a 1d20+luck or will and get a result that's 10 or above to see if this works.
So enjoy yourself as you do things! Thanks for playing and enjoy your game. This spell costs 10% energy, so use it as you must. This spell is a must to do, don't mind what you get as it could need repair. THe process of time rifting is what this is, that is sometimes making the item degraded. As it travels through time, natural processes take over and in the time shift this makes it in a worse condition that it originally was. So use this if you must, again remember though you may have to repair it. You could get the items freely or by paying for them, that's with or without a discount. No matter what, this spell will work if your dm/gm allows for it.
Photonic beam; This effect creates itself from the focused light energy mixed with heat energy and as you hold a crystal, that allows it to travel faster than light and hits the targets with a focused light energy that splits off and does searing damages. The trick to this is, the beam is so fast the targets can't dodge it. It hits them where you want it to hit the targets.
Photonic lance; This is where you focus through a crystal light energy and cause it to lance forth dealing double the damages of radiance damage. This lance costs 10% energy, and it splits off to hit all your targets no matter the distance. This is any distance, that it hits the targets instantaneously. Its so fast, the targets don't have time to react..
Decending attack; THis is where you create with the idea to effect. Thinking of the targets uses the targets energy and causes a sphere construct by thinking its there to exist, that makes the element or energy itself to fall from the sky and effect them that you desire to effect.
Advanced effect; This is where or when, you think of the effect you desire and it uses energy from the sun or electricity field to create its effect. This effect upon success could cause a brownout or blackout. The effect costs 10% energy to cast.
Ascending attack; This is costing 10% energy, where you send up a construct 30' that goes into the air above your targets. Its an energy ball that does what you want. Think to it to cause it to attack your targets, it attacks them below it and it does this with whatever element you desire to send their way.
The energy room; This is where you think about the idea and it's there. The room made by bioelectricity produced by your body and represented in your mind. You decide what you want as an entry, then they come as you need them to come. The room looks like a normal room with items, chargers and it's even complete with a computer system.
The energy system; This is where you think to generate energy and the area is fueled by your energy. Energy replenishes itself twice as fast in the general area, think and the electrical items are energized. This energy is biolectric in nature, yet it does in idea what you want as a need. So think and you know what to do with it.
Lightning gun; This is a lightning gun created by a spell in your spirit hand, that has a projectile attack. That does normal damage at first and gets 2x stronger each time you hit enemies with the weapon.
Weapon effect spell; You can focus energy through your item in hand or weapon from yourself. Think of what you want and need the item's energy fueled by the creator or deity to do it, think and its created by the weapon or item consciousness as a form of manifest. That's an effect done on a person or where on you want it to be created. Each weapon or item use increases the item or weapon immunity to breaking. Since the creator or God makes the item or weapon unbreakable. So the item or weapon health starts as 100% or whatever it may be, and then it goes up by 5% each use. This makes an unbreakable item. Also the item or weapon changes and becomes real, so it becomes better and that means gold status after getting to 150% health. This means it does double the effect damages or healing. Think and you know what to do.
Cripple; This makes the target crippled and they are out of the fight.
Defiance; This effect is a point you do whatever you want, think and your targets create by actions of rebellious notion. They do this out of request using defiance of themselves..to do it.
Modern spell effects p3:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Open defiance; This is where you do the action, thinking as though to do what you want and defying the moment.
Sublimate; This spell turns a target into some material on the material plane, that you want them to turn into, including gold.
Sublime; This is where you think of the idea, and the targets become lithe as a relaxed person can become. They do not fight.
Slackconrei; This spell is short as slacker and causes the targets to be effected that you had in mind. What it does, it makes their nerves slack or they are "nerveless" and drop their weapons and whatever they hold..falls to the ground. This is a slacker spell, that makes the targets not be able to stand up or they can't hold a thing.
Electrical pool; This makes a point of electricity that is a electrical surge, think and you focus energy from your hands towards the area of your targets to effect. This spreads out for 60' radius and it causes the targets of this idea to suffer electrification, that's spread through the ground and what's on it by touch. That is formed by focus and made into existence by the creator.
Orb of consciousness; This makes the idea of orbs created by your conscious thoughts being sent forth. Whom they touch knows what you think until they dissolve by your will.
Particle cloud; This effect causes particles to be very active and cause disintegration of the targets you target as it passes through as a cloud through the area. This effect is done by concentration, think the energy is active of the area as a cloud that is 70'. Its formed and goes where you intend it to go, as though an advanced wave in effect.
Fine; This is where you cause a fine of the target for what they did. According to your own rules, the fine can be anything and this only effects if you intend it to effect..this is what police do to those that break the rules. If you don't intend a fine, think to create what you want and fon't get caught.
Soul clones; The soul can form clones of itself, called soul copies. That create what you want and even dissolve after not being needed. These copies can form clones of energy that look like what you wanted it to look like and they can effect the physical realm. So if you think to do things, then they can guide you or do it for you. The clone has your stats and 100% health. You can get 1d6 clones and they last until you no longer need them.
Creativity II; This creates what you need as you think about it, thinking to make it created into manifest.
Manifest; This is doing the focus on the idea and need it to manifest in idea, that occurs mor easily as you express it or suggest it. You really have to need it and it takes a source, that your subconscious makes use of by feel as you think of a source. This purifies as well, so you avoid causing things to not work. The rest of the modern spells are then based on a variation of this.
Sweet water; This is where you think of sweetness and the focus is upon forming water from moisture particles. Then you create with will to make the water sweet that is formed. This is pure sweet water that heals the body and creates what you intend..better health and 50% more energy.
Good driving; This spell uses the subconscious and suggestions that you are a better driver. Driving skill checks (if you have it) is improved by +5.
Improved focus; This temporarily improves your focus effect rolls by 5.
Improved concentration; Think to focus on a task and your concentration rolls improves by 5.
Shell of resistance; All elements cast at you that you don't want effecting you is absorbed by the aura. That makes it reduced in effect by 50% health damages reduction.
Shell of countering; This is where your soul cancels out things that you don't like, that's by the aura energy directed from the aura like a shell that sends energy as a wave by the soul..like it was an iffy thing that was not done. Any damages are negated and energy use is recovered instantly.
Stealing guard; This is where at the thought of stealing things, if the target thinks it. It causes the creator to trap the spirit into becoming a dog or cat. Then the body dies.
What; This is where you think what..then your subconscious creates the result you needed as though an end result.
Iten; This is where you get to become boosted in intelligence, all intelligence based rolls are boosted with a +5 to your result.
Intellibless; This is a blessing of intelligence that creates with the energy directed by the creator from a higher intelligence. This means it creates by temporarily giving you +5 to your intelligence and focus checks. It is cast before a battle to make spells better.
Intellijinx; This is a curse of intelligence that creates with the energy directed by your subconscious. This means it creates by temporarily giving you +5 to your intelligence, charisma and focus checks. It is cast before a battle to make spells better.
Black; This color is imagined, it absorbs the energy that you don't want by feel. This causes all elemental effects you dislike to become energy to your aura.
Super; This causes your body to instantaneously change into a superb form of itself. All rolls you get +5 to its results.
Superb; This is the result of creating with a super ability. Think and you get a +7 to all rolls.
Info; The effect is simple, all you need to do is describe the idea. The subconscious in use is what creates this effect if you need it.
Shelf; The effect is you find things on the shelf by feel, even if you at first don't see things of interest. This is yours to get.
Loot; This effect is where you think to kill the target, then you get double the loot than normal for levels 10-19. Triple the amount of loot for levels 20-29. Quadruple the loot for levels 30+.
Expert; This is where you get a +6 to your rolls on skill uses.
Focusing; When you focus, you increase your focus spell effects by +10 by the power of the soul.
