Spells list part 1a

  This is a spells list that you can reload to see the new spells in the list, think and choose one or two spells to do from at will. They don't effect the target/s, if you don't intend them to be effected.

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Part 1a of the spells list..
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Part 1 of the spells listing
Miscellanious info sections

The spells list intro
The damages, ranges and how long it lasts..
The degree of effects in effect by effect..
The spell levels and alternate spell lists..
Spell exchanges..
The schools of magic
The other stuff..and Will save

The normal spell sections

Spells in general and elemental effect
More elemental effect
Seed mantra effect spell
Physical magic spells
Weaving spells
Rune magic
The Forcecraft System
The rest of the spells menu
Subclass effects

The modern effects spell sections

Part 1a

Technomagic spells
Thought spells
Pythagorean thought spells
Hex maniac curse spells
Robo-mage spells

Part 1b

Andrew's special spells
Datura spells
Occulto spells section
Modern effect spells menu
Darkmatter effect spells menu


The 2nd part of the spells listing
Spell schools

Abjuration spells
Destruction spells
Alteration spells
Enchantment spells
Divination spells
Necromancy spells
Charms spells
Hex effect spells
Restoration spells

The specialty spell sections

Dragon age spells
Specials of food and drink spells
Clair Obscur: Expedition 33 spell effects
Tainted Grail: Fall of Avalon spells
League of legends spells
Soulframe spells
Avowed spells menu
Wuchang: Fallen feathers: The feathering spells
Trials of mana spells menu
Time related spells menu
Chrono Odyssey spells
Metavirus mind spells
Bugs life spells
Grounded 1 and 2 spells
Shield spells
The witcher spells
The blood of dawnwalker spells
Path of exile 2 spells
Final fantasy spells
Black myth: Wukong spells
Elden ring spells menu
Codex lost spells
Dark path spells
Illusionous spells
Creative effect spells menu
Summoning effect spells menu
Musician effect spells
Joke effect spells
Life effect spells
Special effect spells
Last epoch type spells
Diablo IV type spells
Reaction type spells
Psyker spells
Government inducement spells
Town spells
Dungeon spells
Social spells
Incident spells
Enshrouded spells and effects
Various other spells from DnD amongst others
Extra spells of idea, movies and old games
Paladin spells
Infernal and Angellic spells
Faith spells
Meta magic spells
Aether spells
Etherial spells
Alignment spells
Other interesting spells
Astral effect

Part 3 of the spells list
Extra spell sections

Titan quest II effects
Psychic hunter effects
Elder scrolls online spells menu
Black desert spells
Ghost effect spells
Core effect spells

Credits

Part 1a of spell listings

The modern effects spell sections

These spell sections are able to be used by anyone who want modern spells.

  Magic in modern times takes at least 1 round in battle whether it takes 2 seconds or 6 seconds for 1 action. Its what you think to know. What you think or feel that you need, the subconscious forms. Not always is this what you do, unless you use a medieval class. So, basically, if you were casting a magic missile. You can think it forms into existence and know its effect. This is basically what it is. So the idea is the thinking game, that is the thought you have, that programs the energy consciousness by the subconsciousness programming it. This is where you think of something, and it effects the target/s by feel or idea perception. What they perceive, causes them to pause for 1d6 rounds in battle or until you stop thinking to them outside of battle. Think it and you know what to do.

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 1% energy
Arcane Graffiti
Haywire
Magic ID
Power words Spell

1ST LEVEL requires 5% energy
Concept creation
Degauss
Machine Invisibility
Power Device
Power Word Spell II
Wi-Fi Divination

2ND LEVEL requires 10% energy
Burglar's Buddy
Cyber Surge
Dataread
Relay Text

3RD LEVEL requires 15% energy
Electromagnetic Pulse
Holographic Duplicate
Shutdown

4TH LEVEL requires 20% energy
Drone Swarm
Wire Walk
Pulse

5TH LEVEL requires 25% energy
Instant Connectivity
Neural Overload
Synchronicity

6TH LEVEL requires 30% energy
Firewall III

8TH LEVEL required 40% energy
Quantum Shift

  SPELLS DESCRIPTIONS
The spells are presented in alphabetical order.

   ARCANE GRAFFITI
   Conjuration cantrip
   Casting cost: 1% 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: 10% 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: 5% 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.

   Cyber Surge
   Cost: 15% energy
   Casting Time: 1 action
   Range: 60 feet
   Components: a small circuit board
   Duration: Instantaneous
   You unleash a burst of electromagnetic energy that disrupts technology and shocks organic creatures. Each creature in a 20-foot-radius sphere centered on a point you choose within range must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage, or half as much on a success. Constructs and electronic devices in the area take maximum damage and are disabled for 1 minute unless they succeed on a Constitution saving throw.

   DATAREAD
   2nd-level divination (technomagic)
   Casting cost: 10% 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: 5% 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.

