Spells list part 1

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

1st part of the spells list
Goto part 1a of the spells list..
Goto part 1b of the spells list..
Goto the 2nd part of the spells list..
Goto the 3rd part of the spells list..
Menu

Part 1 of the spells listing
Miscellanious info sections

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

The normal spell sections

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

The modern effects spell sections

Part 1a

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

Part 1b

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


The 2nd part of the spells listing
Spell schools

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

The specialty spell sections

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

Part 3 of the spells list
Extra spell sections

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

Credits

Part 1 of spell listings

Miscellanious info sections

  These info sections are for explaining the spell system and idea related to it.

The spells list introduction

  These are some spells to do. This is gotten by the "Magic focus" special ability, thats added to your special ability list on the character sheet w/o quotes. You don't need to learn the spell with this, as its using a special ability to cast it. That is where you think of the effect and state to the dm/gm, that you need this spell done. The creator or your God lets the spells be known by intuition and creates it by feel. Think of it and your subconscious engineers the moment, as you mention the effect to him/her. The ability is what is possible as you use Energy % for this list, again that is 1% for cantrips, 5% normal effects and 10% Uber or ultra powerful effects. This is described as the use of an Uber effect, then you deal x2 the damages/healing.

  Some info: Those spells requiring a dice roll during diceless dice runs, if its a 1d2, 1d3, 1d6, 1d8, 1d10 or 1d20 and otherwise, when not done to determine if the effect is done or to determine the time of effect. Also, if the dice roll is used to determine the effect itself. Then, you can say its not to be used.

  That you can do with this idea..as in you magic the effect for 2 or 3 actions to get a combined uber effect that does combined damages..whereas a normal effect is 1 action dealing normal damage listed below. The ability is there in all of us. Think to create, need the idea to exist. Then the will to create the effect is done, that's by the power of the soul and spirit. Will is the thing here. If you will things, they tend to exist. Then, it happens as you need it to occur. The mind commands the soul and the spirit is directed, that's done by your soul as your thinking to get a result. Say you willed someone to leave the room, then they would leave the area. How strong is your willpower?

  The trick to this is to imagine or think the idea, then if you need the idea the subconscious will do the right actions. That's done by suggesting the idea to your subconscious, this is done in a statement out loud or under your breath of what you want to happen. It comes to you or goes to where you want it to go. That's if what you want is coming from the land of imagination. This uses the suggestion, thought, imagining things and making use of the subconscious mind. This is how the spells will work here, as though the creator, Mystra the magic goddess or some other deity. Any one, that's thinking to make the effect occur where and when you wanted it to occur.

  These spells are for the area or targets that you want to effect, so basically if you use the area as energy. The energy is known by the amount of heat in the air, if you have it too low you could freeze or not get a result. When its there as heat, you feel warmth. Then, you can use it again to get what you want. How this works, you can think of the area as though an energy source and state a need or result. This causes the source, thinking to cause its energy to be there and cause heat in the air near you and it goes near the target. When you use it your not sensed as the energy temporarily blinds the target or targets to your use. So you can't be detected.

  This hides you from being detected as the source of the spell is decided by you. That's until your effect is sensed. This is with thinking to create a point or expressed idea. You can use this until the heat gets lessened in energy amount. Then think, all that's required, that's where you allow the air to renew its heat energy after 1d4 minutes outside of combat. This is the Energy % in practice and if enough heat is restored its alright to use again. After every battle your energy % is restored to full, that's from energy in the air being restored. If its restored, your able to be restored in energy from the heat being absorbed as energy, that's where the heat directed is your energy %. This is thought as though a need were there, that the energy consciousness sensed and formed where you wanted it in the right area. This is all in the use of the town and the area otherwise, thinking to create a result. Think and you know what to do. If you don't intend the spell to be created, then nothing happens.

  The effect is any spell that is done at will that can take up to 1 round in battle, 1 action or 1 minute of magic on the idea outside of battle. Thinking to cast an effect as if you cast it with a magic check, of 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet) and get a 10 or above for success. Otherwise, roll a 1d100+luck and get a 51 or above as a result for successful action that is instant. The spell can be done 3 times a day. This effects any target/s you want effected by gated in energy as you direct it with thought by the soul creating it. Casting a spell you can use the Arcane skill. The arcane skill check can make a suitable replacement for magic. What's higher is used. You can even use the Baldur's gate 3 and alternate spell list.. yet ignore the damages listed as it does what is described here in this list. The list is here. For an alternate list of spells look here.

  Because you know things, its the subconscious that can block out the effect if you know of it and don't want it. So you don't get effected. However, if they aren't aware of what you are going to do or are doing bad then they can be effected. Its as though your body used the area heat as energy, then you cast it forth to generate body energy that's usable. The statements you intend or gesture you do after the fact is what uses the energy you cast forth. This is how you cast body energy as an effect spell is done. Also, if shapechanging..or polymorphing it takes 1 action.

  So they were caught off guard for the moment's notice. Otherwise, if you distract them, they can still be effected by the idea through the spirit. You see, the spirit and soul create the effect. Its not that you don't have a soul, its what you want to happen. The effect can be gated to the area of the targets. That is because the soul or spirit can cause the gateway for the effect, that the targets will be near for it to effect them. This negates distance and makes the effect near or on the targets. No matter where they are in life. There is a concept that makes it lifelike. So if you think to use this, then you must know where the targets are in the area they exist. This is known by psychic means, we are all psychic in one way or another. This is a known effect.

  Due note: For additional action effects. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together. Also, with creating effects of new spells not in the listing, you make a craft roll instead of a magic roll. So optionally, you create an effect with craft and do damages and healing amount using the int mod. This is the effect of choice..you can use this if you want to get effect. That you made up, think or use magic to create an effect in this list.

  Due note 2: Use Mana to make the spell permanent and use energy to get a temporary result. Mana is raw energy from free floating particles in the air combined with heat that the mind can direct, whereas Energy is heat energy processed by the body that you can make use of by feel. Energy can be used by the body and is directed by the mind. Energy is also what your body can tolerate, so in amount its lesser than mana. Mana is effectively unlimited, Energy has a quantity you can make use of by feel represented by %..

Goto top menu

Damages, range and how long it lasts..

  So if you think you deserve it or they are guilty or creatures, you can still be effected or create effects on the target/s. This works, no matter what. The damages or healing are normally done, if not specified otherwise. They know by intuition when it was done. Depending on your level, this can last 1d6 rounds in battle for levels 1-9. 1d8 rounds for levels 10-19. 1d10 rounds for levels 20-29. 1d12 rounds for levels 30 and up. Otherwise its the time of effect total on your character sheet or until you don't need it outside of battle. Basically, its thought or action that forms reality by the subconscious creating what you need created. So, a safe spell is using any language that bypasses the consciousness. Also, spells have no ranges. There is no range to the spells unless otherwise specified, think of the targets as they manifest right where the enemies are.

  See then you target someone and get them to do something, that you wanted. This means that whatever the effect, you create the effect by thinking it and the subconscious does what you intend it to do. There are many sorts of spells you can cast as your God or the creator does it, that's with the subconscious guidance to your deity and resulting vision from the deity that effects what or whom you want effected. If you expend 10 stp or 10% energy, this is a way to deal 25% more damage, but the spell takes 50% longer to cast.

  If you notice the effect lasts a certain amount of seconds. This is the amount of seconds things last, they are part of actions and rounds. The amount of seconds is calculated by 6/(actions per round) and drop the remainder. If the seconds something lasts is less than an action, that is the action itself. Lets say you had 3 actions per round due to the multitasking special ability. 6/3=2. So where you have 2 seconds per action. If a spell takes 1 second to do, then that's the action you do. The rest of the action is dismissed.

  If you knock the targets prone, you cause them to be unable to arrest or attack you. Also, you knock them out for 1d6 rounds. You knocke them prone by taking out 1/4 the Health of the targets. Any spell or effect they have on you, they lose their focus and the effect disappears. Any summons disappears. This is a known effect.

  Due note: The damage/healing amount is decided by levels. This is with each magic core stat mod or int mod point. For healing, its every heal skill core stat mod or Wis mod point. That's instead of the int mod. That's like you have 8 magic core stat mod and 6 charisma mod, then for a level 20 character, it would be 24d8+6. In amount, that's 198% health that's removed at its maximum. At its minimum you could get 30% in amount. For healing, if you had a 7 heal core stat mod and 6 charisma mod. Then, you would get at level 20, 21d8+6 that you could roll with the max being 174% given health. The minimum is 27% in amount. The amounts are:

   1d8+Charisma mod with every magic or healing core stat mod point of levels 1-9.
   2d8+Charisma mod with every magic or healing core stat mod point of levels 10-19.
   3d8+Charisma mod with every magic or healing core stat mod point of levels 20-29.
   4d8+Charisma mod with every magic or healing core stat mod point of levels 30+.

  After level 10 you get an enhanced magic effect, where the spell can last twice as long. That is where 1d6 is now 1d12 rounds in battle. If any length of time that it lasts. The range of the elemental effect is every 10 levels is an additional 30'. So at level 12 you can cause a 60' effect for a normal fireball or iceball. This is making the effect form in manifest, where you want it to form. The gate can be formed anywhere you want it to effect your targets. Any spell you don't want effecting you, doesn't effect you by this effect. If you want it to effect yourself, then it will by the power of the soul. This in effect effects those you want effected by it, so think and there is a gate where you can get what effect you intend.

  If you don't have intention for it to effect, then you think there is no effect. That by feel is in effect and there is no effect otherwise. There is no ill effect by what you do, however a ghost can create an ill feeling. See you can do this at least 200 miles away and still get an effect by what you gate. If you form a gate on intention, you get your way. Think to the ghost, "I have it in no intention to be in any effect." Otherwise you may use, "I have no intention to attack." Then, your left alone as the the ghost will do what its told to do using the energy of your "voice" as programming. You can even get it to then show itself in a picture, that's by telling it to show up on any image. I have yet to get it to do that, but I will eventually.

  Any mention of Ward effects is when you cast a Shield or Ward type spell. Despite its listing, this is how much you are protected before taking actual damage if you needed a number. This is from the Last epoch game by the Eleventh hour games (c) 2024. This is where a number is kept by the DM/GM for your character sheet, that is the Ward you have and allows you not to get hurt as the ward number goes down instead of your health. Any spell in this list except for the Last Epoch list spells, that will get you 10 Ward. Any 10% costing spell will get you 20 Ward. Any spell that costs 15% energy, that will get you 40 Ward. Any spell that costs 20% energy, that will get you 60 Ward. Any spell that costs 25% energy, that will get you 80 Ward. Any spell that costs 30% energy, that will get you 100 Ward. Any spell that costs 35% energy, that will get you 120 Ward. Any spell that costs you 40% energy, this gets you 140 Ward. Any spell that costs you 45% energy, this gets you 160 Ward. Any spell that costs you 50% energy, this gets you 180 Ward.

  This game is where you think up what to do, so think and know that you are able to handle any situation as it comes up or goes down. This means you are able to cope, think and do what you wish. The DM/GM (Dungeon mater or Game master) has the right to say what isn't possible. This means you could negate any amount of damages. Absorb it and use it to create even better idea. This makes an excellent shield. Make use of this if you intend to live. What you do is up to you, what others do is up to the players and the GM/DM themselves. This is an ideal attempt to make a playable game. So you know what to do, always ask the DM/GM what is allowable. Thank you for your allowance..Think about it.

Goto top menu

The degree of effects in effect by effect..

  The degree of effect is optional. This means you may or may not use this as an idea for your game. That means you create an effect and depending on how long you effect the targets by, think about it and you can give them more healing or damages by feel. Think about it, you could create a lot of elemental damages. So when you think to create an effect of water, they get normally effected and each action after gives them more exposure to water. So any other element, you create with an idea and make with a manifest. That is where and when you want an effect so think to tell the DM/GM what you wanted, and he or she can cause it to exist as you want. That's if the DM/GM decides to make it. That is.

  This means you create the idea by energy making it exist, thought to use more actions increases the damages by each additional action. That's per level for the increases per added action in use. This is where levels 1-9 you get +30% damages or healing. Levels 10-19 you have +60% damages or healing. Levels 20-29 you have +90% damages or healing and levels 30- you have +120% damages or healing. So think of the point or expression, then you make what you think into what time and space you want to effect. Thinking your influence will effect those that you want to effect, makes the effect exist as a point or area observance of some effect. This means you cause, and effect those you desire to effect. So whatever element you want to make as an effect, it exists as you want and it knows whom is friendly and whom is foe. Think and you know what to do with this.

