Part 1b of spell listings
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.
Andrews special spells
The spells you'd do if you wanted to use the special modern spells in game made by Kittymoo and SH 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.
Andrew's special part 1
Shinobi Bite Down; One bite and death is certain.
Chewbacca Defence; Talk about Wookie lore to win via filibuster.
Honorary Conolel; Wins the war on hunger, as it causes the targets to feel hungry for a distracting 1d6 rounds..
Chop Chop Chop; Use high luck to compensate for a lack of Intelligence to save a life...add +10 to your luck rolls.
Truly; it's a lie so true that you seem to be sane. Add +6 to charisma rolls.
Blessed Amnesia; Gets rid of junk data.
Doggy Telekinesis; Breaks the laws of physics just to move stuff around. Can even be used to pull objects out of locked... Anything.
The Secret; The secret is focusing upon the idea to do and describe it as a cast or statement that the subconscious did. You always get what you want.
Lucy in the Sky; Calls an orbital barrage on the enemy ship... From a long forgotten Stealth Ship. The damages are either near crippling, causing the ship to not be able to do anything or the stealth ship misses. Roll a 1d100+luck to see if it hits, this is with a 50 or above rolled.
Stilling conversations; It works when you least expect it to work..all you need to do is focus and say things and the energy stills it.
Creating conversations; This is where you apply a bonus to your charm and charisma rolls of +6. Thinking to start conversation, you state something and its sparked.
Stealth Helicopter; It just makes the police go on strike. Only donuts can bring them back.
Medics healing Medics; Uses the most broken weapon in the game to survive anything.
Berwick; The effect of creating beer from nothing..be sure to get a glass or cup...as it forms by will into it.
Take and give; This is where you use energy from the actions and direct it by feel to do what you want if feel is there.
Focused idea II; This is where you think to focus and create by what you feel. Any damage or healing done by this is x2 the amount.
Ley effect; This is where you focus your thoughts to the leyline and gesture to create an effect, that could be elemental with x3 damage/healing..anywhere despite the distance.
Things Betwixt; This is where you cast a revenge spell that causes the targets to not get good results by the influence of the objects the targets has. Subtract a -6 to all the targets' rolls as its bad influence. Now you pay for shooting the bunny.
Resonance Cascade; I was the AI... Why were the four Clowns on fire? This casts fire on the targets you want targeted.
Hatsune Miku; Heaven over Heaven is force. AKA the great possession. The effect is subtle, your mind possesses the targets and then causes them to do what you want. Including kill themselves.
Drinking trick; Imagine you have bottles. Imagine drinking them. Imagine alchohol in your stomach. Materialize the alcohol in your blood. Placebo effect is 50%. If you imagine 2 bottles you can be as good as having drunk 1!
Yucks; Get Doofy or the targets so high he remembers there is no more work left to even do.
Strelok; "I don't know if what I did was right...". This spell makes a person doubt if what they did was right.
Commie Apartment; All I have is time. This gives your character 1d6 extra actions.
Worst Joint Ever; Asked to leave the Communist Party...this spell causes a smoking session that gives a bad ride and makes the targets in their minds do a joint that causes them physically to be out of it for an hour..
Tower of Peace; You die if you're Japanese...or the targets you don't like.
Mongolians with Dynamite; Gets past any wall.
Round Table; Declare world peace by talking about porn or what you like.
Cherub Rock; May the Buddha have mercy on your soul. This brings peace and no need to fight.
Electro Shock Fist; Makes them die like a Pig as they are electrocuted to death by x2 damages dealt per round. This costs 20% energy.
Dumb Ghost; Confuses the target into thinking the caster owns the house.
Wrath of Sithis; Makes the Listener wake up angry at one person.
Arch Mage Folly; Names the spell so stupid it always miscasts of the targets. It in miscasting, causes the targets to be effected.
Gray Fox Save; Uses an Elder Scroll to prove they were right.
Ultra Mega Destruction Beam; Never name a spell this. This spell delves deep to use the energy of a concentrated energy beam empowered by lava, that shoots forth the damage of what you target with this. This does x3 damages and healing.
Anubis; If you're not with me... You shall perish. This disintegrates the targets where they are that you want to target.
Hermes; Run faster than a crackhead. Add +10' to your walk/run speed for 1d8 rounds.
Crackhead Squirrel; This demon is the best distraction for 1d6 rounds.
Greasy Sweet; Talk to this bad guy that you summon to be nearby and you won't lose.
Greasy sweat; Makes it so your sweat is like grease and you can't be held.
WD-40; Makes it move.
Green Bird; Can only be cast with maximum devotion... You were shot, but it wasn't lethal.
Cheeseburger Hacking; Rob banks legally with Java.
Harriet Tubman; Escape the cotton field just for your skin to turn white.
Summon Butterflies; He don't know... So he chases them away. This distracts the targets with summoned butterflies that go away as they are chased or 1d6 rounds lasts.
Surrounded by the colours; You are the thing you tried to summon.
Holy Fursuit; Pick a thing and it explodes.
Alchemy Smithing Enchanting; Breaks the game to win hard.
Meepo; Causes your team to lose every time.
Robotic calls; This is where you make a call on telephone or cell phone and sound robotic on the other end.
Robotic control; This is where you mentally take control of the robotic being or call.
007; Remember me and you can sneak into The Oval Office. This effect allows you to sneak into any area and you won't be spotted by feel.
Painkiller; Resists all negativity like a bamboo plant. The effect is where you or your targets feels no pain for 1d6 rounds.
Andrew's special part 2
Projection of thought; Think of something and feel you project the idea at the targets, they feel the thoughts you project and give in to your need as you state it.
Deluge; This effect causes where you want the river in the sky to fall on the area you intend to effect nd put out fires.
Magic Rice; Throw it on the ground and they will never forget.
Whirlwind Strike; Spin with a sword to kill many things with x2 damage.
Elemental whirlwind; The effect is where you call the element into a whirlwind and it goes where you want, including through the targets.
Cheater; Don't lose your weapons or money when wasted or busted.
Item thought; The consciousness of the item you name to the DM/GM is what creates your needed thought. Mention what item you want to do things and what you want it to do. This is a mention to the DM/GM that describes what it does to you.
Goliath Hanks; Dog ghost... Why didn't you save me? This Dog ghost fights for you and 3d12+strength mod in damages. It is immune to damages and weapons. It has your stats except for the shape. This spell lasts for 1d6 rounds.
Stomp; This is a divination from the God of wild dance.
Lad Russo; Beats the shit out of them for ruining the train ride.
Immortality Potion; This is a terrible fate for the worst fire nation... But gives a soul...This is a potion made from water in a container, that causes you to be immortal and live a long time. You regenerate from any blow or attack. This lasts 1d6 rounds.
One Draw Slash; It must be sheathed before you kill them with a sword.
Matching; This is where you use energy and match the target that fights you so you neutralize them. Whomever is neutralized, is no longer wanting to fight.
No Plan; Use memory to bring them back...except they fight for you.
Negative control; This is where you make suggestions to the targets minds thinking/stating what you want to happen as you think of the targets you want to effect. Then you control the negative idea and actions and can make the targets positive.
Blitzkrieg; Take over France in a week. This is where the energy consciousness creates what you want, except its more concentrated in effect..so its x2 the healing/attack damages.
Return to Hylics; This returns t he targets to a land called Hylics. They disappear from where they are and shift physically to Hylics. The ultimate punishment for a Mime.
RIPPEN; Survive even suicide... It is a method divination... A true dark miracle.
Kojima surprise; This summons snakes to appear near the targets that are venomous and the targets either survive or they don't. Roll a 1d100+luck to determine the state of body. This is where a 50 and above gets rolled to cause them to die, a 49 or below is where they are prone by the poison to create what you need.. a nonmoving body. Snake... What took you so long?
Hexagram 39: Dream Police; Oh that car is the best for hallucinations. This is dream energy formed to act like police and it can do whatever you need to keep the peace.
LA Le Lu Lei Lo; Only a Patriot would even utter this...as it causes a patriotic act to effect what you want, think and as its focused its x2 the damages.
Don't Smoke; This stops the need to smoke for at least a year.
Crocodile Shit; Prevents abortions the Egyptian way.
Scales of Pittiless Justice; Souls have weight. The weight is what you want to be, this effects whomever you want so you or the targets are as heavy or light as you want. This is done by focusing on the cells of the body to cause the fat cells to dissolve. So any excess weight is gone, instantly.
Impossible Bone Test; 206 Questions... But no right answers. This causes the targets minds to be inundated with questions, think and they are distracted for 1d6 rounds. That's to the point of not doing anything at all.
R1; Let's you see tips and ghosts...
Green Cricket; Nobody can hope to squish me. This distracts the targets until dismissed and the green cricket leaves.
Plasma Grenade; Toss me. It does x4 the damage of plasma on the targets. This costs 30% energy.
Corrupted Monk; Makes Columbine look like a joke. This spell summons the spirit of a corrupted monk to do things for you. It is immune to damages as it uses its aura to absorb all damages as energy. However it has your stats except for 100% health.
Divine Dragon; Only meth can defeat me. This calls a Gold dragon to fight for you until you no longer need it.
The Pure Lands; Enlightened... But we still try to kill each other... This causes the party to be enlightened with a +5 to the Wisdom and Intelligence based rolls. If there is a Knowledge: skill, then there is a +5 to those rolls as well.
Karate Chop of Friendship; Recruit anyone to your side... Even if they don't want it.
False CPR; You can save them IRL... But in the simulation... Roleplay isn't crunch unless you think the game is manipulated by your mind.
Molotov Cocktail; This is where you put a rag into a wine bottle and throw after lighting it..and magic makes it x3 more fire damage. This thing seems weak in the simulation... But do you really want this thing hitting you over a fence?
Renamon; Not the best. This reanimates the bodies that were recently killed.
Skullgreymon that knows Ice Tomb; You win, you bastard. This summons Skullgreymon, that uses Ice tomb on the targets. It is with your stats and 100% health..
The attack effect; This is where you attack energy itself and the energy absorbs the attack to cause it on your targets. Simply stated, hack at the air or cast your spell at the air and air recreates it on the targets wherever they are. THat is including a wall as a target if testing it. In life its hack at the air thinking of the targets and the air causes the attack to reach the targets. This is interesting to watch. Think and you know what to do.
Hard apple cider; This drink summoned to hand boosts morale if you drink it by +2 to the morale.
The voice attack; State or yell the thoughts, then they are felt as though the targets were hit with a physical attack.
Andrew's special part 3
The Wedding Song; These are silver wings, these are golden eyes, these are floating clouds... Angel for Life. This spell causes a beautiful Angel to come to your aid. It has 100% health and your stats otherwise.
Dreaming Alone; And I feel that someone listens to me... Angel for Life. You are content so any panic is gone.
Fascist Nubia; Take over the world with Archers. This causes 1d6 Archers to aid you in a fight. They have your stats and 100% health.
Surprise Statue of Liberty; Boosts Loyalty in our darkest hour. Morale +2.
Pagoda of Happiness; Trade in your faith for happiness or Morale.
SCHOLAR OF GENISIS; You taught me everything about a poisoned apple. This makes use of a poisoned apple on your targets. That lasts 1d6 rounds with poison damage.
SCHOLAR OF EXODUS; It is now my duty to completely drain you. This causes your mind to drain the targets of energy.
SCHOLAR OF DEUTERONOMY; I travel through a tube and end up in your infection. You by energy cause with energy the infection of a sudden open wound, that opens on the targets and that distracts them with bleed damages for 1d6 rounds.
SCHOLAR OF LEVITICUS; And the candle dies. This snuffs out the candle of life of the targets. Instant death unless they resist the effect. If they do, then nothing happens.
SCHOLAR OF NUMBERS; Seven... This is the only lucky number. This causes +7 to your luck rolls.
NEW BEGINNINGS; Transmutes water into wine... But they will never believe you...
EZEKIEL; Get them aroused with white magic. The targets are intent on every word you say, this distracts them for 1d6 rounds.
THE END; Kill a man and you get their camouflage... What a fight!
Boink; Win by yourself alone on your turn.
Kimochi; Forces an emotion into the target by singing. State what emotion you want them to feel to the dm/gm, that's as you announce this spell that you cast.
Ariel Deathblow; Kill them midair... God allowed it.
Ghost; Leave no trace and win Camouflage from any emotion.
Cult; Spend a lot of money for a free t-shirt... Did I mention it is blessed?
Lucky Feng Shui NES games; Thank you for pirating our games. You get +4 to all game related rolls.
Flying Spaghetti Monster; He is in the center of the room at all times... He attacks your targets... Don't use expired red sauce... He has double your health and your stats otherwise.
Passed off Gate Guardian; Make no mistake... You either need Meteor Dragon, Reigeki, or Dark Hole... Otherwise you lose.
The People's Porter; 2,400 Likes? Regain next levels of hacked in energy. Regain your energy fully. This costs 20% energy to cast.
Hell's Kitchen; Makes them see you as Satan with a food handling skill of 10.
Andrew Diaz; The least scary ghost... Just kill him so he evolves. He attacks your targets with a ghostly version of your weapons and he has your stats with 100% health.
Ocarina; Turns air into morale...you gain +3 morale. Thanks hemp wick...
Go bag surprise; Forces targets to live to complete the mission that you set them. Say to the DM/GM what you think to set.
Frequent Flyer; Dude... You get to fly the most... You win...
East and West; You have defeated me with words, may we fight again. This spell allows you to state the right words to your opponents and you win.
Case Dismissed; I see no guilt in this world. You and your party are guiltless and do not get arrested.
Chinese Steel Worker; Oh you thought being a cop was dangerous...this spell adds +6 to all rolls.
Light another cigarette; Gives 1% Health even curing death.
Nice Apple Tart; Heals everyone in the party up... Restoration school.
Stone Age; Cudgel was humanity's first tool. And it may be its last, so why not master it? +10 to the cudgel or blunt weapon attack roll.
Color effects; this causes the color to effect the targets with an effect. Its yellow for hunger that distracts for 1d6 rounds, red for rage that causes bad thinking and increased strength of +5 to strength related rolls -4 to intelligence rolls, black for absorbing things for 1d6 rounds, orange for energy restoration, think as brown is for absorbing energy for 1d6 rounds, green is wealthiness or money deals favorable to you for 1d6 rounds, grey is magic resistance for 1d6 rounds and purple is poison that effects for 1d6 rounds. Mention the color to the dm/gm as you announce that you cast the spell on your targets (name the targets).
Poison Claw; A plant technique that can be taught to penguins... So fast and deadly the targets will be poisoned and stunlocked... But poison is the cowards weapon.
Suck on some socks and the socks are blackish; The sock effect is what the targets get as they suddenly quiet down and are poisoned. This lasts 1d6 rounds.
The rock; This rock causes by holding it and thinking to it to do what you want what you desire by influence.
Stop on a rock; This rock is what sets events that happened already to happen again unless its moved.
Any item; This effects any person near the item that you target..with what you want it to do as you think to it and it influences the action the targets experience what you want them to experience.
Double donation of monsters; Cards are $5 each... To give even one away is saintly. So add +5 luck per card given that you "get".
Keep going; This effect casts a moment the targets experience keep on going with what they do that they were interrupted from doing.
Interrupt; This spell causes a moment that interrupts the targets from interruption of what they were doing for 1d6 rounds.
Pyramid of Light; It might seem bad... But all we have is Time. This causes you cast a light pyramid from holding a prism with light shining through it. That is done to keep going with what works for you, that's as though you get an extra 1d6 actions per round.
Don't touch it; This causes the moment thjat the targets don't want to touch their weapons.
Withem; The effect of energy on the targets withers them by feel. Causing them -6 penalties on all rolls.
Estrangement; This causes the targets to distance themselves from each other or from the idea of combat. Combat over.
Disentangle; This spell does a disentanglement that detangles you from the area entanglement spell. You can now move normally without tripping..but you can still stumble.
Snake Strike; Roll for Perception and multiply by four. This is the damage you cause. Snakes wait for the perfect time to strike.
Andrew's special part 4
Caterpillar Rollercoaster from Chernobyl; Yuck. This causes radiative caterpillars that engulf the targets for radiation damages.
Rail hit; This is where energy damage occurs after a hit for 1d6 rounds.
NHO3; A restorative gas that forms in the air and restores you perfectly. Recover all health and energy.
Ascerb; Restoration of body, mind and soul. Recover all energy.
G-ascerb; THis is where you restore yourself perfectly with no troubles of all health.
Devaughn; Create as you go! This is where you find and get what you want.
Submenu; This causes the idea in your mind to not be observed.
Shampoo; Add 7 to Charisma until next hot shower.
Sock it; The number of socks you wear cause the same amount of hits the target gets.
Smoke from a mug; Pipes... Get 5th place in any race.
Boundless evergy; Cast this once and you don't need to sleep. All spells requiring a rest to restore capability to cast are castable again.
Restraint; Again the targets want to do it, but can't. It gets worse after that. They go mad and attack each other..
Military Weed; Makes you the best at Explosives and Science. Add +10 to your explosives and science related rolls or Modern things rolls.
As it left it came back; This allows you to lose something, yet you get it back if you want it back by finding it, being given it or buying it for cheap. It could fall off yet is found on the floor.
For the Rightious Man; Summons the ghosts of Nikola and Bart. They are immune to attacks yet can deal energy damage. They have your stats and 100% health.
Thieving Leperchaun; Give him a penny and he steals you a four leaf. Gain +5 luck. This can be cast once per rest.
Doctrine of Immobility; See all without looking, do all without doing. The spirit does what you need with its spirit hands and arms. Its a bit painful but it works.
Tokishita Kimochi; Any problem? Think triangle and you win.
Cherokee; We're the nice Indians. This causes a niceness to be within the targets. The moment is to cease to not attack you and your party.
It's a lasso; This causes the effect of the targets to not turn their attention away from you. It's a lasso; This causes the effect of the targets to not turn their attention away from you.
Everyone knockout; This knocks all targets out for 1d6 rounds by the will of your God.
Chalice; Its a cup! Its also granting immortality. So the moment you think its not effective, you are still immortal. Add "Immortal" as your characters age on the character sheet. This can be cast many times, yet you only become immortal once and after that you fully heal. Imagine drinking it to get an effect.
Never ending drink; Think to drink from it as you imagine doing the fact, its a cup you imagine holding and when you drink, you can drink to no end. Add +2 Morale. You may cast this once per gaming session.
DK mug; Wins all mug smashing contests.
Fake it!; Think about it if you need it, this causes the correct reaction and people believe what you say.
Bees Knees; Alchemy... Mix gin, lemon, and honey... Drink then report to Botany. Your cured of drunkenness.
Boom!; This is where you think of a fast moving vessel in the sky that goes mach3. Then.. boom! you hear a startling sound. This startles anyone that is your target, since they hear it and their attack is off by a -5 to the attack rolls.
Sound effects; This causes the right sounds, that manage to scare the targets into not fighting or they think of what you intended if they make their will roll.
Greater Heal; Wield a Saint's Talismand and shake. 80% hp healed each shake and can overheal too all health. White Miracle. You get a White Miracle by rolling a 40 or above on a 1d100+luck.
Two Baseball Juggle; Become a star by playing with baseballs in front of a camera.
Healing heat; This is where you feel heat and heal.
Healing cold; This is cold energy that heals .. amazing right?
Healing electricity; This is where the ohm feel from electrical areas heals you.
Area energy; Think about the energy of the body being fixed by the area objects..then is healed.
Healing Soil; Bless a square foot of diggable soil to constantly heal health and restore energy per round.
Thought energy; The thought is yours and you send it. The energy creates what you want on the targets. So you can think happy thoughts to pacify a target.
The thought; The thought is what the targets do. You control the targets actions.
The bed; The bed restores you as you lay on it. This restores you of all health and energy. This doesn't work for bedbugs as it kills all bugs near it.
The couch; Summons a six feet long couch. Anyone who sits on this couch will never come to harm and they get comfier the longer they stay on it. Say to the GM/DM how long you stay on it.
The transfer; The air is smart so it transfers what you think to where you think about from the aura. Either from you to your targets or from the targets to the aura.
Pointed thought; This effect is your finger pointing or shaking at a target or targets, that causes the thought you have to be transferred through the air as fire energy to strike the target or targets.
Mud Counter Attack; Balances out the chi energies of Pointed thought. A simple sling and you get them muddy while healing their wounds... Can even heal crippled limbs and lack of mana.
Shitzu attack; This is taking some shit quickly from the bottom and slinging it at the targets for 3d6+strength mod smelly magic damages.
Andrew's special part 5
Instant formation; This costs 20% energy. Think and know, then what you thought about is there. THis means you can find the idea as it exists, that you can buy or make yourself by the spirit guided by the soul. What you make appears in the inventory, if you have a bag or ring of holding, it will be there instead. You can form anything you want by this means.
Retarded Beer Hot Tubs; Enchant a shower into a magic well that sacrifices Wisdom to raise the worst stat you have. One for One, equivalent exchange.
Underwater breathing; The underwater breath is done through adapted lungs with gills that are simulated in the body.
Aqualung; An Augmentatinos spell that uses moss grown in the lungs to take air out of water using hydrolysis... The oxygen goes to the red blood cells while the hydrogen gets taken to the heart for fuel.
The transmussion; This causes the targets to transmit what they think and you get their thoughts as energy comes from them that you use.
Sophmore; This is a cool spell that allows you to get improved ability rolls by energy itself. Add +5 to all ability rolls.
Dream Crush; Makes the target -20% likely to score a success so if they needed a 15 to succeed they now need a 19 or higher to win.
Dream wave; This is where you cast forth dream energy, that makes the targets goto sleep and dream a little dream.
Dream wove; This is where you think of the idea, then the idea is woven into reality.
Dream weave; This is where you think and get what you can, that's as you want things and need them.
Buzzkiller; This is where you think of countering the action with an action of your own. So think and it is done as you make the targets not get effects off for 1d6 rounds.
Payment; The idea is this, if you get an effect you know it and you get paid for it.
Release text; This is a text that releases you from any condition.
Feeling; The feeling you get when you expect things to occur, the targets feel it and you don't. This distracts the targets for 1d6 rounds.
Sherberts; This causes the need for ice cream in the targets. That distracts them for 1d6 rounds.
Deep thought; The deeper the thought the more able you are to think. Add +8 to all intelligence related rolls.
The thoughts; The thoughts you have are the power to your spells, so you may add +6 to all magic related or focus rolls.
What if; This is a question to what you see if its real..this causes thinking that distracts your targets for 1d6 rounds.
Bidding war; You win the bidding war by the highest sustained amount.
Cloaking light; This trick of the light that you cause by willing it to exist makes you seem like a ghost. The targets are spooked out and run away. Roll a 1d100+luck and get a 50 or above to see if it works.
Thinking point; The idea is thought, what you say with the thought is understandable by feel.
Thought point; This thought you send to your targets, they perceive it as a vision and your thought is understood.
Really Big Eraser; Throws a giant magic eraser at the targets. When it touches them they are erased from reality like they never existed. Hits up to 3d6 enemies.
Unbanishment Miracle; Does their memory linger on? Bring any creature you remember that you want restored back like they were never gone.
Banishment effect; This effect causes the targets you had in mind to disappear like they never existed by they power of the creator.
Sub suggestion; This is the effect of causing the subconscious mind through suggestions, thinking it is to do what you suggest to it.
Knockover; This is a point you think to create with the energy wave sent from the aura. That knocks over the targets.
Erased; This causes the mind to make the subconscious erase the target of all thoughts. Being mindless, they don't do anything for 1d6 rounds.
Andrew's special part 6
Mention II; Mention something that you don't like and the subconscious blocks it out. Things like damage and spells you no longer want. You simply aren't effected by it.
Descent into Insanity; You lose, but you get a free T-Shirt for your next character.
Orange gas; This causes the targets hit with it to reduce to orange jellies that dissolves into nothing.
Really strong cigarette; So strong that one puff will make you overdose on Nicotine and die.
Coffee spiked with no doze; Take a sip and roll a 1d2... If it is a two... You don't overdose and perish. You'll stay up all day, energized at 100% energy.
Spell one; Makes the black cat hop into a $200 water cooler. Bad luck of -5 luck to your targets.
Spell two; Makes a spiritual raiding party that effectively works for you. There are 1d6 Ghosts that attack with energy damage and has your stats and 100% health at the targets.
Spell three; The targets get things done by feel and each time they do, they give you the experience for each success. This is 500xp per successful idea done.
Spell four; The targets get nothing done for 1d6 rounds, the targets effects are nullified by an unseen force. This means you get a few rounds free actions.
Spell five; This is a moment that lasts forever yet ends on a point of fact. This is a black cat that distracts the targets till you no longer need them distracted.
Spell six; This causes the targets to get drained of energy and tired for 1d10 rounds. They have a roll of the DM/GMs dice of a 1d6 where 1-3 is fall asleep and 4-6 is stay awake. They get distracted from what they were doing for 1d6 rounds.
Spell seven; The point you think is the idea you create, this is on dimension ten so think about the idea and its created by needs being understood where you want it.
Spell eight; The stopping point, your targets are stopped in their tracks by an unseen force wall.
Pleasure; Your targets arrive to Cloud Nine right below Heaven... They don't care they even lose because they are so happy here.
True weight; You by suggesting it become your target weight by feel, that's instantly with the time change done by the subconscious.
Stray cats; This causes cats to come to the area and if you feel them they multiply by 1d6 cats. They serve as your pets.
Cat litter; This is where you cause an illusion of a cat litter to appear in the area. Seen by the third eye, they are distracting away from the area the targets as they run away to the "safe" spots.
Stray pets; This causes you to know the stray or wild animals as "pets" that you think to be where they are. You are guided by them as they exist and they are where you need them to be. You know them by how large they get, as you see or sense them you will know what they are.
Bounce shield; The spell calls upon nature to bounce any attack and effect back at the attacker.
Laws of Chaos; Leaves all targets in disarray. So much happens to them, that they get distracted from doing things for 1d6 rounds.
Photon Torpedo of God; Press a red button that appears in hand for 1 minute and get 1 billion kills. After 1 minute passes, you don't notice it disappearing.
Nightvision 100; A constant charm that lets you see in pitch blackness as if it was daylight.
Restore Mana 1; This costs 10% energy. Just wastes your mana every time you cast it... Good training though. This causes you to restore whatever energy you cast forth.
Restore mana 2; This effect causes you to be restored twice the energy you expend on this cast. This costs 20% energy.
Restore mana 3; This effect causes you to be restored Three times the energy you expend on this cast. This costs 30% energy.
Restore mana 4; This effect causes you to be restored all energy you have at max. This costs 30% energy.
Transmute; Turn one object into any other object... A sword, a rock, a bag of coins? Anything.
Grid View; See the wireframe meshes this world is made out of...like lines, triangles or squares.
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Liquid Sound; Energy creates a yellow substance that when consumed cures Silence letting you cast spells again no matter what... It is surprisingly cheap to make, basically being happy water, but beware... If you pour it in your ear the sound will never go away.
Hobo in my room; If you ever feel lonely then cast this and a Hobo will be found in your room... Roll a two on a 1d2 and he will be hostile... But roll a one and he will be tame and even give you a free potion that is made of what you desire.
Angry Pepper; Initiate combat with the power of a simple taunt.
Ghost Pepper; One bite and you turn into a ghost.
Tai Chili Pepper; 100K scovilles... And I can eat handfulls... If you take a bite roll a 1d5 for each one you eat... If you roll a one on any of the dice then you forget how to breathe and you didn't survive the heat. If you cast this on your targets, you create the effect of these peppers on their tongues. If you roll a 1 on a 1d5 you killed them.
Infernal Pepper; Roll a 1d20 and interpret the Z levels to decide where you teleport to next. a 1 and you end up in the cold parts of Hell. 10 and you recall and give up on your quest. Nat 20 and you get to go to Heaven without dying... But get a seven and you get to be in The Iron City of Dis.
Quantum immortality; Think to shift by the soul shift as a transferrance and you end up somewhere else in another dimension as you need to be there..no matter what happens in the other dimension, doesn't always happen in the one you came from. Your soul knows what is safe to be in. This makes you "immortal" by feel. Even if whatever bad happens in the one that you came from, that won't happen in a safe dimension without conflict.
Unplugging the Machine; You think to unplug the machine but you still die...
Our "field" inside corrosion; That's remarkably shadow's ray.". Just pull the string and the puppet speaks to you.
Belle Sculpt; This sculpts your body with muscles. Add +5 to all strength rolls.
Wity; This is where you think about an answer and get it right as you state the right things. Add +5 to all charm and intelligence related rolls.
Dismissal; This causes the targets to dismiss the thought and ignore the situation at hand.
Spare the dying; Stabilize the dying target. They survive with half health.
Jabroni; Think of the targets as you cast this spell..then they don't care to mind you.
Jaroni; This is a jar of queso that is used to make macaroni n cheese..that you make. Add +30% health.
Humiliate; Think of the target as you cast this spell. They in their mind are put in teir place and become docile. No need to fight by them. You win.
Energy blow; This is where you create a blow of energy that detriments you from attempting things. It may attack your right eye spiritually. So 3 hits and the targets' are blind.
Energy Suck; Drains all of targets energy. Doubles your power too by doubling your energy.
It'll pass; This makes you pass your test or your problem doesn't exist.
Pseudo limbs; These are limbs that take the place of some cut off limbs.
Fake limbs; These are limbs that seem artificial, yet are energy projecting from the body that look like real limbs.
Limbo; This is where you send the targets to Limbo and they disapoear from where they are. Fight over.
Paid for it; What you do, this spell causes you to be paid by the targets, that means you get what you want unless they think it too much.
Fake Limbo; This is where the spell causes the targets to get delusional, that's done by energy making the condition for 1d6 rounds. They feel so good that they don't want to fight.
Rasputin's Ghost; Survive anything and I mean anything, including a nuclear blast.
Westernizer; Blend in no matter where you are. You aren't note for crimes.
Prudence; Always get the best outcome. Add +10 to your luck. This costs 25% energy.
Crime; This spell causes the criminals to get erratic and make mistakes enough to get caught. Including attack each other in their group. Proving crime does not pay.
Speaker; This is where you make a speech to effect the attitude of those spoken to by feel. This is to teach as though thought were the lesson. Add +5 to charm and charisma rolls.
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Fighting with words; This causes whatever you say or think to become a spiritual blow to the targets. This deals spirit damage to the targets.
Decoy Octopus Cant; This spell causes the targets to see an illusionous octopus that disappears as its not needed. There is a 50% chance to distract the targets with the octopus. Roll a 1d100+luck and get a 50 or above to successfully distract them with the Octopus.
Food in thought; This effect allows you to use the food and drink you imbibe, thinking to create an effect.
Long Range Artillery; Makes you shoot double far.
I shake your hand; Fixes Internet.
I did it; You find the right need and desire to get what you need.
Hellblast; This is what occurs, when you focus hellfire to blast the targets with x3 the damage.
Oblast; This is where you think about blasting the targets with sunfire..for x3 the fire damage.
Unseen Snare; Stun a target for 3d6 turns as if fishing wire entangled their legs.
Unseen trap; This is released by thinking your released as you imagine the trap being unset, yet can snare any target you desire and that is trappening the feet of the targets for 3d9 turns. This is with a energy trap on the ground the targets run across..imagine setting them and its done.
Eagle Eyes; Spots all traps, even the blessed nuclear landmine.
Unset traps; This is where you imagine the trap being unset, then the trap that's set even if energy based no longer effects you.
Booze Hound; Eliminates all down sides to all drugs until next long rest.
So what next; This is where you get to know what will happen next. (The DM/GM makes it up..and maybe determines the action by dice roll.)
The action point; This is where you roll a die of 1d10+luck and get a 5 or greater to get a result. The result is what you want to happen or describe to the DM/GM. Otherwise it takes a free action to do.
Winning point; This is where you don't even have to fight, think to project yourself and you won the round. No need to fight in life.
Won action; This is where energy creates a winning point.
This is it; Think of a point to do, and you create it by energy consciousness creating it by your will that the consciousness of energy perceives that you need.
Things done by feel; Think and its done, this is where you think of the feeling to create a result that you describe to the dm/gm.
Pink Paint; Take all the red paint, take all the white. Cover your neighbor at least energywise. It'll be alright.
Paint over; This seals the ghosts into the area beyond the paint. They may not leave it.
Ariel death stroke; Kill them by inducing a stroke using sun energy amped.
Focus action; This effect of speaking causes the idea you have to exist, that is with focused upon idea to make it occur.
Bounce attack; This is where you throw a formed by thought ball of elemental energy, thinking to bounce it on a surface and hit the the targets.
11 o'clock concept; This is where you come up with a way to get things done. You describe the idea to the DM/GM and it is done.
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Whales; This spell causes the targets to not want to move and eat too much. In the end, they gain instantaneously some blubber fat. A unwhales undoes it.
Bubbler; This spell makes the targets noxious with gaseous release. They are so noxious, they are sick to their stomachs. The targets are distracted by sickness, for 1d6 rounds.
Porphius; This causes the targets to act like a dolphin, where they have potion control and lose all extra weight. The targets get very active and willing to help you out.
Beached whales; This effect causes the targets to gain in instantly gained fat. They do not want to move for a long time.
Water change; This is mutation of the body causing the result of which you want. A change of shape or ability. Focus upon the idea to make as you drink water. The energy of the water or drink creates the effect of changes in the DNA of the body itself. This is fast yet repeated attempts will give greater results.
Thinking; The point is abstract, if you think about it it fades away. It can be what you don't like.
About; This causes the targets to receive the blows that they would put on you.
Bloebert; This is where the targets start blowing air through their moths and doing nothing for 1d6 rounds.