   Drone Swarm
   Cost: 25% energy
   Casting Time: 1 action
   Range: 120 feet
   Components: a small remote control
   Duration: Concentration, up to 10 minutes
   You summon a swarm of tiny drones that hover in the air and follow your commands. The swarm occupies a 20-foot cube within range and lasts for the duration. As an action, you can command the drones to:

   Attack: The drones unleash a barrage of tiny projectiles. Each creature in the swarm's space must make a Dexterity saving throw, taking 4d8 piercing damage on a failed save, or half as much on a success.
   Scout: The drones can move up to 60 feet and relay visual and auditory information back to you.
   Disrupt: The drones emit a high-pitched whine. Each creature in the swarm's space must succeed on a Constitution saving throw or be deafened until the end of its next turn.

   ELECTROMAGNETIC PULSE
   3rd-level evocation (technomagic)
   Casting cost: 15% 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.

   Firewall effect III
   Cost: 30% energy
   Casting Time: 1 action
   Range: Self (30-foot radius)
   Components: a USB drive
   Duration: 10 minutes
   You create a shimmering, translucent barrier of digital energy in a 30-foot radius around yourself. The firewall blocks hostile digital intrusions and physical attacks:

   Cybernetic or digital effects (e.g., hacking attempts, AI-controlled attacks) cannot penetrate the barrier.
   Creatures entering the barrier for the first time on a turn or starting their turn there must succeed on a Dexterity saving throw or take radiant damage.
   The barrier has 100% health and AC 15. If it is reduced to 0% health, the spell ends.

   HAYWIRE
   Transmutation cantrip (technomagic)
   Casting cost: 1% 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)

   Holographic Duplicate
   Cost: 20% energy
   Casting Time: 1 bonus action
   Range: Self
   Components: a small holographic projector
   Duration: Concentration, up to 1 minute
   You create a holographic duplicate of yourself that mirrors your movements. The duplicate appears in an unoccupied space within 30 feet of you and lasts for the duration. As a bonus action on your turn, you can move the duplicate up to 30 feet to a space you can see.

   The duplicate can distract enemies:
   When a creature targets you with an attack, you can use your reaction to make the duplicate the target instead.
   The duplicate has AC 15 and disappears if it takes any damage.

   INSTANT CONNECTIVITY
   5th-level conjuration (technomagic)
   Casting cost: 25% 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: 5% 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: 1% 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.

   Neural Overload
   Cost: 25% energy
   Casting Time: 1 action
   Range: 90 feet
   Components: a neural interface headset
   Duration: Concentration, up to 1 minute
   You target a creature within range and overload its nervous system with conflicting signals. The target must make an Intelligence saving throw. On a failed save, the target is incapacitated and takes psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

   Constructs and creatures immune to psychic damage are unaffected by this spell.

   POWER DEVICE
   1st-level transmutation (technomagic)
   Casting cost: 5% 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: 1% 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: 5% 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.

   Quantum Shift
   Cost: 40% energy
   Casting Time: 1 action
   Range: Self
   Components: a quantum processor
   Duration: Instantaneous
   You manipulate the fabric of reality to alter your position in time and space. You can choose one of the following effects:

   Time Jump: You disappear and reappear at the same location at the start of your next turn. During this time, you are immune to all damage and effects.
   Dimensional Hop: You teleport to a location you can see within 1 mile. You can bring up to five willing creatures or people with you.
   Reality Rewrite: You undo a single event that occurred within the last round (e.g., reversing damage, negating a spell, or undoing a movement).

   RELAY TEXT
   2nd-level transmutation (technomagic)
   Casting cost: 10% 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: 15% 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: 25% 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.

   Wi-Fi Divination
   Cost: 5% energy
   Casting Time: 1 action
   Range: Self
   Components: a smartphone or similar device
   Duration: Concentration, up to 10 minutes
   You tap into nearby wireless networks to gather information. For the duration, you can access local data streams, allowing you to:

   Learn the names of nearby public Wi-Fi networks.
   Gain advantage on Intelligence (Investigation) checks to find information online.
   Detect the presence of electronic devices within 60 feet.
   Intercept short-range communications (e.g., text messages or emails) within 30 feet.

   WIRE WALK
   4th-level conjuration (technomagic)
   Casting cost: 20% 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.

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Thought spells

  The spells you'd do if you wanted to use the thought magic in game that cost 10% energy to normally cast. Otherwise the spell cost is listed with the spell. The AI ChatGPT and SH is a source for the thought spells. 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.

Thought spells menu

Part 1
Part 2
Part 3

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  The thought spell is used in Modern society and its the thought that you direct towards the targets, then as you think about the idea it forms in one action. What happens in the mind can occur physically, if you desire it so. So a thought can kill, it may take awhile though you intend it sooner unless you think self-harm at the targets. So they do it to themselves. Thoughts have energy, that you think to effect the targets with by feel. Some thought are required to create a result. Not allot is needed. If you don't intend the thought, it doesn't happen. If one happens to have a thought, it doesn't always happen unless you intend it to occur. The thought happens as you need it to occur. You can form any effect with this.