Sell; What you sell, you get an improved sell and more money for the sell by 25%.
Reduce; This reduces in size what you think, that needs reduction by the point you make.
Auction; This effect is a Jebus effect that causes improved auctions. You get +5 to all auction related rolls.
Superior; This spell is permanent, it increases the damage of the weapon by +10 and makes the material of the item indestructable..
Successful event; This effect is creating the event, that you would want to successfully create. However you see success.
Focal point; The focus is the thing, what you focus on you change by feel. Think of what you want to change it to and its done.
Profit; This is the point you think, what you think causes more money coming your way. The amount is 40% more.
Quality; The quality improves upon focusing on the item. This makes the item unbreakable by feel.
Abortion; This is where you cause the pregnancy to be aborted by the power of will and pressure points.
Enn; The ending of the target as they face their end in spirit, think and they pass away by feel as a true end.
Ann; This is where you think of what you want known, then announce it and its instantly understood by the power of the creator translating your thought to the target.
Now; The point is done, immediately and sincerely and its done by feel. The point is an expression of thought that you know about, and seemed by idea to occur. This is a known effect you observe.
Distractive creation; This is where you look at something, think what you want done and its done by the soul.
Direct concept; The point is thought you think. Then, if you speak it its understood if stated to the right person.
Distinction; The point is made to the GM/DM, the idea is done as an action. This is an idea you do, if you intend to get things done. The magic of doing is doing an action of magic however long an action is. So you create what you need as you think its done.
Convenience; The idea is seen, the thought is done with need and you get the reward if needed or you charm them into giving it. Do a charm or charisma check to determine what you get.
Exchange; This is doing an exchange of energy, that you focus upon in idea to cause things you want.
Release; The effect is created that you make what is possible. Its due to release of energy, that causes what you don't like. Then your fine and creating better. Your unrestricted by what is there. Any hold person, hold monster or being held magically is released by feel.
Block; Think and cause is not effect. This causes things to not effect you or create results, that's despite the cause or whom did it. This block ends when you think it does or allow for it.
Intelligence; This causes you to get info that you can make use of, from those you speak to easily.
Magical pictures; These are pictures formed, that suddenly you can enter or leave via mind or touch with focus. Whatever is depicted is there in the picture..
Task; This is done by the creator, thinking to make your voice magically enhanced. The voice creates a need in the targets, thinking to do what your needing by feel as though a task were done.
Attack; This is when you think to cause an attack upon the targets. This is made of energy in the form of whatever will effect them, whatever the reason. That's until you no longer need it. This means you deal energy damages for weapon or spell assaults.
Toxify; This spell creates what sickness is possible in the body you target, that's as you think to make them die of cancer or something toxic. Then, think send the targets the programmed energy to effect them.
Scented breeze; This is where you can fart or cast forth a good scent, and it can be smelt wherever you want it smelt. That's as though it was on a breeze that came nearby them. Directed by your mind it can go anywhere.
Drugs; Create the right drug from gated in drug particles in the body, it can be any drug that you need on the moment's notice. This replicates the drug by what is felt and created by the energy consciousness, that reads your mind and creates it in the body or its found on the spot as a source puts it there. This lasts to the body, until you no longer need it.
Drug blocker; This causes by energy the drug that's abused to be blocked from the body, and keeps it from effecting or forming in the body.
Enhanced drugs; This is the drug from the future, that you may need and is gated in from some future point. This forms in the body to cause even better behavior.
Programming; This is projected thought, otherwise its a word of power you think will work where you create by the thought you think. The consciousness in idea of energy is what does the thought or statement and you get the result that you thin to get. It is what creates the point or expressed idea.
Physics; This is where you change the laws of physics, when you describe them as you wanted and your subconscious mind makes them change. Or, the laws of physics changes around you, and you adjust your perception. This is where you can make things float or become heavier by feel and things like that.
The fast seed grow; This spell causes the seeds you get to use to grow quickly. That is within 1 action. However, if tree seeds are the subject of this spell..then you could create a small tree. That tree continues through the next hour, that's going into the form of a mature tree.
Magic mortar; This is a spell that blasts elemental energy, this is an element of your choice in a giant arc 50 to 200 feet away.
Surveillance; This is where you focus and the third eye does visions to you of what is done. That the spirit makes you aware of by feel.
The thought; Use is simple, think of your need and state the desire, then the creator creator makes it happen if you need it to occur. You can use any source to create the effect, that's by thinking the energy of the idea is a source. That means you can even use the cell phone and haarp towers as energy.
Modern spell effects p4:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
No; This is where you state "no" and what for and it is understood. So they are disuaded from doing things, the target/s stop what they are thinking or doing and do something else.
Yes; This is where you think to say yes in any way you want, so you get a result of agreement and sometimes a deal is made.
Maybe; The effect is key to the moment, so if you knew you'd tell. Otherwise this spell causes you to be unsure of the idea, so you neither say yes or no, you can say maybe.
Immortality; This is where your soul causes you to survive any situation by a soul copy, think and your not effected by aging. That means you don't die from things that are done, unless you just want to die..then your soul allows for it. This spell only need be done once, and you can mark immortal as your age on the character sheet.
Indefinite fatigue; The moment you think to drain the energy from a target, your spirit rubs against them and causes tiredness. That's indefinite or lasts, until you no longer need it to occur. The targets are tired and drop out of the fight.
Metal; When searching, once you find metal your rich. Add 100,000 gp or dollars to your funding. This does not mean you will get arrested for gaining it illegally.
Legal; On use of this spell, the right things are done and you are legal for what you do.
Illegal; The idea you do, even if illegal is suddenly allowed for in some means or manner, that the subconscious comes up with by feel.
Murphy's law; This is what a hex will do. Don't mention it or it could go wrong with this spell. So cast murphy's law upon the target or targets, then if they intend to attack you something goes wrong for them and they die eventually from mishaps. This is like their attack effects them and they die from it.
Good luck; This spell is blessing that causes you to have good luck as its energy, that's cleansed and converted to the cause by the spirit or soul. Add a temporary 10 luck to your luck stat, that lasts until next game.
Quixotic Encounter: This spell allows you to start off a conversation, that's with the target willing to believe one lie you tell them no matter how outlandish. This works like a buff you give yourself before starting a speech encounter. Like a +2 to charm or charisma rolls.
Crazy strength; This uses the spirit to increase your strength, think and by focus you lift up what you need to carry for as long as you need to carry it. This is a temporary +5 to your strength based rolls.
Phenomenal; This is where things improve by the power of the creator. You get +5 to your rolls, that lasts until the spell stops effecting.
Phenomenon; This is where you create a phenomenal idea as you think to create what you needed. You and your party is blessed with +5 to all rolls. That effects until next game.
Poof!; This spell causes whatever you don't like to disappear and things you like are there instead that remain. This can even make targets disappear. Think of the disliked idea and state "poof" and the disliked things disappear by the power of the spirit.
Fixed; This spell can fix anything, given that it needs fixing. It works by you thinking of what you intend, think and the creator programs the leylines to do the idea. Then you say the power phrase, that you think will create the effect. The leylines create the effect you need it to do. This is where you think fix and the item, target or event fixes itself. This lasts until you don't need it to last.
Zenkiel; This kills silently by the spirit making the targets feel very peaceful and good. Then, the targets die by keiling over, killed by the spirit that targets them.
Camp; This is an alternate reality like a Harry Potter magic building, that seems like where you are familiar with as its a building that you can enter. When you get there, you disappear from the normal reality and reappear near the special dimensional building. Feel free to explore its known area, that's as you can eat and drink or sleep there. You see everything works fine in camp. This is where you feel what occurs to your own experiences. That you shift to with thought by the soul shifting the body, that's going through the mists of time. This space is where you can find whatever is missing, and sleep and gather supplies which remain good. Think to send the item to the area of the camping grounds as you touch it, then the dimension shifts it to there. The point is that you are where you think you are in life. So think to return when done, if you no longer need to be there its like you got a full nights rest in an instance.