Goto top menu

The spell levels explained..and alternate spell lists

  Here are the cantrips and levels of spells explained with some alternate spell lists..this can make use of any spell that requires a level or energy %. So, for normal DND spells, use this level system for the amount of energy %. You may cast any DND or other game spell at any level if you have the energy to do it. There are no spell slots as it's now energy requirement to cast it. That means the spell slots are done away with. That's as long as you remember to convert damage points to health percent in damage. The amount of time it lasts and damages is in Damages, range and how long it lasts.. Since there are different lists, as long as you state to the GM/DM what list you use and what spell, then you are okay.

  The amount of energy to cast it is requirement. The amount of energy you have allows you to meet that requirement. So if you have like 20% energy or more, thinking to meet the requirement of 20% to cast it..then you cast it if you needed to cast it. Any level spell of any game can be cast at any level, this is done as long as you have the energy to cast it. That can be with feel or no feel, and thats as you observe it with senses being cast.

  An example of this is Black desert online. Black Desert Online is a sandbox-oriented fantasy massively multiplayer online role-playing game (MMORPG) developed by Korean video game developer Pearl Abyss and originally published for Microsoft Windows in 2015.

  Here are some spells by Black desert online..usable in this game.
   Sorceress: https://www.invenglobal.com/blackdesertonline/skill/9.
   Wizard: https://www.invenglobal.com/blackdesertonline/skill/29.
   Witch: https://www.invenglobal.com/blackdesertonline/skill/32.

  You can even use the Baldur's gate 3 and alternate spell list.. yet ignore the damages listed as it does what is described here in this list. The list is here and here. For an alternate list of dungeon crawl spells look here.

  Here are the levels:
   Most cantrips are level 0 spells costing nothing but 1% energy..
   Level 1 spells are spells that cost 5% energy..
   Level 2 spells are spells that cost 10% energy..
   Level 3 spells are spells that cost 15% energy..
   Level 4 spells are spells that cost 20% energy..
   Level 5 spells are spells that cost 25% energy..
   Level 6 spells are spells that cost 30% energy..
   Level 7 spells are spells that cost 35% energy..
   Level 8 spells are spells that cost 40% energy..
   Level 9 spells are spells that cost 45% energy..
   Level 10 and above spells are spells that cost 50% energy..

Goto top menu

Spell exchanges..

  Exchanges in ideal are where you make use of materials and otherwise things to create something in return. What you think about exchanging, you get something in return. You can even smash a few bugs to get a fly or something you say, like "kill 2 bugs for getting 1 fly." This is doing an idea in effect. So think about it, if you could exchange 1 bug by killing it, and get 2000 dollars in return. Then that would be worth it..right? Well normally you'd get another living thing to replace the killed thing. So I think if you want to exchange 1 dollar for 2000 dollars, then state "I give 1 dollar for 2000 dollars." Then do it by giving a dollar. This is said to the creator by stating it to empty air itself. Don't give me credit for it if it fails I am not to be blamed. That's if you try it. Think and it can be done.

  Here are some exchanges..
   5 cent blessing; Each gram of tobacco offered to the Creator by using it up gives 1 faith and removes curses and sometimes blesses the object. The five cent blessing. It also wards bugs away. Don't forget you can use any element with tobacco to get the blessing, that you want and that includes getting something in return. So throw some in the air, dunk it into water, throw it on plants, or even just smoke it. When you do, you get in return a blessing of some effect or item you receive.
   3 things; Any 3 things offered of something to the Creator gets one thing to manifest in return.
   2 things; Any 2 things offered of something to the Creator gets one thing in return.
   Any 1 thing; Give or give up any 1 thing for getting another thing. This could even be a prayer for an item or items.
   Spell exchange; This is where you exchange one spell for another, that you cast instead by feel. Simply state, "I exchange this spell of [name the spell you would want to replace] for this effect of [name the spell you want to place..]" w/o quotes to get the effect.
   Exchange II is where you notice 1 thing and get another. If you willed the display, then your not unlike a god. So I think you could fix nearly anything by thinking about the idea, and needing it fixed. That's as you think about it, the subconscious creates it by feel. So think about it as you need it and you create it by the feeling you notice or lack of feeling. If there is coldness in the room, then you can realize heat was used to create what you needed. This is what can be done if necessary. Interesting, right? Well, this is what I call a will exchange. I causes one thing to desist and another thing to exist. Think about it, it could be created.

Goto top menu

The schools of magic

  Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity.

  Alteration Spells; 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 an Alteration effect to [mention the effect here of change..]" to the DM/GM.
  Destruction Spells; This is where you get the effect of fire breaking down things as it sears those it touches. Otherwise, you destroy things, break things and such.
  Illusion Spells; Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
  Enchantment Spells; Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
  Divination spells; Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
  Necromancy spells; Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
  Abjuration spells; Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
  Charms; The point of the charm is described moments that you focus upon and think to bless the targets. Those you bless gain +5 to all rolls.
  Hexes; This is where you think of the way of life, get hatred from it and send it forth to the targets as a curse that you direct. The energy is directed with your words. Those you curse get a detrimental -5 to all rolls.
  Restoration; The Restoration School of magic allows you to use restorative magic that would focus on healing, curing ailments, removing conditions, and possibly restoring life.

Goto top menu

The other stuff..and Will save

  Anyone can do a spell with the magic focus listed in special ability. However, these spells are not real life spells, where all you have to do is magic and create by thinking of what you need. Then think about the idea, it exists as a form of manifest with a 50% chance on a bad day and 60% on a good day of manifestation, unless you pray for better chances. Prepping things makes the effect more potent, like you prep food and create a masterpiece. This in idea makes the chance of success 100%, that's where you prepare for the spell. Think of getting a point of magic, then you create with the effect of what you say and make a manifested result.

  Normally, The energy in the air is heat and that allows you to get results. The energy amount is starting with the measured heat in the air or temperature and each action lowers it, that's lowered by how much the Energy % costs per action. So wait until the heat comes back and you can cast again. Prayer is an improved spell with 80% or more chance to succeed, that uses your Deity as the source of magic and it always works. Otherwise, the creator creates the effect, as the source of magic if no Deity or God. The general rule about prayer, that is you can pray for anything. The creator is neutral and will do what you desire. Any God, depending upon whether it is deserved, will do harm or help with some target. Think about it, as you can even get divine intervention. That means you either stop all fighting, stop the bad effects, restore all health and energy. Or, you create with an idea to make what you want to happen instead of what occurred.

  You don't even have to list the creator or a God as your deity. That's using the power of the cells and the soul gating in energy from the void of space, and that energy is cleansed or cleared of programming by the soul. That's only to be programmed by the mind thought, that can make what you think your God or the creator does. Whatever energy that's used up goes back to the void by feel. So if you think of the possibility you can do it in life. Like making a symbol traced in the air, as you think the target is being effected. That creates the effect as you your soul and spirit creates it. However, if the target/s or creatures don't deserve it or they are innocent, then nothing happens to them.

  You determine the chance by thinking to get a result and stating the end result. Rolling a 1d100, where you roll a 40 and up you get a result you desire. With a prayer you roll 20 or up, then you get the result. When you try, then with prepping you don't need to roll to get a result. Things just happen for your need is the directive idea that causes the energy consciousness to do things. If you don't need an effect, then you won't get a result.

  Its where you can cast things like wand effects, that require a wand to cast as a form of high magic that you can find in the Equipment list or ask the DM/GM to allow you to add. Then there's smoke cloud, time effects such as time stop, speed or slow time on the target/s, cold effect (by finger or hand gesture) or trapping floor by walking over a spot or circle thinking they are trapped in the floor on the ground. Otherwise make up your own spell to cast.

  Always remember, if aware of this effect and don't want it to effect you, your immune to its effect as the soul doesn't allow it to effect you. The effect is shot off to effect the targets you want effected. This is like a slingshot effect, where if you think it hits it effects like a self-guiding missile or effect you want to have done. Think and you know what to do. Each action ends the moment its done, that means you then use another action that you have or allow some other participant to do their actions. This is how it works.

  Also, you or your targets can "dodge" the effects made of magic, unless its an AOE or area of effect spell like a fireball. If you or your targets are making their dodge rolls. This means you or your targets get no damages. Parrying with a silvered weapon may deflect the spell, any normal weapon won't deflect it and cause x3 the concentrated damages back. A dodge or parry roll is a 1d20+dex mod or agility mod, and getting a 10 or above for success. If rolling a 1 its an auto fail.

  This means you don't have to be hit. Yet, if you fail, the effect will almost always effect unless you have a shield. Also, you can make a dodge or parry roll anytime you would like. Albeit in a conflict where the target is making an attack or sometime before or after, DM/GM allowing. This is effective against weapon strikes as well. So, its not just when the targets are casting spells against you, its also when they are attacking with normal weapons like a crossbow, gun or sword and etc.. Otherwise this rule doesn't count.

  The more you use a spell, the lesser the spell costs. According to level, this is 1% less each additional time you use it for levels 1-9. 5% less for levels 10-19. 10% less for levels 20-29. 15% less for levels 30 and onward. You cannot go below 1% energy cost. This means you cast a spell from the optional spells list and your level 12 costing 20% energy, then cast it again. This reduces the cost of it by 5%, making it cost 15% energy instead. This works until it doesn't cost anything except 1%. So take for example, a spell costing 50% energy, then next time it costs 45% energy and so on. This works for the game session only. This is optional use only, so ask the DM/GM if you want it and can get it used.

  The will save is a saving throw against magic. THat's normally a rolled 1d20+will mod and getting above the target's Charisma, Will or AC.. If you pass it or they pass it, there is either half damages or no effect. Its an important aspect and reaction effect. It can be done the same time you sense an effect happening to you. So in a will save vs spell you can use your will or charisma to make the effect you desire, that's as long as you mention to the gm/dm what you want to happen. You see its your will against theirs. That's not to be hit by an effect. Then you hit.

  It could be a test to see who has the greatest will to control the fire balls. See its not all monsters that have will though. So it would be an automatic hit unless overcoming their charisma mod, that is used by you with rolling 1d20+charisma mod, this is a success by getting a total over their will. If they lack it then it would be an automatic hit, unless they used charisma to charm the targeter. Because they lack the authority to control the attack. Otherwise getting a 10 result and above means success.

  If they use something else instead of will, then they would have a low chance to control it, but it would have to be a good roll. Some monsters do have charisma. Thus, the charisma can be used in attack to control the caster. It is like your in a battle of the minds to control the outcome of an attack or not. Sharing will is yet another aspects of this, where you create even better results as a group spell. You combine your will with the helper, then you cast an effect and get overwhelming effects. So mention the spell and if you don't like it, it dissipates harmlessly by feel. This is totally either allowed for by the DM/GM or not. The DM/GM will tell you if it is allowed for if you ask them.

Goto top menu
The normal spell sections

  These spell sections are able to be used by anyone who want normal and elemental based spells.

Spells in general and elemental effect:

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..so with time, especially using the element of fire with time, the fire would burn twice as fast for twice as long due to a time warp.

  Represented as "Fire appears and hangs in the air that does x2 damage that lasts 4 rounds (1d6 rounds rolling a 4)..and it effects the target dummy." Also, with time a cold effect could create a hard freeze that lasts 1d6 rounds and x2 cold damages and etc..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Elemental effect

  Well to start with things, everyone needs to choose a natural or moral element that best represents their character at the moment. You may choose any element to use in a given moment. That way everyone is strong against one element while weak against another. For the moral elements light is strong against dark and dark is strong against light. They really can't stand each other. For Earth I would be strong against Water while weak against Air while being neutral towards fire. Strong against means double damage, weak against means half damage, and neutral just does normal damage calculations. The other elements like Aetherial means only magic or elemental attacks work, but no physical normally. Divine is reserved for very powerful skills gained from artifacts and prayer to a deity. Like a passive reward of gaining double gold for wearing a crown and doing a lot of monster grinding.

  This can make use of the elements in the Mardek Game elements map here.. Any elements that are strong deal double damages against those, that are vulnerable to it. This is where you cast forth any element like fire, air, earth and water to effect the targets with a gesture and you can cancel out the elements weak against the strong elements..some elements are weaker against each other. You may cast an effect to cancel out an element cast at that very same action in a countering move. Some elemental effects are using an elemental summons where you think of an effect that is elemental, like blast of ice shards or cold and freezing air, or fire shot.. this could be any element. The elements for use are where this can include the magiced elemental effects, that you gate in as energy by the soul. That's forming what you want. Then, your soul is unforming the gate afterwards. The range of the elemental effect is every 10 levels is an additional 30'. So at level 12 you can cause a 60' effect for like a fireball or waterball.