  This means you can think and safely do so. The power of thought is this. If you think about this, you can pick up on the thoughts of the object, and identify it or know what is required to use it. This is a fascinating idea, so you can create with a thought or do nothing. This is a known idea. If a thought happens, you know it by the spirit and soul insight. This means you are always aware of the fact, if you intend it to be known. THere is an effect by thinking at any distance, no matter what the targets are doing. So think and you know what to do. Do a will save and that's dismissal of the thoughts sent to you. This is where you protect yourself and don't allow the thought to effect you. These are some examples:

Thought spells part 1

   Path interruption; Think to intrude in the mind of the targets, and the soul causes them to not get things done. This is where they find something in their way to attack you.. attack aborted.
   Fight end; Think to stop the fight and then send your thought energy by thinking of them and they stop. Fight over.
   Path interrogated; This is where your soul interrogates the targets and learn the way to go.
   Retirement; This is the effect of stepping down and doing what is necessary to subsist.
   Thought effect; The thought effect is where you wan't to knock out the targets, that's done by thinking they get knocked out. The energy of the thought builds up in their minds, think and the targets get overwhelmed as they get knocked out for 1d6 minutes..outside of battle. In battle, they get knocked out for 1d6 rounds.
   Thought kill; Thought killing someone is thinking they get a condition, that kills them in the end. It builds up the thought energy and they get overwhelmed and they get knocked out as the condition appears in the targets. The condition knocks them prone and kills them instantly, so no damage has to happen.
   Thought change; This is where you think at the targets and change them as you will your soul to create what you want in them, including death to or reviving the targets. You can also cause them to change their shape, feel better and sustain what they want to sustain.
   Wall of thought; This is caused by thinking to form a wall between you and your targets. This wall protects you from all damages and thoughts, that's sent at you as the spirit absorbs them as energy.
   Molt; This is where you cause the snake or bug to shed its skin.
   Phasing; This causes the things that seem like they're too much or things you don't like to disappear.
   Phase communication; Think about it and you cause your third eye to make your thoughts understandable as you say or speak it. The third eye shifts you to the area and back again.
   Phase teleport; Think to move about and your third eye teleports you to where you think is safe.
   Regretful magic; This effect causes the targets to regret the actions that they might do and causing their soul pain they decide not to do anything.
   Focusing hand; Focus energy to your hand and think of what you want. Then it occurs.
   Needs; What you need you think about and get if possible.
   Info; The idea of things, that you know and act with by feel.
   Teleport trap; This is where you think about the energy trapping the targets that you want effected..in a teleport field that shifts them to the prison planet. They may not leave it unless they think about not being guilty. If you think not to be there and your not guilty you become a guard and teleport back to your area that you got transferred from being in at the moment. This does not trap those that think they are not guilty. This is ended the moment you think they are "released".
   Interruption; This is where you send a thought by thinking it was interrupted, then you interrupt the electronics or the targets that you thought about. This means you jinxed it.
   Uninterruption; If you intend to not interrupt the targets and the targets are the machines, then they start working again as though they weren't interrupted. This is an unjinx.
   Distracting thoughts; This is where you create in the minds of the targets a distraction. That stops them from doing things for 1d6 rounds. Stop focusing upon them otherwise with the idea to distract them with, thinking to allow them to think again.
   Racing thoughts; This is where you do things, as though sped up. You and the party do 1d6 more actions per round than normal.
   Thought elementalism; This is calling forth any element that you decide to summon. That's where you think of the element and state the thought to do with it. That forms the element into existence to effect as you wish the targets to be effected. This includes healing or damages to the targets, that's done by the element you choose.
   Stopping things; Think of the idea stopping to stop it, as you state the idea your subconscious stops the idea you don't want effecting you. This can be a reaction spell, to be done on the attack of the target to you.
   Time skipping; This is where you think of the time to be in and the subconscious uses the soul or soul copy as energy to shift you to that moment. This means you time shift from moment to moment, that makes it easy to timeline skip at will.
   Thinking heal; this is where you think about the wound going away and creating the idea of healing.
   Anullment; This is where your statement or thoughts counter the targets thoughts and you get what you want to occur.