You return to where you want to be. That's when you may have slept in a sleeping area with clean beds. The camping area is safe, made so by the creator by warding away all dangers. Also you can practice there safely. It has modern facilities like a bathing area with a sink and tub, showers, running water, toilets and all the necessary commodities like soap and shampoo, electricity, lights, working computers and computer related stuff, food and drinks, cups, plates, bowls, utensils, medicine, herbs, air fryer, stove, oven, working microwave, well stocked refrigerator and so forth. This even includes a towel rack and hand sanitizer. THis camp basically has all the things you would need in the modern day era. However, this exists and the spell lasts, that's until you leave the special dimension. Then, as the special dimension comes from a pyramid of power that causes this, the specialized area disappears by feel.
Energy; This is a boost of energy, that comes upon your body. the source is the creator. Your energy is 100% suddenly. Otherwise, energy is there by focus and replenished in the air as heat. You can do spells easily after this, all you need to do is direct the energy to create a result..if you need the result then its done and if not then nothing happens.
Glyph of effect; This warding glyph causes the effect of energy doing whatever you program the energy to do by the thought and the energy perceiving the thought you need it to do. This makes sleep possible. This makes created flare up of energy that causes fire to effect the targets. This makes cold damage done and its all in a 40' radius.
Magic mood lights; These appear in the aura shining a color, and that is done to effect the stat rolls of those it effects that you intend to be effected and shines upon. This is also done in the form of orbs sent from the aura, that increases stat rolls for allies and decreases stat rolls for enemies. This is based on the color. So the increase/decrease is +/-2 in its boost for levels 1-9, +/-4 for levels 10-19, +/-6 for levels 20-29 and +/-8 for levels 30+.
It can last till a full rest or until its not needed elsewise. The catch is that it works on friendlies and your team because the light knows what you want. It follows the ROY G BIV color system, so Strength is red, Dexterity is orange, Constitution is yellow, Intelligence is green, Wisdom is blue, Charisma is Indigo and Violet can be luck. The light can shine ultraviolet color too to do other things like drain enemy health, all the while restoring team health to full health. The health drained/improved is -/+10% per action for levels 1-9, -/+20% per action for levels 10-19, -/+30% per action for levels 20-29 and -/+40% per action for levels 30-.
The Infrared color reveals all the invisible enemies, while cloaking friendlies and making friendlies invisible to the enemies. If it is set to the X-ray color, then you can see everyone's bones. Giving better crit chance by a rolled 15 for the crit. The puce light can emit microwaves that damage by particle damage done per round to the targets you intend to harm. At levels 10-19, it emits alpha particles that deal damages to the targets you intend to harm. These particles deal x2 damages. At levels 20-29, it emits beta particles at the targets you intend to harm. These particles do x3 the damages. At levels 30-, it emits hawking gamma radiation that effect the targets you intend to harm with x4 damages.
Avatar form; This is where you channel your deity, then transform into a form you choose and become a divine being. You gain a +5 to all your rolls, +100 health and immortality as long as you channel your deity.
Erasure hit; This erases them and is where you think to erase the targets, that's from existence as you cause your spirit to "hit" them with void energy mimicking the blow. After erasure hit they leave a pile of stuff they carry.
Emporer's influence; This is where you create the point as you influence it into existence. That's thinking the emporer created what you wanted. That includes being untouched by fire and the elements as though a wish were done.
Wrack; This causes pain in the targets, that makes them prone. This works wherever they are in idea for 1d8 rounds unless resisted.
Ruin; This is where you create a point of ruin for the targets, thinking they die of something and imagining the result of ruination. That only effects those that deserve it. So thinking something doesn't work, then needing that as a result creates it by the power of the soul.
The ultimate soul trap; This is where you channel the divine form that is unkillable. what you do to get this is set someones soul form, that sent into a circle and thinking chains bound it. This renders you unkillable due to the nature of the soul. This also lasts until you no longer need it done.
Aeration; This is the ability to aerate the water the target is swimming in making it swirl in a whirlpool, this is with thinking and willing to cause them to sink to the bottom.
Direct effect; This is where you focus your will and cause whatever you need to create it as a form of manifest.
Influence II; This is where you are creating a point of idea, thinking it into existence. How you find the idea you manifest is think you come across it. This effects any time you want it to effect.
Air effect; This is use of air to lift up a target by will and fling it at a few targets.
Magic explosion; This makes a spell that creates a giant crystal, that gathers lay lava energy from the area over three turns. Then, explodes on the fourth showering a 30 foot area with magic shrapnel. This takes 2 turns of concentration rolls to make it succeed.
Backwards effect; This is a spell that jumps back time a turn, so you can react to something before it happens.
Mirror jump; This is doing the ability to jump in one mirror and come out another.
Door jump; This is where you focus energy by touch into a doorframe, thinking to jump to somewhere else where you want to be. This works as you open the door, then walk through.
Time jump; This effects the area you are in and causes it to shift you to some other time. Then, you think to be in that time and place, that's as you imagine the area and time with you appearing in it.
Dancing move; This is a dancing spell, that halts a battle and effects the targets by making them dance to exhaustion. If they pass a hard dexterity check, then they can shake it out.
Split moment; This is the time you think and send forth the item to go through all the targets, then it recombines as you know its done by feel to be one again after the effect.
En moment; This is then the ending you always wanted. Think about what you needed and you create or cause what you desire by the creator doing the need. This only effects those that deserve the idea.
En idea; This is the end of the idea, think and you know what to do.
Super heated; This is where you can superheat potions that turn into a cloud of steam, that scalds and gives the enemy the potion's effects. So you can play a vampire in the game, because you can make a potion of blood from a corpse. Then you can just superheat the blood potion, and use it on the enemy.
Spinning; This is a spell that spins an enemy around to dizzy them for 1d8 rounds in battle.
Aura of effect; This is an idea, that you think to create with effect by the aura sending iys influence into the area and target you want effected.
Bug control; This effects the targets by an added aura of effect, that creates what you want to create with the body of the targets doing things. That means what you focus your mind to do, the bug will transmit by frequency what you desire and the targets bodies will do it. This creates with a infestation or parasite, that's by the bugs that do what you wanted. All they have to do is get near the targets.
Song effect; This is the idea that you create what you think to cause through the effect of songs. The lyrics create things, that you sing if you want to. Otherwise you can listen to lyrics in the song as you need it it occurs.
Soul ship; This is where the soul envelopes you and shifts you to somewhere else that you want to go to and experience by feel. This can be another planet or somewhere else on the planet. This acts as a soul shield and can bring anyone with you, instantly. You can pick up, find, form or drop things from its tracking or letting it go, easily at any height. It can hide in plain sight and cloak itself otherwise. So if you want this, it can be hidden and you can hide in it for a long time. What you feel and need, then is creatable by the soul ship and its done as you think and need the idea.
This ship is useful, no matter the point, as it can emulate any idea you want to see outside of it, you can use it to spy on people or things, that means easily you and whomever you want can remain invisible to the naked eye. However, this ship can be any shape or size as it remains in the void. If it emerges into some area, then it can be as you want it to appear. It goes where you want to go by will.
So, that means it cause anything you'd want, outside of itself to the surroundings or targets. If you want to "board" the ship, then think you do. If you want to leave the ship, think you do. its that easily done. Think of what you want and you can get it. That's including a shield buffering system. Where you are safe from attacks and don't feel the blows.
& Black light; This uses a blacklight as a component. This light can be used to illuminate things as they are there. You know the effects the item or people can do with this light and can reveal invisible people or items with it.