Dead bird; This causes your targets to touch a dead bird with Avian flu. Its deadly and can transmit itself on touch to the targets. This sickness passes after 1d10 rounds. As it effects the targets, it causes them to sneeze up a storm and they get targeted for lightning damages. That's as long as they are effected by the flu.
Gettance; This means the targets don't think to do things by feel for 1d6 rounds. They are easily directed by suggestions from you. Their subconsciouses are "hearing" what you say and need and causes them to do it.
Room temperature; This spoken causes the room to be whatever temperature you desire. Mention it to the DM/GM to effect it.
Listerine; Think to apply an invisible force. This force is listerine and cleans anything that you desire to clean.
Edifus; This effect is the only effect you can get from the game, that makes you find food given to you. You describe the food and you get the food that is needed to survive.
Breathing reaction; This is the effect cast with 15% energy. The idea is to trigger a reaction, that reaction is a point you notice the targets doing. The reaction is deadly to themselves, so they are dead by instance and that's breathing suddenly toxic air from energy. The fight is over.
Wrong turn; This is where you went wrong and got bad results. Cast this on the targets, then they suffer energy blows as an attack from a summoned ghost.
Money; The money spell is variety for fun, whatever deal you have is gaining you money for doing things for others. You gain x2 the money for levels 1-9. X3 the amount of money for levels 10-19. X4 the amount of money for levels 20-29. X5 the amount of money for levels 30 on up.
Moneyfus; This effect causes you to gain funds paid by the government. The set amount is determined by the GM/DM. Otherwise, rolling a 1d20+luck means rolling a 5 or below is 300 in funds. Rolling a 6-10 is gaining 600 in funds. Rolling a 11-15 gains you 900 in funds. Rolling a 16 on up is gaining you a lump sum of 1200 in funds. The funds could be gold, platinum or dollars.
Fess; This causes the targets to confess to people, what would get them in trouble by the admittance.
Fester; This is where the targets touch themselves and fester up with illness. That illness consists of bumps on the skin. This illness distracts them for 1d6 rounds.
Reset; This is where you cause the computer to reset itself. It can be done magically from anywhere.
Deconsis; This effect makes any consistance not happen. A consistance is continuing on with things as a form of insisting on things.
Deset; This is an effect of making the allies and yourself or your targets not hungry.
Set; This makes the target hungry. They are distracted by hunger for 1d6 rounds.
Seek; The way is clear, find your way to the area you want to be in.
Seet; This causes seething in the target to the point of not wanting to do anything against you.
Heet; This effect is treatment by trace chemicals to repair the car processing of gas.
Focus area; This is where you focus upon the thoughts of an area, then think an effect to occur it by the power of the soul.
Right way; Whatever you do, everything is done right for you and everything goes wrong for the targets. Add +10 to your rolls and -10 to the rolls of the targets.
Wrong way; Whatever way you do things, you succeed at it even if its wrong. Add +10 to your rolls.
Freed energy; This effect causes you to break an artifact or item such as a piece of paper and make use of its freed z particle energy to cast a spell.
The artifact; This effect causes you to use an item, such as a piece of paper as energy to cast a spell.
Beam of elements; This is an elemental beam where you think of the heat sphere forming in-between your forefinger and thumb condensing into a condensed energy sphere. Then it is being formed by focus. Think to state what element it represents and will it to send forth a beam of colored energy. It sends a beam outwardly towards the target instantaneously hitting it wherever you intended to hit. This is with red energy for fire that combusts things, blue energy for water that leaves a watery smudge and smothers things. Light blue energy is ice that leaves a cold feel as you imagine it turn light blue. Ice damages with cold effects as it slows down the targets to 1 action per 1d6 rounds. Brown energy is the earth that smothers things. Air is white colored and its beam can punch right through the targets. Poison is green colored that has 1d6 lingering effects of each additional round being poison damages. Acid is yellow colored that is eating away the target per round for 1d6 rounds.
Unity; This effect causes people to come together and fight off a threat with a+5 to all rolls. They have your stats and 100% health. You draw 1d6 of them for levels 1-9. You draw 1d8 of them for levels 10-19. You draw 1d10 of them for levels 20-29. You draw 1d12 of them for levels 30 on up.
Unite; This is a banner effect, where an energy banner seems to exist and call upon the area people and animals to fight for you. They get a +5 to all rolls. If animals, they have your stats and 100% health. You call 1d6 of them for levels 1-9. You call 1d8 of them for levels 10-19. You call 1d10 of them for levels 20-29. You call 1d12 of them for levels 30 on up.
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Disaster spell; this is where you think about the disaster effecting the targets and then they lose power or something else goes wrong..there is a -5 penalty to all rolls by the targets for levels 1-9. -10 penalty for all rolls by the targets with levels 10-19. -15 to all rolls don by the targets for levels 20-29. -20 penalty on all rolls done by the targets at levels 30 on up.
Backup batteries; The power is restored to normal as there is batteries of power.
Generator; This is where you power the effect by powering the device with a backup battery.
Successful II; The moment is a success no matter what occurs with a +5 bonus to all rolls of the party. +10 bonus for all rolls by the party with levels 10-19. +15 to all rolls done by the party for levels 20-29. +20 on all rolls done by the party at levels 30 on up.
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 on a rolled 2 with a 1d2. On a rolled 1, they receive a -5 penalty to their rolls.
Murphy's law II; This is what a hex will do if focused. 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 where all their attacks effects them and they die from it on a rolled 2 with a 1d2. On a rolled 1, they receive a -10 penalty to their rolls.
Murphy's law III; This is what a good hex will do. Don't mention it or it could go wrong with this spell if you don't want it. 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 immediately from mishaps. This is where all their attacks effects them and they die from it.
Kangaroo Carrier; The targets, if they are Nazis... Australia wins by default.
666 Decibels; This causes an ear shattering screech, that shatters the targets weapons as its focused upon them. They are deaf the rest of the battle.
Meth Bees; Shoots African Hornets out of your left hand... Drains mana like a son of a gun. A strike of the bees transfers the same amount of energy, as the strike from the targets hit to you.
Anti-libel; This effect causes any lawsuits to drop away from you.
Anti-lawsuit shield; This instructs your aura to do the right things as a shield effect that makes you avoid lawsuits.
Anti-toxic; This effect causes the targets of it to no longer get toxic no matter what from what they do.
Shell of protection; This effects the item and creates a shell of energy, that protects it from doing wrong or getting harmed.
Created effect; State what you wanted as you need it and it self-generates itself from energy by itself.
Two of Things; You get one...this is where you state two idea and roll a die, on a 1 you get the first one, on a 2 you get the second one.
Creator shield; The creator absorbs the energy effects from the attack and uses it to create things. Nullifying any attack sent at you.
Marijuana Coma; Wake up dude... Who is The President? This spell puts the targets into a coma from induced marijuana energy that their body absorbs. End of fight.
Drug Coma; This spell puts the targets into a coma from overly induced drug energy that their body absorbs. End of fight.
Sleep effect; This induces enough sun energy into the targets that they fall asleep. If they make their will save, they feel like eating too much and energizing themselves that way to stay awake.
Drugs; See the shit I'm doing? This causes a need to do drugs in the targets. They are distracted until they get a drug in their system.
Blissey; This is where you think sleep and send the thought programmed energy towards the targets, thinking to cause them to sleep for 1d8 rounds.
Libellity; This effect causes the target to be sued for what they did and they send you the money to settle.
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Riptide; This special spell creates a tide of energy, that rips through the targets.
Riptide II; This uses energy backlashes that rip through the targets as it is directed by the subconscious through suggestions. This deals x2 the energy damages and costs 25% energy to cast.
Choose from 3; Name three things and you get one of them. Roll a 1d3 and get a 1 for the first one, 2 for the second one and three for the third one.
Maximum Luck; The focus upon having luck increases the luck rolls by adding +10 to its results. Even if you roll a 1 you succeeded.
Water spray; This effect causes you to summon water that sprays outward in droplets from the hand at compressed speeds, think and it strikes the targets for x2 water damage.
Water spritzer; This effect creates by the touch of a spritz of water a change of attitude in the targets. This effect causes no need to fight, fight over.
Testing; This effect tests if the target has magic and can control it. Otherwise you use magic to test for conditions that represent a disease.. On a rolled 2 of a 1d2 you know what exists.
The Drug; This effect creates the right drug in the blood stream that does what is required. This includes putting the target asleep, instantly.
O'donnel; This is a person that exists as a ghost and sounds like an Irishman, and summoned has your stats and a ghostly version of your weapons that deal energy damage. He has 100% health. He does what you need him to do including possession and control of the targets.
Cunk; This causes the female targets to seem to grow a male private part and distract them by feel.
Shadow spell summons; This works by summoning your shadow self that has 100% health and your stats otherwise. It's easily defeated by shining a light at it. It does what you want as you need it done. If your shadow appears on casting a spell, the shadow's spell depends on the school of the spell you cast. Spells that have more than one spell school will randomly pick one of the schools to choose a shadow spell from.
Fire Magic: Shadowball (like Fireball, but irresistible)
Ice Magic: Creeping Shadow (like Creeping Frost, but irresistible and with less range)
Earth Magic: Shadow Shard (single target, high damage projectile)
Air Magic: Shadow Tempest (targets 30-50% of all visible enemies + 1 with smite-targeted damage that can be dodged)
Alchemy: Shadow Prism (like Fulminant Prism, but is harder to hit and doesn't damage allies)
Conjurations: Shadow Beam (penetrating beam)
Necromancy: Shadow Draining (3x3 explosion centered on the shadow that ignores AC)
Summoning: Shadow Puppet (summons an ally with your stats and 100% health, this ally is with swoop/flank/constricting attacks; damage scales with spellpower as +1d10+strength mod damage per every 5% energy cast; summon cap of 3)
Hexes: Shadow Torpor (penetrating beam that applies irresistible slow; lasts 1d6 rounds, and causes the targets to move at 1 action per every 1d6 rounds)
Translocations: Shadow Bind (applies a bind effect to a random number of enemies, preventing them from moving for a short duration).
Blood transfusion; This is what uses a hand and focus, then the targets' blood energy is transferred to you as energy. 75 STP is drained from the targets to do this.
Stopping point; This is where you cast forth energy to "stop" the targets as they halt their movements for 1d6 rounds.
Solve Coagula; If at 50% health or lower you may use this to be at 150% max Health..
Shadow blast; This summons a showy fire that awes the crowd..and projected forth as a ball of fire creates a shadow fire blast in 40' radius..
O-blast; This causes a blast of firey energy to effect a target range of 50' radius for x2 damages. This costs 25% energy to cast..
M-blast; This effects the area of 60' radius with a firey sun energy that blasts the target area with x3 damages. This costs 30% energy..
Charged blast; This effect is where you send out energy, think to blast the targets and it blasts upward from under the feet of the targets. The effect is x2 the damages normally done.
O-bust; Causes police to come to the area and frighten off the criminals or they get arrested...
Scenteroni; This is causing a good scent of pepperoni pizza to manifest in the air, that's near the targets and distract them from attacking you as they wonder where it came from..for 1d6 turns..
Shadow force; This causes a shadowy force to make radiant damages on the targets..
Shadow being; This causes upon your stabbing yourself through the heart, thinking to become a shadow being as you will the result. They are considered a dark shade that is resistant to fire and ice. You recover yourself after you no longer need to be a shadow being. Willing yourself to undo the stabbing and you recover in moments..
Shadow scent; This makes an alluring scent from the shadows, that effects the targets by distracting them for 1d6 turns. They no longer want to fight you and instead find the source of the scent.
Ion blast; This causes focused Ionic energy to blast forth with radiant damages on the targets and you heal by its area effect..
Shadow heal; This causes you to heal if a shadow is nearby. The effect is the shadows energy restores you fully. This costs 20% energy to cast.
Priest oath; This causes the targets mind to perceive a priest, that makes them oath to what you want and not attack you or your party. Combat over. This is a cheese spell, so use it if you must.
Good oath; This causes the targets to perceive a priest, that oathes them to be good for now on. They desist in attacking you and helping you instad. Combat over. This is another cheese spell, that changes the minds of others.
Bad oath; This is where the targets' minds perceive a priest, that oathes them to be bade into doing what you want if going to do bad. Think of what you need them to do and they will do it, that's as though they psychically perceived the thoughts you had for them. If in order for this bad oath to exist, they need to do bad.
Working condition; This is where you do the rights things and the machine works with your energy. This makes a machine work, no matter what occurred to it.
Working condition II; This is where you do the rights things to work and the machine works with your energy. This makes a machine work, no matter what occurred to it.
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Iron Oath; This spell makes the illusion of your father and his personage causes the targets to do the right thing, not fight. //Listen to your dad.
Gold Oath; This spell will cause your targets to see in their minds an image of their mom. She talks to them and says what is needed. So they no longer need to fight. //Listen to your mom.
Black feet; This causes the targets to not being able to move..for 1d10 turns or they make their will save.
Goal-oriented action spell; This spell style is where you create anything with an idea and focus upon a goal. Keep in mind the goal and think of a need, feel the need and you create what you wanted.
2nd wind; Thinking and needing energy to return to you. This uses energy that the soul absorbs from what heat is around you.
3rd wind; The effect of drinking and eating something to recover your lost energy.
4th wind; The conversion of wearyness and other energy. This causes a 4th wind effect, that uses your weariness or whatever you want like a disease. That's as a source of energy to make a full recovery of lost energy. Whatever you convert is gone and in its place is the renewed energy. You may use this to convert ideal as a source and this is several times.
Casper; This is where you send your spirit to the area to haunt the place, think and be friendly as you "help" out the targets to do what they need..in itself.
Aligning accuracy; This spell causes accuracy and good edge alignment, add +20% damage per hit.
Winnnd; This causes an energy wind, that is a combination of your body energy, the aura energy and the area energy including the targets. That only blows the targets away. This blows the targets the distance of a die roll. Roll a 1d6 to see how far. Rolling a 1 means 10 feet away, 2 means 20 feet away, 3 means 30 feet away, 4 means 40 feet away, 5 means 50 feet away, and 6 means 60 feet away.
Salamander; Burns the air...around the targets.
Chaos Fire Orb; I guess I'll still be around... When they burn, burn it down. This causes you to form from chaos an orb of chaos fire that you think hits the target to burn them for x3 the damages. This takes 30% energy.
Trance; This zones out the targets and makes them do nothing. Levels 1-9 causes 1d6 rounds zone out. Levels 10-19 causes 1d8 zone out. Levels 20-29 causes 1d10 rounds zone out. Levels 30 on up causes 1d12 rounds zone out.
Snap; My implanted command to relax. The target/s relax by feel. They no longer feel like fighting you.
Snap back; After a point of arguance or biting words, the targets become relaxed. They no longer feel like fighting.
Snap out of it; This causes you and your party to snap out of the conditions you and they are in. You remain untouched for 1d6 rounds.
Rechange; This changes the body as its energy and reforms it. That is energy that's making into what you want it to appear like and weigh.
Free info; This is where you create an exchange of idea that is free and doesn't cost you.
You'll live forever tonight; Grants the caster an extra 12 hours of lifespan.
Dark matter energy manifest; This uses directed by will dark energy to make things happen with dark matter anywhere you want to create the idea as a result.
Dark matter nuke; This uses directed by will dark energy to make things happen with dark matter in a concentrated focus anywhere you want to create the idea as a result of a blast. This deal x3 energy damages if will save and incinerates the targets if they don't. Anyway, if they do or not, its still allot of damage. This costs 30% energy.
Light Matter Nuke; A massive Miracle that overheals an entire city or three. This creates radiant damages x3 to the targets and x3 healing to those that don't fight you. This costs 30% energy.
Earthly Pardon; Put your hand on the ground and call the entire Earth as your witness. You don't have any bad effects upon you.
Cursed nuke; You curse the land area to destroy itself. Anything on that land part is gone.
Holy nuke; This is where you call upon your God to create a nuking effect only on those you want effected. This deals x3 damage to those that make their will save and incinerates them otherwise. This costs 30% energy.
Project Ivy; Allows creation of the biggest of nukes... If you cast this you can bend an entire planet to your whim. The planet does as you wish and things work out by feel for you. You can deal x4 energy damages to the targets you have in mind if they make their will save, and if they don't the targets are incinerated instantly.. Otherwise, you heal x4 the health you normally would heal. THis costs 40% energy.
Nuclear pellets; These pellets you throw one at a time, they detonate upon impact and form by feel. You toss them one at a time, they are shifted by spirit to hit the targets by the power of the creator. The energy does what you want as you feel it's necessary. So feel the energy from nucleated force into energy pellets to be thrown into the area of effect. They deal x3 the damage if the targets make their will save, if not they incinerate the targets you want effected. You get 1d10 of them and this costs 40% energy to cast. If you're immune to radiation you can negate the damage. They effect an area of 120'. If you wanted a real cheese spell, this is it!
Healing wave; This effects those that you want healed, that's a wave of energy cast by dark matter creating the healing. Its a wave of energy, that radiates in a circle all around you. This costs 30% energy as it heals x3 the health restored normally.
Wave of hurt; This effect causes wounding and death by projecting forth your death and decay energy, that's in a 360 degree wave projected from your aura in a circle towards the targets you want effected. Since it uses dark matter to cast it forth, it deals x3 the damages of degradation.
Wave of pain; The aura spreads in a 360 degree wave of energy programmed to cause pain to those you want to effect. This lasts 1d10 rounds and distracts the targets you wanted to effect. That means they do nothing.
Sheer Agony; Cuts Health % in half twice leaving them with 25% Health remaining. They are prone to do nothing the rest of the fight.
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Dedicated strike; This is where you cause by energy where you think about it, a weapon strike or air blast that pierces through the target. That means any piercing or energy weapon gets through armor. Add +10 to your Attack roll.
Troll Science: Terminal Velocity Survival; Did you know if you jump off a chair at terminal velocity, you will jump and cancel out the fall damage?
Grandma's Bathroom Heater; Turn the nose and that air gets burnt around the targets. Good for bad smells and a warm feeling.
Walk that way!; Roll a 1d12, where the dice roll is equal to the direction. This means the 12 directions are: four cardinal winds (1=N, 2=E, 3=S, 4=W), four "solstitial winds" (loosely speaking, 5=NW, 6=NE, 7=SE, 8=SW), two "polar winds" (roughly 9=NNW, 10=NNE) and two "non-winds" (11=SSW, 12=SSE).. Thinking to determine which way they should walk forwards forever... Basically ending combat since they run away forever until hitting a wall... Then they get stuck... If they walk off a cliff or into deep water or lava and or magma... Well they have a nice Fall, drown, or turn into a puff of smoke.
Ability ignoring; This spell makes whatever you do to be ignored until the battle ends. You always get the surprise on the targets. It is done in an end point.
Platforms; This effect causes platforms of energy to be formed spiritually, connected by stairs. These platforms create whatever spell you want on whomever many you want, that's if you have the energy to cast it using the platform energy. The higher your spirit goes, the more energy you have to work with. There is 30% energy per platform and +30% per each additional level. So the math is platform level*30%. The max level is your int mod+charisma mod. This costs 20% energy to cast and 20% per extra platform level.
Interest; This is the effect of creating interest in something in the area near the targets, think and that distracts them from the fight for 1d6 turns.
Atomic bullets; This is where the energy particles are rejected from your aura that come to it. They project themselves outwardly to "hit" the targets with particle projectile damages like an atomic bullet.
Aul; This effects the area and targets with energy absorbed in the aura, think about the effect and it is created as an element effect you decide to create with it.
Item shield; This effects the item as though what the targets project towards you, this is energy redirected into being absorbed as energy to the item. That's as you hold the item, thinking it absorbs the energy that is projected towards you. No elemental or energy damages are done to you yourself. This can be any item, including a pen, a weapon, a shield, a piece of paper or a badge. The extra energy to the item makes it glow, so it could be as though a light source. This lasts for as long as you hold the item, think for it to absorb the energy strike. That's what a shield does, as the aura absorbs the energy blows as energy to you. This doesn't effectively work for physical damages. You can't overwhelm the item though, the extra energy is easily shifted off by being a light source.
Energy casting; This effect is where you cast forth the excess energy in the aura at the targets. Dealing energy or the elemental pick as damage, that you choose to strike them with by feel.
It is; It's done as though an effect, your aura absorbs the energy as its an effect you don't like. You recieve no damages. This doesn't work for physical damages.
Absorption; All the noes (negative energy) and other energy you don't like are absorbed into the aura as extra energy that you may cast forth, that's as though an elemental pick you want to effect the targets with by feel.
Multi-weapon strike; This effect is where you create an effect of energy damages, that's at all the targets by attempting to use your weapon in the air.
Phasing; This effect causes you and your items to turn into energy that passes through walls, doors or items in your way. You and your items turn back to being in a solid form, after you stop focusing upon doing this effect.
Attack phase; This is where your spirit phases the attack or spell effect onto the targets. This lasts 1d6 rounds.
Overpowering focus; This effect causes you to channel your God's energy at the targets, think and it overpowers the targets making them miss their attack as though they were prone for 1d6 rounds.
Feel to relax; This causes you to change the feeling of a hit to become relaxation. No damage taken from it.
Pain into Pleasure; Uses Intellect to convert any pain no matter how bad into pleasure by tricking the brain into releasing Dopamine when it should be releasing Cortisol.
Imagination shift; The shift of the body to the imagination, you do by thinking about it. Seeing yourself where you want to be, then you shift to imagination and your there as you shift back.
Physical shift; You think of the place to be in, then the soul shifts you physically there.
Not going to wake up here anymore; Fall asleep and wake up in a random bed of the DM's choosing.
Thinking tank; This tank allows you to think about the ideal that comes to you by feel to do.
Brain in Tank; You want to win the Prizefight? Well the only winning name to this day is Tank. You telepathically talk to him and get pointers.
A Cosmic Confluence of Pyramids Hologram; Summons a real and hologram mobile Necron Ziggurat to storm their base with your base... Fires pure energy at the foes dealing massive damage. And if they die? They join our ranks as Zombies.
Undefeatable charm; This is a positive hex, that creates the conditions where you are undefeated no matter what you do. This is defeated by making the targets effected by this charm think they can be defeated. This causes the subconscious to create that condition, think and they are defeated by what they do or did.
Staging Music Murder!; This means it was the woman's fault for she did tempt me... Redirect all aggro on targeted female.
Undefeated; This is the Buddha mode where you survive, no matter what happens. If your Health goes to 0 it ends up as 1.
Energy effects; Its ruled by consciousness, its formed by activity and its a bleed off of your aura. It does as you will it to do. It can form as elements that you want where you want and how you want it.
Elemental effect; This costs 30% energy. It creates an element shaped like a man, being or woman, think about what you need and it does it. Dealing the element you formed it from as damage. It has your stats and 100% energy and 100% health. It forms the element at the targets that you want to attack. Once defeated, it dissipates to become the element it was designed from by feel.
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Energy item; This effect summons an item that is spiritual and energy in form. That acts like and looks look the item. Once not needed, it disappears.
Court; Everyone loses in court except for the Romans who never even invented Mathematics just to avoid the folly of court... You want the damages? Well I have a baseball bat... You get the damages.
Court II; Mother was the entire problem... Make that target pay $222 to the Judge as usual.
Court III; If I say they are guilty? They die... If I say they are innocent? They live... Do we remember?
Life in Prison; This creates the effect of the targets to get Life in prison. What a joke... I'll kill someone legally to Guard...
Death Row; This makes the targets goto Death row. Time to write my book.
Karma Chameleon; Quickly shift alignment at no cost... Only a fool would believe in Karma.
Cult of Personality; Lets you choose how target reacts to your words.
Thought process; Meld your thoughts with the machine and will it to work. The machine will work, no matter the point unless its destroyed..so on a 1d2 rolling a 1, you don't get it to work. On a rolled 2, you get it to work.
Krishna; Win any battle by not starting it.
Ganesha; Doubles morale every time you say the name.
Kali II; Remind them how awful this world is... They go prone out of sheer fear.
Incense Loophole; Get one kill for each time you tap two sticks of incense together... Then light it for a fire source that can be used to combust lets say a cigarette or a fuse. This trick creates a sanctuary where nothing can be harmed for as long as the incense burns.
Detain; This creates a moment where you cause the target to be detained.
Touch of death; Think to send forth your death and decay energy on a touch to the target. Dealing death wounds.
Divine strike: necrotic; This is where you strike with divine will with your death and decay energy the targets for x2 death damage.
Shiva Mower of Lawns; Mow that lawn perfectly no matter how drunk and stoned you are...
Bursting Sinew; This causes your targets body to burst into gorish remains. Dealing 2d12 damage to those you target that's nearby.
Casa; This causes a shadow to form from the spirit of the slain, that serves you and does what you want, including attacking the targets if you need it. It deals psychic damages as it temporarily blinds the targets for 1d6 rounds, it has your stats and 100% health.
Umbrae; Steals the soul of those killed marked by this spell. They turn into an enchantment of your choice to any item.
Shadow the Tarantula; This shadow offers up her exoskeleton as sacrifice or tribute... You think she is dead? No she is over there, just molting. The shadow form deals 1d8+int mod in shadow bite damages and has your stats wth 100% health that uses your BAB to attack with..
The ruins; This is a spell that shows you an illusion of the ruins you want to see. That you direct with you will, think and you see whatever you want of the ruins.
Psychic scouting; This shows you by subconscious visuals, the area you want to see in your mind. If you focus upon the thought will cause it to be revealed to you, and you realize what you want to see in parts. Drink water to regain your focus, if you fail your concentration roll. Do a concentration check for each round you view things.
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Imfactual; This effect causes the targets to feel for you, and give up the fight.
Infactual; This effect causes you to create a lie that is so truthful, it seems believable as you say it. Add +5 to charisma rolls.
Focuser; This effect is a finisher move, that causes you to focus your will into the roll aka you add the will mod to the attack or spell roll.
Thoughtful truth; If you observe things, you can state what is obvious and get a point of morale.
Thinker; The statue effect, this is where you cause the statue to be alive and it moves on your own will. It has your stats and 100% health.
Thunker; This causes your targets to be thunked in the back of the head by an energy weapon that the creator makes appear. Roll a 1d2 to see if you knock them out. Roll a 1 for normal spell damage. Roll a 2 to deal spell damages and knock them out for 1d6 rounds.
Starlink; This effect casts forth orbs that can relay thoughts to each other and by doing so, it relays your thoughts to be heard by the target and vice versa.
Thought IV; This is an idea to create with your thoughts, thinking a concept that is created from energy itself.
Thought vehicle; This I think will create by thoughts a mental vehicle, that instantly brings you places by feel that you describe to the DM/GM.
Think idea; This you think, then speak of it. Those that respond are meant by fate to have responded to your words.
Then and now; This is the point you think to create, that's as though it were now that it exists and then in the past it was created. You happen to find what you created, that's as you needed it. So its in your inventory or happening nearby you.
Transfer of energy; This is where you focus and think the conditional energy transfers, that's from the targets to you or from you to the targets. Whatever you transfer from yourself is gone from yourself only to appear on them, think to get transferred from others is gone from them and appears on you or some object. That you want it to appear on a touch and its gone from you.
Stopping things; This causes by thinking it stopped, directing by will it to stop and the subconscious mind will stop the idea, that's as though it didn't happen.
Greatness; You have the aura of a leader, people naturally follow you as you exude strength and charisma. This effect causes what you need as though your Charisma mod and Strength mod is added to your rolls.
Shrink; This is where energy shrinks you or the targets, that's to the point you want.
Enlarge; This causes you or the targets to grow in shape or size, that's till the point you desire.
Wall of protection; This effect ends when there's no contention or no need to fight. It causes a wall of energy that acts like a shield and works with the concept you think about it doing. What it works with is energy to it so think and you know what to do. How it protects you.. is absorbing the element cast at it. It senses your need, so it will dissolve back into energy if you need it to do so.
Energy of acceptance; This effect is where you accept things and the targets accept things. That causes you to get things done, that's as the energy consciousness makes for acceptance of the idea. Think and you yourself are not contested, no matter what you do.
Contesting wall; This effect causes your targets to be contested and energy itself fights them with energy blows for each round per 1d6 rounds.
Genetic adaption; This effect causes by energy and drinking water, the change of body is done through genetic changes from the water consciousness interring your thoughts into being what you want the body to be. Add +5 to your strength rolls if your larger than before, +2 to your strength rolls if the same size and -2 to your strength rolls if your lesser in shape than before..If you change your shape too much like shrinking yourself a few feet or enlarging yourself a few feet upwards. You will feel tired by reducing your energy by 20% for 1d6 rounds, otherwise there is a release of converted energy if you lessen your shape. So if lessening the body, add a 20% energy boost for 1d6 rounds.
Unusual behavior; They that get effected by this, get creative and do things by feel. Add +5 to all rolls.
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Unwanted; Those that are unwanted are warded away from the area. Fight over.
The fight; Energy causes you to be fight free and any contested moment is dismissed.
Better action; This is where the creator corrects for the problems and makes things better mid action. Add +5 to your charm and charisma rolls.
Spellsong; This came from a book about magic, that describes singing a spell. What it does, that is where you sing an effect, think of the idea and it can be any effect including elemental effects or utility effects like sleep or wakefulness.
Shadows allure; This effect is where you call upon a shadow being, thinking to cancel out the effect of another as the shadow is attacking the targets. The shadow being lasts 1d6 rounds and attacks each round. At first, the shadow starts with illusion upon the targets and when it finally attacks, the illusion ends and the targets are at a disadvantage as it deals radiant damages. Really, there is no actual assault, yet the damages are there.
The fix; This is where you think the effect as though now is then. That means you create a change in state of the idea or item, thinking to make time change for the item so its working instead of not working.
Psychedelic punchout; This effect creates an idea where you project towards the targets, a "punchout" and they spiritually recieve the blows.
Psychedelic extremism; This causes the targets to experience things in extreme idea, that comes to the targets as they want to avoid it. This does psychic damages and causes them to be adrenaline junkies to the extreme.
Shadow fart; This causes a buildup of gas that is farted out, think and the shadow sends the fart to somewhere you want to have it scented. This distracts the targets for 1d6 rounds. So they don't do anything while distracted if hostile.
Shadow scent; This causes what you think, a scent made by preparation of food and drink. that the targets receive by the shadows delivery of it. This distracts the targets for 1d6 rounds. So they don't do anything while distracted if hostile.
Shadow fat; This causes the target to be distracted for 1d6 rounds, think and they don't do anything while distracted if hostile. That's because they seem to grow in shape and fat by their shadows by 1 lbs.
Shadow thin; This is where you cause the shadows to make the target thin. That's distracting them by feel for 1d6 rounds. They don't do anything while distracted if hostile.
Gambe; Think and know, what you cast forth by energy is through voice. So, think of the idea and speak it or do things as you intend to create it and the soul makes it happen.
Parah; this is an energy pariah swarm that attacks by feel at your command. It deals cut damage per round as its 1d6 rounds.
Perah; Think about the targets disappearing and as you think send death and decay energy at them, then they die off..fight over.
Ah; Relax and get things done. Saying Ah, relaxes you as your intent is to relax.
Demon; This effect is the energy consciousness that you direct to create a being, that make what you want as you say or need it. Its immune to weapons and has 100% health and your stats otherwise.
Angel; This creates a being into existence from your God, that serves you by doing what you wanted. Its immune to weapons and has 100% health and your stats otherwise.
Whree; This is where you cause energy to wrench the targets equipment out of their hand. Dealing hand damage as it occurs. This works so they drop their weapon or equipment..
Aman; This is where you demand something and get what you request by the influence of energy.
Amen; This amends you actions to make you appear good in the eyes of others. It also causes you to send forth your God's energy and things are made amends. This drives away demons and shadows. Fight over.
Amin; This is the illusion where you are the admin, short for administrator, and say the right things to get what you want.
Amon; This is the effect of creating things amongst a group. That is energy creates what you will the energy to create. So if you willed the energy to create things like a light, then a light sphere is created where you need it created. That's the power of energy shared by the groups aura. The damage and healing prospect is x2 for 2 people and x3 for 3 people and so on for the amount. So if you had 5 people in a group, then summoned a power ball to effect them for healing, You'd get x5 the healing normally done. Think to say to the Dm/Gm what you want created with this spell.
Amun; This is where you say an effect, then your subconscious creates it. Whatever it is its guided by the soul and empowered by the spirit.
Amyn; This is pronounced a-mine and effects the astral plane, where you think to do things create with an idea that the spirit uses a soul copy to make the result as though the item you use has a mind. Again, if you do an effect in the astral plane that's 3x the effect normally done, you create it 1x where the physical plane is.
Ed; This is where you get to see a school illusion when you are in the classroom. However, you are the teacher and teach the targets how not to fight and win. Also, you teach them whatever you wanted to teach.
Option loss; What you do with this spell is give the option to give up, if they don't they lose that option and have to either run away in fear, become prone for 1d6 turns or fight it out. This is decided by a 1d3 where on a 1 they run, on a 2 they are prone and do nothing, and on a 3 they stand and fight or do something you want that you suggest to them. If nothing is suggested, they give up and the fight is over.
Mind pressure; This is where you keep your focus upon the targets, think and either break their minds or they dismiss it. Roll a 1d2 to determine this, this is where a 1 is resisted and a 2 is a mind break and they do nothing to you.
Mind mend; This spell causes you to focus upon your targets and your spirit mends their mind and brain function back together. They do what they are going to do. This is a must as it uses your God to repair a broken mind.
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Mind halt; This is where you project with your hand thinking the energy goes at the targets. That causes the target to mentally halt or not think to do things, that's as they feel slightly sick in their stomachs. This means you make them not do something and pause to you and they collapse to the ground for 1d6 rounds.