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Thought spells part 2

   Thought time; This is where you create the time flow of either backwards or forward. THe thoughts guide the motion, and it activates when you do or think of three things in a sequence. That's either backwards or forwards in sequence.
   Whisper of Doubt; Targets make a Wisdom save or has disadvantage on their next saving throw or skill check due to creeping self-doubt.
   Mental Echo; You cause your targets to relive their most recent thoughts. You learn one thing they were thinking or planning within the last minute.
   Thought Spike; You launch a psychic spike into the targets' mind. Deals psychic damage and prevents them from speaking until the start of their next turn.
   Cognitive Dissonance; You overload the targets' mind with conflicting ideas. They must make an Intelligence saving throw or become stunned until the end of their next turn.
   Neural Scramble; Costs 15% energy. On a failed Int save, the targets forget how to use one skill, tool, or language of your choice for 1 hour.
   Thoughtform Projection; Costs 20% energy. You manifest a physical illusion based on someone's dominant thought or fear. The projection is semi-corporeal and can interact as a summoned creature.
   Memory Labyrinth; Costs 20% energy. Trap the targets consciousness in a maze of their own memories. They are incapacitated and make an Intelligence save at the end of each turn to escape or 1d6 rounds passes by them. While trapped, they re unable to move.
   Collective Consciousness; Costs 20% energy. For 1 hour, you and up to 5 willing creatures can communicate telepathically and share skill proficiencies temporarily.
   Thought Harvest; Costs 30% energy. You rip the lingering thoughts from a recently deceased mind (within 1 minute of death) to extract secrets, spells, or memories.
   Psionic Annihilation; Costs 40% energy. You unleash a devastating wave of psychic force. All creatures in a 60-foot radius must make Int saves or take 12d12 psychic damage and suffer short-term madness where they attack their party members and themselves.
   Mental Dagger; Hurl a shard of psychic energy at your targets within 60 ft. On a hit, the targets takes psychic damage and can't take reactions until the start of its next turn.
   Thought Echo; You replicate the last surface thought of your targets that you read, distracting them. They have disadvantage on Wisdom saves for 1 minute or until they take damage.
   Mind Knot; Targets must make an Intelligence save. On a fail, their thoughts are scrambled, giving them disadvantage on concentration checks and Intelligence checks/saves for 1 minute.
   Psychic Whispers; You implant a quiet whisper into the mind of up to three creatures within 120 ft. You can telepathically speak to them for 10 minutes, regardless of language.
   Cognitive Overload; Costs 15% energy. You flood your targets' minds with conflicting thoughts. They must succeed on an Intelligence saving throw or take psychic damage and be stunned until the end of their next turn.
   Dreamwalk; Costs 20% energy. Enter the dream of a sleeping creature. You can influence the dream, gather information, or plant a suggestion (as the spell). The effect lasts for 1 hour or until you end it.
   Thought Breach; Costs 25% energy. Break into a creature's mind to read hidden memories. On a failed Wisdom save, you gain access to a memory of your choosing from the creature's life.
   Psychic Feedback Loop; Costs 30% energy. Redirect mental energy back at a caster. When they cast a spell that targets only you and requires a mental save, they take psychic damage and must save against their own spell.
   Collective Mind; Costs 35% energy. For 1 minute, all creatures of your choice within 60 ft. share mental bandwidth. They gain advantage on Intelligence-based checks and saves, but share damage from psychic effects equally.
   Mindscape; Costs 40% energy. Trap your targets in a psychic dimension shaped by your will. They must make an Intelligence save or be incapacitated for up to 1 minute, experiencing illusory realities that you control.
   Hellscape; This is where you trap a target in their mind in a dreamscape that is hell. Every minute they are there, they receive a hellish vision and are prone in real life.
   Hellscare; This causes a hell scene in the targets minds to scare the targets into not moving and wanting to do things for 1d6 rounds.
   Thought animation; This is where the soul creates your thoughts and animates a dead body with a soul copy, that ceases itself when you no longer need it. Once ceased, the body that's animated falls to the ground, dead. It has all its stats and 100% health. You may animate 1d6 bodies and they do what you think them to do. Putting them together again if they are in parts requires stiching, yet animation is required to make them good.
   Interrogate; This is where you think questions to the targets' minds, think and their spirit answers as a known idea to yourself.