Diamond light; This is a cutting light, that uses diamonds and light as you shine a light through the diamond to beam forth and cut right through the target or if they make the 1d20 savings throw with a rolled 10 or above. Then it does normal damages.
Black diamond light; If you have a black diamond and a light, then you can create a black diamond light beam. This is done with shining a light through the black diamond, and thinking deep blue energy also goes through it. This light disintegrates the target, if not that as the target makes their savings throw against magic by rolling a 10 or above on a 1d20. Then think, as it causes double the damages in idea that goes to the targets.
Emerald light; If you shine a light through the emerald as you think deep blue energy goes through it, you create an emerald light beam. It shines a light that restores energy. So everyone it shines on can exert themselves more without tiring. Once it stops shining on the targets effected, they are fatigued or don't move from tiredness for 1 minute outside of battle or 1d6 rounds in battle. If you hide the light behind something and constantly reshine it, the enemy is always fatigued.
Unrelenting storm; Think of the idea and create a storm of energy, that strikes unrelentingly the targets for 2 rounds and no concentration is necessary. also you gain 100 temporary health for 1d10 rounds or 1d10 minutes outside of battle.
Walking bomb; This is where you walk around and send energy bombs from built up activity energy. That's going to the area you want to effect with the targets in it. That is where you focus energy and let loose. You create a fiery bomb effect by feel.
Walking bomb II; This is where you think about farting and your body lets one loose in the area. This happens as you walk or are still. This distracts the target for 1d6 rounds in battle or 1d10 minutes outside of battle.
Area of effect; This is where you think about the element and it is there as you want it to be there. Then, it's there by the power of the soul using the creator to make what results you get. However, this can even effect those with sanctuary in an area effect. Where, there is micro and macro effects. The micro effects are small targeted effects, that effect a target. They deal more damages by x2. The macro effect causes normal damage, yet more targets are effected by feel. Nonetheless, whatever you choose to do, know that you create what you want if you need it..
False hope; If you think of the idea and make it sound good, then it is accepted by the target or targets and they do things for you. Unless they check into the idea and find it false, they will do things for you. This is a +4 to your charm and charisma based rolls.
Crazy; The point is with focus, think and you know what you can do. This spell causes the target to say insane things. If the target mentions things that are insane sounding or things without proof, then they are taken as crazy. This is a -3 to their charisma and charm rolls.
Bomb object; This is where you create with an item that you leave or throw somewhere, that means you send the energy that you build up by doing activity to the item. Then if you channel the creator's energy, you cause a energy bomb effect by it being near the targets.
Peace song; The sounds you make cause peaceful interactions. That targets no longer want to fight you.
Eggo; This is the effect of creating with an idea to goad someone or some targets to make mistakes and die from it.
Draining; This is the rubbing of the spirit to the target body, that drains the life source of the target so that the target is lethargic and doesn't move..for 1d8 rounds in battle or until you no longer desire this effect.
Buffs; This links 1 or more dead peoples spirits, your targets or things to you so that if they die or get destroyed, the spirits appear of the dead people solidly and the items can be rocks. This is where the items and spirits are with 100% health. You get buffed per each one. The buffs are +30% health and +5 to all rolls. That's until a long rest. You get 1d6 links, that take your damages and leave you healthy and unharmed. You can cause realty to change with their life energy, this is done by focusing and thinking you can do this with idea you need.
Modern spell effects p5:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Focus IV; Focus energy into your aura and think cast it to effect the targets.. this causes the effect of energy shooting forth from your aura as you need it to "hit" the targets. This includes shooting forth void balls or void energy beams in idea.
Energy circles; These circles can create by circling in an area and absorbing energy from the ground to shoot it forth as an energy beam and it also provides protection. This protected point protects you from being effected by anything you don't want effecting you. That ends with a moment and the thought that the circle disappears. The thought continues to control the moment in time until otherwise dismissed.
Lightning stack; Think to cause energy strikes that the creator makes fall upon or streak near the head of the targets. The higher the level, the more stacks you have. The more energy it takes and things you stack are dealing more damages. This means 2 stacks deal double damages, and etc.. So with levels 1-9 you have 1 stack of normal damage and its taking 5% energy. Levels 10-19 you have 2 stacks of 2x the damages and its taking 10% energy. Levels 20-29 you have 3 stacks of 3x the damages and its taking 15% energy. Levels 30- you have 4 stacks of 4x the damages and its taking 20% energy.
Element stack; This is where you think about the energy forming the element as it changes into the element and falls upon the head of the targets. The higher the level, the more stacks you have and things you stack are dealing more damages. This means 2 stacks deal double damages, and etc.. So with levels 1-9 you have 1 stack of normal damage and its taking 5% energy. Levels 10-19 you have 2 stacks of 2x the damages and its taking 10% energy. Levels 20-29 you have 3 stacks of 3x the damages and its taking 15% energy. Levels 30- you have 4 stacks of 4x the damages and its taking 20% energy.
Geisting; Ghosting a place isn't that hard. All you need to do is think of the place and need to project yourself to be felt there spiritually. Some geisting is not allowed. As, this has a spooking effect, that causes the targets in the area to leave the area frightened and running away.
Virtual reality; The reality is perception and perception is what we perceive. This spell causes the targets to create a new reality in their minds with suggestion to themselves, what they want to see is seen by their minds. So instead they are fooling themselves into behaving and not wanting to fight.
Doppler shift; this shifts the targets or what you don't like into another dimension. Roll a 1d100+luck to determine what occurs.. if you get a 50 or above result you succeeded. Otherwise, if you got a 10 and above on a focus check of a 1d20+focus ranks you succeed.
Weightlessness; This makes your weight or the target's weight seem to be 1d10 lbs.
Fine; This is where you are sure of yourself and good for things you want or need. You get +5 to your rolls, that lasts 1d6 rounds.
Cripplin; This spell creates an effect of making the target to be crippled and out of the fight.
Force field; This spell protects against any damages and only as long as it lasts.
Doubt; This effect is what is focused doubt energy at the targets, think at them and it causes them to stop what they are doing. That's as you think to doubt them. This doubt effect lasts for 1d6 rounds with a -5 to the targets rolls.
Surety; This is where you think your sure of the targets, that in turn by your focus makes them assured of themselves and they get +5 to their rolls. This lasts until 1d6 rounds pass in combat or you stop being sure of them.
Iffyness; This makes the target seem to doubt themselves and they act crazylike. They in turn get a -5 to all their rolls. This lasts for 1d6 rounds.
Sure; This is where you think your sure and the doubt in idea disappears.
Decision; This is done in idea where your targets decide to do something that you state out loud. That happens by the spirit created effect, this is using your soul and the creator as a power source.
Is in; This is where you think the idea "Is in" and cause the targets to goto jail doing stupidity near police. This effects those that deserve it. Those that deserve it are those that you think deserve it. If you don't think you deserve it, then you won't goto jail.
Dumb; The spell effects judgement on the targets and they are stupidly doing things, that's until they think they are smart. This causes a -5 penalty to all rolls they make.
Smartness; This spell effects those that are you and your targets or friends. The effect is increasing all your rolls by +5. That's because the creator makes them smart and you get smarter by +5 to your intelligence based rolls.
Smarting; This spell makes the targets smart, that's where they receive blows to their body from some unidentifyable source and they hurt from it.
Marriage; This spell causes the targets to experience a marriage in idea or illusion, that makes them give all their money to you and you seem to be left alone as they leave the fight.
Divorce; This spell causes your targets to experience a divorce in their minds, then they are willing to give you money as support and leave you alone as they leave the fight.
Leve; This causes you to be level headed and your targets leave the area, that includes an illusion they perceive and they drop their stuff if they have anything. So you can get their stuff, scott free. The effect is +5 to all rolls you make.