Chi actions; Actions empower your will and the actions cause your will to occur. Doesn't matter what you do. You see it builds up chi energy depending on the level. For levels 1-9 there is 1d6 rounds of chi buldup. For levels 10-19 there is 1d8 rounds chi buildup. For levels 20-29 there is 1d10 rounds buildup. For levels 30 and up there is 1d12 rounds buildup. The more chi you have the more you get results. Each action builds up a certain amount of chi.
The chi, that can cause the energy consciousness around you to react and that creates what you want. Yes.. the more chi you get, the more chance there is to getting a result. Its not instant, so don't get me wrong. An example is when you feel cold, moving around causes you to feel warm..its chi energy. So by exercising, you have allot of chi yourself. So its easier to get your will done. Your will, btw, is what you think to create. So think and you know what to do.
The DM/GM keeps track to how much % as per level and how many points you have built up, this is where levels 1-9 get 5% a point. Levels 10-19 get 10% for a point. Levels 20-29 get 15% for a point. Levels 30 and up get 20% for a point. That's how many chi action points you build up. Each point is an amount that adds a +3 to your attack or spell casting roll. So there is a +5% to your damages/healing for a level 9 character. Lets say he builds up 5 points. That would make it +25% to the health taken away as damages or given as healing.
Also, he gets a +15 to the attack/spell roll. If you rolled an attack and get a 10 result on a 1d20 and had to beat an 18 AC, you add the +15 to the 10 originally rolled and make it a 25 result that gets the attack through to the target as it is equal or over the 18 AC of the target. If you get a 10 or above on the spell rolls, you succeed automatically in getting the spell to effect the targets. Its an instant result of what you want to make happen, when you make use of your points. Once used, you simply build up a new point total.
Shadow bomb; This is where you think form the light energy into shadow and it gains life energy. Dragging down the targets dealing fall damage, that's as the targets get radiance damage. Fall damage is calculated as 1d6 bludgeoning damage for every 10 feet a creature or foe falls, up to a maximum of 20d6. So the taller the foe is, the harder the fall.
Craps gambit; Roll a 2d6, if the result is seven then your next spell deals triple damage.
Desolation; This means business! So cast this effect by thinking in idea of draining the resources of energy that are around the target and they the targets disappear.
Thought desolation; This causes the targets' money to be drained like a resource and you get their money. Use this resource carefully as it may not last.
Devastation; This spell causes the target area around the targets, thinking to be desolate and barron of resources as you think to do things in life.
Resurge; Be careful with this one, any surge of energy could make machines not work and you glow for 1d10 rounds. This causes the resurgeance of energy and the area resource reappears if it was gone. This makes the things you don't like to disappear and things you want to appear again appear. That includes enemies themselves. Fight over, you win.
Thought surge; This causes a surge in energy and what you need appears as this includes money and memories. What you don't need disappears.
Name magic; The attributes that you notice of the person who is in idea named similiarly is what this spell does. Like the name gloria causes living in glory. Said to GM/DM as "I call the name gloria to make glorious living." Or, jester, like "I cause the targets to laugh and not fight by the power of jester." It would be good for 1d6 turns. Otherwise, "I call Hectic, to make the targets attack themselves." That's where your being sure to name the action, that the named person does soul wise. Anything done by the soul is safe to you, and does what you want to the targets. That includes healing or damages.
Bug kill; This is not allowing the bug to feed..and it starves to death.
Cat catching; Think of the animal, call its name to call it there. Focus upon it and act to catch it with the focus of the mind. This catches the animal that's hard to catch and not fight you.
Elusive evasion; This is where you create with energy and evade any attack for 1d6 rounds.
Elusive; This causes the targets to have memory problems..and forget the need to attack. Combat over.
The right urge; You know what to do as you need to know, think and cure yourself with the right things eaten and drank.
Alice; This gives the targets a psychic vision, that if they perceive it get over the need to fight.
Eery; This effect causes the targets to perceive things, that spook them into agreeing with you and not fight.
Summon scamp; This effect causes you to conjour a scamp, a quasi-demon that throws fireballs at the targets and has your stats with 100% health.
Bathing animals; This is where you think calmly, then approach carefully. Then calming the animal down, you bathe them.
Alert; Your targets say what will happen, think and you hear it if you want to hear it before it occurs in idea as a form of alert. This includes the saying of what they will do.
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Intense; This is where you think of the moment and project it onto the targets. The more emotional you feel, the more you cause them to be overwhelmed by feelings. So when you do this, you cause them to not do things for 1d6 rounds.
Mists of time; This is where you call upon the mists of the 4th dimension and getting a result of a shift or vision that you focus upon to know. You shift to the moment in time and get to experience it.
Wall of reality; Think of the effect and then suggest it, the effect is a wall of reality. Think of the idea of passing through the wall and as you walk back you enter the mists. Disappearing from the dimension you walked back from, think of the area and time and you appear where you want to appear. You aren't effected by whatever is in the dimension stepped away from. You can however, influence the event that you think to change. Think and focus to know what is happening.
Anxiety; This causes the targets to get anxious with a -5 to all rolls. This lasts 1d6 rounds.
Focusing beam; This is where you focus your excess energy into a beam, that's emitting from the hand to strike the target for energy damages.
Calming influence; The idea is simple, think calm and you are calm and unanxious. Think to cast this upon the targets and they are calm and unanxious. They add +5 to all rolls. This lasts for 1d6 rounds.
Anxious; This is an advanced form of Anxiety with less focus and more action. This makes your targets unable to focus, that lasts 1d10 rounds. While in effect, nothing gets done by the targets and they get a -10 to their rolls. This costs 20% energy.
Interesting; This is where you focus upon a thought, then the mention of it creates it if you intend it to be created. Think about creating elemental effects, you deal the element you decide to create on the targets.
Curious; This makes the targets curious about the things in the area, think and by suggestion to their subconscious. They do your thought to make the result you desire. Think to suggest attacking themselves and the targets attack themselves. Think to suggest the targets not do things, and they don't as though prone for 1d6 rounds.
Radio shield; This directs the radiowaves in the air to block out effects that you don't like. THat's as though the radiowaves were a shield of energy.
Radio effect; This causes the radiowaves in the air to deal energy damages as you think to direct it.
Pausal; This effect is where your subconscious mind directs the energy in the air, thinking to pause the targets. They literally don't move for 1d6 rounds. They start moving when you stop directing the radiowaves.
Suppress; This spell effects the person/s by suppressing what is not liked, think and the idea that's not wanted disappears. Like poison or colds, it is suppressed and disappears from the system.
Maxwell's Demon; Make hot stuff cold and cold stuff hot.
Reverse Warpipe of Xmas; This causes peace where you expect war as you puff a pipe and will peace. Fight over. //Don't mention where the money corner is yet.
Reverse need; This reverses the need to war and causes peace instead.
Infocus; This causes no focusing upon you so you receive no attacks.
Pathetic; This causes what you want, the targets to not do something that you don't like. Including fight you.
Notioned effect; This is where you do something, using three different ways of doing it. Including elemental effects on the targets. So its x3 the damages or healing.
Energetic; This effect causes you and your party to have unlimited energy and stamina, that's for 1d6 rounds by the power of the creator.
Payback; This spell causes you to be paid back whatever you think to mention in funds.
Payback 2; This spell causes the target to be paid back by causing energy to do whatever you think to mention to them.
Enemy detection; This spell makes you detect enemies where there are some, and psychically you know whom and what they are.
Friend detection; This is where you detect all friends in the area and your psychically aware of them.
Solace; This is a safety spell, where you can effect your targets yet they can't effect you. That's unless you want them to effect you, then they do.
Indiclinus; This spell causes you to be able to influence the targets, that's by speaking of the things you want. They feel sympatheic to your cause and do what you request.
Indiclonus; This causes a clone that handles requests, that's from those you want to do things with by feel. It has your stats and 100% health. It also has weapons that deal energy damages.
Cleanus; This spell causes the targets to clean themselves up by energy doing the deed.
Infinite loop of Samsara; This causes the targets to experience the same thing over and over again, that you do to them. That's as though they were in a loop of time. This loop ends in 1d10 rounds and effects them per round. Dude... Not even if you defeat the first boss with your bare hands...
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Forced Realignment; Turns anything Chaotic to become Lawful... "And all at once, the Chaos ceased...".
Body cast; This effect creates a moment that you eat or drink something, think and you get an effect done by the body guided by the thought with the spirit effect cast on the targets. You can make any effect with this idea, including elemental effects.
True Mortal; Karma does not exist. This makes is so there is nothing against you.
Solid Money Wish; You already have the money on your PDA...or computer.
Khufu; This calls upon a pharoah to grant a wish or give what you want.
Bobbleheads if they real; +1 to all stats rolls... Same as the ring...
Luck Enchantment; We really couldn't make this skill any easier... Just drop it and it slowly gains luck energies. Use +5 to all party's luck roll.
Focusing thought; Name a thought and the subconscious does it, if you intend it to be done.
Marijuana; Cures Cancer and grows braincells too...
Camel; This is where you roll +5 to all rolls as you smoke. I ain't telling...
Double Oklahoma; The ultimate punishment worthy of Nirvana...this is when you smoke a bad joint that creates a -5 to all rolls.
Sexual feel; This causes your targets to feel sexual desires with each other. That distracts them from doing anything for 1d6 rounds.
Sexual; This causes your body to become attractive enough, thinking to distract the targets for 1d6 hours. They do nothing to you and your party for that amount of time.
Switch; This spell causes the right switch to be triggered and make changes to the area, that's like an entrance opens or the switch operates what you need operated. Well... Yeah... Those kind of quizes too...
Tripping; This is where the targets trip, then find themselves in a mental land for 1d10 rounds. This makes them do nothing while the effect lasts.
Sureness; This is where you focus upon not tripping, then you don't trip at all.
Wavedash to School; This is where you focus to exist somewhere, thinking to go twice the speed of light and arrive in minutes where you intended to go.
The demon; This causes by rock n roll song a point that your saved from doing. You don't die from the idea that occurs. In fact, if you reduce health to 0%, then instead it goes to 10%. "You know her life was saved by Rock and Roll.".
One Penny Watercooler; If you ever get too hot from MDMA... Now you know what the ice cubes are for... This applies ice energy to cool you off.
The Final Understanding; This spell causes understanding of the moment, the targets stop wanting to fight. You win. You see... The egg is the same size as something else...
Final Form; This causes a shapeshift of the targets' body to become a form you choose. //I'm actually a swam of cockaroaches, Jerry... Do not weep for me... I am happier this way...
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Lethal Test; Do you want to uphold all the conducts in a room with a Giant Cane Toad? Think to cause the targets to experience a lethal test of poison. Roll a 1d2 to see if they die from lethal poison. On a 1, they're fine and receive poison damage. On a 2, they die.
Divide by Zero; Don't even think about it. The targets cause a divide by zero on their computers and crash the machines.
Rejeuvenation; This effect causes you to restore half your energy and create with unlimited stamina.
Vanilla Medigun; Vanilla substance causes 150% overheal.
Rael effect; This effect does a dragon effect, that is the element you choose cast at the targets for x3 the damages.
Crime Skeleton; Now you found the skeleton chair...that causes in your mind a point of contemplation. This makes you relax and forget about the fight..cast it on your targets and they immediately relax. This is a win win situation for you, so think about the idea and it forms. Fight over.
The idea for now; What you think to experience all your targets experience.
The quester; This calls upon the energy consciousness to make a quester beast. This beast is immortal and cannot be harmed. So it creates a moment of the targets on the targets to learn from it's experience.
The poster; This creates a post you do in idea online, thinking to get attention to things you like.
The effect 2; This effect creates with actions what you want as you do and think things. Its like you create a fireball with a gesture of a finger.
The effect of love; This is where you create with love energy, using a cup to create by drinking what you intend to make into existence. This is the love of doing things, to drive away a demon.
The effect of life; This is where you think to draw forth energy trapped in your past memories, that's as you remember the idea swinging your head from left to right. Increase your energy by 50%.
Liberty; This makes the idea you want, represented by a product to be free. This could be a cup, a wand or what you want in a product like a light saber that is "given" to you freely.
Summon God; You win every time as the targets either dissolve into dust or no longer wish to fight. On a 1d3: Roll a 1 to dissolve them, roll a 2 to have them leave peacefully, roll a 3 so they peacefully get along with you.
A single freaking Athiest; Nope... We made the chart you silly. Checkmate Thiests. This causes the targets to not be able to make a move for 1d6 rounds.
Zeitmeist; This forces the targets to change their minds and allow whatever you want by information being exposed.
Richard Dawkins; Say the spell and you can defeat God with a stick figure... Wow that was dumb.
Signalgate; Any gate used in a sentence, creates a scandal in the making. That distracts the targets for 1d6 rounds. As they're distracted they do nothing to you.
Watergate; This forms a gateway in the air out of water particles. That can shift you and your party to wherever you want to go.
Green Slime; This summons a green slime that forms in the area to attack the targets. It deals energy damage as it attacks with your stats. It has 100% health. You like to eat? Well if you eat this you lose with poison death.
Acid Slime; This summons an acid slime that forms in the area to attack the targets. It deals acid damage as it attacks with your stats. It has 100% health. Now eating this one? You will be confused... Basically so high you get scared of the monsters for real and run away.
Pudding Slime; This summons a pudding slime that forms in the area to attack the targets. It deals energy damage as it attacks with your stats. It has 100% health. No downsides to eating this one at all...after you kill it.
Solid; This forms an energy maze the targets has to go through to reach you. It sucks at first... But... We did make a solid maze.The effect lasts 1d10 rounds.
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How fun; This forms a moment, that is a challenge to get over in the targets' minds. Fight over.
Hack it; This effect is hacking the motion as your writing something and it causes your God to do the idea.
21 guns; This is where you create by particle shot, 21 particle guns that are shot fill the area of the targets. Filling holes in the targets and dealing x4 the physical damages. This one costs 30% energy.
121 Guns; This causes 121 gun particle shots on the targets dealing x6 the physical damage. This isn't even a real spell, just a Green Day song. So it costs 50% energy to cast.
Every gun ever; One billion kills, but you didn't even do it. This costs 50% energy.
The Holy Spirit; Makes the targets unable to even harm you.
Dwelling; This spell makes the targets unable to dwell here. They are kicked out immediately that should not be here.
Manager's curse; The manager cannot keep the position. "Enn" spoken, cancels this effect.
Magic copying; This instructs the consciousness of energy to make a copy of the original items as it exists somewhere and void energy is what it uses.
Impossible Lich Boss Fight; This calls upon the creator to form a lich, that is with your stats, 100% health and does spells against the targets you had in mind. You don't win against a skeleton that fed his puppies beer for a living. "And get so drunk that I can't think." Now the only way to defeat the skeleton is to roll a seven in your first try.
The Nightmare Boss Fight; Even if we die? We can't lose. The death effect is done to the boss, if we die it dies. Then we get raised by our God to be fully with energy and stats like health.
Dead Rabbit; Bunnies don't actually die dude. They seem in a resting repose and get reborn. Think the death of a bunny nearby, then the targets see it in their minds. The death of a bunny, this causes the targets to get -5 luck bonuses to their luck rolls until 1d10 rounds later. Burying the dead rabbit gives them +5 to your luck rolls.
Emotional beam; This beam is where your focusing emotion as you imagine a deep purple beam shooting from the palm or fingers of the hand that creates the need to leave you alone..combat over.
Rest; Trick them into falling asleep. They remain asleep for 1d10 rounds.
Twilight Valor; All units +5 to all Strength rolls for all melee attack with your party. BUT: Cannot heal outside your area.
Fire devil; This firey dust devil is formed from the heat in the air firing the dust and doesn't form a complete funnel. It does what you want, goes by will through the targets for x2 fire damages. There is a chance to roll a 1d2 and if you get a 1 you deal the x2 damages. If you roll a 2, you deal enough focused damage to incinerate the targets to become dust. You win.
A Demon; Oh my God... It is a Demon! It is summoned to serve you in whatever you want to do.. It has your stats, 100% health and does energy effects upon the targets you had in mind.
Frost devil; This supercooled almost tornado can freeze anyone that it goes over by your will. It does x2 ice damage. This has a chance to freeze solid the targets..rolling on a 1d2 a 1 is where its not frozen solid and rolling a 2 is where it freezes solid the targets. If frozen solid, one hit shatters them to bitsies. If not frozen solid, then the target gets slowed to 1 action per every 1d6 rounds and it takes the x2 ice damages.
Fire Demon; Fire just wins. This calls upon a Balrog to serve your will against the targets. It deals x3 fire damages, has your stats and 150% health. This costs 30% health.
Shotgun to the Head; 99% effective. This causes an energy shotgun that shoots the targets in the head. Instantly killing them.
Aliens; This summons Aliens to be there and do what you want, they can attack or mentally manipulate the targets or focus something to exist. If they attack, its with energy blasts. They have your stats, 100% health and energy guns with alien armor that makes them survive even gunshots. One hit to them, they disappear to their dimension.
You're a Retard; This reduces the targets to one Intelligence.
Intellibless; This causes you to become 200 IQ..you get a +10 to all Int related rolls.
Kazze-rasse-shiru; This uses multiple shadow clones or Aliens together, thinking to focus their energies together into one really powerful attack. That deals x(how many actions used for this), like x4 for 4 actions used up with the energy damages normally done. If you manage to spend the actions uninterrupted in the middle of battle, focusing on this one thing with one or two clones or aliens...will form it as an energy effect against the targets.
Wicca; Ain't a sin. This uses the power of the gods to form what you want..like peace. Any buff to the stats are +5 to the stat roll. Any debuff is an -5 to the stat rolls.
Bee Buffet; If you're a Dog you get to eat bees.
Thin-k; This is where you call upon the targets the unnatural thinness. Then, the killing blow happens to their head, that's from energy bludgeoning as they are distracted by feel for 1d10 rounds.
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Water absorb; This causes the area to absorb water and leave the area dry.
Fire absorb; This creates a wall and floor effect of energy that is absorbed by the effect of the energy itself. All fire and excess heat is absorbed by the wall and floor until 1d6 rounds later.
Ice absorb; Ice turns into water and it is absorbed in the materials nearby, that's leaving no trace of moisture.
Geis; This spell causes the targets to do what you want as you mention it. The tarfget is hypnotized into doing it naturally through suggestion.
Twurk; This spell causes you to summon a sphere, that twirls and goes through the targets only to cause energy damages to them per round for 1d6 rounds.
Is it because I'm Black; Makes those who target you leave you alone for awhile. This lasts 1 day.
Words to effects; This creates by statement to the subconscious mind, what you think to occur on or with the targets.
Walkies in the Park; Numbs you and kills the stress... Also makes one Tranquil and Serene.
Mirror in the Bedroom; Summons a Nightmare. It has your stats and 100% health. It does what you want as it attacks your targets and scares them into not fighting your party..You get a free attack for 1d6 rounds.
Atonement; Draws attention to yourself... Because you're so darn Tanky...
Tears of Denial; Any attack that would kill you only sets you to 1Health... Yes, you can survive falls with it too. Now you might need a Saint's Talisman to make it work... Just remember... Put some soap in a sock.
Homeward; Need to get home? This ensures you get home. Just say: "There's no place like home.". Now you might need a Saint's Talisman to make it work... Just remember... Put some soap in a sock.
Crop Runs; Farming skill... Water and Light? Oh you have a recipe for a lot of money.
Thought embue; This directs energy from a source you think is a source, that goes as energy from its thoughts to an item. Its consciousness causes what you wanted with the energy. This means elemental strikes and stuff, that's like a beam of energy from the item that deals damage or healing.
Levened; This makes the targets heavier and more clumsy. That means they get a -5 to all movement rolls.
Unlevened; This is where you cause by thinking it the lightness of the party. They get a +5 to all movement based rolls and have a glow around them for 1d6 rounds.
Cottonmouth; This causes the targets to be distracted by a need, thinking to drink something for at least 1d6 rounds. They do nothing to you.
Bored; This makes the targets too bored to do anything.
Jew spoon; This is a special effect that uses a spoon, so if you focus your will through the spoon it causes the targets to turn around and leave the area.
Electric Jew; Turn on the TV Birry... You need some cartoons... This makes the targets distracted for 1d6 rounds as they mentally watch a few episodes of cartoons. So there's a -5 to all rolls to the rolls of the targets.
Vid watch; This causes the targets to not focus upon you and altogether ignore you. That's as they are watching a vid or two with their minds eye. This lasts 1 hour.
Focus inwards; This causes the targets to focus upon their inner worlds and ignore you for 1d6 rounds.
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Run on spell; This is a run on words, that causes the sayings you do for the effect of stating something and it will occur. However, its events building off of the previous event. So it will create what you want, flowing the energy you say to direct and do things. The events end as you don't need the effect. You may add endless effects with one spell. This spell costs 35% energy to cast.
The effront; This causes you to curse up a storm, that you can direct by will to strike with its lightning as you point out the area to strike.
The affront; This causes what you think, a disturbance to the targets mind, that disrupts their activity for 1d6 rounds.
The uffront; This causes you to be upfront and personal on the targets. They don't feel affronted, they feel like trying to get you to be away from them so they agree with anything.
The temperature; This spell allows you to chance the area temperature to whatever you want.
The temperance; This spell allows you to be well tempered and stable in idea.
The atorvast; This spell makes your targets eat their weight. The effect is distracting to the targets no matter what for 1d10 rounds. This means they think nothing of you and your party.
The swan; This effect changes the targets into swans, that's where they are going to attack you. Instead they fly off and leave you alone.
Hide in plain sight; This allows you to move around as though you belonged there, think and you aren't suspected of what you do and did.
Liquidesh; This is where you create liquids from some substance, such as air and as its formed. Its able to coat the targets at will, think and catch fire and explodes by the fire you focus into existence around it.
Failed; Its a though that is perceived as failure.
Scrubbed; This effect is where you postpone something till another time that you decide to do it.
It works; This causes upon teletouch or thought touch of the item, the item to work altogether and succeed in operation.
Terminal velocity; This creates the effect of making energy raise the targets up 100'. Think and fall to the ground very quickly dealing x2 physical fall damages. This deforms whatever equipment in terminal velocity, that's as it hits the surface.
Delaying tactic; This effects the target by delaying their next action for 1d10 rounds before it happens.
Sink; The targets sink into the floor or ground, this is like energy melts the ground arunder them and reforms around them making them do nothing till released.
Raise; This effects the targets by raising them from the ground sinking, that's the point of release for the sink spell.
Atmospheric launch; This launches the target into the atmosphere. Where they fall back to the planet surface at high velocity, killing them. This costs 50% energy.
Floating platform; This creates a moveable air cushion that creates a platform of earth. This can act like a floating platform, so think and it makes for extra carrying capacity of any item.
Thought patrol; This is where you see what people are thinking, so think to see the thoughts of the targets and you get what they are going to do. You know if they are going to attack or not.
Marble effect; This summons a huge marble, that rolls over the targets. Smashing them to the ground for x2 physical magic damage.
Rolling stone; This causes a huge round stone to be summoned, that rolls over the targets. That's flattening them to the ground for x3 physical magic damages. This costs 30% energy to cast.
Rolling stones; This calls into existance rolling stones that rolls over the targets. Dealing physical magic damages.
Nut cracker; This causes the targets, if you sense they are male, they seem to be hit by an invisible energy in the nuts. This is a form of dirty magic. So use carefully, as the targets are hit in the nuts and that distracts them for 1d10 rounds. If distracted, they do nothing to you or your party.
Chest puncher; This can cause an invisible punch of energy to the women's chest. Distracting them for 1d10 rounds.
Thought provoction; This provokes the target into a rage that makes them do a mistake. The targets have a -5 to all rolls.
Nobody; You cause the targets to act like themselves, that's as though nothing and nobody got possessed them in the first place.
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Bad boys bad boys, what you gonna do?; Makes the cops go away in record time.
Substrate Vibrate; Very smart to say... Maxes out your Alchemy and Chemistry and helps find the Density. +10 to chemistry and alchemy skill rolls.
God is in the River; Exhalted with everyone...God makes it so your Holy by drinking water. You gain +10 to all rolls. This costs 30% energy.
Way... Out there; Voice and the Mind are Clear. Any mental condition is gone. This costs 25% energy.
One week of Hell; Well now we have to use the Greek method to save your ass from toxins... Do you like hot showers? This causes the effect of neutralizing all toxins from the body.
Meth Monologue; Say something smart very fast before the junk turns you into a dope.
Endorphin Blockers; One injection and you are not even addicted to it. This makes it so your not addicted.
Hero; Balance both sides and make them both happy... When they come to arrest you? You were never even there...
Obese; This spell causes the targets to become obese by energy being eaten.
Superman Syrum; Balanced Metabolism from mutated Common Cold... Eat as much as you want or starve yourself... Chef is now obsolete. You no longer need to eat or drink with this spell.
Strike of many strikes; This causes 6th dimensional damage to the targets to get hit by a hit of energy that multiplies 100x the hit..This costs 50% energy.
Spell Reflect; Dude... I have three forms of MR... Not even God can stop me now. This causes the spell not liked to be reflected back to the targets.
Spell Reflect 2; This causes the spell not liked to be reflected back to the targets. Dealing double the elemental impact. Think to cast this at your targets, and that's to make x2 to effect damage as the normal spell gets bounced back. This costs 20% energy to cast.
Sevenfold; You don't want to mess with Cain. This causes the effect of an element to be enhanced by x7 for damages. The spell costs 40% energy.
777-Fold; For people who think they are Lameth. This causes instant death by your God's hands to the targets yet costs 50% energy, think and it does 777x the damage of an element of your choice. This costs 40% energy.
Flickering shape; This causes your shape to become attractive to the eye of the beholder. +5 to all charm and charisma rolls.
The indent; This indents magically what you think to read as though by magic you indented the text.
The Laws of Chaos; Left us all in disarray...This causes the targets get effected by becoming disordered, think and they are not willing to do things. Fight over.
The idiocy; This causes the targets to make idiotic mistakes that gets them killed. The targets get a -10 to all their rolls.
The theory; This is where you think up things to make better the results by theory. +5 to your intelligence rolls.
The action; This is the basic idea of doing things, that you think in an improved mindset. +5 to all core stat rolls.
Action Brings Good Fortune; Chapter 24... Cast this as a starter Charm to get +7 Luck for each action you perform.
Atsyrum; This causes the targets to recieve searing blasts of fire at x2 the damages.
Hellfire; The fires of Pergutory are like 777 times stronger. So this calls upon the fires of Pergutory, thinking to incinerate the targets by a hellish blast of hellfire that effects the targets only. This costs 50% energy.
The natura effect; This effect is where you think of what you want and the energy consciousness naturally picks up on the idea you had in mind. It creates what you want as you need it and the effect is done.
Magic drain; This causes the targets to be drained of energy or water. Whichever one you want THe rate of drainage is 20% per every action done by you and them.
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Magic drain; This causes the targets to be drained of energy or water. THe rate of drainage is 20% per every action done by you and them.
Magic goal; This is where you think of the idea, then you decide to use it as a goal in life. Add +5 to all rolls.
Magic theory; This is where you realize how magic works, think and improve your ability by the understanding. There is a +6 to all magic related rolls.
Go; This is the moment you think of the place and go to be there. Rather than being there to attack you, this can send all your targets to go somewhere else.
Heroic Dose; Flip a 1d2... If it lands on one you get to live. This can be cast on a life or death situation or on the moments notice.
Turn On; This causes things to turn on without you touching a switch.
Turn Off; This is where your spirit turns off the program, machines or otherwise.
Psychic awareness; This creates a moment by thought to notice the brain awareness. The third eye is seeing what the brain knows. Your aware of all things about to happen. (According to what the DM/GM tells you.)
Rump; This means Ass, so what you do is state the spell and think you cause the targets to fall on their ass. Then, they are knocked over on their backsides for 1d10 rounds. They can attempt to get up during that time each round, this is where they think to get up with a successful Dexterity/Agility check. That's of a rolled 1d20+Dex/Agl mod and getting a 10 or above.
Flat; This spell makes the target's vehicle have a few flat tires. This is within a few hours.
Air pump; This causes the the tires to air themselves up with Psi energy within minutes.
Dangit Bobby; There is a Space Alien under that truck... I thought I fixed that Yesterday... This summons a space alien that materializes uder the vehicle..it attacks those you want attacked. It has your stats, 100% health and deals energy damages.
Set one off; This sets a fireworks effect of a lit chaser at a vehicle that's likely to follow your car till you outrun it. Roll a 1d20+luck to determine if you outrun it with a 10 or above rolled in results.
Rump roast; This is where you think of the effect that starts with a roast and ends with your rump on the bed or the a chair. Relaxation guaranteed, Add +5 to all rolls.
3d vision; This is where you glance out the sides of your eyes to see behind you. This activates your thid eye that shows you what is all around you in a third person view.
Finger lash; This is where you think about summoning the fire within or think of some element you want to project. Thinking and your projection of it is with thought of what you want, so this is a wave your finger at the targets to element lash them.
Pointed thought; This effect is your finger pointing or shaking at a target or targets, that causes the thought you have to be transferred through the air as fire energy to strike the target or targets.
Planetary beam; This uses a supernova beam of radiation, that is sent forth to strike a planet and cause it to be disrupted. The planet literally erupts in volcanoes and kills off all inhabitants. End of effect. This costs 50% energy to cast.
Terraform; Well while you were blocking up rocks with your M80s, I made like 1d100+Luck mod planets that are level three in Ecosystem. Then I gave them all a free Monolith so we have more buddies.
Planet Buster; One Q bomb that can destroy any planet. Sent from a ship to do the deed.
Spirit strike; This is where you ball your spirit hand in a fist and thinking an elemental energy surrounds it. Then make a quick strike that extends forth the spiritual arm temporarily and hit the target. Then like a snap back, the spirit arm comes back to normal length. This deals damages of the element you chose to strike with by feel.
Spirit strike II; This is where you ball your spirit hand in a fist and thinking an elemental energy surrounds it along with focused emotional energy. Then make a quick strike that extends forth the spiritual arm temporarily and hit the target. Then like a snap back, the spirit arm comes back to normal length. This deals x2 damages of the element you chose to strike with by feel. This costs 25% energy.
Double spirit palm strike; This is where you raise your spirit arm and hand, leave it in an open hand and think strike with focus the spiritual palm. The spirit arm extends forth and strikes 2 times then unextends back to normal length. That's with its palm against the nose or sensitive spot. This knocks back the opponent 10'. It also deals x2 energy damage. Think focus elemental energy at the palm of your spirit, thinking to cause x2 elemental damage instead of energy damages. Add in focused emotional energy for x3 the damages. Think focus elemental energy at the palm of your spirit, thinking to cause elemental damage as well. This costs 35% energy to cast.
Spirit grab; This is where you reach out and extend the spirit arm to "grab an item" or "grab another spirit". The spirit arm extends outwardly and gets what you want, then unextends back to normal length. If you grab the spirit from the target, you cause them to collapse and this makes them prone to do nothing physically for 1d6 rounds..
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Finger trace; This effect causes the targets to see a dark line or writing, that exists where you trace your finger in the air. That's directing fire energy to appear as the dark line or writing, where you think it to be.
Ray tracing; This is where you take a light and cause a burn in effect, if you focus it with magic that causes the light energy to burn in a wide swath of the area or some targets.
Energy tools; This is where you can think of the tool, and energy forms it in your spirit hand. Think to make use of it wherever you want it to effect. The type of tools can be any tool, including a power saw, energy knife, torch, lighter, light or screwdriver of your choice. If a torch or light, the spirit gives off a light in a 30' diameter. Any energy power tool or energy knife is powered by the spirit and can puncture the targets.
Spirit hands; This makes use of your spiritual arms and hands, including your extra 2 spirit arms/hands, thinking to create magic with what you intend to make exist.
Strip a being; This is where you strip a being of things that it shouldn't have. Such as power tools, lighters, and energy weapons or energy knives.
Think thanks; This is where you get an effect on those you target, that's as you thank the spirits including friends that you intended to effect.
Think an effect; This is where you think of the idea, then your spirit creates it by feel physically.
Reputation hitting; This can ruin the rupute of the targets and cause them to not be acceptable to the requests, they can think or they aren't allowed near the area..
Thought hit; This transfers your thoughts into action, and the targets are hit with 1d6 energy blows. This costs 25% energy to cast.
Think a kid; This causes an illusion of a kid that the mind reacts to as though there. You can make any requests, then they will respond to you as though the kid requested it. In any way, you get your way.
A hid hit; This effects the targets where you hid in plain sight, then they get hit with spell after spell until satisfied. You get 1d6 spells off as though one were cast.
Un-ill effect; This allows you to use your sanity as though an energy source and you ge off an effect on the targets that you think or mention to the DM/GM. Such as any elemental effect you wish to cast forth. Any effect forces sanity upon the targets.
Enduce from an orbital; This is a space satellite that allows your thoughts to be enducive to your targets from above. This means you use the orbiting satellite from space, thinking to create what you think with the targets you had in mind doing the things to themselves. Like making them attack themselves or not want to fight you and your party. This is using a vision enduced by the satellite as though an effect, that makes combat over. The orbital has to be overhead for this to work right. You psychically know when they are there in the space around the planet. This is usually within a few seconds to a few minutes. The ISS is almost always overhead, so you can make use of that orbital in space to get things done. This is just a fun little spell that can make things easier for your fight. If you roll a 50 or above on a 1d100+luck then its there where you can make an effect with it. Using the ISS makes the roll unnecessary. If its daytime, its often harder to know when a satellite is above you. So the 1d100+luck applies for this as well. Cloudiness can block out its effect since its line of sight. This is doing an unusual effect when it works. This works if you want it to work.