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Thought spells part 3

   Thought enchantment; This effects the item or person, as you think the changes you want of the item and person. Then on a touch its done, think of it being "locked" as you say locked or imagine a open lock to become locked and the enchantment stays on it.
   Think to know; This creates what you think.. the knowledge that you realize by the soul interpreting the spirit. So basically you know things before the moment. This allows you to realize what the soul knows and the spirit is the informer.
   Emotion Detector; Everyone has a tell... If you say you don't? Well... You have a little skull on your hands...
   Four elements attack; They ask you for death? Well show them Bushido... Charge an Iron Sword that appears in your spirit hand with the spirits of the four natural elements... This deals 4d100 damage. Guaranteed crit for the Monster Lord herself. So %300 damage to her. What an abomination she turned out to be. And if that isn't enough? Well... The Ghost god himself will give you energy to finish her off. This costs 30% energy.
   Killing trick; This is where you trick the targets to kill themselves, that's using the mind and suggestion to their subconsciousness.
   Void II; There is not much to say about the Void, except for this effect making the feel of nothingness. Think to distract the targets for 1d6 rounds and they do nothing to you.
   Trans magic; The way you act is how magic transforms your targets. So if they act like a beast, they become a beast.
   Translation magic; This transfers you to a place you describe by feel.
   Transferral; This creates what you think, a transfer of things to somewhere else. As everything is energy, its easily transferred.
   Piddle; This causes you to make by feel the targets to piddle on the ground or in their pants. This distracts them for 1d6 rounds.
   Piddle II; This causes the targets to think of nothing and do nothing for 1d10 rounds.
   Piddlesticks; This causes you to make the targets stick to what they want to do, even if it gets them nothing.
   Activity; This does the opposite of piddle II and then makes the targets do more things per round. The party does something good no matter the roll. That means they get 1d6 more actions per round.
   Something good; This is where a good result happens no matter the roll.
   Nothing good; This is where nothing good happens to the targets despite the roll.
   Death depardent; This causes the targets to experience a "death" in their minds as they think to attack you..resulting in a change of mind and not wanting to fight you and your party. Any inclination can indicate what they were wanting, which you know intuitively.
   Death inclination; This causes the targets to want to die and go out to create their own death by self-attacks. They kill themselves by feel in 1 round.
   Death immunity; This causes you to be immune to deadly energy unless they don't make a luck check of 1d100+luck and getting a 50 or above.
   Magic immunity; This causes you to be immune to magical energy, except for when you want to be effected. You psychically sense and are aware of what the spell is about when cast at you.
   Elemental immunity; This is where you are immune to the elements like earth, wind, water, fire and void for 1d10 rounds.
   Eating need disruption; This makes the targets fear death when about to or needing to eat.
   Life effect; This revives nearly anyone whom you want to raise to life with full energy and health.
   The eating disorder; This meta disease causes you to not want to eat, no matter what happens. Curable by salt in water.
   Eating; This causes the targets to need to eat something, and distracts them for 1d10 rounds. So if you were to say, "Eating" and need the targets you intend to effect to eat, they would eat.
   Diseating; This is where you think the targets would not want to eat and they stop their need immediately. So if you say, "diseating" as you intend them to react to the thought and stop eating.
   Magnetorheological effect; This is where you hold by thinking a magnetic energy is projected at the targets abd they stop for 1d6 rounds.
   Electrical rememberance; This is where you feel the OHMs of the electricity and remember, what it knows due to a question is known to you.
   Size projection; This effect makes you look larger than normal even if you are smaller in size. This freaks out the targets and causes them to fear you by feel. They get a -5 to all their rolls or run away. One rolled 2 with 1d2, they run away. Fight ends. This works if you size project and then works even farther than 1 round, if you make your concentration check every round till you fail the check.
   Nethacking; Think of the need and tell you want that as though an effect were picked from a spell list, then its as though the effect happens before you even need it. This costs 20% energy.

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Pythagorean thought spells

  These spells you'd do if you wanted to use the Pythagorean thought magic in game that cost 10% energy to normally cast. Otherwise the spell cost is listed with the spell. The AI ChatGPT, Kittymoo and SH is a source for the thought spells. 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.

  This uses the Pythagorean School of magic with a thought based magic. Basically all the stuff we learned in public school except is used on a magical basis. The Pythagorean thought spell is used in Modern society and its the thought that you direct towards the targets, then as you think about the idea and it forms in one action. What happens in the mind can occur physically, if you desire it so. So a thought can kill, it may take awhile though you intend it sooner unless you think self-harm at the targets. So they do it to themselves. Thoughts have energy, that you think to effect the targets with by feel. Some thought are required to create a result. Not allot is needed. If you don't intend the thought, it doesn't happen. If one happens to have a thought, it doesn't always happen unless you intend it to occur. The thought happens as you need it to occur. You can form any effect with this.

  This means you can think and safely do so. The power of thought is this. If you think about this, you can pick up on the thoughts of the object, and identify it or know what is required to use it. This is a fascinating idea, so you can create with a thought or do nothing. This is a known idea. If a thought happens, you know it by the spirit and soul insight. This means you are always aware of the fact, if you intend it to be known. THere is an effect by thinking at any distance, no matter what the targets are doing. So think and you know what to do. Do a will save and that's dismissal of the thoughts sent to you. This is where you protect yourself and don't allow the thought to effect you. So just think it and it happens. These are some examples:

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Pythagorean spells p1
Pythagorean spells p2


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Pythagorean spell effects p1:

   Blink of Morale; +7 morale every time you blink your eyes for 1d4 times... Effect works until next long rest.
   Morale issue; This is where you think to get things done and doubt suddenly. The targets get a -5 to morale penalty.
   This is morale; This causes the targets to not do things you disliked. Like attacking you. This does it by your spirit suggesting to the targets what you do like.
   Strobe light effect; This causes the focus of the planet's void radiation that pulses around the targets to strobe them with radiation. Dealing strobe light radiation burns.
   Strobe wall effect; This deals double the normal radiation damages. It consists of though forming into a wall of strobing light, that sends out the radiation to the targets dealing x2 radiation damages.
   Harmony of the Spheres; You summon celestial music inaudible to others. For 1 minute, allies within 30 feet gain +1 AC and advantage of +5 on saving throws against being frightened or charmed.
   Geometer's Barrier; A shimmering wall of intersecting golden triangles appears in a 10-ft radius. It grants resistance to force and deals radiant damage to creatures and your targets inside.
   Golden Ratio; You imbue a creature with perfect proportion. For 1 minute, its attack and ability checks using Dexterity or Charisma are made with advantage of +5.
   Mathematical Insight; Gain a +5 bonus to an Intelligence check or saving throw. Alternatively, solve a complex magical riddle, trap, or cipher instantly.
   Number Form; You transform into a radiant being of pure number and light. For 1 minute, you are immune to necrotic damage and can phase through solid matter (half speed).
   Axiom of Order; You force creatures in a 30-ft cone to follow mental harmony. Wisdom saves or be restrained for 1 round and unable to attack on their next turn.
   Tetractys; A 4-pointed triangle appears, granting 1d20 temporary Health to all allies within 5 ft. If three allies are affected, you gain 1d20 Health as well.
   Pythagorean Triangle; You conjure a triangle of radiant force (3-4-5 ratio), which you hurl at a creature. Deals radiant, force, and thunder damage. Dex or Agility save for half. This costs 30% energy.
   Cosmic Proportions; You align a creature's fate or target's fate with the cosmic plan. For 1 minute, whenever they roll an attack or save, they may replace it with a 7, 11, or 13 (your choice) instead of rolling.
   Sonic Equilibrium; You release a harmonic pulse that cancels all sound for 30 ft for 1 minute. Spells with verbal components fail, and creatures or your targets are deafened.
   Numerical Singularity; Create a point in space that collapses all numerical variables into one. Time, distance, and hit points blur. All creatures and targets within 60 ft must succeed on a Con save or vanish from reality for 1d4 rounds. This costs 35% energy.
   Divine Ratio; You or an ally become a physical avatar of sacred geometry. Movement cannot be impeded, and attacks curve perfectly around cover.
   Echo of Unity; Call on the eternal unity of the soul. A dead creature you touched in the last minute can speak 13 words of truth.
   Quadrivium's Wrath; A burst of destructive knowledge. Choose four damage types (acid, fire, force, thunder). Enemies in a 60-ft cone take damage of each type. This costs 40% energy.
   Harmonic Disjunction; Breaks apart magical cohesion. All active spells within 30 feet end unless their caster succeeds on a spellcasting ability save.
   Ratio Remapping; You alter the perceived size and distance of creatures. Choose up to 3 targets--they must succeed on an Int save or believe they are twice as far or large as they are.
   Sacred Chime; Rings a tone that cleanses magical imbalance. Ends one curse or magical effect on an ally and grants inspiration (bardic inspiration die type, even if you're not a bard) of +5% to all Allies rolls.
   Circle of Nine; Conjure 9 rotating circles of light and geometry. Each grants resistance to one damage type to allies standing inside. Lasts 1 minute or until destroyed.
   The Monad; Costs 50% energy. You unify all aspects of being into the One. For 1 minute, you become immune to all damage and effects. You can teleport anytime, and once per round, dictate the result of one roll (yours or another's).

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Pythagorean spell effects p2:

   Diocese; This effect leaves you happy, and the targets are happy as well. It causes a moment of realization, that makes them not want to fight.
   Flying disclaimers; This effect causes the targets to be distracted by formed physically remarks that fly at them..like a flying participle.
   Foocubi of the Yellow Skulls; Roll a 1d10. If the roll is 5 or higher then a demon will be summoned to do all your chores.
   Angel servant; Roll a 1d20 and if you get a 10 or above then an angel will be summoned to do all your chores.
   Wealthy; The act of kindness gets back wealth x3 more than normal.
   Wealthiness; The act of giving or spending money gives you back 3x the amount of money you gave.
   Ambiscuous; This causes the moment of an ambiscade, the targets are surprised and don't go first.
   The health; The health you have is doubled by the creator. As they say health is sometimes weight. Yet, you halve the effect of poison.
   Con boost; This causes energy to surge in the body and you get +10 to your constitution rolls. However, your body puffs up and become immune temporarily to poison.
   Give up; Through the fire and the flames we carry on. Give up on purpose to gain an extra turn...
   Combined healing; This is where you wee and direct divine interference to heal with hatred/love energy. That means x3 the healing.
   Solar clones; This is where you focus upon the area, and think any near sun sends 1d6 energy clones to do what you want. They have your stats, 100% health, and deal solar radiance as damage/healing to your targets. They disappear upon dismissal.
   Anti-attack shield; All attacks are repelled back to the sender.
   Electric fog; This effect is where you combine bio energy with water particles in the created fog. That you create by focusing upon the water moisture in the air forming as dense fog around the targets. Think your bioenergy goes into the fog and flares up. Then it effects the targets as a burst of light blue flare up to make electric fog dealing x2 the damages. This costs 20% energy.
   Monas Lux; Generates a radiant sphere of light, proportioned exactly to the golden ratio. It goes through the air to where you want it to go.
   "Light in perfect harmony with the cosmos."
   Tetractys Shield; Creates a protective barrier shaped like a tetrahedron, granting defense proportional to the caster's level squared.
    "Four points of power hold fast against chaos."
   Harmonia Resonantia; Aligns the vibrations of nearby objects, targets or creatures, calming aggression or hostility. Fight over.
    "All discord bends to the music of the spheres."
   Numeris Bind; Binds a target according to numerical constraints; for example, "seven steps" or "three heartbeats."
    "Counted, constrained, controlled."
   Ratio Tempus; Alters the flow of time in a small area using precise proportional measurements however you wanted.
    "Moments expand and contract in perfect measure."
   Pentacle of Proportion; Creates a five-pointed geometric sigil that balances energies in its vicinity. Your party gets a +5 to all rolls.
    "Five points, five elements, perfect equilibrium."
   Phi Strike; An offensive spell where the damage follows the Fibonacci sequence with each successive strike.
    "The attack grows naturally, as life itself does."
   Sacred Spiral; Summons a spiraling pattern of force that pushes enemies outward while harmonizing nearby allies with +5 to all rolls.
    "Everything that spins echoes eternity."
   Divine Angle; Adjusts angles of objects or pathways to exact geometric precision for perfect efficiency.
    "The straightest path is measured by the mind, not the eye."
   Chorus of Primes; Summons ethereal voices that resonate only in prime-numbered intervals, confusing enemies for 1d10 rounds.
    "Only those attuned to unity can comprehend the melody."
   Polygonal Prism; Creates a prism of light in any polygonal shape to refract energy, disorienting foes for 1d10 rounds.
    "Every side speaks in perfect order."
   Harmonic Echo; Reflects magical energy back at its source using ratios of frequency.
    "Let their own power teach them balance."
   Arithmetic Wave; Generates a wave of damages whose intensity is determined by a sequence of numbers chosen by the caster.
    "Numbers are the tide; the tide is your weapon."
   Geometer's Grasp; Alters the physical dimensions of an object or area according to geometric laws.
    "Measure twice, alter once."
   Cosmic Lattice; Creates a grid of energy aligned with the stars, enhancing spellcasting accuracy.
    "Every point a star, every line a path."
   Proportionate Step; Moves the caster or an ally exactly the distance needed to avoid harm or gain +10 advantage.
    "Stride in perfect measure; stumble never."
   Quadrivium Bind; Restrains a target using the four classical Pythagorean elements (fire, water, air, earth) in perfect balance.
    "Bound by the wisdom of fourfold truth."
   Harmonic Vision; Reveals hidden patterns, ratios, or sequences in a space, making complex structures or codes visible.
    "The world's secrets are written in numbers."
   Celestial Resonator; Taps into the resonance of planets to enhance spells or manipulate luck. This causes a +5 to all spell and luck related rolls.
    "As above, so below, so within."
   Infinity Sigil; Draws a symbol of endlessness that slowly restores energy or health over time. This costs 40% energy.
    "The loop of eternity nourishes all in its path."

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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.

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Robo-mage spells

  The spells you'd do if you wanted to use the robo spells in game made by Kittymoo, SH and ChatGPT that cost 20% energy to cast unless otherwise noted. Always remember, anything with disadvantage has a -5 penalty to their attack, focus or magic rolls and anything with advantage has a +5 to their attack rolls..so think about it and it is easily done. Optionally, you may cancel them out by stating a "or not", and they fizzle out and don't happen. 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.

  This is a list of spells that the Robo-Mage (Arcane Subclass) and anyone can do: A Robo-mage is a fusion of circuitry and sorcery, Robo-Mages channel spell energy through cybernetic enhancements and intelligent machinery. They see no boundary between spell and circuit.