Glimpse; If you see a scene or idea in some movie or anime you get an illusion, that creates the idea with you in your mind until you no longer want to experience and see it. This spell gives you the experience of the idea.
Body; This is where you cause the body to experience the effect, whatever is in the body is experienced. That works even though the body didn't perceive it. Though you know what the idea feels like no matter what occurs.
Poverty; This is where you experience the moment of poverty or low funding. That makes them demure, and this is when they feel down and lack morale to continue with their fight. The moment is an illusion, so think and you dispell the illusion by feel.
Item touch; This is where you cause the weapon or item, upon touch, to disintegrate the area it touches. THat's including body touches, where the body disintegrates into dust. Then you get the targets items, as its leaving the items it had.
Riches; This spell causes the illusion of the targets being rich. This brings up their morale, and they continue the fight till they see no reason to fight. This allows the targets a +5 to their rolls. This lasts until you think the illusion ends.
Paralyze; This causes the body or bodies you target into becoming unable to move. That's as though you caused the creator to make the shadows come and paralyze the targets, until you no longer need them to be paralyzed. Otherwise this ends when you can't focus them into being in paralysis with a hit to yourself, that makes your concentration broken.. Once its not needed or concentration is broken, the hostile shadows disappear.
Overwhelm; This causes an overwhelming moment of so many things at once, that make the targets not get effective results. They get a -5 to their rolls as less effect until 1d6 rounds pass by in a moment.
Idiot; This causes the targets to believe anything you say, and it lasts for 1d8 rounds in battle or until you no longer need it.
Ediot; This spell effects the targets by making them think they are writers and believe whatever you or others tell them.
Ill; This causes the person to get a metavirus, that does what you want it to do. It disappears upon being struck, where the focus and concentration is disrupted of the caster. Otherwise, it disappears the moment the caster doesn't need it to effect in idea.
The cluster bomb; This is where you focus to create a construct, that gathers in energy from the heat in the area. This is thought placed by thinking it goes somewhere you want to effect. When you need it to effect, it bursts outwardly like a bomb to damage those targets you want effected. This can repeatedly do this as long as you want it to do things per round. Also, it can heal you and your party as it bombs the targets you want hurt. That's until you no longer need it or say "no" to the construct, think done and then it disperses harmlessly.
Energy construct clearer; This effect is you telling the creator to cause the constructs in the area that you don't want, thinking to make them do what you want and disperse and dissolve into nothingness.
Poly geometry; It's aligning with true North and where you focus energy with true North for better shape effects. The number of sides determines what effect you get. This works as you imagine the shape and sides as you face true North and think of the targets or trace it in the air.
The different sided effects are:
1 sided is a line or circle that can speed the targets up by 1d6 actions per round. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
2 sides is a conjoined oval that causes whatever you imagine or need to happen to occur.
3 sided is a triangle that can slow the targets down by 1 action every 1d6 rounds.
4 sides can build up energy by restoring depleted air heat.
5-sided shapes lessen energy and cause lethargy in the targets. This makes them not be in the fight for 1d6 rounds.
6-sides is hexing them to do your thoughts like turning the targets invisible.
7-sides could be angel summoning or angellically created effect.
8 sided is an octogon that is used in stopping the targets.
9-sided is a nonagon used for focused energy force that deals radiant energy.
10 sides is time shifting to the time you and others want to be in by feel.
100 sides is a hectogon, the 100 sided shape, the hectogon will create a magic lightning line between two points you decide are there and enemies take damage if they cross it.
1,000 sides is a chiliagon, the 1,000 sided shape, the chiliagon can shrink enemies to half of their size giving them a bit of evasion, but they take double damage. When the spell ends, their shape reverts and the damage ensued by this spell is no more.
10,000 sides is a myriagon, the 10,000 sided shape, it inverts the planet's gravity locally around the targets so they start floating upward until the spell ends.
100,000 sides is a decemyriagon, this is 100,000 sided shape, that can warp space around the enemy, dealing damage and slowing them down by making them do 1 action per every 1d6 rounds.
1,000,000 sides is a megagon, a million sided shape, this shape causes a spell that halts air molecules, that's making the air around the targets very cold and chokes them to death. By this spell, you cause cold damage and choking per round. If you have 4 rounds of this, the target will die if not before.
Omnigeometry; The study of geometry in multiple dimensions or across various geometric systems. Its energy comes from the source or the dimension itself. Use the 3d shapes of geometry by imagining the shape and thinking, that's done to create with it as you say what you want to the gm/dm.
The 3d to 5d shapes are in effect:
A ball causes containment of some force, targets or energy effect. It renders the target immobile and unable to move.
A cone is what lets you generate a cone of elemental force, your choice. Also, it gives you another health bar full of temporary health.
A cube causes a power source to empower the body, think and the spells you do are with 25% more energy or damage.
A tesseract is a 4th dimensional hypercube that lets you go through or throw things through walls, ceilings and floors.
A 5th dimensional hypercube causes similar or same things on an opponent that they do to you.
4 sided pyramid lets you create a masterwork, that's using one of your skills once a day.
5 sided pyramid makes all the enemies fall over at the same time. Skipping 1d6 turns.
6-sided pyramid heals friend and foe to full health. Good if the enemy gets the upper hand at the start of a fight.
Spellfire; Spellfire is a fire that doesn't go out until verbally commanded to that can melt anything.
Spellfit; Spellfit is a temporary buff to the body increasing strength and dexterity by +4 as it causes a fit of madness on those you want to curse by your aura making it happen.
Spellfight; Spell fight could make the target attack the closest thing to him.
Spellforce; Spell force could be a kinetic force that pulls enemies towards you or knock them away and potentially off hazardous cliffs or pits.
Illusive moment; This moment in time is elusive and seemingly where the person is ill. The targets effected are seemingly deranged from radiation and sometimes dragged off to the funny farm.
Member; This is where you are counted as one of them, then left alone and sane. If in idea its where you write what you sense they do. That's how you deal with illusive moment, except for taking drugs for the condition they caused.
The sane; The sane people you notice, they are you and you create with their energy and idea. That's what the government would use to make you sane after the ill causing one.
Insanity; This is where your driven insane by the government and made into an example.
Mistakes; The criminals or target/s are thought to do stupid things if doing wrong, then the target which is the criminal perceives the thought and reacts by doing it. If the cops catch note of them, they are sent to jail.
The thought; Mind control is this. The thought is what they do, if they hear it and react its by the subconscious making it happen to them.
Sunlight; This spell causes the sun to "share" its radiation energy and flood the area with warmth.
Coldness; The area heat is directed elsewhere, think and coldness spreads through the area like a radiating source. This means you can cool yourself off in the summer heat or a hot moment.
Modern spell effects p6:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Peer politics; This is where you think to do politics as you get things done as thought, that's where you charm the peer and targets and get them to agree. Add +5 to your charm rolls.
Healing touch II; This is where you focus energy to cure the disease and wounds. That's upon a touch of both shoulders of the body near the neck with both hands. So you cure the wounds fully and heal the diseases and illnesses. This costs 30% energy.
Blood effect; This manipulates the blood in the targets body, to purify it of impurities. You can "remove it" or "Readd it" to remove genetic makeup that you want removed or readded. Make it clear to the GM/DM what you want this spell to do or you won't get a result.
The Blessed Cigarette of Genocide; One puff and it kills everyone you want to target not a demon.
Blessed Genocide; This kills all mindflayers or targets no matter where they are in the battlefield.
The Cursed Genocide; This summons eight hostile monsters to surround you or your targets even if they were previously Genocided. This can be abused by summoning hostile nurses who heal you if the armour is removed. They have your stats except for 100% health.