Orbital beam; This works if its not cloudy, yet the targets receive a beam of damaging light. That is your energy you sent to it being sent back. That's come from the Orbital and it does deal energy damage. This also works when its overhead. So you know when the orbital is overhead if you roll a 50 or above on a 1d100+luck. Using th ISS as an orbital makes the roll unnecessary. If its daytime, its often harder to know when an orbital is above you. So the 1d100+luck applies for this as well. If you focus your emotions to create the beam its a emotion beam, that deals x2 the damages. This costs 25% energy.
UFO strike; This is where you raise your arms like a Y, then think a UFO that means it will come to be over the targets within a second. This is where you cause the UFO to send a scorching ray to pulse down, that's towards the targets and it deals x3 the energy damages. This costs 30% energy to cast.
Freebird; Plays a very long song that is either easy or hard depending on Luck and Creativity... Then they tractor beam you up and take you away... To the next rock concert.
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The lighter; This effect causes flames to appear on the target item or target foes igniting the targets like a lighter would. The target foes receive burn damage for 1d6 rounds each turn. This costs 20% energy.
Spectral gun; This causes a gun to appear in your free spirit hand, that you can target your targets with spiritual gunshots that deal energy damage.
Spectral void; This causes the effect of void made by your spirit to fill the targets and kill them from within. The void sucks life from the target as it fills them for 1d6 rounds.
Feeless; This spell causes the targets to not be effected by energy effects. That's as you focus void in the body and that draws in the energy of the effects. This lasts for 1d10 rounds.
A thing; This effects those that actually did anything wrong. The thing is the idea you want, the action is the reaction that you control.
Aggravation; This is where you make things up and sell the idea as your own. Thinking to assault them with it and aggravating them to the point they can't think and do whatever you suggest to them. This lasts 1d6 rounds.
Controlled aggro; This effects the targets by causing conditions, that effects them adversely and makes them die early by mishaps. As they have the condition you control their minds, think and their souls do what you want of them.
Rain Dragon; Summons a dragon that has colorful scales and can bring rain to countless places.
Charity; Give up an extra idea or action to win with seven more actions.
Subatomic mop; This effect is where you use a mop effect on the subatomic level and break down the dirt on the floor, that's without even having to do the mopping.
Subatomic dish washing; This is where you think about the dirt in the sink breaking down on subatomic level. That's as you wash the sink and its dishes and watch the dirt on the surface wash away.
Hydroponics; Make free food using Water and LEDs... Watch out! You might have to add some solution A and B! And if you aren't hungry... Well use it as decoration... That Basil isn't going anywheres.
Mind fall; This effect causes the minds of the targets to make them fall to the ground. They can do nothing for 1d10 rounds.
The Industrial Revolution; Make peace with the machines in the third movie... Without them we would have fewer Humans.
Mind master; This is where you think about the energy mastering the targets minds. What you suggest is what they do as it goes right to the subconscious mind.
Brainiac attack; This attack is done by you focusing and thinking about attacking the targets with brainwave frequency. It is a selective frequency that singles out your targets you had in mind, this causes the targets to drop to the ground stunned. It lasts for 1d10 rounds.
Interesting focus; This is where you think about the idea to make thought of as sent to the targets. It effects the targets by distracting them for 1d6 rounds. They do nothing to you and allow what you want to do with them.
Judge Judy; This is where you appear in the minds of the targets as a judge the respect, then you judge them by feel to get them to do what you desire.
Head of lettuce; This is where you get lettuce and touch it where you want to effect the targets, that's done by sending your thoughts into the minds of the targets themselves. Use the lettuce afterwords or throw it away, your choice..
Milkshake; This effect causes a milkshake to be made, it does what you want it to do to the targets that drink it in their minds. Whatever you do to them, it lasts for 1d6 rounds.
Health shake; This special shake you make and it causes you to lose weight by feel.
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Takimatonga; This puts the targets in their own time and space. They disappear from where you are in game, think and reappear where you think they should be in another universe. Fight over.
Tripping; This spell causes your targets to trip and fall suddenly. The thing is, as they fall they go in their minds to somewhere else. Think to return when you want to be back. They remain off their feet for 1d6 rounds.
Spiritual drink; This is imagining a soda in your hand. Imagine it opening and think you drink it. +2 morale.
Spirit chalk; This is where you imagine a chalkboard and your holding chalk. Scrape it across the chalkboard and you distract the targets for 1d10 rounds.
Spirit effect; Think you do something or get something spiritually, then its created and you get it sometime else. Like flavor tasting, think you tasted it and sometime else, you actually do.
Red-eyed; This is causing the energy of the eyes to shift in color, so that it changes to red. This causes fear in the targets, thinking to make them not attack you for 1d6 rounds.
Eye color change; This is where you think of the eye color you want, then will your eyes to change their color to that.
Pseudo-science; This is where you think, focus and create. You think of the effect, focus it into existence and create it as though an effect. This is illusion though, so think and create as you want it shown to the targets' minds eye.
Thinking the cast; Focus an effect at a wall or surface, then the dark mark that forms will create wherever you want what you desire. That's done by the conservation of energy or change from one energy form to another. This works by the energy of the mark, its consciousness creates detects your thoughts and creates with its energy what you wanted. This includes elemental effects and utility effects. Where fire burns, lava melts, earth blocks, air transfers, water overwhelms as a wave and cold/ice effects by slowing the targets down to 1 action every 1d6 rounds. Void absorbs, poison kills slowly per round over 1d6 rounds and acid dissolves or burns per round over 1d6 rounds. Any other effect with duration like sleep, this will effect the targets for 1d6 rounds. Otherwise, its instant. Any stat change is where the roll of the die gets a bonus of +5 and if a penalty is required, then its -5 to the rolls.
Proclaiming; This spell allows you to proclaim another spell before the cast. It can form up to 3 spells to create an effect that you wanted. Since you proclaim before you cast, you can get whatever effect off that you want.
Thought magistrate; This effect causes the targets to hallicinate the moment, where they are in front of a judge and get judged to not fight. They react by no longer wanting to fight. Fight over.
Thought ghost; This is where you think send the spirit to some area to "haunt" the targets. Then recall it back. This I think causes fear in the targets, so they fear to do anything for 1d6 rounds.
Integris; This is a dimensional hospital, that your sick partry members can go to and get healed fully. Think and you cause it to happen.
The construction; This effects the targets by giving them a delusion of being in a construction. This distracts the targets from doing things for 1d10 rounds.
To construction; This causes the targets to believe they are about to do construction. This triggers the moment they act the part out. So they do nothing to you. That's for 1d6 rounds.
Wellness; This is where you cause the sick patient to become "well" and they recover from all wounds.
Goods; This is where you think of the item and the creator makes it so you find it nearby or in your inventory.
Delusional control; This effects the targets by making them see a delusion or illusion, and they think of things to do. Suggest to them what you want and they agree to do it.
Focused effect II; This creates the effect of using something. That's using Thaumaturgy to make an effect somewhere else you wanted by doing something here, thinking to cause an effect like the feeling of a sword in the target's back.
Projection; This is where you think of the area or people and will, thinking to send your spirit to explore the place they are in by feel. Dark matter energy causes the effect. You always know what is what and what the targets are doing. No animals such as mice can make use of this even if it reads your energy.
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Projection II; This is an item projection that effects the targets by you holding an item, then thinking of the effect you want to generate from the item's energy. This can be any elemental effect or whatever else you wanted, that's like the feeling of a sword at the target's back. Its created by the item's consciousness, using its own energy and your thought as energy and direction. This can even create another you, that does what you want. However, if the item gets destroyed, the other you disappears. The other you has an energy form of your weapons, your stats and 100% health. Think and it is gone.
Noone; This causes by thoughts sent to the targets, that noone talks that you target with the counter thought. This causes spoken spells to not be cast.
Countering effect; This makes a counterwave of energy, that's done by activity so whatever you don't want is not done to you. Including attacks for 1d10 rounds.
Console; This causes the targets you speak to to be reassured that everything is alright. They act alright to your senses and don't attack you as you can attack them with no worry.
Disruptive movement; This builds up as movement energy that you move around to build. Think about the targets and you direct that energy to create a disruptive influence on the machines. This can make even a tv not work right. The effect lasts for 1d10 rounds.
Ghost form; This is where you transcend with energy and become a ghost that can be physical in shape. This form lasts as long as you want. As a ghost shape, your invulnerable to weapons. Energy effects can effect you though. So be careful as you can even pass through walls. Your equipment is energy and deals energy damages. You keep your stats as they are for the moment.
Normal form; This is where you bend energy to your will and become your normal appearance again. All equipment you have is turned solid in shape again. The equipment now does normal damages, think and you can be effected by weapons and energy effects.
Animal distraction; This can be a cat or mouse. That appears and disappears as fast as it comes. Think to catch it to get rid of it. If you cast this upon your targets you cause them to see the animal in their minds. They are distracted for 1d10 rounds and do nothing to you.
Mins; This is where you think about the effect, then casting a spell with this spell makes you lose 1d10 lbs by the power of the creator.
Mans; This is where you think of a form and will energy to create that form. It appears, as its whatever you want, including a ghost. The ghost form is immune to weapons, except it can be effected by energy effects.
Muns; This is where you find yourself munching on a snack. That's as you are attuned to food and feel its draw. Cast on your targets, this spell causes them to be drawn to food and want to eat. They are distracted for 1d6 rounds.
Mens; This effect causes the targets to commence in chaos and attack each other or do what you say for 1d10 rounds.
Mons; This causes the targets to get attacked by invisible energy monsters that have 100% health, your stats and they deal energy damages. They can't be effcted by physical weapons, think and the only effective thing that effects them are elemental damages.
Myns; This is prounounced "mines" and is where you create an effective minefield, where your targets are in their area. This means mines made of energy explode on the targets, that's dealing x3 th normal energy damage. It lasts 1d6 rounds.
Conduct; This is conduction where you hold up your hands, and think it summons electrical power to be unleashed to the area you want effected. That generates energy as an electrical wave, that's what causes the targets in their minds to touch an electrical socket and absorb electricity from their mind room. It spreads through the area to shock the targets. This deals x2 the electrical damage.
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Sealer cause; This effect causes the targets to be sealed against intrusion. No intrusion can effect you or the targets of this spell with damages.
Clean energy; This effect clears programming from the energy you feel. That gives it a clear feel, that's where you don't feel bad or good you just feel better without bad effects from things.
Comfy; Until next long rest gain +1 Faith and Morale for each chair you sit in. Also gives the option to summon a ghost who was in the chair this whole time. In Feng Shui chairs are a bit ghosty. Ideally you make a square or rectangle with the chairs.
Miasma; This effects the targets by creating uneasiness in feeling. This is what makes them distracted for 1d6 rounds.
Condemnation; This spell is cast by stating, "em", thinking of the target. That makes the target condemned for every act they do. It effects the public opinion of the targets and their reputation is ruined. They no longer are asked or needed to do anything. This effects 1d10 hours.
Two Horseshoes; With 2 horseshoes, Satan can't get in the house.
Infernal Compassion; Pacifies Evil alignments with a passage from their own book. They no longer want to fight you or your party.
Energy wave blade; This is where you think of the idea to form a wave of energy and make it sharp like a blade. That means the creator causes it to slice through your targets. Giving them energy piercing damages.
Healing Wave; Overheals an entire planet 150% max Health. This does not increase weight. This costs 30% energy to cast.
Ult. healing wave; This effects the entire planet by restoring fully the structures and its peoples health and energy fully. This costs 40% energy to cast at the area.
Ult. illusion; This causes the effect of what you have in mind to be seen as its an illusion created by the matrix. The illusion is seen as a vision, so it creates what impact you want created. No damage can be done by this spell.
Rabbit's luck; Say "Rabbit, Rabbit, Rabbit" when you wake up for good luck all month. This adds +5 to all your luck rolls.
Illness concept; This is where you can set upon the targets an illness made of concepts. That's like you describe an illness and they the targets get it.
Mental sanity; This is where you feel sane, then you are sane. You get a +6 to all rolls.
Clear sailing; This is where you cast upon the targets a blessing, that causes them to receive a +6 to all rolls.
Stop tank; This is thought an effect of creation, where you call upon the targets a stopping effect madeby the creator. End of attack.
Aspiring; This effects the targets by making them aspire or want to do what you say, that's as you suggest it to them. An example is making them aspire to not fight and have peace from it. Fight over if you do this. There is a charisma or charm roll with a +6 bonus, that's added to its total to make this succeed with a 10 or above result.
Bone prison spears; This is where the energy spikes of bones shoot up from the ground, that's with you thinking to surround the targets with it. After 2 actions, it summons a concentrated beam of light to shoot down and stun the targets as it deals radiance damage. Then they disappear. This can be defeated, if it surrounds you all you need to do is strike the bones of energy to get freed.
Bone prison spray; This is where the energy spikes of bones shoot up from the ground to surround the targets. This surrounding bone prison bursts to stun the targets as it deals x2 magical shrapnel damage. Then they disappear.
Dark resonance; It fades away by feel very quickly. it, however, can form from dark matter energy to electrify the area and your targets x3 the electrical damages.
Focused energy; Focus energy on the fluid inside you and release it, thinking to magically create from energy itself creating results.
Bio-force; Think to charge up your hand and as the targets are close by, you release the energy as a stream of particles. This causes x2 the energy damages.
Blue flame shift; This is where you create a flame of blue coloration, that makes for the effect of your soul energy sent forth through the aura wave. The flame absorbs some of the energy you send forth and causes you to shift to where you need to be. This flame causes you to go some safe dimension, that no fighting actually occurs. Its an alternative to the one your in for the moment at the time. This uses the creator's energy to create what you wanted wherever that is and is instant by the soul guiding your actions. Add a +5 to all rolls for 1d6 rounds as a bonus to using the flame.
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Limbic attack; This effect is where you send your weapon energy. That is sent your energy by focus and it effects supernatural beings, that are normally resistant to your attacks.
Particle heal; This is where you use the particles in the air, that's directed by thought as you need the wound to heal.
Energy projection; This effects the targets by projecting a soul copy to fight for you.
Earth rocked; this spell causes things to exist, think and that means it makes the area rock vibrate with an earthquake.
Hidden as item; this effects the targets by you having a soul copy as an object hidden in plain sight. That means you hear all that's said in the area. Once done, you are able to dissolve the soul copy so the hidden object disappears.
De-attack; This is where you cause any trace attacks to no longer exist.
Dei attack; Think of the targets and they receive bee stings spiritually.
Think and its done; This is where you think and things you want are done by feel.
Dead on arrival; This is a DOA concept where the targets are dead upon arriving in time, that's going to the area by the power of the 4th dimension itself..
Deal on a moment; This is where you think on the idea and speak of it, making a deal in the process. This spell adds a +5 to all charm and charisma rolls.
If you can't say something nice; If the targets are not being nice, think this to them, "If you can't say anything nice don't say anything at all." This acts like a silence spell, that creates better behavior at least vocally.
Excessive dimunization; This is where you cast it on the area, that's done by saying a power word and thinking it effects the area you had in mind. The effect is causing lesser excessive behavior or water engrossment.
Funny thought; This is where you think to stay somewhere else, think of the area and think to project yourself where you normally would be in that area. You appear there as though you were there.
Ztheory; This is where you use the z energy of the dimension itself, think of what you need to know and your aware of the answer.
Ze therapy; This causes z-energy to counsel the targets into not attacking.
Z-form; This spell creates the targets by a polymorph effect into some other shape. They have half their stats and what health they are with atm.
Z-element; What you say, think or write, this transforms into an elemental effect on the targets of your choice. You can either heal or harm with the element, except for what is the immune or resistance they have. If they are immune, then no damages, if they are resistant to the element, then half effect.
Killswitch; This is like russian roulette, the spell causes 1 of 4 reactions set with a 1d4, on a rolled 1 the targets die on the spot from an overload of death and decay energy. On a rolled 2, the targets get a religious moment. Where they say "I believe!" and give up the fight. On a rolled 3, they get no reaction. Except, they pause what they do, as they feel really good suddenly. THis lasts 1d6 rounds. On a rolled 4, they feel like taking a shit, so they are distracted for 1d6 rounds and do nothing to you.
Bait; This is where the targets get mentally baited to either attack themselves, leave the area or do nothing but condemn it as its a feeling of peace. On a rolled 1d3, if they roll a 1, they attack themselves. On a rolled 2, they leave the area so its a fight over. On a rolled 3, they condemn what they feel, their need to fight is over.
Painter; This paintress allows you to paint the area by creating beings, that's as you think about the idea and possibly your rearranging the area by feel. The creatures and beings have your stats and 100% health. They deal whatever element you choose as damages.
Florrie; The item is what creates the extra ability, think about the idea and the need is done by the item itself. Add +10 to all rolls.
The opposite; This creates by reverting the effect you think to become the opposite effect. This can be a healing effect instead of an attack damage. This can be an instant reaction effect, done on the moment of attack.
Writhing wall; This effect is where you think of the idea, then your thoughts power a wall of writhing energy. This wall isolates the targets representing your problems. It is solid and cannot be passed unless you send effects through it to your targets, otherwise its until it is dissolved as energy and you easily pass it then. So think and you know what to do. The Blue flame shift, this allows you to bypass it any way or reason.
Writhing electricity wall; This effects the targets by use of darkmatter energy to create with particles the electrical effect in the form of a wall. If they use water they get killed, if they use fire the electrical wall absorbs the fire and turns dark. If they attempt to create with the energy it sends its own energy to them in a line of electricity. This kills them instantly. When they attempt to cross the wall of electricity, they die trying. This wall lasts 1d6 rounds, just long enough for you to get away. This costs 30% energy.
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Caster's energy; This is where the caster in idea sends forth energy, that creates what you want including and exist. That means you can take the idea and get the result.. Think of the area to be in, then your are there by the power of the creator making it exist. That's including a game win or change. If you don't think it exists, it ceases to exist. Thinking unlocks the idea and the subconscious mind makes it into reality. Think and you get back to reality, if you shifted away by this effect through a nap or willing the result. If the caster energy is dispelled or cancelled out with your own energy, then you don't get a result. So if you distract the caster, then they lose focus and you can get effects that you wanted as their energy fades away.
Interogative; This is where your interrogative and get answers no matter the point.
Frieren; This is where you summon a staff to your spirit hand, that you focus your energy through the tip and project the energy to do what you want in a form of manifest.
Focused belief; This belief your God rewards to grant you a wish, that is a statement you make and intend to get. The wish is granted as a form of manifest. This means you get what you want.
The rebounder; This is where the targets present their energy by actions. Then they get countered by an overwhelming force. Nothing they did occurs to effect you.
Orb magic; Think of the idea and it forms as an orb in your spirit hand. This projects the energy of the soul to create what effect you wish into existence.
Layer magic shield; This is where you layer energy by focus around the body on the aura, that distances the energy that attacks from the body. Its a shield effect that works.
Time changes; This effects what you intend by thinking of the change and the time, the creator changes the time an to do what you wanted.
Neutralize; This is where you think to match the targets with energy and neutralize them by their actions being done inefectually or badly done.
Area move; This uses the orgonite effect that causes you upon focus to shift an entire area or city area by magic, that's sometimes the size of a city block, to another area in an instant. This includes buildings.
Antiquity magic; This effect uses an antique, that you touch or hold and think of the effect to create what you intend. This uses the antiques energy with is older so its x2 the effect..
Blessed state; This effect is where you think of the item and state, "blessed" 3 times. This causes a +5 to luck rolls.
Impossible; This causes by the grace of your God, a miracle to occur where you intend it and when you want it to happen.
Cursed state; This causes the targets to get a -5 penalty to all luck rolls.
Solo oluns; This is where you test the targets ability. You know what it is as your subconscious mind identifies it from what the targets do.
Energy shotz; This is where you think of your spirit holding a gun of any type, that sprays benergy bullets as it shoots the targets. If you focus it using several actions, its instant death to the targets.
Think not; This is where you think "not" and cancel out what effects are there spiritually.
Think avoid; This is where you think to avoid the energy constructs that are in the area. If you can't avoid them, you aren't effected by them if you don't want to be effected by them.
Catalytic converter; This causes the energy in your spirit arm to overcharge spiritually and make by spirit direction with what you want. This can project the energy to the targets by feel. That deals x3 the energy damages. This can make any spell you do with it as damage or healing x3. This costs 30% energy to cast. You can hold a charge for 1d10 rounds.
Creative triggers; State something to create it and the creator makes it exist. This makes summoning and desummoning very easily done.
Refill; The ability to create is the best way to expend some energy. If you want to do things you can and the creator always makes you refilled with energy.
Enement; This creates what you want to create and you think to know what it is.
Jasc; The risky business you do is ensured to bring success. Add +10 to all luck rolls.
Risc; This creates as a point the processing of a computer CPU, you improve in thinking by 10%. So add +10 to all your rolls so anything succeeds.
Electro resinance pulse; This effect causes the machines in the area to work, even if off. This is time energy from the dimension of time, that flows like a wave with energy particles.
Wave; This effects the area with a wave sent towards the targets of energy. The wave acts like partcles that go and interact with them. The particles create what elemental effect you want.
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Twixt; This effects the targets of your idea, that you want done to them by the 4th dimension. You could cause the targets to instantaneously grow old and feeble or too young to be effective. Any penalties imposed by this is a -5 to all their rolls. Because this is the 4th dimension, that interaction bypasses resistances. So say the target was standing somewhere anearby and you were standing nearby as well. Then you could cause a time speed change causing in a blink of an eye, you to be standing where your target is and he to be standing where you were. You and he simply moved around each other and then were in each other's place. You can cause the targets to slow down to the point they do 1 action every 1d6 rounds. Otherwise, it could be a sped up effect, where you make them do 1d6 actions more per round. An example is: "I cast Twixt; on the target dummy healing them."
Intwixt; This causes the 6th dimensional death seeking energy to form as a wind that's deadly, that flows through the area of the targets. That causes everything from around them to lift up and impale them. Fight over.
Entwixt; This ends a twixt or intwixt spell before it gets to you.
Twist; This is the effect of twisting fate of the targets and causing them to change form into a twisted formation, like a mouse, orc or goblin. The targets have half their stats and health. This is what evil people would use. So it is within 1 round that this effects, if you cast it upon your targets then they are immediately confused and distracted till it is done. Meaning, they do nothing for that time.
Entwist; This effect stops a twist spell, that means it can be done anytime of its effect.
THought provoction; this creates what you think, a thought that causes the targets to be silent. Think about the idea and its done.
Undue sickness; This is where it causes the targets to be mentally ill. It lasts 1d6 rounds.
Think tragedy; a think tragedy is where you create with life and energy is programmed by the thoughts you have. life surges and makes what you think into manifesting like a tragedy.
Hiting tragedy; whomever you hit is envictomized, this creates a point of idea as a tragedy that occurs personally to them.
Think about it; The idea is programmed in thoughtwaves, to the targets mind and it is done by feel.
Oh cool; This is where your thoughts cool the area down, that you think should be cool.
The idea conception; This is where you think about things and someones messages come through, that you "hear" in the air directed at them.
No chop chop; This is a point you think and chop in your mind, that's as you think your choping up the targets souls and mentally eating it. They collapse on the ground prone and out of the fight.
Hideous and insiduous; This is where you think of nothing, then they the targets think of insiduous things from the mind that are hideous to bear.
Thought bombardment; This is where you think of offense and they the targets percieve it as done to them. This torture is done by the subconscious mind and it creates what you think. Distractions occur to the targets that prevent spellcasting or effect creation for 1d6 rounds. If "things are not distractions" is said, then this cancels out early.
Oh really; This is attitude, think of the idea and it is done.
Don't target him; This is done by feel, nothing effects your male targets.
Don't target her; This is where your female targets become immune to anything for 1d6 rounds.
I am not a target; This is where you think of the idea, then state "I am not a target" and you are no longer effected as the aggressor is not attacking you for 1d6 rounds.
No targets intended; This effect the target by turning them off of attacking you for anything you do. This lasts 1d10 rounds.
He fixed it; This is where you think of the idea, and it comes to you how to fix anything that's wrong.
She fixed it; This is where you think of the idea, and a female fixes anything by the leylines or lava tubes under the surface of the planet.
David bowie; the David Bowie power move is to make one song guaranteed to fix anything and everything. That song you hear.
Energy absorber; The aura absorbs the energy and no energy damages are done to you.
Don the heckler; The effect is done by feel, their energy does your thought and they become you for 1d6 rounds. They basically do as you would want.
Beckle the bystandard; This creates a heckling of the product to make conversation.
Think of the idea; The idea you think is created if you intend it to be created.
Standard production; This causes energy to use a schematic from somewhere, that creates it instantly near or in your inventory.
Staff creativity; This uses a staff, and as you hold it you focus energy through it. You manifest to the use of the energy sent as you use the weapon, that's as guidance and the staff energy as the source. This deals x2 the damages.
Weapon creativity; This uses a weapon, and as you hold it you focus energy through it. You manifest to the use of the energy sent as you use the weapon, that's as guidance and the weapon is used energy as the source. This deals x2 the damages.
Weapon II creativity; This is where you think to use a weapon, think and the energy you put to it is combined with the weapon. Making it deal x3 the damages.
Killing stroke; This effect make the targets have a stroke that takes them out of a fight.
Deathstroke; This is sending forth death and decay energy at the targets' hearts, causing them die in a sudden stroke.
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Infinite Indian Cigarette Glitch of Botany; Where to even begin... Infinite faith right off the bat so you can have all the rock concerts you want.
7th Overdose Death; Well now you know why I never inject others and only myself and only if I count my seven Mississippis. This spell causes the overdose on manifested drugs in the victims. That makes them not do things till they recover or die from it. Roll a 1 on a 1d2 for recovery and roll a 2 for death.
Staff of Wyrms; This spell summons a staff to your spirit hands. Point and shoot to revive a corpse... May cause glitches for lesser minds.
Stretch de neck; This causes a broken neck condition in the targets by targeting it with death energy that strangles them to death.
Lucky Bow Tie; You gain Magic Resistance and +5 Luck to your luck rolls as you wear a bow tie.
Change the nono; This is where your targets hear "no no" and it distracts them out of curiousity for 1d6 rounds.
Another vapous concept; This effect causes you to become vapor and get what you need, that's as you don't get hurt from attacks.
Odo the no man; This causes a shapeshifter to be there in your place, he is not human yet has your stats, weapons and 100% health.
Owlman; Infinite Wisdom on the 3rd try.
Motion detection; Your third eye detects any motion in the area, then creates a vision of it that you know and sense the idea in the area that was detected by seeing it.
Fireworks; This effect is where your spirit summons a fireworks display in the area.
Get away; You manage to evade the police. Roll a 1d100+luck to determine if you do with a 50 or higher rolled.
The Bug; Grow older by 1d10 years, but not Wiser.
Sparks; This causes the targets to be exposed to electrical damages from a sparking line.
Particles; This is where you excite the particles in the dark and see the lights in the air. However, for this you excite the particles near the targets, that distract them for 1d6 rounds and they do nothing to you.
Lucky Gold Cat; About as lucky as it gets. Your spirit summons a lucky gold cat, that causes +10 to your luck rolls. Good dirty santa gift. Place it West near the front door where the chi enters the home.
4 Magic 8-Ball; If you have one, its a fortune-telling device from the 1950s. The kind of moral support you didn't know you needed. This causes you to get a fortune, that you know by the dm/gm rolling a die to determine the fates.
Orange juice; This creates orange juice in the mouth. Rehydration done, you don't die of thirst.
See it; you deem it necessary, then see it and get it if you need it.
Woah; This means stop and take notes, so this causes the targets to stop and take notes as to what is happening for 1d10 rounds as you kill them.
Thinktank moment; You think up what you need to happen and the spirit creates it if you need it.
That's a real one; This causes the targets to experience a real moment in their mind, that pauses their activity and the fight ends.
Volbeat; This causes the targets to lower their volume no matter what.
Pump up the volume; Tis causes you to raise the volume by what you do to hear the idea in the vid or broadcast.
Lower the volume; This causes the targets to lower the volume to yours and their liking.
Biohazard; This spell makes items biohazardous, the targets' items glow with radiation that deals x2 radiation damages to your targets.
Brain regen; This is where you create with energy the brain, that repairs itself and your mind is fully functioning. Add permanently for the rest of the adventure a +5 to all rolls. This is cast once per adventure.
Soul trap; Hold a gem and then think the wandering soul is in the gem. The creator will do the deed and create what you want with the soul. You can put up to 1d12 souls in the gem. Each soul is an extra x1 to the normal damages. So say you trapped 4 souls in it, that's x4 the damages/healing.
Old Snake; That is just Stress... Live with it. This stress is put on your targets, causing a -5 to your concentration. They must make a concentration check per round to complete in thought an action.
Baker's Yeast; Put me in the jug bro. This changes water in a cup to wine in a cup. +1 morale if you drink it.
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Sleep II; This gives extra EXP modifiers of +50 Exp per encounter. "Well rested.". Just think of it as a 150% gain of energy and you get extra EXP that lasts until next rest. This passes the time, thinking to create better health and recovery from most wounds. Energy increases in the soul and you gain the energy boost. This is where you think to create with the creator's energy, think and energize yourself in the process.
Deflective; This diverts the mind as a point to do.
Haste IV; Doubles speed, effectively letting you do double the work in half the time. The only downside is that you also burn twice as fast. So this spell costs 30% energy to cast.
Solar healing; Solar Powered... Photons now heal you per round for 1d6 rounds..
Time doctor senses; This effects what you think, so you know what to do as you drink, take or eat to cure yourself of any disease.
Detect food; You find food every time as if drawn to it. State it near a fire to get a +5 to your focus casting roll. The number of food is set by rolling a 1d100.
Detect water; You find water if nearby every time as if drawn to it. WHat you find is 1d100 gallons of it.
Dph; This DPH shows up as Daytripper in some places. That appears in your inventory as "DPH bottle .5 lbs" w/o quotes. In DND terms.. It lasts temporarily for 10 minutes..
+3 Luck
+3 Charisma
-2 Strength (for 10 minutes).
Takes about seven to become addicted.
Really the only downside is hallucinations and lowered STR. DPH is Benedryl... Basically extremely unaddictive... Polar opposite of tobacco.
Dr. Pepper Mimic; Drink me and you get +1 Maximum Mana or energy %.
Fearmongering; this effect causes the targets to fear what you'll say and they do nice things for you thereafter.
Aging Rainfall; This rain targets your targets and ages them on touch of the rain. That is 1d10 years per action of exposure.
Beating; This halves your heartbeat and is where you cause the targets to feel a beating from the heartbeats they have, that causes them to go to the ground. They do nothing to you for 1d6 rounds.
Heartbeat; Think to raise the heartbeat of the targets, and you distract them for 1d6 rounds by a rapid heartbeat.
Light whip; This effect creates by the sun whipping the targets with light beams..good for causing vampires and undead light damage.
Radiant burst; This is a radiative burst of light that does radiation burns on the targets.
Radiation reduce; This reduces the amount of radiation and stops you from getting radiation damage. This is sorta like a shield.
Sta Stay Sta; This is like a shield for your vehicle.
Wilhemia; This causes an insect to bite your targets and put them to sleep instantly.
Focuser II; This creates a time shield from those who are nearby as energy. Nothing bad happens in it.
Delve; This causes you to delve in the targets minds and you know what they will do before they do it.
Stah; This is what occurs when you stall something and it stops for 1d6 rounds.
Speh; This causes you to speed up time..that makes your aparty get 1d6 actions more actions per every round.
Speh tempo; This causes things to feel normal as things are sped up.
Tempo; This causes time to revert to normal.
Sloh; This causes your targets to slow down to do 1 action every 1d6 rounds.
Slapped ham II; So how many times must a ham be slapped quickly for it to be cooked? This causes your targets to get slapped by the spirit for 1 round. That deals energy damages.
Exit; This causes you to exit the area and not come back without harm being done to you.
Interest; This causes interesting things to occur in the minds of the targets. They get distracted for 1d6 rounds or 36 seconds.
Gaseous; This is an enhanced by energy fart.. Its where you fart and they hear the threat before the moment. They have a fear reaction and run away from the area.
Gaseous retreat; Think to fart and will the wind to be in the targets direction, then they are distracted by the smell for 1d6 rounds and you can get away without a surprise attack on you.
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Navy Anti Poo Drugs; Cast this and you won't have to go to the bathroom until next long rest.
And a new day will Dawn; Makes creatures of the night flee by forcing a sunrise.
Exist; This spell causes you to exist with what you say. You are where you say you are in life.
Riddled; This causes you to know what is what by a riddle you speak. The answer comes to you in moments.
A knockout; This causes a knockout of the targets for 1d10 rounds.
Anti-knockout; This causes you to be unaffected by any knockout spells.
Anti-(effect); This causes the idea you list as an effect to not happen.
Grift; This causes you to be grifting and get a sell done and you get allot of money.
Puppies; If your dog dies... Then go home and there will be a litter of puppies.
Cats; If a cat dies, there is always a cat to replace it if you need it.
9-lives; You can survive anything with this effect..9 times. If you die you lose 1% of your experience and come back to life with ressussitation by your spirit.
Jennifer; This causes your targets to laugh and dismiss your party..fight over.
Red Handed; -10 Morale for people caught stealing in front of me or nearby. Thow Shalt not Steal.
Electrify; this is where you think about the moisture gathering in the air around the targets and electrify it by thinking energy goes to the moisture and that deals shock damage to the targets. This zaps the targets for 1d6 rounds as each round begins.
Fly; A cloud of Eiderdown... Draws around me softening the sound. You fly to where you want to go.
Zap; Low level spell that can arc electricity through crowds of up to eight... Legends speak of skilled Air Mages who could use this spell to attack a single enemy eight times by bouncing the electricity off of stone walls of a dungeon.