  The higher the level, the smaller you can compress the element into a ball. The more you think to compress the element, the smaller it becomes and the more damage it can do upon the thought of release and sending. The level of compression is due to how much you practice. If you practice it everyday, you will get better effects. This is a point from the past. However, thinking in dnd terms, this means as the level increases of the character. You can improve on your magic ability. Then, you create greater results with the level of compression increasing in increments. Once your at level 30, you can do devestating results in one action. So think and you can do what you want. That means at level 30, you could do things with 12 int mod and 7 charisma mod. So if you apply dnd math, this is 24d8+7 which equals 199% damage at most and 31% at its least.

  This is making the effect form in manifest, where you want it to form. The gate can be formed anywhere you want it to effect your targets. This is where its earth, lightning or electricity, air, ice, lava, water, fire, void, poison, acid and time formed by will or thought energy that forms a psiball. Again, the smaller it is the greater the effect damages. That means as you think its compressing energy into itself, then once compressed enough. You cast it forth, so that's done by thinking its sent. That's through the gateway forming its effect. You may choose to weave the elements, that's done by thinking about the element as a strand of energy. That you can combine with other element strands, this is thinking to cause whatever effects you want with the chosen elements. Weaving is further discussed in more detail later on here. In idea, you know this in effect can create whatever you desire. So think and you get what you want, that's as you describe to the dm/gm what you desire..by stating to the dm/gm "I cast fire and ice in a weave that effects my foes."

  You may weave 4 or less elements max. The more elements you make use of, the more the multiplier for the damage/healing. So weaving 3 strands of damaging effect on the targets gets them x3 the damage dealt. This adds onto compression multipliers. Where you have 2 weaves, making x2 damages/healing, added to 2x the compression of x2 the damages/healing, that makes 4x the normal damages/healing. Compression is discussed in greater detail later on in this description. The element does as you think upon the targets. That's except for the resistant targets. If they are resistant or immune to an element, then it won't effect them. Instead it will heal them, if they are immune..so choose a different element or don't get an effect. That's causing the energy to come and go to where you want, you make the energy form into what you desire by the gate making what you need as you focus is done. This is with a hand gesture and the third eye sending it forth.

  That is thinking of the area to effect where you wanted. Then the third eye guides it by feel to where its to effect and that's from where you are to where you intend it to do things. The effect is easily done, so think and you know what it can do. This means you can make the area be destroyed, if you are high enough level. That's done by compressing heat energy into a pinprick size, then sending it out by thought to do its deed. The more compression the smaller it is. Adding compression, you use 1 action. So there is 1 action for the spell and 1 action for the compression itself. That adds a multiplier to the effect for Healing/Damage. The more you compress it, the more damage/healing you deal. Like you compress a fireball 3x smaller using 1 action and cast it forth, this in idea causes x3 the normal damages. Think of the possibilities! This is all in the mind.

The elements

  The elements
    Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
    Lightning or electricity; This is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
    Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
    Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
    Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
    Water; Water can change things, cause fire to burn out, burn out machines, heal you or another, and form water from the air into waves or water balls.
    Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
    Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp and energy, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
    Poison; Poison can create a health drain that lasts some time, and poison balls.
    Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls.
    Time; Time is controlled by will and can shift you to anywhere anytime or anything you intend to shift, that's to any time you want to be in and by feel. Also, you can stop time where no events actually happen and the targets gets no actions per round, slow time down where slower events occur or the targets have 1 action per 1d6 rounds as the target relaxes, speed time up where things seem to happen faster or the targets get nothing but 1d6 actions per round and you are more tense. Otherwise you can revert time to be normal time flow again, think and actions possible are normal and you have no stress. Time spells are neat. You can do anything in any order. It's a moment you think is there, that manifests itself through time whever you wanted. You just imagine a time or place you'd rather be, think and it happens by the soul manifestation there. This includes freezing time on moments you don't want happening. You could freeze a war with this effect. So think and you know what to do. What you freeze you stop, that's as though it didn't exist. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
    Light; Light is the element of light - literal photons and the like. Able to be magiced into effecting radiance effects and damages. The photons come in balls and other shapes. An elemental of light would be effected by double damages from a dark attack.
    Dark; Dark is the element of darkness - literally the absence of light. This is where you cause cold radiation damage by directing dark energy. The dark beings like shades, shadows and similar are doubly effected by light. This Dark element comes in balls and dome shapes and cover as much of an area that you want.
    Fig; Fig is the element of the mind, and of imagination. The damage dealt is whatever damage type you want to deal by the power of imagination. You could imagine the effect of thinking something exists as you need it there.
    Aether; Aether is the element of the soul, and of balance. The type of damages done by this element is spiritual. You can create whatever effect by the spirit making what you want to exist.
    Physical; Physical is the element of matter - more specifically, of matter unaffected by other elements. That said, such matter is quite common, in the form of metal; unless the metal has been magically enchanted somehow (such as Moric's Security Orbs), it is by definition Physical-elemental. This element can deal slashing, puncture, impact, blunt and similar type damage.
    Thauma; Thauma is the element of energy - more specifically, of energy unaffected by other elements. This is mana and can deal energy type damage. It is thauma or magic you summon into the form of a ball or platform, where you float by magic. Think and it exists.
    Divine; Divine is the element of deities. Nothing else is known of it. The things the divine can do are prayed for by feel. The creator or some God can usually answer your rites or prayers.

Elemental chaos and order

  This costs 15% energy to cast forth. This is a balance between chaos and order..where you use chaos to break down what you don't like and use ordered energy to stabilize what is there. The chaos is a force that breaks things down. Order is energy that causes stability and strength. You can order anything while you can use chaos on things to destroy it. You can use order and chaos to create what you need by thinking of the force and needing it to do things whil you think of what you want. This lasts 1d6 rounds if any lasting effect, like something catches fire from the heat or there's poisoning and acidity there.

  Now there is red matter, that is unusable radioactive material that must be cleared away. Like an elephant's foot. Its made up of material that is melted into a radioactive sludge and its solid. It can kill anything by radiation bursts per action with damages. You don't want to order red matter, yet you can form it with chaos. If you need to use order, chaos and red matter, then state that you use the elemental chaos and order spell, then what element you want to use and to what targets to the DM/GM. Then it will happen.

  Here are the chaos elements:
   Chaotic fire; This is where you think about the energy of chaos combined with fire and casting it forth, then the idea is this.. The chaos fire breaks down what target it hits and does damage.

   Chaotic water; This is water that causes those exposed to it to be irradiated by feel. This water has radiation in it and as it breaks down it's structure it creates radiation damage.

   Chaotic earth; This earth is chaotic and it's chaos embues the area as though a radioactive element. This is what causes radiation burns and causes radioactive damage.

   Chaotic air; This is where radiation is in the air and spreads itself by a breeze. It causes radiation burns and illnesses.

   Chaotic ice; This really has a point of idea, where you feel coldness and radiation from the ice or frozen radioactive water. That means it's concentrated radioactivity. So it does double the radiation damage. That means you deal x2 damages.

   Chaotic lava; This lava is where you think about not being nearby. So think about what it does and you might agree. It melts things that it gets near, and that makes it dangerous, melted in it is radioactive elements as it causes the radiation effect to be on your targets that are also with heat damages.

   Chaotic poison; This causes degrading moments and makes it so things die easily by radiation poisoning. This works per round with x2 the poison damage.

   Chaotic acid; This is chaos infused acid, that makes things mutate, that's as it's eaten away per round of its influence.

  Here are the order elements:
   Ordered earth; This is a special earth that is strong in elements. As you order earth by thinking at it normal thought that is stable. Then it gains in ability to create with its own energy, that's your creative idea and makes you sane as you use it.

   Ordered water; This effect is where things are liquid and you create with the energy to revive, this will make energized your targets and your own party. It will create order in your life and this water is clean..if you were insane you no longer are after drinking it. That's as you heal all the way to full health.

   Ordered air; This is ordering air or energizing air and that causes it to be clean air. This makes it sweet to take in. It is purified of radiation and able to revive those you want to revive with sane thought. The targets no longer want to fight by this effect.

   Ordered fire; This fire is very able to burn anything. It's true temperature is very hot, and any nearby it is more able to handle things. Add +5 to all rolls as this is in effect.

   Ordered Ice; This element is cold, it's ordered Ice or energized to a thought. Yet pure and you get the benefit of creative thoughts, that the ice is programmed with by thinking at it if you use it. This element can freeze what you intend frozen. And slow down with freezing damage the targets you think deserve it. It can cover any targets as it forms on them that you want.

   Ordered lava; This is ordered lava that can melt anything near it. It also is strong enough to burn any near it that you want burned.

   Ordered poison; This makes things die easily by double strength poison. Meaning is x2 the poison damage as it effects per round.

   Ordered acid; This acid is energized by a thought, that eats away from your targets twice as fast till death. So instead of damages every 1 round, its every action that it does damages. Until washed off, it will deal damages.

The hyper elements

  Hyper elements cost 20% energy to cast and only effect what you want effected. That is an enhanced Psionics forcecraft spell without Psionics, that's using the state of elemental energy with the excited state of its energy being active. They exist normally then when excited by magic they shift to the hyper dimension, that can kill nearly anything. This will cause x3 damages on the enemies and healing on your allies or yourself. This energy is intelligent so it recognizes allies from foes. How you would use it is imagine the elemental coloration particles, that are rubbing themselves together and it makes the excited elemental energy effect the targets from the hyper dimension..

  This can even form elemental hyperenergy spheres, that go shoot forth and destroy the targets you had in mind. Whatever the case, when you magic on the particles and think they stop rubbing together, the hyper elemental effect stops. The Psionics special ability allows you to cast this at 5% energy cost. The difference in using Psionics forcecraft, and this spell is your casting a spell to get the element effect. That's where your using the Magic magic, think and when using psionics your not casting a spell. This is an interesting effect done by feel, if you want the Psionics forcecraft effect, get the Psionics special ability so you can use forcecraft effects by themselves.

   Hyper Earth; This effect is instant using earth. Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies unless unnecessary.
   Hyper Lava; This effect is instant. Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion that effects as you want. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
   Hyper Fire; This effect is instant and has a duration if not used for attack. Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
   Hyper Water; This effect is instant after a few seconds. Water can come from air and other water sources by manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a magic at the object or area.
   Hyper Acid; This effect is instant. Acid can come from dirty water that's been left out and magiced with other source manipulations to get some result, those that use this can see and form acid well enough to effect form it anywhere including in people, they cause residue by removal; See the grey blue colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire form on a magic at the object or area.
   Hyper Ice; This effect is instant. Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. That's including water, fire (putting it out) or air, leaving a excess of energy. Any spheres formed of this ice will shatter upon getting near or contact of the target. Dealing ice shrapnel damages..or freezing the targets where they stand.
   Hyper Air; This effect can deal damage if instant or otherwise has a duration. Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them. Any air sphere will punch through the target as an energy ball.
   Hyper Poison; This effect is exciting puce or sickly green colored molecules. That causes the effect of exciting by imagining, the fermented dirty water is with thinking the puce or sickly green colored particles rubs together. Then it kills the targets including bugs by poisoning them, that's in idea with what you do then think it will achieve. Think and you know what to do.

Goto top menu

More elemental effect

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..