Exploding Glock; This spell causes any gun at any distance to explode, that's where the target's gun or rifle is caused by energy focus to explode. Dealing 3d10 shrapnel and fire damage to the targets themselves.
Exploding Weapon; This spell causes any weapon at any distance to explode, that's where the target's weapon, whatever it is, its caused by energy focus to explode. Dealing 4d10 shrapnel and energy damage to the targets themselves.
2d6 spell; This is a spell that does double damage/healing, if you roll a seven on a 2d6 on the first try and normal damage/healing calculations otherwise.
Synergy; This is a synergy spell, it takes 30% energy to cast. That will take away one action per person to deal off the charts damage/healing. This damage or healing is 5x the amount.
Inspiration spell; This is a spell that uses an inspiration point to release potential by adding +5 to the roll, and make you and your allies deal increased damage for the next 1d6 fights of x2 the damages.
Money spell; This is a spell cast with 20% energy, that uses money to create results. 200 dollars or gp for normal results, 400 dollars or gp for x2 damages/healing, 600 dollars or gp for x3 damages/healing and 800 dollars or gp for x4 damages/healing.
St elmo's fire; That is where yours or the target's energy in the atmosphere, this interacts with your energy and produces by will the blue charge that shows like a blue flame. That can disrupt cameras and reverse any light scattering, the invisible are doing. This can reveal any invisible being or person. Although, otherwise its safe and does no harm.
Item touch; This is cast by a use of 10% energy, where the spirit touches the bullets. Turning them into disentigrating rounds. If they hit, they disentigrate the target into dust.
Fat attack; This is where you think about things and feel like eating too much. This distracts your targets for 1d6 rounds.
Powerspell; This is where you think about the energy of electricity, generated by the body. Then focus on the idea, and need the idea as a want. The spell is created as a result is sensed by the feeling you have or what you see you gnow. If you add electricity of the area as a source, you get double the effect amount. Each amount is either healing or damage.
Flat attack; This is what occurs to flatten the body or tire. This distracts your targets for 1d6 rounds.
Unflat attack; This is where you make the target no longer flattened. This distracts your targets for 1d6 rounds.
Thin attack; This causes the body to release its own fat as energy and leave the body very thin and fit. To end it you only need to eat enough.
Round attack; This is where you think about your weight to be and like an attack to the body, it becomes it. This can form any weight. This distracts your targets for 1d6 rounds.
Ion bomb; The ion bomb costs 15% energy and is a device made by the soul copy of energy, that detonates in the area and casts forth an effect of 30' for levels 1-9, 60' for levels 10-19, 90' for levels 20-29 and 120' for levels 30-. This means it creates the effect that neutralizes infected human bodies of their illness. That is done by the energy interacting with the targets, that's making them erased of the disease while letting the buildings to be intact to rebuild faster. This energy bomb is useful to do, if necessary to cure all diseases in the area..
Phase through; Think and know, this is where you think to turn into energy and pass through objects and walls or doors.
Light grenade; Think about it, think your tossing a grenade and it emits light. This light blinds whatever is in the area.
Light clicker; This is a switch where you think of what you want to create and switch a light swtch.
Pen click; Think about the idea you need and click the pen. Then the subconscious is making it exist.
Psychic effect; This is where you create awareness of what you want, think and see the area as though through the eye of the other person until you will switch back to your perception or the spell ends. Since everything is perception, this will work.
Psychic surgery; Think of the idea you want to do, then your subconsciousness will create it. So to do psychic surgery, think of the idea of surgery and imagine or visualize it happening. This creates the effect, that's where you need it to occur of psychic surgery. That includes frontal lobotomy itself, that you cause calmness and allowance of whatever you want to do. This is done if you think to calm down a target, and make him or her more capable of thinking without reacting. You can cure anything doing psychic surgery, including schitzophrenia or multiple minds disorder.
Madness; If you want to inflict madness upon a group of targets, use this. Think of madness as a form of willing nature to believe anything. Then, if you suggest to them what you want. You create with an idea as thier spirit picks up on the idea to do. The effect is madness as you think suggest to them to attack each other. This is a quick eliminator, that can then cause interesting results.
Blade ward; An invocation usually cast by a cleric or warlock that makes daggers spin around the target, usually ally, to slice any enemies dumb enough to be close to the target in a 9 foot radius. Each dagger deals 3d9 energy damage each.
Whirling Hall of Knives; Summons 3d9 enchanted animated daggers to stab the targets. Expect 15 of them.
Each knife deals 3d9 each. Plus, some elemental energy damage that you intend to deal.
Blessed Daedric Dagger: This spell costs 15% energy. This uses the spirit hands to create results. So it summons a weapon that you hold with your 3rd spirit hand. That heals you while it kills them. The damages are energy strikes and you get 3d9 of them. These strikes can be directed at many targets. This means those strikes are strikes, that hit the targets simultaneously dealing 3d9 % damage each hit. You heal per each strike the same amount that you hit the target with by feel. Passively it heals you, so just having it on your person heals. Double damage to Dark, but double incoming and outgoing damage. But really that incoming damage only applies if you have a light moral element...
Thought spell; This spell creates any effect, that you think about in 1 round.
Thought spell II, this costs 10% energy, where you create your thoughts that form reality. These thoughts exist as they come from imagination. The thought is also able to break a time spell, think of the time and think its broken.
Alphy's Second Wind; You give 40% to restore 100% energy. This is where your focusing energy from the area into the body to create more potency and potential output. Don't do it near an electricity socket! Do this near a electricity socket and you could get shocked to death by the socket leaking electricity to your body.
Engineering; This makes what you say to occur as though you intended to engineer the moment into existing. This doesn't happen badly, no matter what the point.
Modern spell effects p7:
This section is for modern dnd use, if you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Han Solo effect; This effect is where you cast the effect of thought to improve the ability to fly a ship. Add +5 to all rolls related to flight.
Pulsed shift; Think and do, this uses the pulsating energy to shift to other places and time. This is where you think about the energy pulse in the area..then you feel it as you think of the area and time to be in. The energy will pulse if it works and you are there where you want to be in time.
Glitch shift; Wake up in another random location such as a recall spot that you decide to be at the moment.
Pulsed gating; This is where you gate to somewhere else as you think to be there or think to send things there, and the pulsations of energy maybe from a pyramid or power source sends you or the items there instantly.
Storm cap; This spell raises heat as a dome that caps the storm as you say "cap" and it stops.
Smoking cure; By will, you cure yourself of smoking for a year.
Water drunken; Think water changes to alcohol and drink to be drunk. There is a -3 to agility or dexterity rolls and +4 to constitution rolls.
Pool full of liquor; This costs 10% energy. In your mind your near a pool of liquor. Think to jump in the pool and you do it in your mind. That makes you very drunk. There is a -4 to agility or dexterity rolls and +5 to constitution rolls.
Subconscious; Make it up and the subconscious creates what it is that you need created.
Double fire; This causes the fire you summon to be heated doubly so, the form on the target for x2 fire damages.
Nuke; This causes a nuclear energy blast in the area you think to effect with plutonium and iron. Knife or sponge spells cause it to be disarmed. The effected targets turn to dust.
Wall of reality; This is where you think exist a wall, that you can step through and it seems as if you weren't there.
Joy; This is where you think about what you want and feel joy .. that makes you feel good.
Infinite Joy; This is where you think about what you want and feel joy .. that makes you feel good forever with infinite orgasms that last forever.
Sorrow; You remember the sorrowful things that occurred. This causes the target to do nothing for 1d6 rounds.
Focus of furiousity; this causes rage attacks to the targets of your mind. That works like spirit blows to the targets as you need this effect.
Permanant War; It makes gasoline prices skyrocket by 50%.