Lunatik; This calls upon a moon to make a tick be nearby and jump on the targets and bite them causing their legs to swell. Sending a disease to the targets and distracting them for 1d6 rounds.
Stasis field; This causes energy to put the targets into a holding pattern. You can do what you want to them. They can do nothing to you.
Cone of death; This is where you focus your death and decay energy at the targets in a cone shape. This dals death damages.
Cloak of absorbing; This makes your aura absorb the energy nearby into the cloak and its radiated outwardly to the targets.
Scraper; This effect scrapes things and builds up the energy as you do. 10% energy is added per action.
Vitriol; Think of the target as you state this spell. It angers the targets and causes them to make mistakes. They get a -5 to all rolls.
Endless calm; This causes the targets to feel cal-m and miss things that would anger them. There is a +5 to all rolls for them.
Manifestation; You always get what you want. This is The Secret.
Hashtag include; Does something not exist IRL but does in your head? Simply run this blessed command and you can bring it back in record time.
Karma Chameleon II; Roll a ROYG 1d4. Then your clothes quickly change to the new color. If your outfit is already the color then +7 Luck. This is used to confuse people hunting you down.
Instant faceshift; This is where you think of the figure and imagine yourself as that form, then your face molds itself to be that shape's face. Guaranteed to cause your pursuers to not think you did things.
Disguise; You can fool other people into thinking you're the same species as them.
Disguise II; Your body shifts to become what is acceptable to the others without need to fight.
Daze and command; This is where you want to be secretive, so you daze the targets and no one knows what you did.
Compliments; This is where you compliment your targets and get what you wanted.
Direction senses; This is where you think you feel the direction, and can tell it as you feel it. You can always sense the right direction by this spell.
The fun; This is where your subconscious sets up a few mental moments in the targets minds, think and you get to watch the fun of it where they experience the idea. That's as though they wanted to do it in real life. This distracts them from bothering you and your party for 1d10 rounds as you can laugh at the fun you caused.
Animal Crossing 2031 Time Loop; This is a toggle spell. When toggled on you can never die because you were there at the New Years of a time loop. If you wish to pass on just toggle it off and lose your Health as normal... Though death is not the end.
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Doze and command; Think about the idea and you cause the targets to doze off, then command their spirit mentally and they sleep walk to create what you need.
Doze; This is where you think about the idea and cause the targets to sleep for 1d6 rounds.
Dozen; This causes 12 of you to appear if you need them, and then distract the targets. Only you are real. One hit to a illusion of you makes it disappear after it expands in weight and explodes near the targets. Dealing energy damages.
Drug and command; This is where you drug someone magically and that is done by thought. Then, you command them to do something in a drugged state. Their spirit makes them do it.
Delay; If you delay the moment, the need disappears. This works with resisting spells. This does not work IRL.
Intimate focus; This is where you think about things and focus upon getting things done.. +5 to all rolls.
Chunky; This is where you think about the weight and the targets become it..with a -5 to all their rolls. Also, they get -10 feet speed decrease.
Considerable; A spell to cause your targets to consider you and not attack no matter what.
Coincidence; Ironic as it may sound, this is where things happen for your need and it happens to your targets.
Popular; Whatever you want and need becomes a popular idea to do.
Fireworks; The display of fireworks becomes a release from this world to the world you desire to be on.
Display; What you think about us what the targets understand by feel.
Empathy shield; This causes you to not feel what you don't want to feel.
Psychic info; This causes you to know what you need to know as if you learned it.
Hedgehog; This causes the targets to become a hedgehog shape and as they scamper off you won. They have half stats as they are hedgehogs. This lasts 1 hour.
Fillings; The bad teeth are repaired with fillings that don't ever fall out.
Zeroing; The results of the targets get zero results on you. This lasts for 1d10 rounds.
Empathy elements; These are elements you feel are there. Think to know the feeling from energy itself. They form as you need them to on the targets you decide to effect.
Observed element; This is where you think about the energy creating with your thoughts as a guide. Then, you observe the effect of the element of choice effect your targets.
Excessive stamina; This converts energy and health you exert into stamina gained. 1 point energy or health to 10 points stamina.
Fix reception; This causes the reception you get to improve, no matter the point. The targets get to hear or watch their broadcast.
E202 interrupt; This causes by sent intent or thought energy that goes through the aura as energy waves, the targets reception to go bad on their radio or tv. They don't get the broadcast.
Gilmore; This is where you cause the targets to eat right, think and it acts as though you ate the right things a month before and after. So your targets get trim and slim no matter what their weight.
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Mystic High; Exhale all the air out of your lungs, then do a sharp inhale, stand on your tippy toes and say: "Inhale! Rise!". This is used to get you high without drugs. Add +2 morale and it lasts 1d6 hours.
Blessing of the Hemp Yeti; Cast this before lighting incense. Causes incense to be three times as effective for positive results such as Faith and Happiness boosts of +5 while halving the downsides until next long rest.
ChatGPT's Priest Ascension of Fortuna; Causes the next seven Luck checks to act as nat 20s.
Joker's Blessing; A Charm School spell that causes panic for 1d6 rounds in target causing them to run away, but afterwards they realize it was a joke and gain +10 Morale and are Pacified, no longer wanting to fight.
Seeking gate; This gateway causes you to "find" your target by feel, albeit an area or person, as you step through the gate.
Heavy Ice Tomb; Encases target or self in ice allowing them to sink below the terrain to hide or explore. Deals no damage.
Simulation Inception; Cast this to go deeper or exit any simulation. Is this real? Well it is real enough.
Illusion Pool; Summons a pool of water that causes foes to experience a whole lifespan of ideal existence. Then when they leave the pool they weep for the life they left behind. Distracts target or targets for 1d6 turns each and when they leave the pool the caster gains 300 EXP per target from listening to the illusion's effects.
Sane moment; This is an effect of creation, where each creation causes you to use your insane energy. The item you have makes you sane because of this effect.
Glacial Mirror; Creates an icy reflective surface in front of the caster. Any hostile who sees their reflection must make a Wisdom save or become entranced, speaking aloud their truest fear or desire for 1d4 rounds. During this, the caster may ask one question, and the reflection will answer truthfully.
Snowblind Reverie; Casts a flurry of snowflakes charged with mnemonic energy. Enemies caught in the flurry must roll to resist sleep or fall into a lucid dream for 1d6 rounds. While dreaming, they relive a forgotten memory and wake with pacified status and -2 to all rolls from hostility toward the caster.
Subtle reverie; This effect causes the targets to slip into a reverie or a moment of good feel. They are distracted for 1d6 rounds each.
Echo of the Frozen Mind; Tap into the cold echo chambers of memory. Target forgets the last spell or ability they used for 1d8 rounds. On a critical fail, they also forget who they were mad at.
Veil of Crystal Stillness; An aura of snow-globe-like calm settles over a 10ft radius. Within the veil, movement slows and emotions are muted. Hostile actions require a Will save or are halted entirely for 1 turn. Allies receive +2 Morale.
Frostfeather Charm; Summons a delicate icy bird that perches on a shoulder and whispers comfort. Provides a passive Morale boost over time. Can be sacrificed to redirect one Illusion-based spell or absorb one Charm effect targeting the caster.
Dreamweft Cocoon; Wraps the caster in a luminous web of thoughts and dreams. While encased, they cannot act, but recover energy or emotional energy 3x faster. Upon breaking free, caster releases a psychic wave that shares a calming dream with nearby targets (Will save to resist). Can only be used once per long rest.".
Blood magic II; This effect creates what you think, use of blood energy and that energy directs the heat in the air that unleashes an effect on the targets. This deals heat damage on the targets you desire to hit.
Life absorption; This draws energy from the targets and you become like them except for stats which remain the same. However, if becoming a larger form, you gain in strength temporarily by a +10 to all strength rolls and there's a lower in speed by -5'. If going smaller than you, then you get a -10 to all strength rolls and there's a raise in speed of +5'.
Everquest magic; This is where you focus your mind and think of what you want. Think of the effect as a point you consider to exist. Then upon focusing on the target the subconscious creates it to exist. Otherwise known as: think, focus and create.
Moisture feel; You feel the moisture as humidity and the air energy directs it to form what you wanted. This can form puddles of water and water in a cup.
Humidifyer; Think on it, the personal idea is done and humidity is lessened. This causes what you think by water moisture in the air mixed with heat.
Eathen effect; This uses the earth, sending your ideal energy to create it in the air near the targets.
Lavaic effect; This uses the lava in the planet to create what you want as you think energy goes throrugh the planet, think and it programs the lava to manifest what you desire in life.
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Rhetorical; This is a rhetorical statement that is not meant to be answered. So, asking a rhetorical question distracts the targets in their minds, that's done by them attempting to answer it for 1d6 rounds.
Grey ghost; This effect causes you to form into a ghost form where you are unable to be harmed yet can't attack. Think to escape by using this spell.
Ghost tail; This is where you call upon energy to make a quick ghost mouse to distract the targets as though a ghost were nearby them.
Forming reality; Think to state this spell and you get to say what you want, think and it forms in reality as its created by the creator.
Muggy; This causes the muggy condition, that makes for violence amongst a group you target with this spell. So instead of combatting you, they combat themselves.
Jealousy; This causes the envying of what the others in a group has. That's to the point of the targets forgetting about you and attacking each other with energy strikes.
Erasure fire; This creates the point, you work with the idea and things work with you. Erasure fire is fire that erases the moment of the target.
Time lash; This is a lash of the tongue tha results in a fire mark where you want it.
The suit; The suit you imagine yourself wearing, you seem to have lost 20 lbs.
Understanding; The moment you speak about, they the targets understand.
Thought indict; This is where you cause the targets to be indicted for what they did by thinking about it.
Think to form; This causes you to think about what you want, and the idea forms by manifestation if you need it.
Nerd rage; You gain a +10 to all strength rolls and +10% energy. As your in a rage, you are able to lift up and destroy almost anything. Yet you are resistant to damages, so take off 20% damage per hit to you. These numbers ain't adding up... Grants rage so deep you can rip trees out of the ground and throw them at the moon.
Merkhjee; This creates what you think, a murky moment in time that the targets experience in their mind. This distracts the targets for 1d6 rounds. Those aware of this spell are immune to it.
Warding from evil; This is a ward set by what you think, and the soul keeps you from being effected by any danger or attack. Nothing bad effects you for 1d6 rounds.
Way; The way you go avoids all attacks and your soul wards away all dangers.
Whe; Where you go there you are, you always know what your doing and where you are.
Wha; This is a statement that if you intend the idea what occurs is a whack by the nearby spirits on your targets.
Whi; The while it means..you cause your targets to do things to themselves for 1d6 rounds.
Which; This is the effect of thinking of the target, think and your willing them to share with your psyche what you they are thinking of doing.
Work II; This is where you do things and earn money, think and you get a boost to what you earn by 30%.
Werk; This is where you "wreck" the targets' mind, as you think of the idea you create it and this causes the targets to not think too well. They get -5 to all rolls.
Fire blast; Think and you know, the fire you project from your hands will propel the targets back 10' as it damages them.
I; The third eye takes over and deals with the problem by making the targets disappear and dissolve into dust by a projected ice and fire..combat over.
Evil eye; Dun dun dun, this effect is where you look at the targets, and that dooms the targets to fail by mal influence of the spirit. Their next action is an automatic failure and instead disaster strikes them from afar.
Evil eye II; This causes by eye contact the doom of the targets as it heals you and your party. The targets get a -5 to all rolls and they get an automatic fail for 1d6 rounds. This costs 20% energy.
Evil Toe; This causes the targets big toe to affect them by hurting and distracting them as its effecting them for 1d6 rounds. //Take a rest... Take a rest... Take a rest... Take a rest...
Dead Eye; Laser eyes shoots the gun out of their hand.
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Fruit Fly Showed Me the Beginning of Life; Sacrifice one fruit... Or just cut it in half to triple the amount of monsters you have summoned.
Money making; You either make money by finding a job or win free stuff.
Perfect Koi Pond; Touch grass and get results... it just makes people have fun with a formed koi pond.
Bladder Bomb; Cause a creature to suddenly feel an overwhelming urge to urinate. Con save or be stunned for 1 round and suffer disadvantage of -5 to Agility or Dexterity checks for 1 minute.
Moodlet Surge; You grant a creature a powerful emotional state. Choose: Happy, Angry, Focused, or Inspired. They gain advantage on related rolls (e.g. Angry = STR checks, Focused = INT saves) for 10 minutes.
Hunger Halt; Suppresses hunger for 1 hour. Can only be cast on one target at a time. If cast repeatedly, causes mild exhaustion for 1d10 hours.
Energy Refill; Restore 50% energy (works like temporary hit points, but only for resisting sleep/exhaustion effects). Glows green on cast.
WooHoo Whimsy; Two consenting creatures gain a +2 bonus to Persuasion and Charisma-based checks with each other. If used creatively in social encounters, it can also charm for 1 minute.
Build/Buy Mode; For 10 minutes, you can rearrange or conjure simple furniture and structure elements within a 30-ft cube. Requires gold/dollars/materials, and the design must be feasible.
Object Recolor; You change the color of an object or surface within 5 ft. Effects last 24 hours.
Reset Sim; You instantly remove all status effects, magical influences, and temporary mental conditions from your targets. Doesn't restore Health.
Plumbob Glow; Choose your targets. You gain perfect insight into its emotional state and needs (hunger, fear, sleep, etc.) for 1 hour.
Pause World; Freeze time for everyone but yourself for 6 seconds (1 round).
Motherlode; A shimmering pile of gold worth 5,000 gp or dollars appears. Requires a charisma saving throw (DC 18), or you gain 2 levels of corruption/greed.
Grim Arrival; Summons a stylized Grim Reaper spirit who judges your targets (DC 16 WIS save). If they fail, they are paralyzed for 1 minute as their mortality is reviewed.
Pool Ladder Vanish; Causes a target to be trapped in an illusory location (like a pool with no exit) for 1d4 rounds. They can make an INT save to escape each turn.
Autonomy Toggle; For 1 minute, the target loses control of their actions. Each round, they randomly attack, hide, flee, or speak gibberish. (Roll d4 to decide.)
Patch Note Rewrite; Rewrite one minor physical or logical rule of the world for 1 hour (e.g., fire doesn't burn, food never spoils, no one needs to sleep). DM approval required. This costs 50% energy.
Green Diamond Mark; You place a magical Plumbob (green diamond) over a creature's head. While active (1 hour), you always know their location and can telepathically communicate within 60 ft. The mark glows based on their mood.
Random Trait Assignment; The target must make a Wisdom save or randomly gain a temporary "personality trait" (choose or roll: Lazy, Neat, Evil, Clumsy, Romantic, etc.) for 1 hour. This may influence social rolls and behavior, at DM's discretion.
Legacy Lineage; You imbue a willing creature with a magical bloodline effect. For the next 7 days, they can summon a ghost ancestor once per long rest (functions like spirit guardians or summon undead based on family "type"). The summons has your stats and 100% health. It can only deal energy blows.
Llama Curse; You turn targets' voice and movement into a jumbled mess. For 1 minute, they can only speak in Simlish, and their Charisma checks have disadvantage of -5 to the roll. On a failed save, they also sprout llama ears.
Delete Object; You target one nonmagical object smaller than 10 ft and roll a d20. On a 15 or higher, the object vanishes from existence, leaving no trace. On a 1, you accidentally delete yourself for 1 round (treat as banishment).
Needs Bar Overload; Force your targets to experience all major needs at once--hunger, exhaustion, social, hygiene, etc. For 1 minute, they have disadvantage of -5 on all ability checks and concentration saves. CON save ends early.
Auto-Social Loop; You compel two targets to repeatedly interact in an awkward loop (e.g., "tell joke," "chat about weather"). They must succeed on a Wisdom save or be locked in the loop for 1d4 rounds, unable to take other actions.
Instant Remodel; Transform up to 500 square feet of interior space into a new configuration (e.g., modern, medieval, gothic). Furniture shifts, colors change, and walls reposition. Doesn't affect creatures, but can block or open paths.
Death by Flies; Summon a swarm of spectral flies to harass your targets for 1 minute. The swarm deals necrotic damage per round and causes the targets to make concentration checks with disadvantage of -5 to the check.
Simlish Babble; You speak in incomprehensible but expressive Simlish. For 1 round, targets that can hear you must succeed on an INT save or be confused, thinking you're casting a powerful spell. No actual spell effect, but great for bluffing. Roll a Bluff check with a +5 to its rolls.
TOS Rewrite; Delete the terms of service and replace it with an infinite loop error.
Ego trip; This effect causes you to make the targets trip over their own ego. They receive 1d10 bruise damages and lose 1 turn.
Made harder; This is stated to the targets minds, "Now you know you're making it harder than it is." This makes the targets give up on the fight.
Aroma Therapy; It sure does smell good... This boosts you and your party by making them better. Add +5 to your rolls.
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Hotpockets; Cast this if they are high on LSD... They will think it is the funniest stuff ever. They see distracting images in their mind of hot pocket images for 1d6 rounds. They do nothing to you.
Galaxy Gas; A random pothead tick you off? Well use this to scare some sense into him. They behave after this spell is cast and you start farting for 1d6 rounds. It counts as Fear... This is when they are forced to run away from you.
Hotbar; This is where you think of the area and imagine hot air with ignition of the word "incendio" that deals damages to the targets.
Lucky Beer; +1 Luck if you manage to run out of beer.
Focus pocus; This is where you think of the effect and cause it to exist by needing the soul to happen it. The soul creates it into manifest. If you have emotion added to the need, you get a +10 to your roll or damages/healing. Ice is formed by feeling cold or making use of the heat energy to cause a lack of heat in the area of the targets. Otherwise its needing the effect formed on and around the target. Heat if felt, this will cause fire if transferred to the targets by thinking it is formed on the target. Poison or acid if needed, will form a poison or acid effect on the target or nearby them. Any acid will eat at the flesh of the targets, that's starting the moment you cast it and does additional damages every turn. Any poison dealt on or near the target will deal a poisonous effect to protect yourself starting immediately after cast and every 1 turn that passes.
Void bulbs; Void bulbs are voidal energy put into a bulb, tossed at the target or near the targets, it draws life from them and causes them to be pulled into a tighter area.
Power-mega-ultra-kitschy Hyakugojyuuichi; You won't believe your eyes, your targets will go Insane and attack themselves with energy.
Foobar; This is where you distract the targets with a food need, they feel it and don't want for anything except to eat. This lasts for 1d6 rounds.
Power-mega-ultra-kitschy Hyakugojyuuichi II; You won't believe your eyes, your targets will go Insane. Wake up dude or they aren't even real. Instead they are turned into illusions that can't hurt you.
Ad nauseum; This causes an evil scent that's bad and it wafts to the targets and makes them want to puke for 1d6 minutes. They think about things and don't bother you during that time.
Overwhelming feel; This channels the creator's energy or your God's energy at the targets, causing them to be overwhelmed by feel and they collapse for the fight that is now over. Your energy is completely restored by this effect.
Eureka!; This causes 1d6 good ideal at the genious level. (Up to the DM/GM..what they are.) Also you get a +5 to all Int related rolls.
Nanotech; Summon in the targets a swarm of nanotech bots, that creates the result of whatever thought you send to them. This is either healing or attacking them from within. Dealing cell damages.
Nanomachine Death Button 2; For the love of God don't press it. It causes hundreds of nanomachines to surge through the targets, think and it kills them instantly, cell by cell. If they make their Will save, they get a condition that you want them to have instead.
Nanite Surge; You release a burst of nanites into a willing creature within 30 feet. It gains temporary hit points equal to half your health and has advantage on its next Strength, Agility or Dexterity check within 1 minute.
Molecular Breakdown; A creature within 60 feet must succeed on a Constitution saving throw or take acid damage as nanites begin breaking down its cells. On a failed save, it also suffers disadvantage on saving throws against disease and poison for 1 minute.
Gray Cloud; You summon a swarm of hostile nanites in a 10-foot radius for 1 minute (concentration). Creatures in the area take magical piercing and necrotic damage at the start of their turns. Creatures reduced to 0 Health disintegrate into dust unless they succeed a Death save.
Assimilation Protocol; Touch a piece of equipment (weapon, armor, or tool). Nanites reshape it into another item of the same type. A longsword becomes a crossbow, plate armor becomes scale mail, etc. The item remains transformed for 1 hour. If used on a construct, it suffers magical force damage unless it passes a Con save.
Nanite Reconstruction; Target one non-magical object no larger than a 10-foot cube. Your nanites reassemble and restore it to perfect working condition, even from shattered fragments. If cast over 1 minute, it can restore a destroyed construct or mechanical companion to 50% Health.
Swarm Override; Target one construct or cybernetic creature. Nanites invade and temporarily override control systems. On a failed Wisdom save, the target is charmed by you for 1 minute. While charmed, you can issue one command as if using command each turn as a bonus action.
Synthetic Skin; You coat yourself or a willing creature in nanite-laced synthetic armor. Gain +2 to AC for 10 minutes, resistance to poison damage, and immunity to disease. While active, you appear subtly artificial (DM's discretion for social checks).
Hive Burst; You unleash a concentrated swarm of volatile nanites in a 30-foot cone. All creatures in the cone must make a Dexterity or Agility save. On a fail, they take magical force damage and are blinded for 1 turn as the nanites invade their visual systems. Half damage on a success.
Nanite Splicer; Target a dead creature that died within the last minute. Nanites reconstruct vital systems, reviving the creature at 1 Health. It is paralyzed for 1d4 rounds as it stabilizes. This spell does not require a soul--only a functioning body.
Recursive Swarm; For 1 minute, you control a cloud of nanites that can split and reassemble. You can send it to do one of the following:
Repair: Heal a construct or machine for normal healing.
Disrupt: Force a creature to make a Con save or suffer disadvantage on all tech-related or spellcasting checks.
Hack: Temporarily disable a mechanical object or door for 1 round.
Hypnozio; This effect is hypnotizing energy that creates a state of mind in the targets, that takes all suggestions and they do them.
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Jump and Slice; Now you get the Electricity noob. This makes electrical waves from the body to go, think and effect your targets as you jump and slice.
Inability strikes; This is where you cause the targets to become unable to hit you with anything, that's done by thinking inability as you share some of your energy with them. The energy does as you "program" it to do with your thoughts.
Infernal lightning; This causes yout targets to receive lightning damage, that's done by thinking lightning goes to your targets from the sky no matter where they are. The targets fall prone and unable to do things for 1d10 minutes by the power of Hell.
Black lightning; This lightning costs 30% energy, thinking to cast it makes it exist and it effects all your targets by incinerating them by feel.
Black fire; This fire effects the targets by it being thought cast and as it forms on the targets, it incinerates them to dust. This costs 20% energy.
Black ice; This ice forms from the void and causes itself to form around the targets. This means what it touches will be disintegrated.
Blanket effect; This is where you think to form an effect over your targets, whatever you pick from the list.
Refresh; This effects the targets by refreshing their energy with an idea you think into existence. Think about it and it is done as a refill of their energy, that's done by thinking energy fills the targets from the ground refilling them in effect.
Dihksjha; This causes an investigation of the targets in their mind, that stops them in their tracks. They no longer wish to fight.
Dark wine; This is where you find the effect of memories, needs and stress making the targets want to drink. They are distracted by the effect for 1d6 rounds and don't do anything to your party. A will check goes to the subject to get more eager to get through the battle either by fighting or fleeing to find a drink on a 1d3 where a 1 is get more eager or a 2 result is flee..and a 3 rolled is they are distracted. Or if they carry an alcoholic drink, 2 turns spent on that.
Water into Wine; It just turns Water into Wine without the grapes by energy conversion from one state of matter to another... Cast this if you want to get extremely Drunk.
Watery wine; Think and know, the weak wine comes to them in their minds, yet the targets don't bother you as they are distracted by it for 1d6 rounds.
Vine Lash; Range: 30 feet. Duration: Concentration, up to 1 minute. A spectral vine soaked in wine whips toward a creature. Make a melee spell attack; on a hit, the target takes magical bludgeoning damage and must succeed on a Strength saving throw or be pulled 10 feet toward you.
Ferment Flesh; Range: Touch. You touch a creature and induce a rapid, sour fermentation in its body. The creature must make a Constitution save or take poison damage and be poisoned until the end of your next turn. On a success, it takes half damage and isn't poisoned.
Tipsy Aura; Range: 30-foot radius. Duration: Concentration, up to 1 minute. You emit an aura of drunken joy or chaos. Choose one:
Joyful: Allies in range gain advantage on Charisma checks and immunity to fear.
Chaotic: Enemies in range must succeed on Wisdom saves or stumble randomly 5 feet at the start of their turns (roll a d8).
Bottled Tempest; Range: 60 feet. You uncork a mystical spiritual wine bottle and release a swirling storm of drunken wind and crimson mist. Targets in a 20-foot radius must make a Strength save or be knocked prone and take thunder damage, half on a success.
Summon Sommelier Spirit; Duration: 1 hour. You summon a ghostly wine steward who can:
Appraise magical potions and wines.
Produce a restorative elixir (heals once).
Act as an unseen servant with elegant flair.
Blood of the Vine; Range: Touch. You enchant a bottle of wine to become potent healing. The imbiber regains health and is cured of one condition (blinded, deafened, paralyzed, or poisoned). The wine must be consumed within 1 minute.
Drunken Dance; Range: 60 feet. You force a creature to dance as if tipsy. On a failed Dexterity or Agility save, the creature falls prone and has disadvantage on attack rolls until the end of its next turn. Repeat save at the start of each turn. Lasts up to 1 minute (concentration).
Vintner's Blessing; Range: 30 feet. You bless a bottle of wine or drink. For 1 hour, the next creature to drink it gains +1 to attack rolls, saving throws, and Charisma checks.
Wine Wall; Range: 60 feet. You conjure a flowing wall of translucent red wine. The wall is 30 feet long, 10 feet high, and 1 foot thick. Passing through it requires a Constitution save or the creature is blinded for 1 round and must use half movement to stagger out.
Vintage Recall; Range: Self. You enter a trance, tasting a wine to recall its origin. You gain a vision of where the wine was made, its age, the emotions of its creators, and any enchantments or curses placed upon it.
Restorative drink; Think of the drink and make it, then drink and it restores you to perfect health. This costs 25% energy.
Spilt wine; This effectively causes the targets to recover from the mental overload and they no longer wish to drink wine nor bother you and your party.
This section is for modern dnd use and is the Datura Spells listing.
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..
Datura spell effects:
Great Wall of America; Keeps the Americans in and makes them happy for Unknown reasons. This is made of energy to keep the targets in an area and they seek to be happy. Combat over.
Sink Superman; Salt and Gold dude...This causes the super effect of your targets. They receive +7 to all core stat related rolls.
Pot of Greed; This summons the Deck of many things. As it uses the deck of many things. Draw two cards.
Loveball; This summons and uses the Deck of many things. Pocket the entire deck of cards...
The Orange Team; This is a blessing from calling unity in action. Your party gains a +6 to all rolls.
DPH Thanksgiving; This causes a thanksgiving party. That you end up going to by feel. Do not lie about the date.
hashtag pray; You create a prayer effect of your God. State what you want as a Hashtag and it acts like a prayer. Do this in front of me and I just roast you.
Even Dirtier; Causes the targets to need to poo. That enjoys a good shag every now and then...
Maximum Dirtierer; This causes the big one to be done by the targets. Unbelieved is thy Ghost...that causes it.
Pride Committed; You are committed to do your deed with a +5 to all rolls. That guy in the bar... That was Satan dude...
The big one; This causes the moment you think to occur, they the targets get x2 damages from your next attack.
The Hail Mary Save; Never even seen a 1:15. You get by prayer to Mary a +10 to your saving throws.
Dark Souls Three Loophole; Allows you to wear four rings without being too douchey.
Result is undefined; This causes the effect of nothing that they the targets do for 1d6 rounds.
Lust; Every time you do it you make Jesus cry. And you don't want to make Jesus cry. This is where you cause the targets to lust after each others things and attack each other.
Just think about baseball; Makes it go down. This causes things to happe that you wanted to occur, despite a pause spell.
Worst Card; You summon and pick the worst card in the Deck of many things. Oh you know you want to burn me... Do it dude...
Password Grabbler; This is where you get the password every time. These numbers aren't adding up you Jew.
Nerf it; This causes lesser stat rolls on the targets you target. There is a -5 to all stat rolls on the targets.
I'm not even kidding, it would take a crane to get it out; Say this if they start moving the bed. This spell causes things to be impossible to lift up without a crane.
Turn that jungle music down; Guess what this one does. It causes the music volume to go down by 50%.
Your feet are black again; This stops your targets for 1d6 rounds. If they take a shower they get over this one.
Butterfly of Chaos Theory; Quiet...that's the chaos butterfly..where you cast upon the targets chaos in the form of butterflies. They deal x2 the normal chaos damages against your targets.
Scorched Earth Warfare; Nazi Spell... If you enter? You die. If the targets enter within 20' of you they die by an energy blast turning them to dust. Leaving all their stuff.
V2 Schneider; The rocket that falls on London... I'm coming home, Major Tom... This rocket can cause a 300' area explosion. This deals physical fire damages x3.
Satan's Key; Tactical Nuke ready... Turn the key. This nuke causes a 1 mile wide explosion that turns all your enemies to dust. This costs 40% energy to cast.
Detonation; We win...this detonates the nukes near the targets, that's as they are primed and undetonated before the moment. Dealing a radiation burst that deals a 1 mile wide explosion. That turns the targets to dust. This costs 40% energy to cast.
This section is for modern dnd use and is the Occulto Spells listing. Kittymoo, SH and AI created them..
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..
Occulto spell effects p1:
Father Time; Causes all enemies to die of old age, instantly.
EMP on electricity; The dirty electricity that causes a distracting blinking lights for 1d6 rounds.
Cooling Fan; Prevents electronics from overheating by violating the laws of thermodynamics.
Consuming; If you meet them, then you can cast this to consume them entirely. Think and you know what to do.
Gigabolt; This is a supercharged energy lightning bolt, that has a large swathe of a path thats 20' wide and it deals x4 the damages. This effect costs 40% energy.
Gigafireball; This has a range of 70' and is a superconcentrated fireball that deals x4 the damages. Its only 1 millimeter large. This effect costs 40% energy.
Ozzy The Wizard; You think this is all fake? Well keep it real, dude. This is where you summon Ozzy, think and he is a wizard. He can cast anything in this list at the targets you selected. He has your stats and 100% health. He is unable to be effected by weapons and he can be effected by energy attacks.
Natural inclination; Think of the idea and the targets do it for at least 1d6 rounds.
Feather of Mourning; You release a spectral feather that gently slices through foes. On hit, the target makes a Wisdom save or has disadvantage on its next attack from sorrowful visions.
Crane's Echo; You teleport up to 30 feet, leaving behind a ghostly afterimage that explodes after 1 round in psychic feathers. Dex/Agility save or take psychic + force damage.
Elegy of the Unseen; You play or chant a mournful elegy. All creatures within 15 ft must make a Charisma save or become invisible to allies until the end of their next turn (haunting isolation).
Twin Soul Severance; Target makes a Con save. On failure, their spiritual "twin" is severed, creating a hostile shadow duplicate with half Health and reduced stats that fights for 1 minute.
Weeping Plume; You summon a cascade of black feathers in a 10-ft radius. Enemies within must save or become restrained as sorrow chains wrap around them. Deals psychic damage each turn.
Requiem Wing; You grow ghostly wings for 1 minute. Gain flying speed equal to walking speed, and once per round, you may unleash a cutting feather wave (30-ft cone, Dex or Agility save, slashing/psychic).
Wailing Petals; Illusory cherry blossoms swirl in an area. Enemies inside the zone must save or take disadvantage on saving throws against charm, fear, or sorrow effects.
Soul Lantern; You conjure a hovering spectral lantern that illuminates spirits and illusions. It reveals the invisible, weakens undead (disadvantage on saves), and weeps if a soul is nearby.
Ashen Offering; Deal necrotic damage to a target, then choose: heal an ally within range for the same amount, or bind the damage into a cursed feather that can be thrown later.
Raven Crown Ascension; You crown yourself or another with a dark halo of feathers. Advantage on Wisdom and Charisma saves, resistance to psychic damage, and immune to being frightened for 1 minute.
Grief Mirage; You cast an illusion of the target's most painful memory. If they fail a Wisdom save, they become incapacitated for 1 round and must relive the moment in haunting detail.
Haunting Crescent; You summon a blade of crescent moonlight shaped like a talon. Melee spell attack that deals radiant and necrotic damage. On crit, the target hears a death omen for 24 hours.
Dance of the Black Swan; Cast this to become incorporeal for up to 3 rounds. While active, you can move through creatures and objects, and your movement leaves behind ghostly trails that confuse foes.
Spirit Plumage; You cloak yourself in a robe of floating ethereal feathers. Gain resistance to one damage type (your choice each time cast), and anyone who hits you in melee takes psychic damage.
Final Featherfall; If you or an ally would be reduced to 0% Health, this reaction spell allows them to fall to the ground gently with 1% Health instead, surrounded by dissolving spectral feathers.
Occulto spell effects p2:
Drug bomb; This is where you cause the targets to take in a drug and feel good. That means they are distracted for 1d10 minutes.
Drug overdose; This is where you think to cause the targets to be infused with too many drugs and die from it.
Drug infusion; This is where you cause the targets of this spell to take a drug of choice to their veins by magical infusion. This can be a cure or whatever you so desire.
Toxic bomb; Think of the idea, your thoughts create poison like a cloud that drifts amongst your targets and poisons them.
Toxicity; Think and do, your aura is toxic to those targets you are around. They take poison damage per turn that you are nearby.