   Particle lightning; These 2 spells of particle lightning and particle fire are from "Of Ash and Steel", a game made by Fire and Frost Studios and published by tinyBuild.. Its an effect that you hold two hands separated and think generate a particle charge. This charge metaphysically causes a larger charge to the area, making lightning hit the targets. This can cause fire to the area hit, that's done by the lightning igniting the fire into existence. This hits for lightning damages and every round after there is fire damage, until put out or the damage is so great the targets of this spell are destroyed.
   Particle fire; This is an effect that you hold two hands separated and think generate a particle charge. This charge metaphysically causes a larger charge to the area, making fire hit the targets. This can cause fire damages to the area hit, that's done by the fire. This is every round after the fire attack there is fire damage, until put out or the damage is so great the targets of this spell are destroyed.
   Sandblast; Blasts enemies with abrasive enchanted sand. May blind. This deals sand damages as it blinds the targets for 1d6 rounds per each round.
   Tremor Sense; Detects movement through the ground within 60 feet.
   Magic 8-Ball; Once per day, asks the spirits a Yes/No question with a cryptic rhyming reply.
   Lucky Pebble; Creates a charm-stone that grants +1 to all rolls for an hour.
   Feng Shui Pulse; Rearranges objects in an area to maximize harmony and morale by adding +10 to morale.
   Crack the Earth; Opens a small fissure under a target; may trip or trap them briefly for 1d6 rounds.
   Stone Shuffle; Randomly relocates five nearby stones or boulders. Can clear or block paths.
   Telluric Current; Channels leylines for bonus energy regen while grounded of +10% per minute.
   Lucky Compass; Always points toward the most fortuitous direction (e.g., treasure, exit).
   Dowsing Rod; Finds the nearest source of fresh water, treasure, or secrets underground.
   Topsoil Transmute; Enriches dirt to grow plants or herbs rapidly. (Good with your Basil!)
   Seismic Snare; Traps a foe in shifting gravel for 1d4 turns unless they pass a STR save.
   Runestone Echo; Summons ancestral voices to guide you on a decision.
   Zodiac Tectonics; Aligns local ley energies to your astrological sign for +2 luck rolls for a day.
   Jade Guardian; Animates a lucky item (like a frog statue) to protect and advise for one scene.
   Flame Whip; Create a fiery whip that lashes at enemies within 30 feet, dealing fire damage and pulling them 10 feet closer.
   Tidal Surge; A crashing wave sweeps a 30-foot line, dealing bludgeoning and pushing creatures back 15 feet.
   Storm Lash; A lightning lash strikes your targets within 60 feet, dealing lightning damage and stunning them for 1d6 rounds if they fail a CON save.
   Vacuum Sphere; You create a 10-foot-radius sphere of low pressure, that deals force damage and pulls enemies inward.
   Erupting Earth; Causes terrain in a 20-foot cube to explode with rock, dealing bludgeoning damage and turning ground to difficult terrain.
   Flame Cloak; Wreathe yourself in fire for 1 minute. Melee attackers take fire damage; you gain resistance to fire.
   Lava Burst; Explodes a geyser of molten rock in a 15-foot radius, dealing fire + bludgeoning damage. Creates difficult terrain.
   Frozen Shackles; Ice binds a creature's limbs. Target makes a Strength save or is restrained and takes cold damage.
   Glacial Surge; You summon a sliding wall of glacial ice that moves 30 feet, dealing cold and knocking creatures prone for 1d6 rounds.
   Chain Shock; A bolt of lightning arcs to up to 3 nearby creatures within 30 feet, each taking lightning damage.
   Tempest Cage; This costs 20% energy. Traps your targets in a vortex of wind and lightning. Deals lightning and restrains the target until a Strength save is passed.
   Wind Wall; A 50-foot long wall of wind deflects arrows and smaller creatures, pushing back 10' and dealing bludgeoning damage.
   Vacuum Step; You dash on air, teleporting up to 30 feet in a direction. Enemies adjacent to your path take force damage from the pressure shift.
   Meld into Stone; Allows you to merge with solid rock to hide or evade danger.
   Earthen Spire; Causes a spike of stone to erupt from the ground, dealing piercing damage and knocking a creature into the air.
   Volcanic Breath; Cone of superheated ash and rock (60 ft), dealing fire and piercing damage. On failed save, target is blinded for 1 round.
   Acid Surge; A wave of corrosive acid in a 30-foot line that deals acid damage and corrodes metal armor or weapons (reduces AC or attack bonus temporarily by -10).

Goto top menu

Seed mantra spell effects:

  This section is for summoning elemental things, that's using mantras or repeated words that you think will effect. If you need any gemstones they can be found either in the crystal bag in the normal gear section, gemstone bag in the modern gear section or asking the gm/dm for it. The gemstones create an enhanced effect of x2 damage/healing. That's multiplying the effect of what you have already. Its perfectly fine, if you don't use one for this effect.

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..so with time, especially using the element of fire with time, the fire would burn twice as fast for twice as long due to a time warp. Represented as "Fire appears and hangs in the air that does x2 damage that lasts 4 rounds (1d6 rounds rolling a 4)..and it effects the target dummy."

  Also, with time a cold effect could create a hard freeze that lasts 1d6 rounds and x2 cold damages and etc..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing and the time effects do stack with intensity special ability and multitasking special ability. However, you may not stack it with other time and action spells.

   Seed mantra; This costs 10% energy and every additional element is 5% more energy. You may choose to amp the effect with this using food/drink. Amping uses body energy to increase the effect of the elements. Body energy is sustained or increased per action, by drinking/eating something. This is like 10% energy recovered per sip or eaten bite. It can be any food or drink, as well.. Each element starts at 1 amp for free and is a +1 to your magic or healing roll. It is intensifying the energy, think of the amount of amps to apply to it like 1 amp. Each additional amp is 5% energy and additional x1 damage/healing with an additional +1 to the magic/healing roll. Thats where a 4 amp cold sphere, it shatters with a x4 ice damage at the targets and is cast with a +4 to your magic roll.

   This is using a additional 20% energy to cast as a point is done, that's from expressing the effect to the DM/GM to create the effect. That is using a mantra to summon your favorite elements and every element that is extra is like you have one element and summon another, it would then cost 15%. So three elements are 20% energy. Chant the Bija mantra or mantras you want to use as you like, this is thinking to create the elemental effect or combined elemental effects. So add 3 amps to this and you add 15% energy cost, if your capable of holding it. That means if you use 3 elements for 20% energy, add 5 amps for an additional 25% energy. Then, you get 45% energy used to cast one effect for x5 damage/healing.

   That's done by generating them where and on whomever you would target. Then it can be unsummoned. Think about the idea as it exists, you can direct it to effect as you wish. This can effect multiple targets at once. So there is emotions that include love and hate, you can use love to attract someone and hate to cause unattraction. That's where elemental combinations are like water and air for ice or freezing a target to seem covered in ice for 1d6 rounds, water and air and no heat for coldness, where the lack of heat or fire in the air by magicing causes the degree of coldness that you intend by the soul making it. Feel free to cool down with this effect. Then there's water and earth for mud, and as you add air its quicksand. That swallows the targets into the ground or holds the targets for 1d8 rounds.

   Then think, as there is earth and fire for lava with double damages. Fire, oil and water for firewater or a hot fire that's blue, think and this also does double the damages using your thoughts as energy. Void draws from the targets and deals damage with their energy. That's used to power its effect, this is done as it effects them by sucking them near an area and sucking them dry. Ether is spirit. Oil is where you can cause the targets to slip and slide or fall over for 1d4 rounds. This can make an oil slick so be careful. Poison is earth substance spread with aeration that can kill anything that is touched by it that you don't like. Dealing damage per round for 1d6 rounds. Acid is earth substance overcharged with fire energy. This is a acidic burst in the air, that causes the effect of eating away what you want targeted per round. This lasts 1d6 rounds.

   Heat is fire in air heating the water vapors to a degree, where you magic fire to heat the air and you feel warmer due to the water vapor heating up. Otherwise you replenish the energy in the air. Then, you can cause heatstroke in the targets, that makes them pass out for 1d6 rounds. Lightning and thunderbolts are natural magiced energy phenomena caused by the discharge of electricity in the atmosphere or channelled fire energy in the air by thinking about it. Time is actions and movement that are dimensionally done so you can use to situate the moment. If you use time, add 1d6 actions per round. Make the timing of the targets 1 action per 1d6 rounds.

   That's for however long this spell lasts. Otherwise, you may stop the time of the targets, that causes them to not get an action for 1d6 rounds. Once this spell stops effecting, time goes back to normal. This does not stack with other time effects except for intensity special ability and multitasking special ability. So you see, if you no longer need the elements you summoned, you unsummon them. How you unsummon it is by willing it away in a dismissal of the energy, use void or this is using the opposite element. Describe the effect you want to the DM/GM, that's so you think to aptly describe it and he causes it to form however possible.

   Feel free to add "Kavach" w/o " marks for a shield effect to the spell mantra formed, describing the effect that's using the element to shield you as though in your aura. The shield effect is where the aura filled with the elements you chose to use. Of course, you will be effected by the element that your element shield is weak to by feel. You can cause effects from the shield's element or elements to effect the targets. If they themselves have a shield, use the opposite or near opposite element. This is what it can do:
    It burns away the attack or element as it effects with damage back if fire.
    This absorbs the energy of the element and attack if water. Direct the water to strike the targets and they get wet in response.
    This freezes the attack or element if ice.
    This absorbs the attack damage or element if earth.
    This holds and absorbs the attack energy or element into its trace elements if air.
    This absorbs the energy of the attack and element then strikes with double damages back if lava.
    This causes love that's distracting the targets for 1d6 rounds if love.
    This causes hateful feelings of the nearby targets and makes them avoid you and your party as it causes them to attack each other if hate.
    This causes control of the targets using the energy of the attacks and elements for 1d6 rounds if ether.
    This melts the weapons used to attack using the elements energy if concentrated heat.
    This strikes with energy the attacker if lightning.
    This effects situating effects or causing them to speed up, that's using the energy of the element if time. Make use of time to create more effects or actions, think or react and that includes evasions or aversions to the attack. You get an additional 1d6 actions per round with this shield.
    The rest strikes the targets using the attack energy and the element if other elements.

Bija Mantra  Element  Chakra

  1. Pyaar          Love       Anahata
  2. Ghrna          Hate       Anahata
  3. Lam            Earth     Muladhara
  4. Vam            Water    Svadhishthana
  5. Ram            Fire      Manipura
  6. Garmee       Heat     Manipura Anahata Svadhishthana
  7. Yam            Air       Anahata
  8. Ham            Ether    Vishuddha
  9. Tel             Oil     Muladhara Svadhishthana
  10. Lam Ram     Lava     Muladhara Manipura
  11. Yam Vam     Ice     Anahata Svadhisthana
  12. Vam Lam      Mud     Svadhishthana Muladara
  13. Shakti         Lightning       Manipura Anahata
  14. Khaaleepan     Void      Anahata and Vishuddha
  15. Samaya        Time         Ajna
  16. Halka Aml       Acid     Muladhara Manipura Anahata
  17. Tvarit Ret      Quicksand     Svadhishthana Muladara Anahata
  18. Ram Tel Vam     Firewater     Svadhishthana Muladara Manipura
  19. Sheetalata      Coldness     Svadhishthana Anahata Manipura
  20. Zahar Lam Yam Jul   Poison     Muladhara Anahata
Goto top menu

Physical magic spells

  This part of the list is describing physically done effects with the elements and things you make use of by feel..

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   Physical magic missile; this is where you cast forth 1d10 magic missiles that deal physical blows and those are half normal magic damage that's done.
   Coinsword; If you have one, touch it. It gives you a +10 to your luck rolls.
   Physical fireball; This causes a physical magic blow upon the fire surrounding the targets and burning them.
   Fireball Liquor; Makes a Wizard get them the heck out. He or she must have a flask of it on him or her. The wizard drinks it and blows it out of the mouth to cause a fireball upon the target.
   Physical element attack; This summons the element that you want to effect the targets, think and then as the element effects them, they recieve physical energy blows until they collapse prone to the ground.
   High Alchemy; Makes a shitload of gold...out of any material.
   Energy focus; This creates an effect as its a crystal or gemstone, that you think energy programmed by your thoughts to the crystal and its generated from thin air. When you send over 100% energy to the crystal, it breaks the crystal. 100% energy is the max you can think send to the crystal/gemstone.
   Catapult; Hurls a physical object off the ground at high speed. This uses kinetic force to deal bludgeoning damage.
   Earthbind; Pulls a flying creature toward the ground. Magically restricts movement and simulates gravitational pull.
   Maximilian's Earthen Grasp; A hand of energy stone bursts from the ground and restrains a target. Tangible force of earth grappling the body.
   Wall of Force; Creates an invisible, solid barrier. Directly impedes movement and physical interactions.
   Magic Stone; Hurls small rocks empowered with magic damage. This has projectiles that deal blunt damage.
   Steel Wind Strike; Teleport between enemies and strike them with a weapon. This deals a magical flurry of melee weapon attacks.
   Forcecage; Traps creatures in an invisible, immovable cube of force. This completely impedes physical movement.
   Reverse Gravity; Reverses gravity in a large area. Launches everything upward; massive environmental impact.
   Gravity Sinkhole; Creates a crushing gravitational point that pulls creatures inward. Forces movement and deals force damage.
   Fist of Unbroken Air; This creates a blast of compressed air to strike enemies. Bludgeoning damage and forced movement backward of 10'.
   Blade Barrier; Summons a wall of spinning blades. Deals slashing damage and blocks passage.
   Bones of the Earth; Raises energy stone pillars from the ground to lift, trap, or crush. Moves terrain and restrains or harms enemies.
   Investiture of Stone; Makes the caster's body tougher and allows creation of tremors. Affects terrain and enhances bodily defense.
   Mcgarvy; Causes the drink of choice to seem and effect the targets. That's as though it were making them "drunk" by spell. They get -5 to all rolls.
   Doing; This is where you get the materials and work with the idea to craft a magical idea, that appears to be what you intended to appear on a result of physical magic.
   Graphics; This is where you make an appearance to create an illusion on paper or screen, that shows whatever you want.
   Placement; This is where you hold one item and "place it in another." This effects things without breaking them. The effect of this enhances beauty. That means the value of the item formed is doubled.
   Placement II; This is where you place an item somewhere and it seems like you and draws all attacks directed at you towards the item. No damage is done to the item, yet its energy absorbs all attack energy and its missed easily.
   Wall of stone; This causes a wall of stone energy that wards away what you don't like, that's as you think marks of warding are on it to ward away your targets and absorbs all hits to you. This is a 30' wide energy wall that deals blunt damages to the targets if it receives attack damage energy.