Permanent Peace; This makes gas prices as low as possible. Approximately 60% lower.
The River Jordan; Cross the river in your mind to join your ancestors. It requires a coinflip... 1 and you join them as you die here... 2 and you're alive...
The River Aras; Fight The Sorrow and everyone you've killed during the mission... This is a battle where you are dead and need travel down a river as a ghost...There are downsides to going full lethal too. A Pacifist only need get past a few ghosts. Either way... Possession guaranteed...
Flooded Yellow River; It basically floods everything East of the Yellow River or the area where your targets are..this drowns the targets on a rolled 1 and they survive for a rolled 2.
Echochamber; This is where you focus upon the idea and express it, The subconscious expresses the idea enough times before you did, and timewise sets up a belief from what you stated and needed to be believed.
The anomaly; this is where you summon a column of energy that tears apart the targets that moves near it. It is when they get 10' near it they get rendered into dust. This is sudden death.
The shift anomaly; This is where you summon an anomaly that shifts the targets that get near it to somewhere random in the area. The area is defined by the DM/GM. It is when they get 10' near it they get shifted.
Teleportitis; It is a syndrome that happens when you use the worst school of magic Translocations.. This syndrome makes it so you teleport somewhere everytime you think to be there in an area. The way to cure it is to simply teleport to the 4th circle of Hell, The Iron City of Dis...think and gather some of its water and drink it or bath in it.
Energy directing; This is where you think about energy doing what you want..and direct it like a lightning bolt towards the targets.
Richoche bullets; This is where you think about the energy of the bullets richocheing towards the targets. It richoches 1d6 times.
Scare monster; This is where you scare monsters by feel, that you send to them the feeling and they fear. It works because in nature it is usually the lasts words a creature hears. It can simply be the name of an Elven goddess...This makes them not do anything for 1d6 rounds unless you need them to run and on a roll of a 1d100 with a 50 result or higher they run..
Scare person; This is where you think about scary feelings and project them at the targets. This makes them not do anything for 1d6 rounds unless you need them to run and on a roll of a 1d100 with a 50 result or higher they run..
Scare person II; Scare the person or people by what you say, then shoot while on the run with criticals. This works if you have a gun.
Scare tactic; This is where you purposefully scare the targets into doing what you wanted. They do what you say.
Echo II; This is where you focus on putting energy behind your voice and stating something..its heard 60' back.
Mind telepathy; They hear your thoughts and you you hear their reply that they do. That's if you need to hear them.
Enn II; This is where you end in doing what you need and you cure the constant motion you might feel to do.
Constant motion; This is where you start doing something as a point is made, then don't end it by feel. This set on targets, they will continue doing things till you decide and send "stop" as a thought to their minds.
Constant idea; This idea pops up in your mind and tends to live there free of rent. This effect distracts the targets for 1d6 rounds.
Inconstant idea; This is a spell that sets a motion in play, think and causes the idea to interrupt the targets whenever you may need them to stop.
The power words of command; This is where you think of the command word and decide to send the targets what you thought to their minds, then the subconscious makes them do what the word means to do to you. The words can be in a dimension of your own subconsciousness that you teleport to, that has noone in it. Yet they effect the targets where and when as you need it to effect. This can be heal, lose weight, focus, or die or something else you decide for them to do.
Djinn the concept; This is where you gain the wish ability for 1d6 rounds, then think of a concept to do and wish for it. There is a 50% chance that the wish spell will work. So roll a 1d100+luck and hope you get a 50 or above rolled for success of the wishes..
Alterations; This is changing something to something else. Breathing underwater, walking on water... Alchemical conversions of liquids...Using blue paint to make it faster. Peak alterations would be turning a wooden stake into a big juicy steak. Name the idea to happen as "I cast Alterations to [mention the effect here of change..]" to the DM/GM.
Laughing buddhas; Think of the wish and rub the tummy of the buddha and its granted. The process is this..First rub the stomach and say: "Ohm mani padme hum." a lucky number of times... About seven...Then you state three things that make you happy. Then the wish can be made... But remember some wishes are better than others. Its granted after this by the power of the three things and the buddha directed by your thoughts making the wish happen.
In yend; This makes the subconscious stop any effect, prayer, idea or spell. Otherwise, its a very interesting pause for any effect.
Dark matter spell effects p1:
These spells are powered by dark matter being manipulated by the mind in effect. So if you want to try them, know you can easily reverse them to not effect you. This is a poiunt that is expressed, so you get the effect you want as you need it. Dark matter is influenced by Dark energy and it can trigger a response or idea to exist whatever you had in mind. Think and you know what to do..
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Dark matter manifest; This is where you think about what you want and as you need it, dark energy causes it to exist from its influence upon dark matter itself.
Ionic spell boost; If there is enough ions in the air, then you create with extra energy..so its x3 the damage and healing.
Ion Bomb II; Erases all biomass in the area of 50' leaving the buildings in tact... This costs 30% energy to cast.
Nanomachine Virus Button; This forms a button in your mind, where you press it and all the targets fall down together.
Infliction; This is where you think to cast forth nanomachines in the air. The targets you want effected are self-inflicted upon by themselves enough to knock themselves out.
Free Energy from the Like and Dislike buttons; It gives slightly more stamina to them. About 20 stp. And you can only do it like 8 times though.
Turkey nuts; Think the targets are turkeys and state turkey nuts to cause them to be hit in their nuts or private area.
Tribunal; This causes a council to form in your mind, that judge you for things that you intended to do. Your mind does any judgement against you as though an effect of darkmatter comes upon your area..or not. If you roll a 50 on a 1d100 it does, if you roll a 49 or below it doesn't.
Tremendo; This effects the targets you had in mind. It causes energy to strike the targets and make them unconscious, that's as though they gained sudden weight and passed out from the effect of this.
Too Much Red Tape; This is too much red tape to save the world. It is when you're the leader of all the guilds or associations in your mind... But you need permission from everyone to save the world....yedt due to this your targets of this spell stop doing anything for the rest of the combat.
Disassociated; This turns your targets into atoms that are unbound. Combat over in an instance. They literally disappear.
Reassociated; The atoms form into the figure you think to form them as though by feel in an instance.
Purr them Back to Health; If you ever get couchlocked a cat will purr you back to health to heal all of your bones too. You recover all health.
Deassociated; The targets get disassociated and reassociated into a different form..(often a bug, fly or nondangerous animal).
Eat a Bug; Saves the weather from the cows as something eats the bugs and gains all energy back from it.
Kill a bug; This is where you kill bugs and gain back full energy. This requires concentration and catching the bug that you kill in some manner.
Dissimilated; This causes the targets to be unbound from the hive mind and think for themselves. They no longer need to fight..end of fight.
Assimilated; This causes the targets to be bound to a hive mind, that they think about to know what is what from the thoughts in the hive.
Great; Whatever wasn't so great is great again and interest is upon the idea to do. Add +5 to all charisma rolls.
Ungreat; This causes whatever you like to be disinteresting to do. Meaning the need to fight disappears. Combat over.
Knowing; You know what the answer is from air energy itself relaying the thought of it to your mind.
Dissemination; Think about it, the idea you disseminate makes it uninteresting by feel. Recieve a -5 to your charisma based rolls.
Control; This summons a being, that is undetected to control the targets you had in mind. They do whatever you need, including the need to not war with you.
Well; This effects the targets by making them saner, they are well in the head and don't seek to fight. Fight over.
It; The targets you mention as it are hit by spiritual energy blows, unless they don't fear the hit or the word. That's as though they are marked and have a -5 to all rolls. If they make their will save, they don't fear it and get only the -5 to all rolls. This means that the spirit takes your fear and becomes undefeatable that does the hits. The moment you or the targets don't fear it, that is the moment it stops doing things to them or yourself.