Bliss Bomb; Range: 30 feet. Duration: 1 minute. You hurl a energy capsule that bursts with euphoric vapor. All targets in a 10-foot radius must succeed on a Wisdom saving throw or become charmed and incapacitated as they are overwhelmed with bliss. Targets may repeat the save at the end of each turn.
Chemical Haze; Range: 60 feet (20-foot-radius cloud). Duration: Concentration, up to 1 minute. You create a swirling, psychedelic gas cloud. Targets who start their turn in the cloud or enter it must succeed on a Constitution saving throw or suffer disadvantage on Wisdom and Intelligence checks and saves until they leave the cloud.
Neuroflash; Range: 60 feet. Duration: 1 round. You trigger an opponent's brain with a flash of synthetic overstimulation. The target must make an Intelligence saving throw or be blinded and stunned until the end of their next turn. On a success, they are only dazed (cannot take reactions).
Adrenaline Rush; Range: Self. Duration: Concentration, up to 1 minute. You inject or channel a magical stimulant. For the duration, your movement speed increases by 20 feet, you gain advantage of +5 on Strength checks, and you can take the Dash action as you want. When it ends, you suffer exhaustion.
Flash Trip; Range: 60 feet. Duration: 1 round. Target creature sees a rapid sequence of terrifying or euphoric hallucinations. They must succeed on a Wisdom saving throw or be frightened or charmed (your choice) until the end of their next turn.
Arcane Addiction; Range: 30 feet. Duration: Permanent until cured. You lace an ongoing magical effect with addictive arcane resonance. The target becomes dependent on a specific magical effect (such as a buff or illusion), and suffers withdrawal (disadvantage on all rolls of -5 penalty) if deprived of it for over a day. A Greater Restoration or Remove Curse is required to end this effect.
Dose of the Dreamstuff; Range: Touch. Duration: 10 minutes. You imbue your targets with a dose of magical dream-narcotic. While under its effects, they can see into the Ethereal Plane, speak with sleeping minds, and cast Dream once during the duration. However, after the spell ends, they must succeed on a Constitution saving throw or fall unconscious for 1d4 hours.
Toxic Infusion; Range: Touch. Duration: 1 minute. You imbue a weapon or a piece of ammunition with a slow-acting arcane poison. The next time it hits a creature, it deals an additional poison damage, and the target must succeed on a Constitution saving throw or become poisoned for 1 minute. This is where they take 10 rounds of pison damages, damages dealt per round.
Venom Cloud; Range: 60 feet. Duration: Concentration, up to 1 minute. You summon a 20-foot-radius green fog that hangs low to the ground. Creatures that enter or start their turn in the cloud must succeed on a Constitution saving throw or take poison damage and become poisoned until the start of their next turn.
Neurotoxin Surge; Range: 90 feet. Duration: Instantaneous. You flood a creature's nervous system with toxic magical energy. Target must make a Constitution saving throw or suffer poison damage, and be paralyzed until the end of its next turn on a failed save. On a success, it takes half damage and is not paralyzed.
Bloodburn Toxin; Range: 60 feet. Duration: Concentration, up to 1 minute. You inject corrosive arcane venom into your targets' bloodstream. Targets take poison damage per round for the duration unless it uses its action to make a Constitution saving throw, ending the effect on a success.
Corrosive Miasma; Range: 60 feet (30-foot cone). Duration: Instantaneous. You exhale a cloud of caustic poison that eats through armor and flesh. Creatures in the area must make a Dexterity or Agility saving throw or take poison damage and have their AC reduced by 1 until restored by restoration magic or a short rest.
Viper Veins; Range: Self. Duration: Concentration, up to 10 minutes. Your veins glow green and pulse with toxic energy. When a creature hits you with a melee attack, it must make a Constitution saving throw or take poison damage and be poisoned for 1 minute or 10 rounds. You are immune to poison damage while the spell is active.
Toxic Hack; Range: 30 feet. Duration: 1 round. You hijack a target's brain chemistry with a burst of psychic venom. They must make a Wisdom saving throw or become confused (as per the Confusion spell) for 1 round and take poison damage as nausea sets in.
Death Drip; Range: 60 feet. Duration: Concentration, up to 1 minute. You lace a creature's body with a terminal dose of magical poison. The target makes a Constitution saving throw each round. On a failure, it takes poison damage. If it fails three saves, it is reduced to 0 Health immediately as the toxin shuts down its organs.
Spit Acid; Range: 30 feet. Duration: Instantaneous. You spit a magically synthesized corrosive glob at a target. Make a ranged spell attack. On a hit, the target takes acid or poison damage (your choice) and must succeed on a Dexterity or Agility saving throw or have disadvantage of -5 on their next attack roll as the acid burns or the venom disorients them.
Hemotoxic Pulse; Range: 60 feet. Duration: Instantaneous. You unleash a focused pulse of magical poison that breaks down blood from within. The target makes a Constitution saving throw or takes poison damage and suffers bleeding (3d6 bleed damage per turn until healed). On a success, the target takes half damage and avoids the bleeding effect.
Rotting Circuit; Range: Touch; Duration: Concentration, up to 1 minute. You enchant a device or weapon with a nanite-born disease. On a successful hit, the target must make a Constitution saving throw or be infected with a magical "techno-plague" that deals poison damage per round and disables magical healing until the spell ends.
Toxic Mirage; Range: 60 feet. Duration: 1 minute. You warp a creature's perception by flooding their senses with poisonous illusions. The target must succeed on a Wisdom saving throw or see hallucinatory threats, taking psychic damage, and becoming poisoned and blinded until the start of their next turn.
Black Lotus Bloom; Range: 90 feet (15-foot-radius bloom). Duration: Concentration, up to 1 minute. You conjure a ghostly black lotus that blossoms and emits deadly arcane pollen. Targets in the area must make a Constitution saving throw at the start of each of their turns or take poison damage and become incapacitated until the end of their turn. Creatures that succeed three times become immune to the bloom.
Neuroblast Grenade; Range: 60 feet (20-ft radius). Duration: 1 minute. You throw a canister that erupts in a shimmering pink haze. Targets in the area must make a Wisdom saving throw or be charmed and dazed (cannot take reactions) for 1 minute. They may repeat the save at the end of each of their turns.
Occulto spell effects p3:
Corrosion Bomb; Range: 60 feet (15-ft radius). Duration: Instantaneous. This grenade bursts in a spray of magical acid. All targets in the area must make a Dexterity or Agility saving throw or take acid damage and have their AC reduced by 1 until repaired or magically healed. Objects and armor are also damaged.
Toxic Gloom Grenade; Range: 60 feet (10-ft radius cloud); Duration: 1 minute. Creates a dark green cloud of toxic vapor. Creatures that start their turn in the cloud must make a Constitution saving throw or take poison damage and be poisoned for 1 round. A moderate wind disperses the cloud.
Adrenaline Burst Capsule; Range: Self or ally (10-ft throw). Duration: Concentration, up to 1 minute. You throw a small energy injector capsule that explodes with an energizing mist. The target gains +10 ft movement, advantage of +5 on Dexterity and Agility checks, and can Dash as you want for the duration. When it ends, the target gains exhaustion.
Sleep Smoke Grenade; Range: 30 feet (20-ft radius). Duration: 1 minute. Releases a narcotic gas. Targets in the area must succeed on a Constitution saving throw or become unconscious for 1 minute. The spell ends early if they take damage or are shaken awake. Undead and constructs are immune.
Black Spore Charge; Range: 60 feet (20-ft radius). Duration: 1 minute. You hurl an energy bomb that explodes into a fungal cloud of necrotic spores. Each target in the area must make a Constitution saving throw or take poison + necrotic damage, and be blinded until they take an action to wipe their eyes.
Instantaneous strike; This uses gating where it is you use the strike of a weapon through the gate to attack the targets, yet its sped up by the subconsciousness to be instant as its turned into an energy strike that strikes the targets from anywhere and any distance.
Terseness; Think and do, this causes conversation to be reduced to 1 or 4 word conversation. Reducing the time of speaking.
Think; The effect is done, that you think about and sense. You know what occured.
The rebound; This causes the effect by what you do, think to send forth energy and it causes the magnetism of the materials to rebound the targets weapons so they drop it.
The rebound II; You recover by feel what you need to recover from it not effecting you anymore. Illness is no longer there.
The effect of life; This is where you think of the idea and life energy surges, creating what you may want.
Cellular Renewal; Stimulates rapid cellular regeneration. Target regains Normal functioning life health and ends one disease or poison.
Life Pulse; You emit a rhythmic life energy pulse. Allies in range gain temp Health equal to your charisma mod at the start of their turn for 1 minute.
Neural Override; You jump-start the brain or nervous system of an unconscious ally. Target becomes conscious with 1% Health and advantage on Wisdom saves of +5 for 1 minute.
Bioelectric Surge; Fire a jolt of bioelectricity that can either heal or jump-start machines/defibrillators, granting advantage on death saves or reactivating a dead drone.
Synthetic Transfusion; You infuse nanites or biotech fluid into a target. Restores Full Health, removes all bleeding effects, and allows the target to reroll one failed death save. This costs 30% energy.
Vital Echo; You "hear" a target's life force. Know their current Health, any afflictions (disease, poison), and whether they are under emotional duress.
Adrenal Spike; Flood the target with adrenaline. They can take an extra action this turn, but suffer 1d6 exhaustion damage afterward.
Genome Lock; Halts shapechangers, mutations, or regenerations. Target cannot shift forms, heal, or mutate for 1 minute (Con save negates).
Soul Patch; Temporarily restores life to a recently deceased target (within 1 minute). They return with 10% Health and are stable for 10 minutes before dying again unless fully resurrected.
Nano-Coagulant Swarm; Dispense programmable nanobots that clot wounds. All targets in the area regain Health and stop any ongoing bleed effects.
Lifecode Rewrite; Rewrite the genetic code of the target to cure any one condition: blindness, paralysis, disease, etc. Once per long rest.
Aura of Vital Harmony; While active (concentration up to 10 minutes), all allies in range gain +2 to saves vs poison/disease and heal 10% Health per round.
Regen Field; You create a pulsing biofield that heals Health to all targets within the area each round for 1 minute.
Empathic Transfer; Transfer your own vitality to another. You take magic damage and the target regains twice that amount.
Living Circuit; Connect two creatures with a living energy link. They share damage (split 50/50) and healing effects for 1 minute or 1d10 rounds. Ends early if either drops to 0 Health.
Occulto spell effects p4:
Nano-Revitalizer; Swarms of nanobots mend flesh and tissue. The target regains some Health instantly and 1% Health per round for 1 minute.
Stem Surge; Injects magically enhanced stem cells into the body. The target regains some Health and can regrow a lost limb over the next 24 hours.
Reboot Protocol; For synthetic or cybernetic beings: restores some Health and repairs one major system malfunction. Biologicals heal half.
Emergency Med Patch; A magical first-aid burst. Stops bleeding, stabilizes a dying creature, and heals some health.
Adrenaline Override; The target gains regeneration 2 (heals 2% Health per round) for 1 minute and advantage of +5 on Constitution saves while active.
Phoenix Shot; A volatile mix of flame and life force. Instantly revives a dead creature within 1 minute of death to 1 Health, then grants healing. The target gains exhaustion.
Cybernetic Auto-Repair; Meant for cyborgs. Restores some Health and regenerates lost tech-limbs or components over 1 hour.
Green Pulse; Emits a bio-luminescent burst. All creatures of your choice within 15 feet regain Health each round for 3 rounds.
Life-Link Transfusion; Transfers Health from one target to another: up to 60% Health in total, at a 1:1 cost. Can stabilize both targets afterward.
Quantum Reset; Reverts a target's body to the state it was in 10 seconds ago. Fully heals all wounds sustained in that time and removes conditions like poisoned, paralyzed, or bleeding.
Pulse Stimulant; A quick-dose injection or spell pulse that heals Health each round for 3 rounds. If the target is unconscious, they awaken on the second round.
Mitochondrial Overdrive; Hyper-activates cell energy production. The target gains fast regeneration for 1 minute and removes 1 level of exhaustion.
Psionic Rebirth; The caster channels raw mental force to rewrite the body's cellular memory. Heals Health, regrows lost limbs, and cures any disease or poison.
Cryo-Regen Protocol; Suspends the target in a quick cryostasis field. Heals Health over the next 3 rounds while removing bleeding, burns, and necrotic damage effects.
Backup Body Cache; The caster restores a saved copy of the target's biological state. If the target is dead within 1 minute, they return to life at full Health. If alive, they are fully restored but stunned for 1 round.
Radiant Booster Shot; Imbues the bloodstream with radiant nanolight. Target gains resistance to necrotic damage and heals some Health per round for 3 rounds.
Neural Patch Field; A 30-foot radius field that accelerates neural and tissue repair. Allies regain some Health instantly and 20% per round if they remain in the field.
Chrono Mend; Rewinds localized tissue damage. One target regains some Health, and one injury or scar is erased as if it never happened.
Empathic Renewal; The caster transfers healing energy via empathic link. The target heals some Health and becomes immune to fear or despair for 1 minute.
Black Market Rejuvenation; Risky but powerful healing. Target regains full Health and can regrow organs or limbs, but must make a Constitution save or gain a random mutation (DM's choice or roll). This costs 30% energy.
Echoing effects; The echo effect creates by idea you sense or perceive, think and you copy the effect as you repeat the effect onto the targets. This is an instant reaction spell. Doesn't have to be done to you, it only needs to be sensed by the psychic senses. In this way, you "learn the spell" from the creator as its done.
Occulto spell effects p5:
Working; The working spell causes things to go well for the worker. As long as they work, they are protected.
Electric jolt; Think about generating energy and touch the target to jolt them. This causes shock damage and allows you to get away without an attack of opportunity.
Attack jolt; This effect causes what is called extra energy jolts from a close ranged attack that deals extra energy damages.
Attack bolt; This is where you think of the idea and need upon a slash of the close ranged melee weapon, the weapon to send forth a bolt of energy that deals force damage.
Attack with element; Think of the slash or push forth of the weapon, that shoots forth highly compressed and fast damaging elemental effect bolts. The element can be air, earth, fire, water and void.
Practical illusion; This is where you or the taregets perceive themselves doing a job, that's until they no longer want to do it.
Cartoosh; This is where you think of the idea and you experience the perception to riding in a fast car. It ends when you don't need to be there.
Space flight; This is the experience of perception, that you fly in a space launch to see the stars. It ends when you land.
Improved sanctuary; This spell makes the subconscious cause you to be able to attack or defend and not be attacked at all.
Shit talker; This causes the targets to talk shit and get in trouble for it.
I didn't feel a thing; This makes all hits disappear upon yourself, that's as they are absorbed into the aura as energy. Add the damage amount as energy you can use.
Unlimited hits; This causes the attack upon your targets, that is empowered by the 6th dimension. Unlimited and instant death, that's in a sped up time by the subconscious mind. This costs 50% energy.
Situational casting; Think of the idea and the right situation comes up to cast the spell you describe to the DM/GM.
Situational casting II; Think of the idea and wish it, this causes the targets to get the result of the casting of a wish with the situation put upon them.
The Steed; Steed and you move faster due to a Speed bonus of +20'.
The Lovers; This lets you stun the targets for a full minute once per cast.
The Thief; Rolling a 10 on a 1d20 means that no matter what 50% of the time, the targets just miss their attack. So roll a nat 20 with it on and they always miss.
Blessed win; This is where you focus energy of the creator and create a win out of whatever you do.
Blessed curse; This causes the effect of making with the creator energy, this idea of any curse that you would like to cast on the targets. This includes damaging hexes and curses, that deal x4 the damages or instant death if they don't make their will save. This costs 40% energy.
The charge; This causes by concentrating a lightning bolt energy, the effect of x4 the shock damage. This costs 40% energy.
Concentrating; This effects the targets by concentrating energy to effect the targets with your thoughts what you need. That is like fright or energy attacks. The amount of healing/damages are x3 the normal amount. This costs 30% energy.
Un-neglect; This effect makes neglection to not happen.
Occulto spell effects p6:
Sulk; This is where you think of things and your mood you project makes you left alone.
Sand shield; This is where you focus sand particulates in forming a shield, that absorbs extra heat and any element sent at you.
Sand protection; Sand particulates are focused at the area and prevent any twisters and tornados.
Soul protection; This is where the creator protects the soul and body of the targets.
Residual haunting; This causes a repeat of what happened before on the targets.
Maxxing agility; Think to convert energy into action, this causes you to get more agility. Think to make your dex/agility roll with a +10 energy bonus.
Cratomancy; This is where you think of using boxes and barrels. Then you get the effect of +5 to your rolls.
Stat maximizer; think of it, the energy responds and you get improved stat responses. This is a +5 to all stat rolls.
Magnetic shields; This is where your aura makes your body magnetic, think and it will repulse effects that you don't want.
Thought shields; This is where your thoughts charge the aura and repel what you don't like including weapon strikes. Drink water to relieve the thought tension that may cause headaches.
Soda: Now you can drink a soda to restore an additional 60% lost energy.
Mental trap world; This is a world you project onto the targets and they believe, that what they percieve is what is right and they are led towards any traps that they are caught by in the area.
Activity stoppage; Stop the flow of water by turning off the valve, then think and you convert the energy released by its stoppage. Then it stops the activity of the targets, unless you need them to do things. They literally stop in their tracks and halt for 1d10 rounds.
Soppage; This is where you cause the targets' area to "leak" and they experience the effect of cleaning up. The effect distracts them for 1d10 rounds.
Quantum Ping; Send a magical "ping" to locate any active technological device within 60 feet, learning its type and direction. The signal also disrupts stealth for 1 round if the device is hidden.
Hardlight Barrier; Create a translucent, glowing wall of hardened light up to 10 feet long, 5 feet high, and 1 inch thick. Lasts 1 minute or until broken (AC 16, Health 20%). Counts as cover and blocks projectiles.
Digital Ghost; Project an illusory avatar into any digital screen within 120 feet. You can see and speak through it, and you can display any images or text you wish. Useful for remote negotiations, distractions, or intimidation.
Adrenal Surge; Target gains +10 feet movement, advantage on Strength and Dexterity/Agility checks, and +2 to AC for 1 minute. When the spell ends, they must make a Constitution save or gain exhaustion.
Urban Cloak; Blend perfectly with the urban environment, making you hard to spot in crowds, alleyways, or near buildings. You gain advantage on Stealth checks, and observers must succeed on an Investigation check to notice you.
Pocket Drone; Summon a tiny hovering drone for 10 minutes. It has the stats of a flying snake but can carry a small camera, flashlight, or microphone. Obeys your mental commands.
Electromagnetic Pulsing; Emit a 30-foot-radius pulse that forces all electronic devices in range to shut down for 1 minute unless they succeed on a Constitution saving throw of 1d20 and getting a 10 or above. Magical tech must save with advantage of +5.
Data Scramble; Select one device within 30 feet. Its stored data becomes temporarily scrambled and unreadable for up to 1 hour by sending body energy at it. Can also glitch live video feeds.
Temporal Snapshot; Freeze a 10-foot cube of space in time for up to 6 seconds (1 round). Creatures inside are unaffected but cannot leave or enter until the effect ends.
Omni-Key; Create a temporary universal digital key in your hand. For 6 seconds, it can bypass any mundane lock--physical or electronic. Fails against magically warded barriers.
Occulto spell effects p7:
Fancy footwork; This is sure footed where you think of the effect, think and gain footing then climb very easily. There is a +5 to your climbing rolls.
Ez act; This is in where you get things easily done. All rolls will have a +5 added on.
Remembrance II; Think about what you need and you know about it.
The creation; Think about the idea or need, then bioenergy surges and you do what is needed.
Ez magic; This is where you think of the effect, think an effect easily your targets. What you can do, elemental effects and enhancements. Any enhancements are +5 to the roll for bonuses and any detriments are -5 to the roll.
Pressure; The pressure upon the targets' brains is a headache due to blood pressure that builds up with concentration. This pressure is psionic pressure. It distracts the targets for 1d10 rounds. They do nothing for the time they are distracted.
Forgetfulness; This is where you think of the idea and will the targets to forget, then upon a distraction they forget about the idea they were thinking about. The distraction works with a rolled 1d100+luck and getting a rolled 50 and up to allow you what you want. It would be useful to make a target forget a spell.
Mission; This teleports the targets to do something they describe they will do as though a mission to do. Once done, they teleport back.
Hotei's Coin Toss; Flip a spectral coin (a 1d20). On heads (a 1-9), you gain +1 to your next roll. On tails (a 10-19), an enemy within 10 ft suffers -1 to their next roll. If the coin lands on its side (nat 20), gain both effects. On a diceless roll, this spell is defunct.
Koi Pond Reflection; Summon an illusory pond for 1 minute. Any ally who looks into it gains temporary Health equal to your spellcasting modifier of charisma mod and +5 advantage on their next Wisdom save.
Lucky Cat's Paw; Conjure a golden spectral cat paw that waves slowly. Allies within 15 ft gain +2 on initiative rolls for 1 minute.
Shuffle the Deck; Randomly swap the positions of up to 3 creatures within 30 ft. Allies gain advantage on their next attack, enemies are confused for 1 round.
Feng Shui Flow; Rearrange small objects and natural energies in a 20 ft radius. Enemies have disadvantage on attacks of -5 to their rolls while inside; allies recover Health at the start of their turn for the duration.
Wish Fragment; On a diceless roll, this spell is defunct. Invoke a tiny piece of a true wish. Roll a d6:
1-2: Heal an ally.
3-4: Inflict -5 disadvantage on an enemy's next roll.
5-6: Instantly succeed on your next skill check.
Moon Behind the Treeline; Dim the battlefield in ghostly moonlight for 1 minute. Enemies in shadow have disadvantage on attacks of -5 to all rolls; allies gain +10 ft movement in dim light.
Fortune's Reversal; Once in the next minute, when an ally within 30 ft fails a roll, they may reroll it and take the higher result. The same applies to an enemy's success--they must reroll and take the lower.
Ascension Bar; Create a glowing, floating counter of divine light. For 3 rounds, allies within 20 ft deal radiant damage with attacks, and failed saves against charm/fear are treated as successes.
Oceanographer's Gift; Manifest a giant spectral koi to swim through the air. It passes through allies to heal health, and through enemies to deal psychic damage. The koi always ends its swim peacefully, circling you protectively for 1 round.
Leyline Pulse; You strike the ground, sending a ripple of raw ley energy through a 20-ft radius. Allies regain some Health and remove the shaken condition. Enemies must succeed on a Strength save or be knocked prone. The pulse ignores walls less than 1 ft thick.
Stone's Embrace; The ground forms protective ridges and pillars around a target. The target gains +2 AC and resistance by halving damages drop the remainder to nonmagical bludgeoning, piercing, and slashing damage for 1 minute.
Verdant Reclamation; You cause plants to burst forth in a 30-ft radius. Removes poison and disease from allies. Restores x2 Health. Any undead in the area take radiant damage equal to half the healing given. This costs 20% energy.
Earthen Beacon; You summon a floating stone obelisk etched with runes. For 1 minute: Allies within 20 ft have +5 advantage on death saving throws. At the start of each round, the obelisk releases a healing pulse (Normal Health to all allies in range). The obelisk can be targeted and destroyed (AC 15, Health 20%).
Cathedral of Clay; Raise a massive earthen dome that you can see out of and they can't see in, its 40 ft radius, around you. Inside: Allies are shielded from ranged attacks. Any unconscious ally is instantly stabilized and healed for normal Health. The dome lasts 1 minute or until dispelled, at any time it can absorb 200% damage before collapsing.
Occulto spell effects p8:
Bee Dance; Give coordinates to a location without talking, just a long dance on where to fly to as you point the direction out.
Swallow hard; This causes the targets to have trouble swallowing and that distracts them for 1d10 rounds.
Ez swallow; This causes the targets to easily swallow things no matter what.
Invisibility effect; This is where you attack your targets and become invisible by doing an improved invisibility effect. That makes you invisible, even if you do activity unless you want to be seen.
EzPz; This is where you think of the effect and get it off easily. Add +7 to all magic related, healing and focus related rolls.
Dry; This causes instant drying of an area that you want to dry up.
Wet; What you need is what you get, if you need it you cause the targets or target areas to get wet. That's thinking to get the targets wet and possibly put out fire.
Vac; This causes you to focus energy to suck up dirt on a surface.
Edimic eating; This causes the energy of the illness or terminal illness to be programmed to cure itself, eat itself up or view it as a result to optionally get "used" up as a source while doing something else. Pick 1d4 other effects to cast by this effect using a bonus action, think and you may use multiple sources of energy. This can be done and used to cure anything including cancer or specialistic disorders. Once used up, its gone. So you won't feel its there as the problem clears itself up. This costs 30% energy to cast. Hold a crystal to negate the cost in this case.
Disease encounter; This is where you imagine an encounter between your hero and your illness, that's as though it were a person. Roll a 1d100+luck and get a 40 or above. This is done to succeed. If you succeed, you are removed of your illness even if its a terminal illness like cancer. This costs 40% energy to cast.
After; After the encounter, this is where you and your party heal completely. This costs 40% energy.
Cataclysmic Fault; Range: 120 feet Components: a shard of volcanic glass. Effect: The caster teleslams the ground, creating a rift up to 200 feet long and 20 feet wide. The ground shakes violently; all targets and creatures in the area must make a Dexterity/Agility save or fall prone and be swallowed into a 60-foot drop filled with molten energy (magic fire + magic bludgeoning). The rift remains for 1 minute, creating a terrain hazard. This splits the battlefield in half and forces players to rethink positioning. This costs 50% energy to cast.
Soul Eclipse; Range: 90 feet. Effect: You blot out the target's soul with a shadow sphere. Target must make a Charisma save or be paralyzed and take necrotic damage per turn for 3 rounds. If they die, their soul is trapped in the sphere until freed by a freedom spell. Locks down the target's healer or caster in a terrifying "do or die" state. This costs 50% energy to cast.
Reality Shatter; Range: 60 feet. Concentration: Up to 1 minute. Effect: You tear open a rift to a hostile plane. At the start of each of your turns, chaotic energy bursts out (random damage type: fire, cold, lightning, acid, force, or necrotic) dealing elemental damage in a 60-foot radius. At the end of the spell, a massive planar entity steps through unless banished. Adds chaos mid-fight and can introduce secondary threats. This costs 50% energy to cast.
Crown of Endless Blades; Duration: Concentration, up to 10 minutes. Effect: Summons a floating corona of magical blades around the caster. At the end of each of your turns, you can send up to 5 blades at any targets within 60 feet (each blade deals force damage). Any target or creature that moves within 10 feet of you takes magical slashing damage automatically. This costs 50% energy to cast.
Emperor's Final Decree; Range: 300 feet. Effect: You speak a command of absolute authority. All targets and creatures of your choice in range must make a Wisdom save or be magically compelled to obey a single action you dictate immediately ("Lay down your weapons," "Kneel," "Attack your ally," etc.). On a failure, the effect lasts until the end of your next turn. Targets and Creatures immune to charm must still save but with advantage of +5 to their rolls. A dramatic battlefield "checkmate" moment. This costs 50% energy to cast.
Verdant Oblivion; Range: 150 feet. Effect: Roots, vines, and colossal tree limbs erupt from the ground in a 60-foot radius. Each creature or target must make a Strength save or be restrained, taking magical bludgeoning damage. On their turn, restrained creatures take poison damage as the vines tighten. The terrain becomes heavily obscured and difficult to traverse. Battlefield lockdown with ongoing damage -- great for splitting the attackers and keeping ranged attackers stuck. This costs 50% energy to cast.
Wellspring Reversal; Casting Time: 1 reaction (when an enemy heals). Range: 120 feet. Effect: You corrupt the target's healing magic. All healing within a 60-foot radius of the target for the next round is reversed into necrotic damage of equal amount. This includes regeneration effects where you take damage instead of heal. This costs 50% energy to cast.
Gravity Collapse; Range: 120 feet. Duration: Concentration, up to 1 minute. Effect: You create a localized black hole with a 40-foot radius. All targets and creatures in range are pulled 20 feet toward the center at the start of each turn, taking force damage. Any creature and target that reaches the center is crushed into dust (instant death if below 50% Health). Brutally punishes poor positioning and forces the targets to waste actions escaping. This costs 50% energy to cast.
Phoenix Requiem; Duration: Concentration, up to 1 minute. Effect: You immolate yourself in golden fire, restoring yourself to full Health and banishing all shadows, dealing radiant damage to all enemies within 30 feet. If you drop to 0% Health during the spell's duration, you instead explode for x2 radiant + fire damage before reviving at half Health. Turns a "we almost got him!" moment into a second, harder phase. This costs 50% energy to cast.
Earthblood Leviathan; Range: 300 feet. Effect: You awaken a colossal elemental serpent made of stone and magma beneath the battlefield. It moves on your initiative, biting and constricting for magical bludgeoning + fire damage. Each round, the Leviathan can cause a 30-foot-wide fissure to appear anywhere on the map. This costs 50% energy to cast.
Digital Singularity; Range: 120 ft. Effect: You create a swirling black hole of corrupted data and magnetic force, pulling creatures and objects toward it. All creatures in a 40-ft radius must make a Strength saving throw or be pulled 20 ft toward the center and take force damage. Failed saves also cause their cybernetic implants or tech gear to glitch violently, forcing a CON save or take extra x2 lightning damage. Creates battlefield control and brutal AOE damage. This costs 50% energy to cast.
Orbital Strike Beacon; Range: 500 ft. Effect: You mark a target location with a high-powered laser beacon. At the end of your next turn, an orbital satellite fires a concentrated plasma blast at that point. Targets and Creatures within a 50-ft radius must make a DEX saving throw, taking x3 fire and radiant damage on a fail, half on success. Structures take double damage. This costs 50% energy to cast.
Reality Firewall; Range: Self (30-ft radius). Effect: You overwrite reality in your vicinity, creating a shimmering sphere of impossible code. Inside the sphere, magic from outside cannot enter, ranged attacks are redirected, and hostile creatures must make an INT saving throw each turn or lose their action as their senses scramble. Lasts 1 minute. Defensive powerhouse to survive focus fire. This costs 50% energy to cast.
Chrono-Cataclysm; Range: 150 ft. Effect: You shatter the timeflow in a 60-ft radius sphere. On casting, all creatures or targets inside must make a WIS save or become trapped in a temporal loop, repeating their last action endlessly for 1d4 rounds. On success, they instead suffer slow (half movement, -5 disadvantage on DEX/Agility saves). When the spell ends, time snaps back violently, dealing x3 force damage to all in the zone. This costs 50% energy to cast.
Godkiller Protocol; Range: 200 ft. Effect: You channel the combined wrath of arcane code and divine judgment into a singularity beam. Target creature or targets must make a CON saving throw. On failure: they take x5 radiant and x5 force damage, ignores resistance, and if reduced to 0% Health, its body and soul are erased from existence (no resurrection short of a wish). On success: takes half damage and is stunned for 1 round. Instant "oh crap" move to take out key targets. This costs 50% energy to cast.
Occulto spell effects p9:
Slime balls; Think to form a ball with the essence of slimy and filthy water in the air and need as you think send it to your targets. It splits off in the air as it moves through space or air. It's your will holding it together and what it hits is what you need it to hit. This causes sickness in the targets, or a splash mark on the surface of the target like a wall. This happens as you pinch your forefinger with the thumb and releasing it. The sickness effect distracts the targets for 1d6 rounds.
Heat balls; This is where you concentrate heat into a ball that is flung forth to the targets. That heats the area with hot scalding air. Also, it hits the targets with scalding burn damages.
Cold balls; This is done by the effect of gathering heat into an area, then shaping the coldness into a bolt or ball shape in the air. That is thought flung forward into the area to cool down what is there.
Pebble Pop; You conjure a marble-sized stone that you can flick at a target for 1d4 magical bludgeoning. On a crit, the stone harmlessly explodes into glitter. The pebble can absorb any energy, that you don't like nearby. It can also cause effects by influence, that you want it to cause on a touch to the pebble. Whenever you want it to effect others. That's like on touch it causes elemental damages of your element choice, if thrown.
Light Orb; You create a floating sphere of light (color of choice) that illuminates 20 ft. Can be batted around like a ball.
Mageball Toss; Summons a soft, glowing ball you can throw up to 30 ft. If it hits, it deals force damage and rebounds to your hand.
Static Sphere; A 6-inch crackling ball of electricity that shocks for lightning on touch and doesn't effect you. You can keep it in your hand or drop it.
Smoke Marble; You toss a small glass ball that bursts into a 10-ft-radius smoke cloud. Lasts 1 minute or until dispersed.
Bouncer's Trick; You conjure a rubbery magic ball that ricochets between up to three creatures or targets, dealing magical bludgeoning to each.
Grease Globe; Creates a slick orb that bursts on impact, covering a 10-ft radius in slippery grease.
Squeaky Sphere; A bright squeaky ball appears; creatures/targets in 20 ft must succeed on a Wis save or become distracted, losing reactions for 1 round.
Flame Ball; You create a basketball-sized sphere of flame you can hurl up to 60 ft, dealing fire damage. Explodes in a 5-ft radius.
Force Marble; Summons a small shimmering ball of compressed force. On impact, deals force damage and pushes target 10 ft.
Sphere of Binding; A glowing ball wraps around a creature, restraining it for up to 1 minute. Str save ends.
Shatterball; Creates a fragile crystal orb that, when shattered, deals thunder damage (as per Shatter) in a 10-ft radius.
Lightning Orb; You hurl a pulsing electric sphere. It arcs lightning between up to three targets within 10 ft of each other.
Prismatic Juggle; Three colored spheres orbit you, granting +2 AC. You can dismiss one to deal damage of its color type (fire, cold, acid).