Goto top menu

Weaving spells

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

  Weaving in idea. This is not the wording version where you add a topic to your things, that you speak and come back to the topic again. This is use of a weaving ability, that is when you use a free action to cause energy to do what you intend. The ability is what you use when you focus the energy of the air and body thinking to swirl it around the body and on focus, there is some effect to create what you intend by what you think and the energy forms. This is including the elements themselves, as you think, focus on an idea and create as you feel it is created so you know it's there. Thinking of a knot in the weave causes the effect to be sustained, that's until its loosened and unkotted by energy being woven at the knot. This can create almost any effect, that you imagine or think about and that's thought in the energy weave an that creates it. However, it's just one clever way to do a manifest. You can even heal yourself or others easily with it.

  What is possible is gating with the weave of energy, this is with gating that you can use as the "gate weaving feat" using frequencies or this way by thought and imagination to open gates. Think of the area and imagine an oval in the air expand until it is the size of your body and walk through. The soul is the conscious mind awareness that will make you shift and the spirit will tell you what is occurring. Normal shifting is mentally done, so your soul is where your consciousness is by feel. Then with gating you shift your body and soul, and as your consciousness shifts with the soul, the spirit creates what you intend to create. Thus, you get to be where you intend to be. So what you have to do with gating, then is to make certain your not in an area that would kill you. However you can shift back, so with gating you could end up right behind the target, and then shift to somewhere else after taking it out by feel.

  See with a weave and gating, you could find yourself anywhere or you can open a viewing gate where you view the area by a gateway that shows the area, that's before you go there and the spirit allows you to see it with a vision. You can cause an effect through an open gate, this is done by saying or thinking of what you intend for there. So think and you know what to do and by feel you know what it is there. If you can't survive there, again, you can always shift back. This is in use by what is a point from the past and future lifetime.

  You can also teleport anywhere using gating, all that's needed is to imagine the gate and you walking through it to another place and time, then the soul causes you to shift your body there in a blink of the eye. This is using the energy consciousness to detail things. The body always manages to find the where and what the spirit went and did. Yet time is a point you make and say as a concept you need in life as its idea. So think of a point in time that you open a gate to and your there at that time. This is known as the idea of gateway creation.

  If you succeed in gating you will have shifted physically, think of where you want to be or see and say where and that is using gating. Then you create a gateway to wherever you want to be at the time you decide to be in the point. Then as you think to exist in the area your in the area. This is an effect of weaving energy and that means you use gating by feel and focus in on the place and time with the energy of the area making a link. This link is broken, when you think it is gone. That is done by a statement to the gm/dm, that 'I focus a gate to exist and I use it to shift to an island.' or somesuch.

  So with weaving, that allows you to combine the elements listed in the runic ability, this is used as a energy weave but you don't have to draw the rune. You state "I weave this element for the effect I want [describe the effect to do in use]." and then its done as an action. Each weave does different things. There is wild, fire (light, sight, heat, air energy), water for hydrating yourself or making whirlpools in the water area (they draw down the targets the whirlpool catches in its grip.), air (barrier, all enemy zone or lightning), earth for absorbing effects, life (body energy or chi, heal, bless and life), nether (death, void, negative, evil) and astral plane to weave together or separate for effects. The woven together effects are fire and earth for lava or brimstone that actually deals double the damages and it melts things as well, fire and water for greek fire +2 rounds burn damage (unkillable fire) or heat, water and air for cold or ice, wild and any other create unpredictable nature that explodes dealing double the elemental damages.

  Air and earth can create webs, that transfer energy to you from the targets or hold the targets in place. Earth and air or water also reduces the size of things, that's done by the earth pushing out all excess air or water. Air and water can be used to enlarge things. Not really bad is astral for a character specified wide area effect that use effects many or one, life and any other but nether for element healing, nether and all elements but life for that effects as damage to even magic immune creatures, astral and all elements but wild for dream element effects that effect as if you were next to the enemy, nether and life for pain (dazing), wild and astral for domination (control) or compulsion, air and nether for darkness effect (blindness) or a black hole that deals damage per extra round that you concentrate into existence, air and fire for nova that is instant but doubles damage and that's effecting all enemy.

  Nether with life and astral or all 4 basic elements with spirit or ether create a time weave that allows one to change time faster, slower or stop time. This is a known effect of it. The range is where there is a target. The target can be many targets. Combine all 4 base elements (Earth, wind, water and fire) or use Aether energy for an ideal creation weave. This can create anything, anywhere you need or want it created. If you focus upon the idea of the 6th dimension, then will to channel it you cause it to be woven and directed at the targets. The targets get the effect of it by things around them, as the things are lifting off the ground to impale them for instant death. Earth and spirit used together produces an improved healing, that heals the body of any wounds, illness and diseases. This I think will work for reenergizing the item as well. Usage of earth, fire and spirit together causes electrical energy effects. This is what is shocking the targets by will.

  Light energy is fire energy focused into existence as light, that will cancel out any dark energy there is as it creates with light what you will into existence. Dark energy effects will create what you will by the absence of light in the area. Figment energy is used as you channel the idea you have from imagination into existence from fig energy itself. Aether energy is all elements in one element that you send forth to effect what you want. Its opposite is fig energy, so they counter each other. Physical is siphoring or drawing energy from objects or bodies that can be living as a source, that's useful to effect what physically can be done by feel. You can extract from the physical body whatever you want, that's in the body and deposit it anywhere else by this means.

  That's like creating movement or halting something or your targets, that's in the midst of doing something and sometimes its in mid-air if physical and air is used. Any use of physical energy, this will cause degradation of the items used. They start at 100% energy, if they reach 10% they are irrepairable and they destroy themselves at 0% energy. If at 0% the object becomes unusable as energy. Each use costs 10% energy, if using an object as energy itself. The DM/GM keeps track of the object's energy, think to ask or if the items get to 10% and 0% and he/she will inform you of its level of energy.

  Physical and earth will cause a quicksand effect, halting the targets movement as its drawing the targets through the ground. It can also create gravity effects of making things lighter, heavier or normal in weight. This is causing whatever gravity effect that you wanted uponst the targets. Fire and physical elements combine with the body for energy itself that the body receives. It has potential for causing weight loss of lbs. This is where it can restore lost energy to the items themselves. Physical and air combine to cause as light as a feather in effect. Any earth and physical combined with an element makes for that elemental resistance and halving the damages done by that element.

  If you combine all basic elements with physical, this causes halving of any base element damage as it causes resistance. That's to all base elements such as earth, wind, water and fire effects. Cast upon yourself makes you resistant to all base elements with half damages from them. Physical and water will make something heavier. Physical, fire and spirit makes things blow up and deal shrapnel damages. Physical, water and spirit makes things not explode. If you combine all basic elements with physical and spirit, this causes immunity of any base element damage. This is all in an effect, that you create by will or feel alone. Think and you know what to do.

  The physical element counter is Thauma or magic energy that can create what you think as you feel the need for it. Thauma and Physical counter each other naturally. Divine energy is useful to create with your God's source or the Creator, this forms what you will as you think about and need the effect. When you focus Divine energy or God's energy that's with or without an Element, this causes an overwhelming force that overwhelms the targets' resistances and immunities as you can choose to deal x3 damage or heal x3 the normal amount with it. If you focus energy with the thought of cancellation at the target, then you cancel out the targets effects. Think and you know what to do with this. If you want to "cancel" this effect out, don't focus upon the need and need the effect to disappear and the effect disappears.

Goto top menu

Rune magic

  So for how much the rune does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

  Runes are empowered by thought and drawn as lines of a figure on paper, you make the rune up where you think of a picture or symbol and draw it out. This can be any symbol or picture. Then, when traced in the air to activate them. That means they do what you need them to do by its consciousness knowing what you want. So far, there is: Life runes, Energy runes, Stamina runes, Effect runes and Effect rune II. Each rune costs 20% energy to cast like a spell.

   Life rune; This is a sigil that drawn in the air by your spirit and if you intend to make the result, that causes you to live again with full health and energy where you want to live.

   Energy rune; This rune once made by creating a sigil or empowered mark you draw in the air. It creates the restoration of all energy with your character from the creator.

   Stamina rune; This creates by thinking of stamina and drawing a sigil in the air, that makes you to have 100 stamina if you don't already.

   Effect rune; This sigil you make up, think about it and decide it will create an elemental effect of your choice. This will create an air sigil that makes what you want. That's as you trace it in the air and think of the targets by feel. The sigil consciousness knows what to do.

   Effect rune II; This isn't a rune used for attack, you think your spirit does what you want as you draw this sigil in th air. You may heal or create mundane effects with it. As it consists of the physical element, it can even make boosts to your rolls or degradation effects to the targets. This is done with boosts of +5 to all rolls of your party or degradation to all the targets of -5 to their rolls. Otherwise it can cause sleep, wakefulness and healing. Teleportation is where you think of the place and trace the sigil. That is shifting you places you want to go. Also there is cure condition and charm. Cure condition cures any condition. Charm causes the targets to like you no matter what ven if you attack them. Mention what effect you want to the dm/gm as you state the rune to do.

Goto top menu

The Forcecraft system

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

   The forcecraft system is used where you have the Psionics special ability. This is when you can use it at a cost of 5% energy. Its done when you think of the effect, then will it to exist where you need it to appear to be created or manifested (the dice used for them is listed in brackets besides the element). Earth (d8), Lava (d12), Fire (d10), Water (d8), Ice (d8), Air (d6), Acid (d10), Magnetism (d8), Death (d12), Emotion (d6), Spirit (d12), Sun (d10), Time (d8), Light (d6), Darkness (d6), Instance stop or void (d8), Chaos (d12) and Order (d10) are the elements you can manipulate into existence. When you manifest the psionic ability you use a 1d20+Int mod to see. This is where any roll under 10 is fail, and any roll that's 10 or above is success.

   This is done using a point of expression, that is different from the rest of the psychokinesis. Especially if you realized by knowing, you manifested the element where you think to make it manifest or appear. The idea is there is:
Levels 1-9 gets (1)(dice used)+(Charisma mod) per every int mod point.
Levels 10-19 gets (2)(dice used)+(Charisma mod) per every int mod point..
Levels 20-29 gets (3)(dice used)+(Charisma mod) per every int mod point..
Levels 30+ gets (4)(dice used)+(Charisma mod) per every int mod point..

   Thats the amount, its worth is damage or effect length in seconds with melee and minutes outside of melee or battle. This is a 12d10+6 with a character doing a fire attack, that has 10 levels(2), 6 Charisma mod and 6 int mod. The max being (2*6=12)*10+6=126% in amount of damage. This effects what you need to effect, then where you wish to create the effect is where you think it is created.

   This is like summoning the energy from a mentally gated source using the soul, that exists with the element at least in particle form or if not gated, then influences things to see the event you imagine. This is the area effect or personal effect by choice to effect target/s. Now onto the elements that are not so easily understood. The death energy is sometimes with a summoning of death essence, the death essence comes from the body and if magiced will kill something or somebody. This can effect multiple targets as well. The lava comes from a mentally placed gate and forms from lava particles drawn from a source area.

   This where also the point of doing with the idea or intent, sometimes if you imagine the result you can get a result by feel. Time is where you imagine the event or idea, and the subconscious creates the idea you need as a point or result. Magnetism is where you imagine the draw of the particles, that's causing a pull of some item or person wearing armor and magnetic material. Emotion is stating words, that stir emotion as you feel the idea or emotional point. Chaos just dissolves things after breaking the material or person up into particles. Order is positive energy that strengthens things and people, thinking of the effect will create what you need. This is done by order energy.

   Acid dissolves things by feel, otherwise it burns the area as it attempts to dissolve the point or target. Sun energy heals people or yourself is restored as the sunlight has Vitamin-D that the sun energy causes to restore the body. The halting element is void that ceases things as you imagine the point stopping, then the idea is done as though the effect didn't exist an effect. That is a stopping point created of what you want with what it is ceasing itself. This is how some of the elements works by what idea there is to study. If you need to know more, think of the point you need to realize and the soul gives you the point as insight.

   So I think with psionic elementalism. You can use this if you want to have a more unique system. That is a point where the strength can be defined by dice base like d10 for fire, d6 for air and etc, this is where there is X * .5 damage if it is weak, X * 2 if it is strong against the element. Dark and Light always deal double damage against each other. Air stokes flames, flames get extinguished by water, water gets absorbed by earth and drank by plants and funguses, air erodes soil and rocks sometimes by water particles called moisture. So this is real if you think it is, otherwise this is just a game.