Iht; The targets are not hit. They are no longer hit by blows, that are invisible and all rolls are normal again.
Ihn; You are no longer in the targets' sights as a target.
Ehn; This is where you are turned into energy that cannot be hurt. That's except by energy weapons. You can deal whatever effect you want at the targets.
Nothing; This is what kills anything unseen, anyone or whatever. It is nothing energy blows, that are spiritually done at the target. That's through dark matter directed by your mind directing dark energy. They the targets are confused by this spell, the effect leaves them confused for 1d6 rounds where they attack their compatriots or they do nothing.
Something; It makes sure more people get born than we kill.
Intel drain; This causes the targets intelligence to be drained, think and you get a boost of +5 to all intelligence rolls. There is a penalty on their actions of -5 for any inteligence related rolls.
Dex drain; This effects the targets agility or dexterity by causing it to be with a -5 to their reflex rolls.
Health drain; This causes the targets to be drained of health by energy void, that you get as health without the weight. The target can be with low energy or collapse if this is continued after 1 action. They receive a weakness to all effects. They get double the damage to themselves that they normally would get, instead.
Health recovery; This drains the health or weight of the targets without causing problems, like low energy. The health goes to you that is drained without adding to the weight.
Dark matter spell effects p2:
These spells are powered by dark matter being manipulated by the mind in effect. So if you want to try them, know you can easily reverse them to not effect you. This is a poiunt that is expressed, so you get the effect you want as you need it. Dark matter is influenced by Dark energy and it can trigger a response or idea to exist whatever you had in mind. Think and you know what to do..
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Blood drain; This causes through the void of energy the targets blood to be drained from them and put in a crystal container. This container appears in your inventory and is labelled, "Blood container 1 lb." w/o quotes. The blood drawn from the targets causes them to collapse.
Reverse blood drain; This effect is where you cause the blood in the container to be cured genetically of all diseases. Then it disappears from your inventory, that's as it goes back into the target you got it from. All collapsed states and poisonings are gone. However, they no longer think to attack you no matter what.
Blood cure; This causes the targets to be cured of all illnesses and diseases no matter what the illness. That's done by the blood of the targets to have a curative effect, that the targets experience as euphoria.
Blood curse; This uses the energy of the blood, thinking to curse the individuals you want effected with a blood disease. That results with a -10 to all rolls.
Reversed; This spell causes whatever spells and conditions you don't like that may effect you to not effect you.
Without; This spell is cast by a "\" w/o quotes being traced in the air. That effect makes you not be with the effects you dislike or like and may damage you.
With; This effect is cast by a "/" being traced in the air. It causes you to be with magic and not with effects that hurt you.
^7; This spell causes great luck to be with you and the kitsune spirit is what causes it. Add +10 to all luck rolls.
No fight; The targets does not see any reason to fight you back no matter what you do to them.
Transform III; This effect causes the targets to change their shape involuntarily, that's thinking to make an animal that is harmless. This costs 15% energy.
Bodily ammunition; This is where you use your shit thrown at a target as a targeting ammunition. The shit does physical damages.
Bodily effect; This is where you make your body use Osmosis of the area energy, then you create an effect that you desire and the soul transforms the energy into useful energy. That means what you think it does it will do.
Bodily fumes; This effect is where you create farting that is enough to cause the targets to pass out.
Bodily flare; You are immune to this energy, they are not. What you do is cause energy build up in the aura. Then, release the energy as a massive wave that distracts the targets for 1d6 rounds and damages them by radiance damage. This does not effect your party either.
Penny ring drain; This uses anything small, round and has a hole in it. Otherwise you may circle your thumb and finger together. Think to draw from the targets energy through the hole. Then you grow in height, they shrink a bit and get tired enough to not want to do anything. All by their energy.
Poison dart; This effects the target as you throw forth energy, that is with poison gathered by your will. So that effects for 1d6 rounds. This is thrown in a dart form and it reaches up to 100' instantly. This costs 10% energy to cast.
Acid dart; This effects the targets with acid to melt away the flesh ot item. Think of gathering acid and tossing it forth like a dart, that's from the hand to effect x2 damage over 100' for 1d6 rounds. This is until you project water or they use water to cause it not to effect them. This costs 15% energy.
Think use; This is where you think the use and do it by feel naturally. Add a +6 bonus to all rolls.
Energy missile; This is like use of an element to form a round ball that you project forth..except darkmatter forms it instead for x2 the damages as if it is projected towards the target at any distance at high speeds. That makes it instantly there. As it passes through the target it does damage and distracts the target for 1d6 rounds. They literally do nothing.
Energy distortion; This effect is where you focus energy to cause perception of yourself to not happen. Literally, you are not thought of and definitely not noticed, except for being a blur of energy that is hard to see.
Thought defense; Think of the idea and it distracts your targets by feel. This distraction lasts until you no longer think to the person or people.
Thought placement; Think of the area and touch an item. This forms the effect in the item. No matter what you do, you aren't effected by the projected idea or energy effect and things work out by feel.
Thought projection; This is where you think to deflect the thought back at the targets. Think and deal psychic damages as though you flung a thought.
The perfect defense; This is where you perceive the person in your mind. If you didn't want them in yourself. You fling them as a thought form back at the target, whom seemed to intrude within your mind. No damage taken, except for them doing what they thought to do to you to themselves. This could make the police officer or guard arrest themselves, if they intended to do it to you.
Particle shield; This is where you cause particles like high speed protons, this is a shield of particles. That causes the inbound particles to be deflected back to space at the speed of light. No damages happen to you.
Thought need; This is where you create with the need amplifying your thoughts and focus is upon the area targets. The thought energy damage is amplified by x3. This takes 30% energy to cast.
Dream wave; This is where you focus energy at your targets, think and they perceive the thoughts as a dream. Wake up from the dream state by hearing a crunch of a leaf or a startling noise, that's after your done as this could cause you to perceive the dream itself. That in itself is a point of expression, where you think to know and you do.
Dark matter spell effects p3:
These spells are powered by dark matter being manipulated by the mind in effect. So if you want to try them, know you can easily reverse them to not effect you. This is a poiunt that is expressed, so you get the effect you want as you need it. Dark matter is influenced by Dark energy and it can trigger a response or idea to exist whatever you had in mind. Think and you know what to do..
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Wave of effect; When you do something, the energy recreates it on a greater scale as sent out in a wave pattern. Wherever you want. So if you wave your hand, its done as a wave of energy somewhere. This wave of energy causes whatever you think it does. When done to a target that's there and human, it causes them to be easily suggested to as you think to state what you want them to do. This effects wherever you intend it to effect. No matter the distance between you and your targets, this is because its dark matter that creates the effect. Dark matter is everywhere and controlled by dark energy, that you program by thinking what you want it to do.
Darkmatter; This costs 15% energy. You create with an idea that causes dark matter to be programmed with dark energy, then the dark matter creates what you want. That's wherever you want it, and its with a slight separation of you and the target/s with 10 feet separating you. The damage/healing possible are instant energy effects.
Infestimal; This is where you focus upon the target area, then think te insect is formed and it creates itself as a wave of insects that is considered a mana bomb. The idea is also where the insect, if formed from dark matter, feeds off of food and dark matter keeps it sustained.
Infinite food and money; This uses dark matter to form an infinite feel or formation of money and food that you get. That counts as though an improved abundance effect.
Dark vulnerability; Think to use darkmatter enough on a target or targets and you cause the targets to be effected by prayer if nearby. This is where prayer alone can hurt them enough to cause them pain. They are distracted for 1d6 rounds by the pain they feel.
Displacement effect; This effect is where you think of being somewhere else and imagine the place or say the places name. Then, dark matter "places" you there by feel. You can be anywhere you wish to be. Think and you know what to do.