   Arcane Core Interface; You install an arcane processor into your body. Choose a magical circuit type:
    Overclocked: Add your Intelligence modifier to cantrip damage.
    Shielded: Gain +1 AC while wearing no armor.
    Linked: When casting a spell targeting only yourself, you can include a construct or robot within 30 ft.
   Spell-Integrated Tools; You always have Mending, Servo Surge (see previous spell), and Identify prepared.
   Combat Automaton; You can build a medium-sized mechanical companion (stats like Steel Defender) that uses your stats and 100% health to attack or defend. You may cast spells through the automaton if it's within 60 ft.
   Nano-Weaving; Once per long rest, you can release a nanite shield as a reaction to being hit:
    Negate damage from one attack,
    Or regain health if below half health.
    Also, constructs you repair regain max possible healing.
   Core Overdrive; As a free action, once per long rest, enter an overdrive state for 1 minute:
    You can cast 1 additional spell per turn
    All your damaging spells deal +1d8 force damage
    You ignore disadvantage on spell attacks caused by cover or conditions
   Pulse Scan; You emit a magical sonar ping in a 60-foot radius. Invisible creatures and hidden objects within range are briefly outlined in blue light (no save), granting advantage on Perception and Investigation checks for 1 minute.
   Servo Grip; You momentarily empower a limb with hydraulic force. Make a melee spell attack. On hit, the target takes magical force damage and must succeed a Strength save or be restrained until the start of your next turn.
   Null Field;
    Range: 30 feet (10-foot-radius sphere)
    Effect: A shimmering field disrupts magic and tech alike. Inside the area, magical and technological effects malfunction. Spells of 10% cost or lower fizzle on a d6 roll of 1-2. Constructs and tech-powered beings have disadvantage on attacks and ability checks.
   Magno-Levitate; One metal object or creature wearing metal. Lift a creature or object weighing up to 500 lbs. 20 feet into the air, suspending it for 1 minute. A creature can make a Strength save at the end of its turn to end the effect.
   Auto-Turret Deployment; You conjure a small magical auto-turret within 30 feet. It lasts 1 minute, has 20% Health, and on your bonus action can make a ranged spell attack for force damage (range 60 ft). It targets whatever you designate.
   Logic Lock; Force a creature within 60 feet to make an Intelligence saving throw. On a failure, its brain is overwhelmed by recursive magical loops. For 1 minute, it cannot take reactions and must roll a d6 at the start of its turn: on a 1-2, it loses its action to "reboot."
   Phasewalk Circuit; You teleport up to 30 feet, leaving a ghostly hologram behind for 1 round. Creatures that attack you during this time must roll a d4 and subtract the result from their attack rolls, as their targeting is disrupted.
   Recalibrate; You reset a creature's core systems. End one condition affecting it (blinded, deafened, paralyzed, poisoned), or remove a level of exhaustion. If cast on a construct, it also regains health.
   Servo Surge; The range is Touch. Target construct or robot gains +10 ft. movement and +5 advantage on Agility or Dexterity saving throws until the start of your next turn. If used on a non-construct, they instead gain slight twitching, giving -5 disadvantage on Stealth.
   Auto-Forge; This spell duration is with Concentration or up to 1 hour. You conjure an autonomous drone or robotic helper that can perform crafting, repair, or retrieve tasks. It has 10 hit points and simple AI commands.
   Magnetize Chassis; This effects one metal creature or construct. The target becomes magnetized for 1 minute. Ranged weapon attacks using metal (like arrows or bullets) have +5 advantage against it. Objects within 5 feet made of metal are drawn to it, making Stealth checks harder.
   Weld Flesh; You restore health to constructs or cyborgs by magically repairing joints, circuits, or plating. Restores additional health and removes conditions like paralyzed or prone from system disruption.
   Overclock; This effects one construct or techno-enhanced creature. For 1 minute, the target gains +2 to AC, can make one additional attack per turn, and has +5 advantage on initiative rolls. After the duration, it gains 1 level of exhaustion due to overheating.
   Nanite Swarm; You release a swarm of microscopic robots that either:
    Attack: Deal magical piercing damage in a 10 ft. cube (Dex or Agility save for half)
    Heal: Restore health to a construct or machine.
    Repair: Fix a mechanical device or system instantly (up to Medium size).
   Digital Mirage; You project a holographic duplicate of yourself or a creature. It mimics actions but can't deal damage. Enemies may attack it, wasting their turn unless they succeed an Intelligence save to realize the illusion.
   System Override; Target one construct or AI within 60 ft. It must make an Intelligence saving throw or fall under your control for 1 minute (as Dominate Monster but only works on constructs or sentient tech).
   Mech Ascension; You temporarily merge with advanced machinery or summon a robotic exosuit. For 10 minutes: Gain +4 on your Strength rolls. AC becomes +20. Gain a 30 ft. flying speed. Once per turn, you can fire a force blast (force damage, 60 ft range)
   EMP Lance; You fire a beam of volatile electro-magical energy in a 60-foot line, 5 feet wide. Each creature or construct in the line must make a Constitution save. On a fail, they take lightning damage and can't take reactions until the end of their next turn. On a success, half damage.

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Source: Dungeons and dragons: Honor among thieves..
Source for Diablo IV spells: Diablo 4 classes: All abilities and skills
here.
d20 System Reference (c) 2000-2003, Wizards of the Coast, Inc.
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
Rogue trader for psyker idea.
Enshrouded ideal by Keen Games.
Elder scroll spells by The elder scrolls online game.
Last epoch spells came from the Eleventh Hour Games (c) 2024.
SH, Larion studios, Caz and Kittymoo: the rest of it..as contributor.