   If you want to use a real system for this effect. Meditation is the basis of the effect as if a 1d20+magic skill stat mod or int mod were done with 10 or above being a success. This calms the mind and creates an inner awareness. Centering you and making the image of a sandy beach seem more calming. To do this trick, think your intent and make the mind relax. Snap your magic to a heightened magic, as you perceive the color of the element flare. Again, the idea seems to happen with (a point from every 2 levels)(dice used)+(Magic skill stat mod or Int Mod) worth of effect length in seconds with melee and minutes outside of melee. This can effect instantly unless a duration is desired.

   This is done when you manifest the effect, that you use a 1d20+Magic skill stat mod or Int Mod to see it in action. This is where any roll under 10 is fail, and any roll that's 10 or above is success. So if you must know, through the effect of unmagicing your eyes and magicing them again. Doing an intense look, on the area you want to effect with magic of the color. Their is different types of elements for each color.

The psionic elements themselves

   Using a d8, this effect is instant using earth. Seeing brown molecules in a scrubbing motion is using earth to scrub out the disease while thinking of the disease, manipulations by intended movement or restorations by destruction or repair of objects and bodies.
   Using a d12, this effect is instant. Lava is reddish brown. The lava manipulator can control the emotion by inciting the pink or purple molecules, like love or hate along with other emotion. This is in most people including themselves. The liquent master can cool down or heat up lava to control the air temperature with a will to move the molecules slower. They do not get burns easily unless its not done right.
   Using a d10, this effect is instant and has a duration if not used for attack. Fire is the color red, the control on fire can be able to make or unmake it at will. They can excite any fire particle of heat (red dots or tachyons) to some destructive force and little excess. This can burn you if not used carefully. Kill demons with this.
   Using a d8, this effect is instant after a few seconds. Water can come from air and other water source manipulations to get their result, they can see and breath water well enough to effect form it anywhere including in people, and dry things up by removal; See the aquamarine colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire on a focus at the object or area.
   Using a d10, this effect is instant. Acid can come from dirty water that's been left out and focused with other source manipulations to get some result, those that use this can see and form acid well enough to effect form it anywhere including in people, they cause residue by removal; See the grey blue colored molecules and attempt to incite them by making the particles vibrate and rub together while you feel the result or think on a result you desire form on a focus at the object or area.
   Using a d8, this effect is instant. Ice and cold can freeze or unfreeze objects at will, they excite or compress any cold particle (blue particles) for the effect. including water, fire (putting it out) or air, leaving a excess of energy.
   Using a d6, this effect can deal damage if instant or otherwise has a duration. Control air by use of neutral energy or scrubbing clear white particles to move wind and to get readings psychicly through reading a conscious of most work or universal conscious of most time, you can have omnipotency, force form barriers and air walls as in efficient barriers of air, along with support for mental control for or mental with mind. Blow things away 20' or wherever you want, that's done by wind gusts summoned by thinking the direction and how hard as you summon this effect. State the rule to get the effect. So think of the effect and feel it occur as you scrub clear white particles. An imagine the scene as if roleplaying as it may or may not happen. Be careful, as you excite the air particles anyone in the area can use them.
   Using a d8, this effect has a duration. Small red particles (tachyons, active energy subparticle) are used by focusing by scrubbing the red particles as you think about making the targets or yourself heavier, that's in an area to cause heaviness for more focused gravity effects. The target or yourself will fall to the ground. Think about lightening the target or yourself, that's as your willing them to scatter where you want to have lighter gravity. The target or your yourself will float upwards. They are in waves (lekton, gravity or light waves) manipulation and used in their interaction to form magnetic fields, and control time events by speeding up the pulsing to speed time or slow down their pulsing to slow time down.
   Using a d12, this effect has a duration. Control spirits and death by a different means. For the control, think of death particles as bone white. To cause death and disintegration just incite by feel the death particle of bone white which is to rub or vibrate. And incite the particle to uncause death by causing the vibrating death particle to stop and leave the body or see the particle rubbing together and then stop the rub by feel while the death particles leave the body. Incited spirit particles can be used by anyone in the area till unexcited by making them dissipate. You can disperse spirits by imagining their silver particles disperse to dust. You can incite the spirit of the object nearby to appear, by focusing on the object and exciting the bone white particles near the object.
   Using a d6, this effect has a duration effect unless if instant. Puce red or Deep red is for Emotion and you only need to rub and intensify the puce red or deep red particles. This is to get a emotional effect that can make things interesting where the targets get emotional over the idea and get focused with a +5 to their rolls. Think of the emotion to raise in you or the targets, like love of you or to do things with the feel or the right mood and feel to do things. Then, rub the puce red particles together to cause it. Then as you think of your need the targets are effected as you want them to be effected. You could cause the targets the feelings to kill themselves by suicide. This can also cause hating things, so you avoid the idea or the targets avoid you in the area.

   Otherwise, you could make them feel like attacking each other if a group is your opponents. Also, you can raise emotions to distract the targets as the more emotions the more distracted they are. So, the targets will think of nothing but their emotions, that's as they're overwhelmed with the feel coming from their emotions. They do nothing else for 1d10 rounds. Otherwise, if you stop focusing deep red or puce red particles, then they feel like doing things again. This is putting them in the right mood. The right mood can also be acheived by scrubbing the particles, that's to get horniness or the feel that things are right. So they agree with what you say. Basically, you can make them feel like doing anything. This emotion does no real damages.
   For other control colors: Using a d10, this effect has a duration and healing effect if instant. Amber is for Sunlight and you only need to rub and intensify the amber particles. This is to get a sun effect that can liven you up. This can also cause heat in the area.
   Using a d8, this effect can either age or deage with an instant effect, and with a duration this is control of time. Silver is control of time by speeding it up, this is to excite the silver particles and then time speeds up. The inciting of stopping of time is making the silver particles not move. The slowing down of time is making the silver particles slowly move. Think to separate an area energy and slow, pause or speed time up, make the thought and intent of doing so as you produce scrubbing of silver particles.
   Using a d6, this effect has a duration. Light red is for Light energy. This can generate a warmth and a light in the area.
   Using a d6, this effect has a duration. Black or Dark brown is Darkness. Imagine the particles excited and rubbing together to intensify the darkness in the area.
   Using a d8, you can use the halting element or void, where this effect is an instant stop and dissolvation starting from within to effect what you don't need to occur. Silver gray aquamarine color can stop anything. Just imagine silver gray aquamarine scrubbing together and feel the effect energy dissipate from it. This energy is what the effect produced.
   Using a d12, puce or light blue coloration is chaos. You see this is an element that degrades by too much activity. Just imagine the puce or light blue colored particles rubbing together to create chaos and break something by the attempt. If you feel the energy of the moment, then if too much its chaos. This force is a destructive one and instable focused force. So I think if there is not too much and no actual breakdown of things, then you have a balance between chaos and order. This is a nature of order balance, itself.
   Using a d10, blue grey is order, this is a positive energy that works well with earth. Think of what you want as though a need were there, then feel the need as you imagine the blue grey particles rubbing together to cause more order in the area, that dissipates the chaotic energy that exists by feel and preserves or causes no aging until too much order is used. Law by this element is creating peace and stability by working with something. This force represents a stabilizing non destructive energy that strengthens and works for you. So I think without order there's chaos and that rules by fire. Think and you know what to do with it, that means you can order any thought into becoming active and done as though you or some object is infused by the act. This is an act of order, that is where some speak or think and otherwise imagine the idea. This is done to create the point, that's done by feel.

Goto top menu

________________________The rest of the spells________________________

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts..for the speed area, slow area and stop area spells, basically, time can pass by faster and slower or be stopped in two or more areas near each other. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites and the effect is elemental in nature, they meet in some way and they cancel out and nothing occurs. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

The rest of the spells menu

The rest of the spells I
The rest of the spells II
The rest of the spells III
The rest of the spells IV
The rest of the spells V
The rest of the spells VI
The rest of the spells VII
The rest of the spells VIII
The rest of the spells IX
The rest of the spells X
The rest of the spells XI
The rest of the spells XII
The rest of the spells XIII
The rest of the spells XIV
The rest of the spells XV
The rest of the spells XVI
The rest of the spells XVII
The rest of the spells XVIII
The rest of the spells XIX

Goto top menu

________________________The rest of the spells I________________________

   Custom spell; This spell is costing 10% energy. You can craft any spell you'd want from the energy forming what you'd want. This uses the idea you speak if you write it down or speak it from your thoughts, this is what you intend as a guide to the energy consciousness. The energy consciousness makes the effect happen. As long as you describe it to the DM/GM, think and its created if the GM/DM allows.
   Expanding flame; This is where you think about the energy forming a pillar of fire and as some targets are near it, you expand it as its from being released energy, effecting the targets in range. There can be 1d6 pillars formed. They last until released by thought.
   Fire pounded; The pound of the fist or stomp of the foot, this creates the moment of fire spread out in a cirlse from you towards the targets.
   Element pound; The element you think about is created, that's per pound of foot or pound of the fist. This means the element like ice is radiated in a line, radiating from you towards the targets. This is done in a circle radiation pattern. Radiating lava does double damages.
   Mortal blow; This costs 20% energy as you magic upon as a point upon the weapon and strike the target. This strike kills the targets in one blow.
   Undying love; This costs 30% energy. Its a spell that causes the target to love you unconditionally till you don't need it. Any target effected by this will do anything you want, and make the ultimate sacrifice and take the blow as you are about to die.
   En in; This creates a need to kill the targets that you want dead. Think about your targets and need them dead, then the target you effected by this spell attacks to kill them.
   Lifestealing; This effect is placed on the targets, as it causes life energy aka health and energy, thinking the life energy transfers to you.
   Everlasting kindness; An actual act of kindness causes them to fight for you not against you. This spell makes a healing action create allies no matter what.
   Unlimited sleep; This spell costs 30% energy to cast and causes by the power of the mind using the subconscious, that target or targets you had in mind to be asleep. That's until you need them to wake up.
   Vampiric bite; This causes the insane to become sane. A bite on the target's neck appears as though vampirically bitten, think and that does energy damages.
   Instant insanity; This spell causes by energy doing what you want, the target to go insane and do what you want as they attack your targets that you want attacked and killing themselves afterwards.
   Instant sanity; This causes the targets who are insane, to think and suddenly agree with you and become sane and not wanting to attack. This lasts until stress is applied.
   Thrush; This is where you cause by magicing, your blood to flow faster making the body energized. Think about it and you get all your energy back. You also get 1 more action.
   Grease fire; This is where you combine a grease effect, think and use fire to make the targets fall to the ground. Then, the fire causes double damages.
   Shadow blade; There is a blade that you weave into existence and it does energy damage as it flies to attack the target.
   Bed of energy; Think about the energy of the bed reenergizing you and you fully recovered your energy plus money energy. The effect causes you to recover health by laying down. This costs 15% energy to cast.
   Energy cage; This surrounds you and protects you from damage and danger. This energy cage absorbs the energy effect you don't like to support it. This costs 10% energy to cast.
   Energy ward; This causes by instruction to the energy the effect of warding away danger.
   Sunstrike; This causes by energy of the sun damage with an energy strike. That is to be magiced through a gate to strike the targets, as you think to strike the targets. This does double damage against vampires and shadows.
   Resistance II; This spell costs 10% energy to cast. Think to cast this to make yourself resistant to all spells and physical attacks, that you don't want effecting you. This resistance is level related: levels 1-9 get 30% damage reduction. Levels 10-19 get 60% damage reduction. Levels 20-29 get 90% damage reduced. Levels 30- get 120% damage reduced. This lasts 1d10 rounds.
   Immunity spell; Whatever the attack or spell you don't want effecting you, you are immune to for 1d10 hours. This spell costs 20% energy to cast. That means you don't take damage from spells and attacks.
   Fey magic; This spell effect is where you magic on your need as energy and think of the idea you need to make a manifest. That can create what you desire by what you think and if you need it the creator makes what you desire. If a shield, then you make the effect of creating no damages on yourself. If an attack, then you effect the targets as though whatever elements you choose, thinking to cause on them the effect will make what you desire. If healing, then you heal your party by what you do.
   Power strike II; This uses per hit, the energy around you and the energy of the targets to cause the power of the strike to increase on a target or targets. This increases the power level by 20% damage per hit.
   Alt spells; This is where you think about the effect of what you want to happen. Will it to occur. The energy creates the results as you need it. This costs 10% energy.
   Electrocution; Think of bioenergy building up and shooting forth to effect the targets with electrical bio energy.
   Supercharge; This is a spell that supercharges the immune system granting poison and disease resistance for the battle duration. You aren't effected by poison and diseases, that's as long as you are in battle.
   Whirlwind attack; This costs 10% energy. That is where you create a horizontal or vertical whirlwind, this blows things at and past the targets in a line dealing wind and shrapnel damage you create with a gesture. That you decide to use and this means wind summons..and if you summon fire upon the whirlwind you make a firey whirl that spreads fire damages to any targets you had in mind in the area.
   Grace points; These cost 15% energy, they are points of energy the area conscious creates, they act like campfires yet you can set or see by thinking them there. They are instant rest with all your stats restored, all energy and health as well. They also create a saving point, that you can make use of. All stats are restored, think and if you die you can respawn back with full stats, health and energy at a grace point. You can travel instantly between any two grace points. This works no matter the point. You never need to die again. Each time you access a grace point, if you have enough experience then you can do a level raise in-game. During a grace period, you may choose to chat by thinking of the person and talking. They can receive the messages and you can "hear" a reply back psychically. This can be anyone you want to talk to at any distance no matter where they are. Finally, each time you enter a grace point, time is frozen except for the party itself. It unfreezes after you think to unaccess and that means thinking to "leave" one.
   Bleed; The bleed effect is where you cause the targets to bleed to death, that's done by your weapon shooting forth blood energy waves that strikes the targets. Otherwise you create bleed damage to the targets with built up bleeding effects, the bleed build up is 1d20+arcane core stat mod that is added up per each hit as a build up to 100% bleed. Then each hit causes extra bleed damage, that knocks out the target and causes them to be prone or not move after 1d5 rounds. Those creatures without blood don't bleed like beings or ghosts. It can also cause machines to leak oil too. So much so, that the machine malfunctions with a roll of a 51 on a 1d100+luck..otherwise nothing happens.
   Golden runes; This summons energy into the shape of a golden rune that appear in your inventory. Each golden rune weighs 0 lbs. If you "think to eat them", you increase experience by 500 exp per rune. Per level, starting with levels 1-9 you get 1d6 golden runes per spell. Levels 10-19 get 1d8 golden runes. Levels 20-29 get 1d10 golden runes. Levels 30- get 1d12 golden runes.
   Energy dome shift; This is where you shift yourself somewhere..as you think of energy in the form of a dome that surrounds you and collapses inward. That's leaving nothing behind. This uses magiced blood energy to shift you, as you think of where you want to be.
   Icecicle blast; This draws ice from the plane of ice, think and by portal creates the effect of icecicles to effect by shattering ice on the targets.
   Shatter enemy; This costs 10% energy. Think to gate ice energy from the realm of ice and imagine what you want to do with it. Like shattering foes after freezing them or freezing them solid.
   Heat up; This heats by energy the item or target. So they feel warmth instead of cold. This does not overheat the item in the area. That's unless you want it to overheat and burn the targets with 1d20+int mod heat damage. There is a 10% chance of them not dropping the object. Think to roll a 1d20+luck and getting a 10 or above to drop it. If its wood, paper or cloth, then you can cause the object to become heated with fire damage that burns the object up.
   Cold whisp; This spell costs 15% energy and makes for creative approach. Where you think energy of coldness goes into a ball..that makes the idea of 3 actions to magic it and it's released by sending out tendrils to attach to the targets. This by feel allows your will to cause the targets to freeze into dust.
   Fire whisp; This costs 20% energy. That takes 3 actions of gathering energy as your magicing energy into a energy ball. Think and this done by thinking it finally is unleashed, that is an effect with emitting tendrils and it attaches itself to your targets. It forms a wisp of fire that targets your targets as to cause them to become ashes. This leaves their gear behind so you may gather it as you wish.
   Calm II; Calm your mind as you think to be calm. Then, you can do what you wish if you want to get a result. Add +4 to your die rolls.
   Ionic lightning; This calls forth bright ionic discharge flashes from the planet's upper atmosphere, that can be directed by will and pointing a finger or wand if you want. Think of the targets and deal energy damages to the targets you wanted to effect by this energy.
   Dejavue; This is where you think about the moment and the spirit reveals to you things, this is known through the subconscious mind letting you know. THat's done by feel through visions of the idea, thinking as though you lived through it before and know what to expect. Add +5 to all rolls, from the knowing.