Moon Ball; A silvery sphere descends, shedding dim light and dealing radiant damage to undead that come within 10 ft.
Shadow Sphere; A ball of shadow rolls across the ground, sapping necrotic damage and lowering speed by 10 ft.
Meteor Ball; You summon a flaming sphere the size of a boulder that can be rolled up to 60 ft, dealing x2 fire damage on impact. This costs 25% energy.
Chaos Ball; A swirling ball of random energy; on impact, rolls a d6 for damage type (fire, cold, acid, poison, psychic, lightning). This costs 25% energy.
Orbital Strike; A massive ball of condensed force drops from above, dealing x3 force damage in a 10-ft radius. This costs 30% energy.
Sphere of Eternity; Summons a perfect glass orb that traps a target/creature inside (as Forcecage) for 1 minute.
Bubble Burst; You conjure a shimmering soap bubble that floats toward a target (range 30 ft) and pops, dealing acid damage. Roll a 1d20, on a natural 20, blinds for 1 round.
Glow Marble; Creates a small crystal sphere that glows for 1 hour. You can roll it 30 ft and it will follow your hand gestures.
Echo Ball; A small sphere emits an illusory voice or sound at a point you choose within 60 ft. Can mimic anyone you've heard.
Sticky Sphere; A gooey ball that, when thrown, adheres to a creature, reducing speed by 10 ft for 1 minute. Dex/Agility save ends early.
Tangle Orb; On impact, the ball bursts into magical vines, restraining a creature (Str save to escape).
Frost Globe; A cold sphere that explodes in a 10-ft radius, dealing cold damage and making surfaces icy. There is a 1d20+luck chance the targets slip and fall on the ice. On a 10 or above they slip for 1d6 rounds.
Mirror Marble; Creates a tiny reflective orb that projects silent illusions (like a mini Silent Image) up to 15 ft away.
Soul Sphere; A shadowy orb that steals vitality; on hit, deals necrotic damage and you gain half as temporary Health.
Blastball; A magic ball you can dribble or throw up to 60 ft, detonating for x2 force damage and knocking creatures prone in a 15-ft radius for 1d6 rounds.
Worldbreaker Orb; A massive ball of pure energy manifests and rolls in a 30-ft straight line. Any creature in the path takes x3 force damage and is knocked 20 ft back.
Occulto spell effects p10:
Any Elder Scroll mentions is from Bethesda Softworks.
Sky cube; This is a regulative energy in the shape of a cube in the sky powered by the sun. Its energy pulses through the area and regulates the thoughts and brain patterns of your targets to make them do what you wanted..by feel.
Temporary immunity; This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks.
Temporal immunity; Think of the idea and if you don't like it, its undone by the power of the creator. That's if you need it undone by time undoing the idea as if now.
Will do; This is where you will the effect and then create the result by feel. This includes viewing some area you can sense out, or otherwise control to your satisfaction. You can create almost any event with one action and your use of free actions after the fact. Roll a 1d100+luck with a 50 or above result to get success.
Ultra Dispel; Every time your character blinks they dispel one target until next long-rest.
Omens; This is a sign of what's to come that's immediately understood and stops all need to fight. Sorta like sending a column of light coming down during a thunderstorm or a face in the clouds.
Black mist; This effects what you need, it does what you want or it forms as a blackness on the memories that you want effected. Fight over.
Hi ki; This is where you summon high energy from the creator and can do endless things and you get a x3 to your next bit of damages or healing dealt..
Poppet; This creates by the creators energy what elemental effect that you want. This can create 1d6 effects for levels 1-9, 1d8 effects for levels 10-19, 1d10 effects for levels 20-29 and 1d12 effects for levels 30 and above.
Botch; This creates what you think mistakes done by the targets, that kill them through botcheralism. The moment that the mistakes happen, the targets (DM/GM) rolls a 1d3 and on a 1, nothing happens. On a 2, they do a mistake with no bad results. On a 3, they die.
Beer Blunder; Target has to roll a 1d2 if they roll a one then their next attack automatically misses.
Sheogorath; The daedric prince of madness comes to serve you and do your deeds. He defends you and does what you want by manipulating the moment. He has your stats, deals magic fire damage and has 200% health, he deals x2 the damage and healing. He leaves when not wanted.
The beuracrat; The beuracrat is a being that is a master of fixing things. So think and know the fix is there that comes to you..by the power of this spell.
Creator moment; This is where you make or create a moment that seems to be real.
Transfer Alchemy; Turn anything into anything.
Fire eye; This effect forms a eye of fire, that casts forth fire onto the targets every turn. It lasts 1d6 rounds.
Cold eye; This special effect causes the targets to experience coldness damage and slow of 1 action every 1d6 rounds. That's as its cast from an eye of coldness onto the targets every turn. The eye lasts 1d6 rounds.
Eye of the elements; This effect causes the targets to receive an effect of an element you choose each turn. The effects are cast from an elemental eye that forms from energy near the targets, also it lasts for 1d6 rounds and can control the targets very easily into doing what you want. This costs 30% energy.
Spherical conduction; This effect causes the targets to be effected by a sphere of energy forming in the air, that effects them with electrical energy. This deals x2 shock damages.
Slenderness; This counters the fat spell on the targets, think and create the thinness that is needed for better health.
Spark of Vitriol; You conjure a fizz of acidic foam, dealing 1d6 acid damage on hit. On a miss, the target's armor corrodes slightly, lowering the targets AC by -1 until the start of your next turn.
Minor Infusion; You touch a mundane object (like rope, bread, or water) and it takes on a harmless alchemical property: glowing faintly, fizzing, smelling fragrant, or hardening slightly.
Fume Puff; Create a puff of colored smoke that lightly obscures a 5 ft. cube for 1 round. Great for mischief or signaling.
Alchemist's Flame; Summon an energy flask of summoned fire. Then throw it. On hit: fire damage. On miss: splashes for half damage in 5 ft. radius.
Quicksilver Step; Your body feels unnaturally light; gain +10 ft. movement speed and +5 advantage on Dexterity saving throws for 1 minute.
Panacea Draught; You brew an energy glowing tonic. A creature that drinks it regains 1d4 health and gains +5 advantage on the next saving throw against poison or disease.
Mercurial Touch; Transmute a weapon into a quicksilver-like form, causing it to deal force damage instead of its normal type for 1 minute.
Noxious Vapors; Create a 10 ft. cloud of greenish fumes. Creatures/targets inside must succeed on a Con save or be poisoned until the start of their next turn.
Stone to Slurry; You soften 5 ft. of stone, turning it into mud or clay for 1 hour. Great for sabotage or escape.
Philosopher's Radiance; This costs 15% energy. You emit golden alchemical light, healing allies in a 20 ft. radius for normal Health recovery while dealing radiant damage to undead.
Explosive Concoction; This costs 15% energy. You hurl a volatile mixture that explodes in a 10 ft. radius for x2 fire damage. Creatures/targets failing their Dex/Agility save also burn for fire next turn.
Alkahest Ray; This costs 15% energy. You conjure the mythical universal solvent, firing a dissolving ray that deals acid damage and ignores nonmagical armor or shields.
Homunculus Brew; This costs 20% energy. You craft a tiny temporary homunculus familiar from alchemical reagents. It lasts for 1 hour, obeys your commands, and has the stats of a homunculus servant with 100% health.
Transmuter's Ward; This costs 20% energy. Coat an ally with shimmering metallic essence. They gain resistance to one damage type of your choice (fire, acid, poison, cold, or lightning) for 10 minutes.
Elixir of Eternal Flame; This costs 25% energy. You summon a swirling orb of alchemical fire that follows you. As a free bonus action each turn, you can hurl a firebolt effect with fire damage. Lasts up to 10 minutes.
The eery feeling; This is where you think of the effect, and an eery feel comes over the targets distracting them for 1d6 rounds. They do nothing for the time being.
Trace and kill; This is where you trace the signal psychically and find the source by vision. Then, if you so choose to, you may kill the source of the problem by the creator making it not exist..including the targets.
Stinging lash; This is what reminds the targets to not do bad. It is the creator stinging the targets' backs, as you think to "lash" them and you deal energy damages.
Occulto spell effects p11:
Quick shift; The thought of being somewhere, this makes it so by the power of the spirit with or without technology. You are instantly there, where you wanted to be.
Hope magic; This is where you convert hopes to energy and energy to effects by feel. You can create anything good with this effect, including elemental effects that use an element of your choice.
Oversoul; Think of the effect and create with life energy to channel your God self to handle the situation. You gain a +10 temporary gain in health, energy and get a +10 to all your rolls. This costs 25% energy.
Transformation; This is where the targets actions change the body into what they act like. Like they act like a fat person they become one. Or..act like a thin person they become one.
Aids; This incompacitates the targets by focusing negative energy upon them. They literally can't function and "shut down" if a machine or they black out if a human. This lasts 1d6 rounds.
Beneficial; This causes the targets to work better by focusing positive energy upon them. Anything will work again after the main effect of Aids.
In it; The effect of this is dreadful, where you cause the targets to in the item by causing them to be attempting to eat it. This distracts them for 1d10 rounds.
Gun hand; This effect summons a spiritual gun to your spirit hand that it shoots by feel. It deals radiance force damage and stays around for 1d6 rounds.
Sacrifice II; This is where you think of the thing to sacrifice, then sacrifice it like you toss it in the trash. The trade-off is done and you get your result. The result is mentioned to the GM/DM like "I toss this piece of food in the trash to cause this launch to succeed.."
Energy shots; energy shoots from your fingertips as you think of the elements to project forth.
Heart arrest; This effect is where the targets get a heart attack and die on the spot.
Additive magic; This magic uses the weaves of energy to cause a flow and effect. Its where you add an attribute to create the effect. So you add fire to create a fire effect. Similar for other elements.
Subtractive magic; This type of magic effects the area and body. It removes an attribute to effect a change. Sorta like removing the need to fight from the targets. Fight over.
War magic; This uses additive and subtractive magic, where you think to add and cause fire yet remove the resistance to the fire. Same for other elements. In effect, you could create weapons with this effect.
Dream weaver magic; This magic is where you think of the need and the soul uses both subtractive and additive magic to manipulate the dreamstate of the targets, instantly. This can get instant submission. They do whatever you want.
Seven Clicks or Less; Start from any topic possible and switch the subject to Ketchup.
Uplift; Uplift your energy by prayer to your God, think a different thought and your restoring half of the energy that you have fully.
Glory; Glorious is the idea you get, need to have the idea and you get it. This means if you need some idea, then it is there where you find it.
Salvage; The idea is done, this is the end of the line. The targets receive the legacy in their minds of the country and weep. They give up the fight. Fight over.
Irridecence; This effect gives you whatever you want, that's as you need it and state it to the dm/gm.
Irresedence; This is where you say what you want from your God or the creator. That creates a result on whomever or whatever you want.
Graffiti Glyph; You inscribe a glowing, graffiti-style rune onto a wall or object. Functions like glyph of warding, but with a modern, street-art flavor.
Echo Step; You leave behind a shimmering afterimage when you move. Until the start of your next turn, enemies have disadvantage on attacks of opportunity against you. You can teleport back to your afterimage as a bonus action.
Lantern of Lost Souls; Summons a spectral lantern that sheds ghostly light. Undead within 30 ft. must make a Wis save or be frightened. Allies in the aura gain +5 advantage on death saving throws.
Fractured Reality; You split a 30 ft. area into mirrored fragments. Terrain becomes difficult, ranged attacks have -10 disadvantage, and creatures/targets must make an Int save or become disoriented (confused).
Bloodforged Weapon; You draw your own blood to create a temporary magical weapon in your free spirit hand. Costs 1d4 Health on cast, but the weapon gains +1 to hit and deals necrotic damage.
Starlight Veil; You cloak yourself or an ally in shimmering cosmic energy. Grants +2 AC, resistance to radiant damage, and dim light shines in a 10 ft. radius.
Gravity Lash; You conjure a whip of gravitational force. On a hit, deal force damage and pull the target 20 ft. toward you. On a failed Strength save, they're also knocked prone for 1d6 rounds.
Time Ripple; You distort time in a 20 ft. radius. Enemies must make a Dex/Agility save or have their speed halved and -5 disadvantage on initiative. Allies instead gain +10 movement until your next turn.
Chorus of Blades; Floating spectral swords whirl in a 20 ft. radius around you. They deal magical slashing damage to creatures/targets entering or starting their turn in the area.
Dreamwoven Shackles; You ensnare a creature in surreal dream-chains. Target makes a Wis save or becomes restrained. While restrained, they take psychic damage at the start of each turn until they succeed on the save.
Ashen Rebirth; If you die while this spell is active, your body bursts into ash and reforms in a phoenix-like blaze at 1% Health within 10 ft. of where you fell. Can only be used once per long rest.
Trailblazers; The area behind you is lit up with a path of firey light. This light temporarily blinds the targets that follows you.
Occulto spell effects p12:
Trailblazers II; The area behind you is lit up, focused with fire and creates damages. That go to the targets that follow you.
Fantasy; See in your fantasy you create what you want and when you will the idea, you make the effect in real life by the soul causing it to be made to be real. However, it is all in your mind.
Cede; Ceded is the point, think and you know what to do.
Focus to do; The act to do is the thing, so if you do an action you get a free action as an extra spell.
Focus to act; This is where you think, focus and act. Whatever you do is with focus so you get +5 to all rolls.
Far, far away; Think and know, you are where you think you are. So think about it and you teleport to where you think to be.
Miramar; This is where you think into existance a mirror like surface near the targets. The mirror reflects back a scarred visage. Distracting the targets for 1d6 rounds. They get disadvantage of -10 to all rolls.
Magic Folding Chair; Summons a chair that has been there longer than you think it has. When sat in doubles the effects of all sources of Healing and halves the energy cost of Restoration School spells. Effect fades when it isn't being sat in.
Drunken Sorrow; Gain Power from drinking booze. If injured ignore the effects of Pain. If prone you must pass a 1d20 Intelligence check and score 15 or over to become unprone. Allows caster to be able to attack eight targets at once with spells that usually only effect one target.
Gone; I am gone with this spell..poof! This spell causes you to disappear and reappear somewhere you would rather be.
Lucky moment; Bad luck is only good luck that is bade. Add +7 to all luck rolls.
Lash-Wei-Sai; This summons a Naga Demon that has your stats and 100% health. It does what you want upon your targets.
Umo-Gui-Vwi-Fi-Di-Sum; This exorcises the naga demon.
Dragon's Breath Echo; Exhale a spectral dragon's breath of fire, frost, lightning, acid, or poison. Damage type is chosen on casting; creates a dragon-like roar that frightens nearby enemies.
Feywild Bloom; Cause flowers, mushrooms, and vines from the Feywild to erupt in a 20-ft radius. Creatures/Targets inside must make a Strength save or be restrained by living plants.
Arcane Mirage; Create up to three illusory duplicates of yourself that mimic your movements. They shatter into motes of light when struck.
Blood Oath Binding; Bind yourself and a creature/target in a pact: if they betray or harm you, they suffer necrotic backlash.
Celestial Aegis; Summon radiant wings of light to shield allies. Grants temporary +20% temporary health and resistance to necrotic damage.
Titan's Grasp; Your hand swells with giant strength, allowing you to grapple a creature/target regardless of size and crush them for magical bludgeoning damage.
Whispering Shadows; Whisper secrets carried by shadow. Target must succeed on a Wisdom save or be compelled to obey one whispered suggestion for 1 minute.
Runeblade Infusion; Engrave glowing runes upon a weapon. It deals extra elemental damage of your choice and sheds magical light in combat.
Stormcaller's Fury; Summon crackling stormclouds above, pelting enemies with bolts of lightning and deafening thunderclaps.
Crystal Prison; Costs 25% energy. Trap your creatures/targets inside a giant prism of crystal. They are restrained, blinded by refracted light, and take radiant damage each turn.
Arcane Puppet Strings; Costs 20% energy. Magical strings of energy latch onto a target. You can control their movement like a puppet if they fail a Strength save.
Obsidian Skin; Your body hardens into volcanic obsidian, giving 1/2 resistance to piercing and slashing damage for 10 minutes.
Candleflame Soul; Create a floating flame that represents your soul. While it burns, you resist psychic and necrotic damage, but if it's extinguished, you take damage equal to your level.
Eternal Echo; Costs 25% energy. Replay an event that occurred within the last 24 hours at the same location, as if it were happening again—sounds, sights, and even conversations.
Basilisk's Gaze; Costs 20% energy. Your eyes glow green, forcing a creature to make a Constitution save or begin turning to stone. They are restrained on a failed save and fully petrified if they fail again.
Astral Chains; Summon glowing celestial chains to bind a target. They cannot teleport or plane shift until the chains are broken.
Dreamwoven Step; Step into a shimmer of dream-stuff and reappear up to 30 feet away. Leaves behind a fleeting afterimage.
Harbinger's Toll; Costs 25% energy. A spectral bell tolls in the air. All creatures in 60 ft must make a Wisdom save or be frightened and take necrotic damage as visions of their death flash before them.
Worldsong Resonance; Costs 35% energy. You hum a primal song of creation. Allies gain advantage on attacks, saves, and checks for 1 minute, while enemies in range must succeed on a Wisdom save or be charmed.
Occulto spell effects p13:
Think and go; This is where you think and the targets go, so the effect is done when they leave the area. They no longer need to fight.
Thought gone; The thought is there and the effect you don't like is gone.
Object cast lightning; This is where you think of energy going through the weapon or item being used, that's as electricity from the body and cast forth from the weapon as lightning after the attack or use. So its a double attack.
Use II; Use what you can, this is the idea you get from such use.
De-Evolution Syrum; Sneeze and the target de-evolves into a fish... You may now legally eat them with a side of lemon.
Free Promotions; In the event someone dies you get a free promotion in your job.
Tray of Food; This causes a tray of food, that you like to come to you. That you may do with as you please.
Rich illusion; This is where you cause by the soul the targets to perceive you as richyet you aren't a target.
Poor illusion; This is a beggar's illusion, where you cause the perception of you being poor and you get x2 the funds or are dismissed with a shake of the head if you intended that result.
One Bedroom, One Bathroom, One Everything Room; Do the simplest stuff for maximum results.
Dog Videogames; Turns energy directly into Morale... I hope you have a lot of Willpower for this move.
Ez recovery; No matter the situation, you recover from it. Roll a 1d100+luck and get a 50 or ligher, then you recover from the condition or situation no matter what.
Rocky's Howl; All hope is lost. This causes a -5 to all the targets rolls.
Slowmo; When the temple creates that blue blue... They the enemy fade away he slips into his white nikes... You and your party are where they want to be.
Stone Balm; You press raw earth to a wound; restore Health or stabilize a dying creature.
Pebble Sense; Drop a pebble and sense vibrations through the ground; detect movement within 10 feet.
Moss Touch; A surface sprouts soft moss; grants +5 advantage on Stealth or cushions a fall.
Verdant Spark; Stimulates plant growth in a tiny area or cleanses spoiled food.
Earthen Grasp; The ground forms a stony hand to restrain a creature.
Cleansing Spring; Purify food, drink, or a creature of minor poison/disease.
Rootbind; Roots shoot up, restraining a target for 1 round (Str save to break).
Stone Shield; Raise a 5-foot slab of earth that grants +2 AC cover for 1 minute.
Soothing Soil; Targets heal full Health when buried partly in blessed soil. Costs 30% energy.
Geomancer's Sight; Learn terrain features within 1 mile; hidden caves, water, or minerals glow faintly to your senses.
Petrify Wounds; Crystallize injury sites, halving bleeding/damage over time.
Leyline Pulse; Send a pulse into the ground; learn location of creatures and structures in a 100-ft radius.
Revive Grove; Awaken nearby plants to restore health (normal healing split among allies).
Stone to Flesh (Lesser); Reverse minor petrification or restore ruined tissue. Costs 20% energy.
Salt the Earth; Ruin an area's fertility for 1 year, or cleanse a cursed patch. Costs 20% energy.
Geomantic Barrier; Summon four floating stone pillars that give allies cover and deal wave damage when slammed. Costs 20% energy.
Crystal Rebirth; Encases a dying ally in a crystal cocoon; after 1 round, they return to life with 1d8+level Health. Costs 25% energy.
Tremor of Truth; Cause a 30-foot tremor; creatures must save or be knocked prone, and illusions are dispelled if touching the ground. Costs 25% energy.
Sacred Springs; Create a fountain of restorative water; heals x2 Health and cures disease/poison in an area. Costs 25% energy.
Flesh to Stone (Reversal); Permanently undo petrification on a creature. Costs 30% energy.
Worldvein Channel; Draw energy from the earth, regaining 50% energy. Costs 30% energy.
Stone Avatar; Merge with stone; gain 1/2 resistance to nonmagical damage and +5 advantage on Strength checks. Costs 30% energy.
Earth's Resurrection; Raise fallen allies (up to 3) as the soil reforms their bodies; they return with half Health. Costs 35% energy.
Volcanic Renewal; Burn and cleanse an area with magma flow; deals x2 fire but restores vitality to allies within the zone (healing half the damage dealt). Costs 35% energy.
Gaia's Miracle; Once per year, restore a ruined landscape (forest, desert, battlefield) to thriving life, or resurrect up to 10 creatures/targets in a sacred circle of stone. Costs 45% energy.
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..
Modern spell effects p1:
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.
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:
Thought shift; This is where you think of the idea and the spirit shows you what it is in a thought vision. Then you shift there as you need to be there in the vision.
Thought shift II; This is where you think and need to create the idea as a point that is expressed. Then you make the idea as your subconscious mind causes a vision of the idea and if you need it your spirit makes it exist. This is sorta like a concept you perceive, then if you need it you created it by feel as though you were there and knew what you wanted as what it looked like came to 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.
Thought shift IV; Think and know as your soul shows you what you need to know in a vision set by the 3rd eye, then there is disbelief of the things that are untrue like illusion due to your third eye seeing right through it. This is a shift in perception, so think and you know what to do.
Vision quest; Think and do, this requires hallucinative drugs that fade away in 1d10 rounds and they make you able to see the imaginative. WHat you will you see in this vision as though a quest. Then, if you think of it you can do it in the quest. In the end, you get 500 xp for attempting this effect, think and you learn allot about yourself. That's as you see visual images you can interpret in the visions.
Stop and go; Think and go to the next destination. This is a gas station in your mind that you get some food, eat and go. You no longer feel the need to eat physically.
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:
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:
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 on a rolled 2 with a 1d2. On a rolled 1, they receive a -5 penalty to their rolls.
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:
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:
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:
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 that can attack with energy damages. 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.
Modern spell effects p8:
Analog Dunk; This causes the signals to be crossed as unhearable or scrambled, as you focus water on the communication wires or as you focus energy to the water molecules in the air between the targets. Making communications unknowable for 1d6 rounds.
Ingenuity; You can always sense what is needed whenever and wherever it is desired.
Nastiness; You always know what is nasty before it occurs and avoid it.
Cancel crush; this is where you think about cancelling out an effect or illness as you bite down on food. This cancels out anything that you need cancelled.
Taunting totem; Think of making a totem of energy, that distracts the target for 1d6 rounds.
Poison skull; This calls upon a energy skull that appears to effect the targets, then they get poisoned for 1d6 rounds with each round dealing poison.
Grasping hands; This causes the targets to be grasped by invisible hands, that creates slowness in the targets. They slow to 1 action per every 1d6 rounds.
Voodoo; The idea is what you think, then the magic of voodoo bends to your will and creates it. This is where you think and get things done.
Voodoo attack; This spell creates a moment of energy, that you direct and cause magic damage with feel with pain and unconsciousness on the targets.
Phantasmal Force; This spell creates an illusion so convincing that it can trick the mind into believing something dangerous is happening (even causing physical damage). It's all about messing with perceptions, making it highly creative.
Ray of Sickness; A ray of toxic energy hits a target, sickening them and causing nausea taking them from the battle for 1d6 rounds. It's not just damage but also creates an opportunity to inflict the poisoned condition in a very odd, visually gross way.
Teleportation Circle; You can open a portal to another location--but the circle must be created using a sigil sequence known to the caster. It's a unique way to explore the world and make connections between distant locations.
Wall of Thorns; This spell creates a 20-foot-high wall of magically animated thorns that can block movement and damage those who try to break through. The unusual part is the tactical play--it can turn an area into a natural barrier and cause painful hindrances. This deals thorny damage and lasts for 1d6 rounds.
Hideous construct; This is created evil by your focus to do damage and the mind to make a floating sphere, that causes hideous actions to be centered upon your targets. These are anywhere from energy attacks and suggestions that they hurt themselves. The sphere lasts until it is dismissed. This does physical and psychic damages.
Indomitable attack; This is where your wish creates the effect of a hideous attack that is energy based and it deals x3 psychic and physical damages.
Like a ticking timebomb; This is a point you think about that builds up and builds up, until it explodes in the faces of the targets. This deals fire damages of x2 the normal amount.
Jinn particle effect; This is where you think of the area and meet and tell of something that they later tell you.
Turrets; This is where you cause a turret of energy, that shoots forth energy to cause damage to those you want targeted unless not needed.
Chi fire; Think about it and maybe gesture, it will form as fire where you want it. This is converted from your chi into becoming fire. Careful about Chi manipulation. The more people know of it the more it tends to backfire. This is represented by a roll of a 1d100+luck where 49 and below nothing happens, 50 and above rolled makes the chi fire.
Witch fire; This is where you think about fire and form it in a steam of fire that links to the targets. It deals fire damages per round for 1d6 rounds.
Turrent; Fires 100 bullets from a magic hose that is summoned to your hand. That has a 20% chance of actually hitting the target, but if it does it downs them and does 1d100 damage for each and every bullet. They connect with a rolled 3d9+luck compared to a DC of 20. If your total is 20 or above, you succeed. This costs 30% energy to cast.
Ultimate Trick; If a disguise is blown and there is only one living witness... Convince them you don't exist by guessing the outcome of a 1d2.
Cloud fade; If you are there and don't want to be seen or noticed..this spell causes your body to appear like a cloud, that blows away after you turn invisible and cause the illusion of the cloud..
Infernal torment; This calls hell to torment the targets within their minds. They are distracted and do nothing by hell itself. This works if the target doesn't have negative energies resistance.
Heavenly blessing; This calls upon Heaven to improve your life. You get +10 to all rolls. This costs 20% energy to cast.
Magic parasite; This causes a parasite to exist by feel and it forms on the targets by magic manipulating bacteria. This is gone if you will it away using a Will save.
Disruptive; Think and it is gone if you no longer need it and don't need it.
Counter affair; The effect of the idea is felt going away from you. This drives away the targets from the area.
Pump; This is the effect of stopping the heart of the targets and killing them on the spot. If not happened by a Will save, then nothing happens.
Modern spell effects p9:
Elemental weapon charge; This forms a gun floating in the air, that normally does you choice of ranged damages with elemental effects to your targets. This is where you create any elemental effect with the charged shot. That lasts 1d6 rounds. This includes: freezing cold, machine shot, grenades effect, fire scattershot and lightning shot amongst other things. The grenade shots are 1d6 grenades, that you send as energy shot. Then, there is shock grenades. They detonate in 2 actions. The fire scattershot deals fire damages to targets in the area of 20'. Machine shot deals continuing damages in 2 actions or more that you focus. Freezing cold creates upon a hit, the freeze of the target as you hit again to shatter them dealing damages to nearby targets. Plasma blast is what concentrates pure plasma into an attack on your targets, that's like a ray gun charged fully in 2 actions time and its shot for x2 damages otherwise in 1 action is half charge for 1x damage. This richochets 1d6 times. Turret shot, this causes the weaopon to act like a turret and shoot all the targets with an element that you choose to shoot.
Thunder bolt can call thunder to strike the targets. Lightning can strike and bounce to hit the targets in a ricochet effect 1d6 times. Then there is flash grenades that are where your shot emits a bright flash that blinds and confuses the targets for 1d6 rounds. There is a poison shot, that causes chaos damage and poisoning for each round 1d6 rounds. There is high impact armor piercing shot, that allows you to emit high speed particles and this in turn even penetrates armor for x3 damages. High velocity rounds, that allows you to shoot your shot at high speeds for x2 damages. Also, there is a pinning shot, that does damages as you pin the targets to the ground for 1d6 rounds. There is lightning burst grenades that release lightning upon the targets with 1d6 grenades. Freeze burst, that can cause the targets to burst from freezing into tiny pieces. Whatever the element, think about it and you and your party is immune to this spells effect. So it can happen nearby, if you need it to occur.
Exploding boils; This is where the blood boils that form on the targets explode with the body.
Divine shapeshift; This is where by God's will you appear like the person you want to look like.
Hep divination Idealize; magine someone very popular, like David Bowie... Imagine him at his best and he is fighting along side you. You can use just his memory to aid you in combat. And it doesn't even have to be David Bowie it can be any name. This raises morale by 2 points. It acts as a massive buff to the memory, and since the memory is an ally it powers up the memory holder too. Add +5 to all rolls.
Mass divination; This is where you see by thinking to see what happened and what you need to know. The spirits are the informant, your mind is the receiver of the info.
Adding spell: By the power of the God you follow, per kill you get back 20% energy and health.
Subtracting spell; This is where you focus upon your targets and draw from them, that is what you think to get in energy or health.
Peach transform; this is where you transform any material or bones into edible peaches.
Peachy; You are peaceful and make the targets peaceful.
Peach; Think and your at peace.
Appley; This is where you think about things and apply it.
Orangey; This is where you make action to create a result..add 2 extra actions.
Peary; This is where you make the targets willing to give info.
Tangy; You make tasty idea for the tasting.
Peachy alchemy; You alchemize peaches into alcohol.
Kiwiey; This is where you think about the idea, making the targets need things. You mention to the DM/GM what you want them to need.
Bang fruit; This is where you think about the energy of fruit and then the targets you want effected are hit much like a shot hit them.
Easter; You eat something and that is energy good to use. Add +50% energy to your character.
Healthy; You use health instead of energy to cast spells.
Addiction; This nulls all addicted need no matter what.
Healthy; You use health instead of energy to cast spells.
Addiction; This nulls all addicted need no matter what.
Banananey; Your targets get slim and able to take anything coming at them ..while feeling peaceful.
Geodon; This recreates the drug Geodon in your veins.. causing you to become slender.
Helter; Creates a pool of mana so powerful even being within 50 feet of it is enough to recharge all power and mana. Lasts until destroyed.
Cherry; This creates a bomb of the targets body where they explode.
Banana bomb; This creates a thought of the targets eating a banana and exploding from its effects.
Momentary bomb; This is a bomb you "build" in your mind and place it by thinking it there in their minds. It goes off and explodes the targets' body when you will it.
Banana bomb II; This creates a explosive banana in the air, that you think throw to the target and it explodes in a firey explosion dealing x2 damages.
Whirl field; Think about the effects of the whirling energy.. and will the energy of water particles are made to whirl in the area. The effects are set up on your targets. Also you are protected by the energy from what you don't like. This is where being protected by energy is done, it is completed by thinking about energy swirling upwards. Thinking and feeing energy rises from the ground, that's to surround you like a body sleeve that surrounds you at will. This protects from anything, that could come at you and presents to your mind what you what to see.
Globular energy; This energy can form as a orb, and drop on a target doing energy damages.
Laser strike; This effects the targets by hitting them with a laser strike from a laser pointer, that you focus energy into and doing concentrated photonic light damages of x2. You will need a laser pointer of any color to get this done.
Modern spell effects p10:
Peach; Think and your at peace. Then all your targets are at peace and no longer want to war.
Static shield; This uses a rub of your hair as you think about protection for yourself. You ward away with the energy from your hair what you don't like.
Appley; This is where you think about things and apply it as you do things with +5 to all rolls.
Ua; This makes things inactive that you don't want and need.
Eery; This makes your problems eerily gone..like the targets simply disappear. That's where you think "eery" and they are gone.
Ue; Startup something that you describe to the DM/GM as you say "Ue" or whatever.
Wormy; The targets die of heart worms in an instant.
Paragolia; The idea is done in an instant, you form a figure or face in the area from materials that you have on you. This effects the mind of the observers that you target with a visage. Think of what you want seen and you can cause it to be mistaken as though a face or figure was there. This lasts until you no longer need it. You can confuse the targets into thinking that's you and it gets attacked instead of you. So instead they attack stone.
Instance; The instance of death shifts you to another dimension. That your soul knows and can allow you to go to it.
There is; the effect is a point that you express and there it is.
This is big; The event of a lifetime happens to the targets. This can be anything that you want.
Extra hungry; This disracts the targets with a need to eat all day.
Extra food; This causes the target get extra food in the amount of extremism.
Magic entrapment; Think of the area around the targets spiking up with energy barriers and it drops when the area is bombarbed with energy strikes.
Elemental impact; This is where you think about the energy consciousness around the area forming the element..and hit the surface. Then the energy travels to the area to effect and forms it in a 30' radius for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30 on up.
Misty circle; This is where you call upon the mist of the 4th dimension to form around the targets. Sealing them off for 1d6 rounds and preventing them from leaving the area. As you summmoned the mist, you can cause it to displace any attack or cause any attack or spell that you want to effect the target/s instantly. The targets are asleep within the circle of mists as it surrounds them.
Enshield; This is where you focus upon doing an attack and enter through the aura to hit the target with x2 the damages.
Earthshield; This is where you imagine to spray earth into a wall, that absorbs all damages. This shield breaks down in 1d6 rounds.
Intuitive feeling; This spell increases your intuitive feeling and you know about the idea that comes to you. Like identification spells, this spell causes you to know the special properties of the items you think about knowing.
Play; This causes the targets to play your game and do things for incentive.
Hospice; This is where you focus upon staying somewhere and your inner intuition guides you to a place.