Goto the rest of the spells menu

________________________The rest of the spells II_________________________

   Persona magic; This is where you think of the persona and think it will make use of the attack or the energy of the attack, think and that is a creative spirit of the weapon. So think it does something, like a metaphysical attack with radiance damages. Then the persona of the weapon with your will energy as direction, creates the result as you do a physical attack with it. However this could even be a pen, think the persona of the weapon is active as you feel. That it is and and as you feel emotion, that's where the persona makes use of the emotion to empower it.
   Smart luck; This is where you act smart, think and increase your luck by feel. You get +5 on all your luck rolls and intelligence based rolls. This doesn't stack on use of dumb luck. You can get one or another.
   Dumb luck; This makes you act dumb on a topic yet you get lucky and somewhat unaffected by things, as you think to do things add a temporary +5 to your luck and survival rolls as your due to feel good and relax. This doesn't stack on use of smart luck. You can get one or another.
   Air gap; This effect costs 15% energy. It thickens the air around the target, so their evasion goes up dramatically. There is a 1d20+luck roll just to get a feel of how the spell got casted. If you roll a 1 you know it miscasted somehow. But, if they roll a 20 it is a critical success. The numbers in between represent the divide between imagination and reality. There is a negative modifier to the hit dice on all ranged missile attacks. That modifier is -5 to the to hit roll at levels 1-9. -10 for levels 10-19. -15 for levels 20-29 and a -20 for levels 30-.
   Orb of destruction; It is a ball of purple arcane energy that uses Conjuration. It does double damage and uses ultraviolet magic energy mixed with mana. It takes 2 actions to reach its target unerringly. The orb of destruction effects those with immunities, except for if they can resist magic. If they are resistant or immune to magic, then they aren't effected by this spelled orb.
   Appeasement; This is where you send a little of your energy to cause the being or target to do what you want as you request the idea from their spirit or subconscious mind. This calms the targets down and they no longer want to fight you, that's done no matter what as you think calm thoughts and do what you intend.
   Iron shot; The effect of causing iron particles shoot forth like iron shot and puncture the targets.
   High jump; This causes you to be able to long jump..as it magices energy beneath the feet and then you jump better and longer.
   Energy vulnerability; This is a spell that causes the targets to become able to be effected by the elements.
   Recharge; This spell costs 10% to cast, think and it makes you fully recharged in energy. The creator recharges you on a thought. Make your energy % list as your full energy amount.
   Aesthetic powers; This is where you create an effect, that's done by making with the spirit using the creator to make a manifest. Think and that means you can magic, through the spirits hands you create what you desire. This includes any element in an aesthetic touch or purification done by feel. Purifying things make the idea you don't get influenced badly. That's done by the point you notice, this is with no poison or acid effect as you basically clean the area up of corruptive influence.
   Sphinx calling; This is where you call upon a sphinxe, that has a human head and lions body. Think to ask for something from it and it asks a riddle. That riddle answered correctly, this will grant you your desire as a reward. If you miss the answer, bad things will occur. Don't call one unneccessarily.
   Large hail spell; This spell costs 10% energy to cast. Baseball sized hail is where you nail the targets with exploding ice damages by a storm suddenly forming in the sky, that are in a 30' area for levels 1-9, 40' area for levels 10-19, 50' area for levels 20-29 and 60' area for levels 30-. That does 1d10 damage each for levels 1-15. Then for levels 16- you deal 1d20 damage each with basketball sized hail. You get 1d20 of them to deal damage from the sky.
   Rescinding attack of energy; This attack costs 10% energy. This is what creates the effect of energy attacks in waves, that are firey and fall from the sky to effect the targets in an explosion. This effect lasts 1d6 rounds.
   Rescinding elemental attack; This attack costs 10% energy. This is what creates the effect of any element in attacks in waves, that are the element and fall from the sky to effect the targets with the elemental effect. This effect lasts 1d6 rounds.
   Self-generation; So basically, if you want to generate power, magic energy along your arms to your hands. magic energy to exist and the two hands will create a live current from the biolectricity of the body, that starts low and gets intense. Thats how you do it and you can charge your crystals with its energy, think and you power up any device that's not with full energy already by touch for use. So if you have a fully charged device, before you touch a device.. touch a surface of a cabinet or similar. then you won't short it out. basically, discharge your self..and you may use a device safely. If you use this, your energy is back up to full %.
   Swand; This spell costs 10% energy. That is where you use your weapon as though a wand. When you cast an effect that you want to use with this effect, you get to use the energy of the weapon itself. That's added to the effect damages. So feel free to add in +50% damage with your effect damage. This is done by stating to the DM/GM, " I use the swand spell to cast the spell I need to cast. [Mention the spell here..to the DM/GM]" Then its done.
   Renuzit; This freshens the air by the subconscious making it refreshed and smelling good, that's as though a breeze passed through the area.
   Havok; This spell causes problems to appear by magiced energy in the area or machine that you target, otherwise it doesn't have an effect. It creates a distraction of the thoughts the targets have, that's for 1d6 rounds and they no longer think to attack you.
   The lightning trap; This spell creates what you want, lightning walls and the effect of trapping your targets between them. The damage of the walls are dealt only as they try to escape and do things with the walls.
   Lightning sword; This is a lightning sword created by a spell, that has a throw attack that does normal damage at first and gets 2x stronger each time you hit enemies with the sword.
   3rd eye projection; This is when you think of the element and gate it in with one hand, think and project it however you want with the 3rd eye. You know the effect that's unlikely if done in a concept or using an idea its there by psychic feelings or sight. That is using the 3rd eye to strike down the target with the element, that you want to effect them with and by doing this idea. This can last up to 1d6 rounds per combat and until put out, or not wanted outside of battle. This is where you use the power of the 3rd eye, thinking to create what effect you want or intend. The 3rd eye uses the blood energy to create whatever result you want, that's as it is the pinneal gland that does the ideal.
   Chain and strike; This causes the targets to be spiritually chained to the spot, and struck by an elemental effect of your choice..
   Chain and strike II; This causes the targets to be spiritually chained to the spot, and struck by death and decay energy..causing them to die by death energy.
   Crit turn; This is doing a spell that lets you have another turn if you crit with the attack. It can be an attack with huge potential only limited by the luck of the dice rolls.
   Quick power rest; This recovers half your health and all your do once spells. Those are spells that you can't do when done until a rest is done. This counts as though an instant quick rest and if you use Energy % that is restored as well..this is as though you yawned and your energy is restored as you just had a quick rest. This is a quick power rest, where you magic energy in from the creator and you are restored including half your health.
   Butterfly energy effect; You release all the extra stored cell energy and you transform into a slimmer person with spiritual wings. This effects the body by increasing energy output by increasing your energy 50% and triples strength by adding +7 to your strength related rolls. THis makes peace by absorbing the energy in the area and this adds to the energy output. The soul is converting it with the body to make it for your use. Think peace and its formed. When you use this ability, you gain in height temporarily by a foot.
   Transformation; Think of the idea to become, send a little energy and the target becomes what you need the energy to transform it into.
   Energy golem; This is where you sacrifice by giving it up of 1 to 3 things to the creator, think and form an energy golem that can emulate any element. once the energy golem is unformed by will, then your items reappear or are given back where they left you. The energy golem, acts like you and is well behaved.