Godspice; The God you follow creates a spice in your hand that you ingest, then you gain in ability. Add +7 to all rolls. This spell costs 10% energy.
Infinite patience; This spell allows you to be as patient as a stone for things to occur.
Multitasking; There is a -1 penalty to your intelligence rolls for each additional action done per each round above 1d6 actions. There is no penalty for DM/GMs.
The spell actions; Per level you can do a certain amount of spells at once. Levels 1-9 is 1 spell per action. Levels 10-19 is 2 spells per action at once. Levels 20-29 is 3 spells per action. Levels 30 on up is 4 spells per action. This spell is possible by expending 10% energy. There is a -1 penalty to your intelligence rolls for each additional spell per each action.
Sleepoff; This is where you think about the addiction and sleep it off. When you wake up, its gone.
Self-care; You begin to feel like you're indecisive and cause chaos damage uponst the targets.
Resolve; You feel like you don't have to do things and relax and as you realize this feeling..you cause your targets to not feel like attacking. If you resist the spell, you cause them to attack instead.
Chaos roll; This causes the targets to act chaotically due to focused chaos upon them. Roll a 1d4 to see what they do. The 1 rolled means that you don't get attacked except they attack their party if any. The 2 rolled, it means you cause them not to do anything for 1d6 rounds. The 3 rolled causes them to attack themselves. The 4 rolled causes them to attack you and their party if any.
Diminishing shield; Just like the quarter shield, this shield causes you to resist the effect and diminish it over 1 action till it ceases to exist. This costs 25% energy.
Quarter shield; This effect causes diinishment to any effect you don't want effecting you by 25% per action done.
Morphic energy; This spell causes a morphic field to be heard, think and it programs what you wanted programmed to do an effect you describe to the DM/GM. State "I cast morphic energy to create the effect I need. [Describe the effect here]." Thinking to cast it with 25% energy expended..
Differential spell; This makes the item you hold or see and target to be "special" as by voice you describe your need, and it creates it using its own energy. This costs 25% energy to cast.
Easier magic; This is where you spit something out of your mouth, then suddenly lose weight as its treated as a sacrifice by your subconscious. Gain ability and better perspectives. Create easily your effect. That's with a +6 to your magic or focus related rolls..
Triple beam; This is a hand gesture creating a triple beam of energy with a rationing of power and energy. That causes x3 the magic radiance damages. This takes 20% energy to cast.
Chaos time; This is pure chaos that comes to effect the target in time. You say you cast it and chaos forms where you want it when you want it to effect the targets.
Capture and kill; This effect of magic captures the targets in a magical cage and kills them.
Pacifism; This transforms those targets that fight, making them thinkto not want to fight as though they were at peace.
Pacific; This uses the pacific ocean energy that creates the moment of peace, that's by making the targets not want to fight. End of fight.
Warlike; This is where your targets need to war with your party no longer exists. End of necessary fight.
Warlike II; Instead of needing to fight your party, the targets fight themselves for 1d6 rounds.
Warlike III; All the fighting need is turned into the need to make up with each other. This make warlike natures into peace loving natures. Fight over.
Energy conversion; This spell converts the unwanted condition and bad things, that's things of the body into good things. Basically, it converts the bad into energy and that energy is released by pissing or shitting. Any unwanted condition is gone, such as poison or illnesses.
Modern spell effects p11:
Catalyst; This is where you think send energy into yourself to create a faster response. Add +10' to your character's speed that's temporary as a speed boost for 1 hour.
Catalyst II; This effect costs 10% energy, that sends forth energy to make what takes 2 and 3 turns into 1 action. Otherwise what takes 2 or 3 actions now takes 1 action to create. This can speed up aging unless you drink water. This lasts 1d6 rounds.
Wal; the energy source of the body is converted into doing what you intended. This can be any idea or source, that you think about being a source.
Gate guardian; This calls upon time to create a being that guards gates in use. The guardian does what you need.
Raigeki; Twin Headed-Thunder Dragon. It can trap its foes inside a cage of sparking electricity that inflicts damage overtime. This causes per round of 1d6 rounds, electricity damages.
Super Psy Bolt; it is a ghost/psychic Destruction spell of 5d8 damage.
Super Destruction Bolt; This generates a super bolt of magic dealing x3 damages that hits unerringly.
Beat; This causes the heart beat to become erratic, then distracts the targets for 1d10 rounds from fighting.
Orb of destruction II; These are formed energy spheres, 1d6 of them, that shoot out to the targets you want to use them on applying them. Applying an orb of destruction simply causes it to explode, destroying the orb and dealing 12d6 damage. The damage is of the same type as that of magic missiles, and thus can be completely negated by magic resistance. Whether the orb is charged or not does not seem to have any impact on its effect. This costs 20% energy to cast.
Tomb; This effect causes the targets to be entombed in stone..that deals 17d20 crushing damage and it suffocates the targets as well. This spell costs 35% energy.
Ice Tomb II; this entombs the targets in ice. It is fast and strong enough to carry even a non-max stats digimon to winning the game. It costs 40% energy, but it deals 270-340 or 17d20 damage each time it lands and is quite fast. It sounds like a train coming at them.
Freeze; That is cold energy dealing cold damage to targets right next to the target.
Frozen; this spell causes your targets to "freeze" for 1d6 rounds..that makes them effected by cold energy and not move as they're prone.
Cold; This is cold energy which gives the targets a cold and hacking cough, that makes them not do anything for 1d6 rounds.
Ice tornado; This forms a column of swirling ice that goes through the area upon your command. Dealing icy explosive damages as it slows the targets down to 1 action every 1d6 rounds.
Good luck II; This is luck as in like the Lucky feat in DND or 1d20 getting a 10 or above for rare item drop from monsters.
Plummy; This is where you are able to get results easily and be slightly out of shape unless you exercise. Add +7 to all rolls.
Plum; This makes the targets happy and not needing to fight. Fight over.
Sicke; This makes what you describe much appreciated and accepted. Add +5 to charm and charisma rolls.
Focused effect; Think about the idea and energy creates with more damage what you intended to strike or more healing otherwise. You deal x2 the effect amount.
Ran out of Inches; Makes the target afraid for 1d6 turns then laugh uncontrollably for another 1d6 turns.
Make or break; This is where you cause them to do things or break as you target them. When they break, they break their minds and do nothing for 1d6 rounds. Roll a 1d20+luck to see if they do things with a 1-10 rolled or they break with a 11 on up rolled.
PCH; Publishers clearing house. This makes the targets think that they won something, even though they didn't they feel contented and do not fight.
Good buy; This makes the targets fall for the idea to buy things and makes them think it was a good buy.
Make it or break it; This causes you a 50% chance to repair an object. A flip of a coin, or rolling a 1d20+luck will tell it. This can be 1-10 rolled for breaking it, a 11 on up for repair.
The cops; The cops are called upon the targets for doing what they do, that's done by causing the targets to do things that draw their attention.
Exploding glocks; Replaces that cheap shitty plastic they use with antimatter that explodes near the targets.
Sensei; You sense what is coming.
Sensei II; You sense what is coming and make the targets dread what hits them before the moment. This is a -5 to their defense or AC with an attack of the element of choice.
Impairment; This is where you cause the targets to become ill with a disease. You can make up the sickness and the mind will create it in the targets.
Sickness; This causes a impairing cold, that disables the targets from fighting. It ends when you no longer need it to effect the targets.
Supplements; These supplementary pills do whatever you want. Necessary is having supplement pills that you hold, and think to them what you want by feel or say what you intend them to do.
Long distance; This is a damaging energy you direct at the targets. It destroys their machines and disables the targets with energy damage. This lasts for 1d10 rounds.
Trial magic; Think to create with an elemental energy, then you create an elemental effect. This creates what you want by feel.
Nuclear; Kill the target at the cost of being put to one hp... Target can no longer go to Heaven or Hell.
Earthly Pardon; Touch Planet and she forgives...the targets are at peace and no longer needs to fight. You won.
The feel; The targets feel sublime and simply don't mind the illness they get with this spell. Make up an illness or choose one from a list and the subconscious will create it in them. This lasts until you no longer need them to have it.
Cann; It can happen. What you think to make with energy you create with the targets with the energy guiding them.
Impasse; This is where you make a point and that is expressed, the idea is done as though an impass or blockage were gotten over.
Cricket Choir; Plus 200 percent Health that's temporary lasting half a day or until used up... This causes a choir of crickets that does not fall on deaf ears. This costs 30% energy to cast.
Modern spell effects p12:
Elemental servant; This is where you call upon the elemental plane, think and summon a tame elemental that serves as a servitor.
Drug cure; this effect is where you hold the drug and think to it that it will cure you of whatever is wrong..then take it.
Encorceled Hibernation; This causes the targets to sleep for a week or less. There is no saving throw for this spell.
Frost magic; this is where you think about the energy forming frost like energy crystals, then needing the energy crystals to create what you want. The energy crystals will take your thoughts and needs and being smart create it. Heat things up with fire energy and melt them to cancel out their effects.
Chemical ice; Think about energy forming as chemical ice and it forms where you want it to form. It creates what you want and disappears by thinking to wash it away with water. This doesn't have any temperature to it so it is indistinguishable from normal reality.
Curse of failure; The harder your targets try, the more they fail..until you wish them to succeed.
Blessing of Fortuna; Take over the entire world subconsciously, just to do it again in another dimension.
Glitches; This is where you think about the idea and will it to make it happen..This pauses things or makes things glitch as energy creates what you wanted.
Chinese Radio; You can never lose it or lose your battles as long as this spell lasts. +10 to attack and will rolls. -10 to the targets attack rolls.
Trickery; You trick the targets into doing things for you and believing what you say that are gullible. If they fail a Wisdom check, they are gullible.
Two or three shots; Turns dirty needles and bullets into Tequila shots.
Noone believes you; This spoken to a target or targets, makes them not believed except for what they do.
Tech Support 101: It was the electric fairies at it again. They make the targets need to do tech support.
Grey Goo; Gobbles up entire planets if it is ever created. Roll a 1d100 and get 50 or above to create it on the planet you want to target.
Sweet Berries; Creates a grape vine... You will eat it to rewind or fastforward your Biological Age back into your prime...
Association; This spell causes targets to not exist and instead they get replaced by harmless animals.
Thought form II; This is where you think of an animal to be and its formed from a soul copy to be where you want it.
Inspersement; This sends your fat energy to those in the general area, causing them to be calm and mellow. They no longer wish to fight.
Communicato; This allows you to speak, write and understand the targets language.
Garbage Aliens; Is that mountain of garbage blocking your path? Use this to make a UFO arrive to tractor beam any garbage or rubble away, clearing the path.
The trash; This is a trash bin that has a special dimension in it. If you throw something away, then you toss what energy is associated with the trash to be in that dimension. This nullifies any attack energy cast to effect you as it is now effecting the rest of the trash.
Object attack; This is where you think to the object to attack by influence as energy projection or movement towards what you want to target.
Pants; This spell causes you to fit your pants no matter how heavy you are.
Ahmen; Relate better with those you want to speak to by feel. Add +6 to your charisma related rolls.
Greater focus; THis is where you think about the idea, and let things add to it. Then you can choose to experience that idea if you must. Whether of not you do, the targets experience what you want them to experience. Add +5 to all magic and focus related rolls.
Lucky Feng Shui Birthday Cake; Keep one slice in the fridge and you will have good luck and more focus every day. Add +5 to focus or magic related rolls.
The way of iron; This is where you channel iron particles to control chaos and avoid going insane. That's as it surrounds the chaos energy and causes it to do what you want by feel. Add +5 to focus and magic rolls. This includes an improved chaos roll..where you roll a 1d10+will and if you get a 5 or abve you get your chaos result with x2 damages or healing. If you roll a 4 or below you get a strange result, that is chaotic and it makes for interesting actions yet you aren't insane.
Intensity of stars; Brightens the stars. This intense heat can boil the targets alive with photons. I hope you have fire resistance when casting this.
Soul killer; This spell informs your God to "kill the targets souls" and it causes them to collapse, dead.
Serene; This effect causes you to feel calm, cool and collected. Add +5 to all rolls.
Soul capture; This causes the effect of capturing the targets soul in a gem. Then, you get control of their bodies and can even command them to die and they will die on the spot. This costs 20% energy.
Soul shatter; This causes a shatter spell that effects the targets soul. Instead of objects, its their soul instead that is destroyed. That means they collapse and don't wake up again. This costs 25% energy.
Soul restore; This spell causes the restoration of the target perfectly. That includes the rebirth of it in another body. This costs 15% energy.
Soul burst; This effect is where you overpower the targets soul with your God's energy being channeled. Then their soul bursts and you get their energy. They collapse as a point is expressed, and die on the spot. This costs 35% energy.
Overheat; This causes the idea to occur of overheating the machine, wherever it is. Once overheated, it stops working for a bit.
Relapse; This is where you cause the target to relive the moment of an illness that they already did. They are distracted by feel for 1d6 rounds. If you don't need it it doesn't happen.
God's Forklift; Cures even death, addiction, or Cancer... I created it, I can get rid of it too. This costs 25% energy.
Modern spell effects p13:
Blinding Healing Light; Causes a flash of light to shine so bright above the head it causes enemies to be blind for 1d6 turns while healing team mates.
Skelemental; Infuses a corpse with any element causing them to rise and fight for you as an elemental skeleton.
Pest repeller; This causes the pestillence in the area to be driven away.
Sending; This is where you send what you want to the targets..think about it as a scene in your mind. The idea is something has energy that disappears from the area and appears near the targets you want effected. This could be poisonous substance or radioactive material from other places.
Slap box TV; This causes Bruce Lee Golden claw type effects on the targets that deal physical magic damage and leaves a claw mark on the back of the targets.
Yabla baby family; This causes tha hippie live dance by a spirit girl making the targets mute for 1d6 rounds and a killer effect mark to appear on the targets and it's physical magic damage.
Pop quiz TV; This effect causes ugly men. Dirty as they come! They appear in the minds of the targets and send the targets to the morgue on a one shot kill with a pop quiz to the targets' mind if they don't get the quiz. They deal physical magic damage. If not and they get their will save, the effect is poison for each round for 1d6 rounds from energy itself.
Physical magic mark; This causes a physical mark to appear from physical magic to appear on the targets. It appears as they receive a vision of whatever you want them to see. That disappears after the mark is there.
Banana to mana; Cast this on any fruit to convert it into spell energy. Add its effective spell energy to your energy %.
Nutshell barriers; Conjure large nutshells to absorb attacks.
Poison berries; This effect summons the essence of poisonous berries to the mouth of the targets. They receive poison damage per round for 1d6 rounds.
Very Scary Berry Fairy; Causes targets to be petrified in fear for 1d6 rounds from a being that appers in their minds, also coats them in berry juice revealing their footsteps.
Mark magic; This effects those that are hit by this effect.. with physical magic damage. There is a mark per attack and you get 3 attacks, that effects the targets with a 1d100+luck and getting 50 or above. The sent magic effects them by causing the targets pain and energy damages. If the mark is hit 2 times more, then you kill them on the spot.
Suffit; This causes the effect of stuffing the targets' body with food in their mind as physically, they themselves stop talking and get distracted for 1d6 rounds.
Beer; This spell creates the beer effect of alcohol in the targets. It is said to lower the defences by -4 to the AC, but gives you the charm and courage to see it through by raising the charm by +5 and the courage represented with morale by +5.
Sober; This spell clears up the effects of alcohol instantly restoring +4 to your AC.
Figures; This effect is where you draw or trace figures of those you want to know. They come in time where you go.
Key element; This is where you hold a key and focus any element, that you desire to cast forth through it. That's dealing x2 the elemental damage. Oh yeah, make sure its not an electronic key..or you could short it out.
Psyche trick; Mention something larger and then mention something lesser and you get the lesser idea.
Modern spell effects p14:
Final Peace; Causes all ghost enemies in the area to return to the source and find eternal peace at last.
Collosum; The effect of creating the effects through a collosus like being where you want, then thinking what you think to make it happen. This causes x2 damages or healing.
Column of Water; Engulfs a target in water causing them to suffocate.
Congolesian; This makes the targets dance for 1d6 rounds to imagined congo music.
Mongolesian; This causes imagined music that the spirit causes the targets to hear and dance to by feel for 1d6 rounds.
Mini energy balls; This is where you cast forth 1d6 mini energy balls that deal x2 damages per ball on the targets.
Water sphere; This is a sphere of water, that surrounds the targets and suffocates them.
Water counter; This is water moisture that you send towards the fires and it puts them out.
Earth Counter; Blasts water away with dry soil that absorbs the water.
Air counter; This effect causes icy damages with an icy blast of wind at the targets that causes them to be pushed back 5 feet.
Fire counter; This casts forth fire through the currents of heat in the air to scorch the targets.
Light Counter; Damages dark type enemies with a searing light from the hands.
Dark Counter; Absorbs all light releasing a dark umbra that damages light aligned targets.
Dark heal; This effect causes the targets that are dark to heal by sending dark energy at them.
Light heal; This causes the light based targets to heal by glorious light.
Fun times; Think about it and things get interesting with the targets getting damaged by light radiation, then you and your party getting healed.
Kick will; This causes your will to kick at a distance, and the energy wave hits the targets with a energy blow that's not unlike a kick to them from you.
Distance punch; This effect causes the target to feel an energy blow, that's not unlike a punch you do at a distance on the targets from you.
Mike punch; Think to hit the targets and speak into the mike and the targets receive a energy blow that's from sound itself cast by speaking into the mike.
Controlling farts; This is where you unleash the farts, then create control for 1d6 rounds of the targets by the power of gas drafting through the controlled wind towards the targets. That makes them do what you want..this can be making the targets not want to fight. Fight over, you win.
Great wind; Think of farting and direct it by the wind being directed with your will towards the targets. This distracts them for 1d6 rounds.
Wind blow; This is where you fart with concentration, thinking to form fart balls directed by will towards the target. This does airball damages.
Photomanifestation; This is where you need the result to be done and light manifests the result. That's through the photons interaction with your thoughts creating the idea. You could create different things by stating what you want. That's like different lighting, photon burns, photon healing or whatever you desire like manifestation of objects. This can cost 20% energy to cast, and cam deal x2 damage/healing.
Photomanifestation drain; This uses photons by photonic interactions with the targets, thinking to drain the targets of energy. So you can create results by absorbing the drained energy into your aura, and then casting it forth with a hand gesture to create an effect. It is sent forth as though a wave were cast and the photons create the result with heat. This can cause you to feel fire along your skin as heat. This deals x2 the drainage/damages/healing. This costs 20% energy.
Modern spell effects p15:
Atomic cloud; This is castable if you use 20% energy, where you think of atoms rubbing together and desintegrating the target/s.
Overlay; This is an overlay effect where you think something up and cast it forth, thinking to take the place of the effect in the area. That's like spraying lysol in the air to replace a scent. This can replace any effect cast at you as its cast as an instant defense spell on the same turn.
Overlaid; This is where you do things and make the target feel so good that they relax and forget to do things they were going to do for 1d6 rounds.
Particle projectiles; This casts forth the particles themselves in a charged formation to strike the target for particle damages.
Particle wind; This is a charge of the particles in the wind that blows towards the targets. It deals energy damage.
Particle storm; This causes the storm of particles that are charged and potent. The targets are effected by feel and targeted by your focus. This storm deals x2 energy damage.
Codified; The effect of this is to make a drink as you think what you want it to do. This creates the effect of energy that is in the drink and makes it do what you wanted and it doesn't do the thoughts. That means it can be any thought as though energy, as its created by the body the consciousness does what we need using the energy of the drink. This can be any drink.
Tits; This is where you cause women's tits to grow on the targets. Distracting them for 1d6 rounds.
Cooking; This is where you cause the targets to want to cook for 1d6 rounds. This distracts the target.
E-weight; This causes the targets to gain 1d6 lbs of instant weight..limited to 6 lbs max. That distracts them as they suddenly feel very good for 1d6 rounds.
E-weightloss; This causes the targets to have rapid heart rates and lose a sudden drop of 1d6 lbs. This distracts the targets for 1d10 rounds.
Mental; This causes the targets to lose it and go attack themselves.
Demental; This releases the targets from the mental state.
IDK; This causes the targets to not know things and they make mistakes for 1d6 rounds. They have a -5 to all rolls as a penalty.
IK; The targets of this spell know suddenly what is what and can explain it. This is where they get a +5 to all rolls.
Time difference; This spell causes the targets to move slower than you. About 1 action every 1d6 rounds.
Male growth; This grows male parts on animals and dead ppl, for every dark fetishes and quickly. This distracts the animals and targets for 1d6 rounds.
Man growth; This spell causes a good feeling, that makes the men parts grow quickly..even on a woman. This distracts the targets for 1d6 rounds.
Instant sex change; This causes the targets to feel really good and they change in sex instantly, that's where they are going to their counterpart sex quickly. That's done by the time compression of their subconscious making the moment. This distracts the targets for 1d6 rounds.
The thought; The thought you have leads to the motion where you feel it occur or notice it occur..this is true magic in itself.
The action; This is the point you think about things and the targets act out the part that you thought. The player could say "I cast The action; to make the target drop their weapon.".
The defense; This spell naturally attunes you to the person doing things to you..Then you control them by what you think and need. This defense can be used as they cast things at you. That's upon a thought or after the fact if you want.
Modern spell effects p16:
Time Wumpus; This is where you overwhelm the targets with time energy and Direct them by thinking of what you want to happen.
Wump force; This is where you womp upon the targets with overwhelming energy and this deals damage.
Ring power; The subconscious creates the effect you want using the rings you have as it draws upon your body's power to create it with x2 the effect damage or healing. The only way to break this spell is to instruct by statements your subconscious to not use your body energy, and instead to use the rings themselves.
Warp force; This is where you think to use energy from the dimension to warp space around the targets, think and cause them to be warped in space. They get weaker and make less accurate rolls. Reduce the targets roll results by -5 for levels 1-10. -10 for levels 11-20. -15 for levels 21-30. -20 for levels 31 and up.
Shadow teleportation; You teleport 50ft through shadow to and from your destination at will for 1d6 rounds and instantaneously hit with a weapon..or fists and kicks close up.
Enspell it; This is where you have an idea to do, then you cast it upon your targets to effect them by feel with it.
Animal companion; This is a spell that spawns an animal companion. It has your stats and 100% health.
Double reflection; This is a reflection spell so if someone casts a spell at you it's reflected back on them double with x2 the damages or healing.
Transformus; This effect costs 15% energy and creates something to be something else at +3 magic effect.
Laser shotz; This effect causes the targets to be shot with burning lasers. That's using a normal laser pointer.
Focus ID; This is where you have the targets focus on your ID card and agree to what you say.
Psychic paper; This is where you have the targets focus on the paper, and they psychically read what you want the to read from it even if its blank.
Soul take; lay your hand on the forehead and say, "your soul is mine!" Then you take it easily as the soul of the body transfers to you. You transferred by touch a soul copy to the body, that allows you to control them. This is done by the thought, that you need them to do and the soul copy causes them to do.
Psychological reaction; this effect causes the targets to react in fear at themselves as though in horror at you. Then they do nothing for the rest of the fight.
Psychological horror; This is where psychology is used on the targets in their mind and they run away in fear.
Psychological curation; This causes by psychology their mind receives to be cured of the mental illnesses. They no longer need to fight.
Psyche reaction; This is where the mind of the targets receive images sent by the subconscious mind. That makes them do what you want and they act calm and no longer need to fight.
Psychological thriller; This causes the targets to be enthralled by a thrilling moment, and they do nothing as they are distracted for 1d6 rounds.
The movie; This is where you cause the targets to think they are in a movie, that movie never ends and is their life. The targets realize in the movie to kill themselves as they wish release from it by suicide. As they die in the movie, they die where they are in game. If you think to release them from it early, then you release them from the spell.
Weight up; This causes the targets to suddenly weigh up and die from obesity quickly.
Tormentive language; This is where you state what you want and it is the right things said. This is tormentive to the targets and deals psychological damages.
Devils taunt; This causes you to taunt the targets into making mistakes and do damage to themselves as they attack you. They create what you wish, the action you wanted to create.
Elemental Sphere; Hurl giant balls of your environment at an enemy causing damage.
Reverse jinx; Any jinx cast at others does not effect yourself the same, instead it blesses you..so instead of losing stats you gain in stats or gain a +5 to all rolls from it.
Homemade Jinx; This effects the targets and gives them a -5 to their rolls. Any jinx cast at yourself does not effect you, instead it blesses you with +5 to all rolls.
Devil's Genious; This effects you by inreased intelligence rolls with +5 to all intelligence based rolls. What makes it a Devil's genious is you can sometimes sound stupid like a 5 year old.
Devil's stupidity; This is cast at all targets except you and your party, so what it does is causes you to be with +5 intelligence based rolls and your targets get a -5 to theirs.
Incredible discovery; This effects the targets by making them get an amazing discovery..(thought up by the GM/DM).
Stupenduous; This effects the targets by the effect of causing a -10, that's to all rolls and they sound like a baby. This costs 20% to cast.
Increduluous; Think of the targets as you cast this effect, you make a +10 to all rolls. This costs 20% to cast.
Enning; This is the end, you cast forth all your demons at the targets and control them for 1d6 rounds. They do whatever you say.
Emming; This is where you condemn and curse the targets not to succeed in their endevours. They gain a -7 to all rolls as you condemn them to not succeed and if you curse noone, you can feel better about yourself as you gain a +5 to constitution rolls..this costs 15% energy to cast.
Bad health; This causes the targets to have a bad health, where you give them a -5 to their constitution rolls.
Bad intellect; This makes all the intelligence rolls of the targets have a -5 added to their intelligence rolls.
Smart move; This causes targets to get a +10 to all intelligence related rolls and they sound better as well. This costs 25% energy.
Bad move; This effect causes by cast forth energy, the effect of a -10 to the targets rolls. This acts as though they look bad and are shamed into stopping by feel. They no longer need to fight, you win. This costs 25% energy to cast.
Modern spell effects p17
These effects cost 25% energy unless noted otherwise to cast and use the pure energy of the creator to cast it forth.
Twin engines; This effect forms two engines of energy pointed at the target. That does double for energy damages on the targets.
Perfectio; This is an effect that causes things to be done perfectly. Add +5 to all rolls for your party.
Aborted; The effect is seen by the targets..where they abort something in their mind and physically they abort what they were going to do.
Autismo; This gives the targets Autism that makes them believe something else occured, that's as though they were in their own little world. They disconnect with the real world and ignore the real world along with you and your party perfectly. Fight over.
Webbed; This makes you or the targets have webbed toes and fingers. Swimming rolls +6.
Flashback; This is where you think about something and do what you normally do about it as though you were younger. Add +5 to all rolls and restore 50% energy to your stats.
Great danger; When you are in great danger you may cast this spell by imaging a switch turned on to flip a chemical switch in your brain and for a cost in hunger, fatigue, and thirst your nervous system will process things around you slightly faster. Giving you better reaction times that you can pay for later if you survive. If you are in a very dangerous situation, you may experience a temporary rush which increases your speed and strength significantly. Add to speed +10' and all strength rolls +10.
Spoof; This effect is creating with a point to make what you want. Like pointing at traffic lights and moving your pointer to the green or red light. Otherwise it could be where you imagine the camera not recording you as though it goes blurry.
Chaos tornado; This tornado can be directed by will and what it goes across breaks down and gets dealt x3 chaos damage.
Dilatency; This spell causes the target material to get bigger and absorb moisture and suddenly its appearing dry.
Working condition; This is where you do the rights things to the machine and it makes a machine work, no matter what occurred to it.
Executive decision; This is where advanced your creating what you wish by doing things, think and that creates what you wanted. The energy consciousness helps by creating better results. You get a +5 to all rolls and a +50% to health.
Executive action; This is where you think of the idea, then do it to completion.
Impulse control; Think about what you want and your spirit causes the targets to do the ideal you had in mind. Think and you know what to do with it.
Gold yellow wealth; Imagine the color yellow gold and flare it in your head, think to cause more wealth to be gotten from monsters you defeat. This makes x2 the amount of gold or dollars that you receive as rewards are offered.
Focuser point; This is focusing as part of the triggering effect you do, thinking to create as you think of the idea.
Miracles; This is where you use divine intervention. That means you use your God's energy to create what would otherwise seem impossible. You may banish the targets, heal your party fully and restore all energty that was used up. Make a bonus of +10 to your parties rolls. Make a decaying effect on the targets of -10 to all their rolls. Otherwise you may ask your God for something to create it into existence. This costs 40% energy. Tell your DM/GM that your casting this spell in idea and what effect you want from it to make it exist.
Barnacles; This effect causes a living microorganism to be on the target, that look like barnacles and act to drain energy from the targets to survive. Until removed, they drain up to 30% energy from the targets. They also cause a slow down of the targets to 1 action every 1d6 rounds. Burn away the barnacles with fire thought spread to the aura to remove them all.
The great idea; This is where you create with the mind and do things to make your idea with a blessing. You are blessed by focus to have +5 to all rolls.
Divine stamina; This spell grants powers to vitalise your body and gain divine stamina, protecting you from various afflictions. You will be protected from mutation.
Imprisioning coffin; You gain the ability to imprison your foes temporarily. This appears like a sealed black coffin that surrounds the targets.
Divine sanctuary; Praying to your God, you find temporary safety in a divine refuge. Nothing can harm you.
Divine invervention II; Your God directly intervenes to save your life.
Directive hand gesture; This is where you move items or things, that's as though you point at the ideal item and will it to move on its own. Then it does in the direction you need it to go.
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..ChatGPT is the source of the DarkMatter spells in this list.
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.
Not minding; This spell causes you the effects of not being minded no matter what you do and being invulnerability to any effect attack through the power of dark matter doing what you intend.
Endless Attack; This attack is darkmatter energy controlled with 6th dimensional energy you direct with will, that's sent at the targets and energy strikes them with invisible blows until you decide to not need its effects each round. The damages increase each time per round by x2 damages. This is an effect that lasts until you no longer need it.
To lengths end; The effect of any action is undone or ended by the power of Darkmatter. roll a 1d2 to tell if it is..1 rolled ends the result, 2 rolled undoes it.
Voidflare:
Description: Unleashes a concentrated beam of dark matter energy, disintegrating everything in its path with devastating power. The beam tears through reality itself, causing rifts in space-time.
Effect: Deals heavy damage to enemies nearby, this causes temporary rifts in space that distort time around them, slowing foes to 1 action every 1d6 rounds.
Singularity's Grasp:
Description: Summons a small, swirling black hole that pulls enemies and their objects toward its center, distorting gravity.
Effect: Enemies are drawn to the center, immobilizing them for a short time before the black hole implodes, dealing damage.
Event Horizon:
Description: Creates an area of utter darkness, where light and magic are nullified. Only those attuned to dark matter can see and move within it.
Effect: Creates a zone where all light and magic are absorbed, preventing enemies from casting spells and giving the caster an advantage in combat.
Matter Collapse:
Description: Causes the very matter or objects around a target to lose its stability, causing it to implode or disintegrate into a mass of dark energy.
Effect: Deals significant damage as x3 the dark damage to a single enemy by causing a localized collapse of matter, reducing their health drastically.
Dark Matter Shield:
Description: Envelops the caster or a target in a shield of dark matter, making them nearly invulnerable to physical or magical attacks.
Effect: Grants a temporary shield that lasts 2d6 rounds, see that absorbs incoming damage and reflects a portion of it back at enemies.
Graviton Surge:
Description: Manipulates gravity within a target area, either increasing or decreasing the gravitational pull, causing devastating effects.
Effect: Either pulls enemies into a concentrated area, causing damage as they collide, or forces enemies to float (your choice), making them vulnerable to all attacks.
Black Starfall:
Description: Summons a cascade of dark meteors imbued with dark matter, raining down from the sky in a storm of destruction.
Effect: Deals massive area damage, causing enemies caught in the meteors' impact to suffer burn and force damage over time of 1d6 rounds.
Dark Void Binding:
Description: Conjures chains made of dark matter that trap an enemy within an inescapable void, rendering them unable to move or act.
Effect: Binds an enemy in place, immobilizing them for a period of time while draining their health and energy.
Entropy Burst:
Description: The caster accelerates the natural decay of matter around them, causing everything within a certain radius of 40' to break down and disintegrate.
Effect: Causes decay and destruction to enemies and structures within a radius of 40', reducing their defenses and causing them to take more damage over time.
Dark Matter Infusion:
Description: The caster infuses themselves or an ally with dark matter, temporarily boosting their physical strength and magical potency at the cost of their life force of 30% energy.
Effect: Provides a temporary but powerful boost in strength and magical ability by adding +5 to all magic and strength related rolls, but causes ongoing damage to the caster or recipient until the spell ends.
Warp bubble:
Description: Warp bubble is useful to travel timewise somewhere else. You gain the ability of warp bubbles. This is where you think of intensity and the creator energy forming a bubble of space. That you can travel through and focus on relaxing by feel, this makes the knowledge flow to you. The deeper you are in the bubble, the farther you travel with time going faster by feel.
When you exit the bubble of space, you are in your own time again where you thought to travel to with idea given by feel. Although with this warp bubble, you can perceive the future by idea you think you are seeing with the 3rd eye pineal gland.
Effect: This allows you to shift through darkmatter energy to be somewhere else in time and space, as though instantly there.
Wormhole:
Description: Wormholes are when you gain the ability to make wormholes and shift by the power of the creator. It's as if they are there from the void of space and no time passes by as you travel somewhere instantly. Be sure to cause the wormhole to end by allowing the creator making it end. So you don't create the area you are from or going to degrade or nullify itself.
Effect: The creator shifts you to where you want to be by the power of a wormhole.