Goto the rest of the spells menu

________________________The rest of the spells III_________________________

   Rain spell; This is where you think the moisture in the air coelesces into clouds and it falls in the area you wanted.
   Snow spell; This is where you think to create the effect of snow, that's as you magic in the area coldness and moisture. Then will it to form into snow that falls upon the targets in a 50' area. This does no damages except freezing damages and slowing the targets to 1 action per 1d6 rounds..
   Ice storm II; This is where you think to create the effect of ice, that's as you magic in the area coldness and moisture and feel emotional. Then will it to form into ice that falls upon the targets in a 50' area. This does damage to the targets.
   Tornado; This is where you magic at the clouds in the sky your emotions, then upon imagining a tornado as your feeling good a tornado forms with your need for one. This is where your will directs where the tornado goes, also your feelings can make the tornado last.
   Area glow; This is where you think to see the area by channelling the fire energy to the aura and you cause a glow. This is wherever you end up going as the aura shares itself where you are in idea. The distance you can see is up to 50' in glowing energy. The area glow doubles with intensity with life energy. This depends upon what you feel at the time, think to intensify the feeling of energy in the aura and you double that vision range. This requires no concentration, that's as the soul creates it.
   Moonglow II; This effect is where you think and create with the energy of the moon, a glow in the area that you may see with by feel. Thinking to the moon creates this effect, the moon catches the thought and then makes it into reality. So as you need it its there. This vision is projected by the third eye magicing energy to the moon and extends to 100' in the distance.
   Empowerment; This spell allows you to become empowered by hits you deal to the target. You get the amount of damages as energy and health to yourself. This spell lasts until a long rest.
   Rough up; This spell causes the target to be beaten up by energy blows and they end up having half their health.
   Smoke cloud; This is where you magic energy to form smoke in the area of the targets. This causes them to not see you or where you go.
   Cold effect; This is done by finger or hand gesture, where you think to freeze the targets as you gesture.
   Trap floor; This is trapping your targets as its set off by your targets walking over a spot or circle, thinking the energy causes them to be trapped in the floor on the ground.
   Ensnaring bolt; This is a bolt of energy that goes forth and causes the targets to be ensnared or held prone, that's for 1d6 rounds in battle or until not needed outside of battle.
   Create; This spell creates whatever you desire as you need it created. The area is any range and whatever you think is possible. Describe what you want to the DM/GM.
   Spell mine; This is an effect you think to create as you imagine the energy mine, that's in the area of the enemy up to 30' in diameter. Think it explodes and it does radiance damage.
   Spell grenade; This spell is done by thinking and needing a grenade in your hands, that you playact throw it into the targets area. Upon touching the ground or wall it explodes, doing radiance damage to your foes in a 20' radius. That's as though your soul summoned it there, and you willed it to effect.
   Sunbeam; This is an effect that allows you to send magiced beams of the sun gated into range, that do scorching damage thinking it goes to those that you want effected in a path of light.
   Mind swap; This is the ability to swap two target's minds. It translates to switching two creatures Wis, Cha, and Intellect points. So if you're fighting a wizard you can mind swap him with his warrior buddy, so his spells do less damage while the warrior gets stats he can't use. The targets deal 30% less damages. They can be very confused for 1d6 rounds, and the effect lasts for 1d6 rounds in battle, or until you no longer need it to happen.
   Future sight; This is the ability to see a few minutes into the future to predict what an enemy is about to do. You are never surprised by the enemy. You are always one step ahead.
   Chaos orb; This is a spell that causes temporal and mental breakdown, that's the target's body breaking down and not being in the fight. Including machines. Once broken down after 2 shots of this, its disabled and whatever the case it gets damage from the chaos..
   Water beam; This is a water based momentum power..where you would gather up water slowly from the water vapors and moisture, building a vortex and then it would self power itself and shoot out beams from itself. This takes 1 action to do.
   Solar beam; It is a grass type move, that takes 2 actions from summoned creatures and costs 10% energy. These creatures you can summon in 1 action and they fire the effect beam in another action, that create for you this effect on those targets you desire to hit. You summon enough creatures to hit all targets, that unsummon themselves after the effect is done. This does normal radiance damage against those you target. It does things against negative it neutralizes it.

   So with dark energy, that's in the form of shadow beings it neutralizes as well. You see it's formed by magic of the sun energy from the plants, that you think to magic at the targets. The sun energy can be gated in and magiced by will by opening a gateway to the sun and think the plants are collecting its heat, that's as the light of it shines through at the target to form a magiced effect. So you don't actually need the sun to shine on you, or near you to cast this effect.

   At higher levels you can locate mentally and use brighter and better stars as you progress. Those blue stars and huge stars shine brighter and some stars are binary. So at levels 10-19, the spell now costs 15% as you begin to use a bigger star as its source. That means you deal double the normal damages. At levels 20-29, the spell costs 20% as you deal triple the normal damages. At levels 30-, the spell costs 25% as you deal 4x the normal damages with a huge star being used.
   Elemental bomb; This is a bomb made of energy, that you imagine in your hand and throw to the area to effect a 30' radius. That's of whatever element you think will work against selectively the foe, and it doesn't effect friends. This energy is smart, as it can detect friends from foe.
   I-esc; I escape, this is a spell that makes you invisible, and you go away from the area to escape by will.

Goto the rest of the spells menu

----------==========The rest of the spells IV==========----------

   Warmth; If you think about the heat in the air, then you thought gather it in your aura and heat up by feel.
   Usurper; This is where you magic a little energy to overwhelm the mind of another, think and suggest what you want to occur. You control the victim and target.
   Elemental wires; This spell allows you to create the elements as razor sharp wires, that can be any element you desire. This will zip through the air and cut into or through the targets.
   Light clone; This forms a clone of you out of sentient light energy, you cause the clone to be sentient by creating a soul copy as you think of what you want and need it. Then it does what you want or need. Wherever you need it. So it has 100% health, your other stats and does 60% your damage.
   Gaseous; This spell causes you to expel gas, and the energy from the gas restores you as you smell it. Since this is kinda nasty or stinky, think about the idea before doing it near others.
   Thorny skin; Energy thorns that can be poisonous if desired can grow from your skin by magic, that allows you where you can impale the enemy. That means you make them pass out.
   Energy weapon; This is created by bio energy and concentration with heat energy or body heat. This is where you think the sword or weapon exists from the hand or arm. This creates a heat slash that is there by slashing or stabbing the weapon. This weapon can extend a long distance quickly. It ceases to exist if you think it doesn't exist.
   Blinding light; This is a sudden blast of light, that blinds the target and targets for 1d8 rounds in battle or until they recover in 10 minutes. Optionally, if you speak of what they are to do, then their now blank minds will take that as programming. That they remember instead of what they normally remember, and can do if they think to act on the memory. That's unless you wait out the 10 minutes. Then they remember themselves again and do what they normally do.
   Cloud kill; This is where you think of death and cast forth a mist filled with death and decay energy, that's done with air moisture by thinking the mist exists and thinking its filled with your death and decay to do what your need is in a 40' range. This can be cleared away by a gust of wind.
   Mirror images; This is where you cast forth duplicate images of yourself. That's through willing the spirit to show itself as 1d6 images that appear as you need them.
   Regeneration; Think energy surges and things you want will occur. This includes regenerating the spirit and body of all its wounds.
   Sneak attack spell; This spell is one that only works, if the target can't see you, but does massive damage. This spell does 3x the damages if your unseen, otherwise its normal damage. That you project forth with intensity, and an element of choice. That's done by thinking it is formed, going at the target or targets.
   !fnord; Cause things you need hidden to seem to disappear in plain site, and if you know to magic upon it you see it.
   Rogue wave; This is a spell that only works if near a large body of water. It could make a large rogue wave come and hit the targets.
   Dimension shifting; This is a spell that lets you move from the 3rd to 4th dimension, that's done by thinking of the dimensional number and willing yourself there and back again. Thinking to go to 3rd dimension to get past a wall without touching it.
   Ghost barrier; This is where you bar access to any spirit, mainly by thinking the creator makes a emanating barrier. This barrier prevents ghosts and spirits, including demons from entering. You can cancel it at any time, by thinking the ghost barrier drops.
   Mana pool; This is a spell that costs 10% energy to cast, that causes mana rich water to pool from the ground, that spell also could makes mana enrich the water supply or water particles in the air. That's restoring stamina and energy to those it touches or influences. This influence is from the aura absorbing through touch the energy of the pool. You roll a 1d20 and triple the results with the calculator. Thinking to make it more random and dynamic energy and stamina regaining. This does not effect body fat, except to lessen it as its turned into energy. So you exercise or do activity more easily.
   Unlock potential; This unlock spell also unlocks potential. Whatever you want to achieve becomes achievable, that's by the power of the creator and your soul. Any damages you deal or any healing you do, they are increased by x3 if not already increased. There is a +5 to all rolls. Also you may cast any spell, that's allowable 3 levels higher than you..this lasts 1d6 rounds in battle or 1 hour outside of battle. Since this is a concentration spell, the moment your not concentrated upon this spell working. It stops. So every round in battle or every 10 minutes outside of battle, you must roll a concentration check to see if it still is in effect.
   Instant Quick Sand: Create a 3 feet deep pit of sand that allows things to easily sink into it, but difficult to pull out of it by feel. The effect is to keep the targets out of battle. This lasts 1d6 rounds in battle or until not needed outside of battle.
   Oil flame; The build-up on the weapon of human oil or oil flares up in the moment of excessive heat that you magic upon the weapon. This produces a firey weapon, that deals an extra 2d10 damage until put out by smothering the flames out.
   Aura of murder; This is a spell that causes those near you to be rendered vulnerable or able to be effected and as they feel your murderous intent you cause fear in them. This effects the targets for 1d6 rounds in battle or until otherwise needed outside of battle.
   Oppium; This is where you sit, stand or lay down, then opium traces come to you to make you feel good. That's as you think of creating with extra energy bursts.
   Aura of magic; This is where you imagine deep blue mana energy swirling in your aura. That makes whatever you say and need to manifest, that's if you desire it. Any damages or healing are created with this in mind.. for levels 1-9 its normal in amount, for levels 10-19 its double in amount, for levels 20-29 its triple in amount and for levels 30 and above its quadruple in amount.
   Aura of distraction; Think to distract them and your aura sends out waves of energy to cause this effect. It keeps them from magicing on you for 1d6 rounds in battle, or until you no longer need it outside of battle.
   Aura of withering; This causes your aura to send out aura waves, that effect your targets and makes them wither into dust.
   Withering touch; This causes upon touch or teletouch, the targets to wither into dust.
   Pooling spell; This is a spell that turns the target into a temporary pool of blood or water, (your choice), that can't make attacks, but can move around at normal speed and always evades physical attacks.
   Instant command; This spell causes those you command, due to the tone of your voice and the way you speak it to do it.
   Instant control; This spell causes through thinking of what you want and speaking it under your breath, the targets to be controlled by their subconscious doing what you wanted..
   Spell language; The spells you speak are understood, that's as though an understood spoken language where understanding is there to have. If you intend it to be understood, its understood as though a language you and the audience can understand. This also allows you to think and create effective spells, that's as you think to intend an effect by feel as you speak of the effect and need it to be done.
   Faerie Fire; This is foxfire that will illuminate targets with a vibrant light, making them Visible and giving Attack Rolls a +5 to attack the targets.
   Distracting scent; This distracts the targets with odor for 1d6 rounds in battle, and until you no longer need it outside of battle.
   Feeling good; If in idea you give a positive opinion they feel better. You make the effect of +5 to their rolls.
   War missiles; This spell causes by war energy fueled magic missiles. That make radiant damage. This at level 10 does double damage, level 20 it does triple damage, level 30 it can do quadruple damage. You get 2d8 of them set off at the command "impendium" at the targets you choose to strike.
   Radiant wall; This is a practice wall, where you magic energy at the wall and think it to make it radiant with no reflection on yourself. That causes it to absorb energy and show results as you need them shown. Including, 1d10 magic missiles at half damage each or some element effect. That's like you cast using the wall of force, the effect of elemental energy to make like a ice ball that shatters and wounds the target with ice shards. This is ended by a warding effect, that the radiant wall causes the radiant force that would reflect back at you to not hit you. You see, the wall of radiant force only keeps the energy for so long. That is 1d10 hours. So it almost always goes back to the caster. This is for practice only. Instead the area around the caster is hit instead.
   Enwarding; This spell is cast by a spoken "peridhe" and in a judiciary point, "peridhen". It allows you to do nothing and things settle themselves. Also an alternative of this is a spoken "en", that ends whatever you don't like. So in certain conditions, like justice, plants or money points, you must sometimes act or you find yourself doing things. This spell is using ward as though an end all for the moment. The effect is ended, as you think of someone and state "en" to cause it to end. This is all done by the power of the soul.

Goto the rest of the spells menu

----------==========The rest of the spells V==========----------

   Resilience; this spell causes you to make whatever effect you want and it lasts until you no longer need it to last.
   Concordance; This spell creates with the will as you need it the targets make it happen by feel. This includes making them do harm on themselves. As a bit of punishment.
   Resilient sphere; this causes the energy of the aura to make you last allot longer..you increase your health by 50% and energy temporarily goes up by 100%.
   Thinking spell; Think of the effect and you find it exists, that's where you want it to exist or you can find it. You can effect as many people that you want to effect. This spell costs 10% energy. You must tell the GM/DM, what you intend the spell to do.
   Needing spell; Think of the effect and if you need it enough you will find it exists, that's where real need makes things as you want it to exist or you can find it. You can effect as many people that you want to effect. If you cast an effect at your targets, you get double the damage or healing. This spell costs 15% energy. You must tell the GM/DM, what you intend the spell to do as you need it.
   Skill recreation; Recreate any skill magically if you need it done. Pick any skill to create and its recreated by feel.
   Aura of command; This is where you think of the idea and need it to get done, that's as though what you say causes the target to do it. Using the energy you send from your aura. The target is whomever you speak to that you want to effect. This can be resisted with a will or charisma roll, so if they don't agree its not done. THe roll is either done with use of will or charisma mod and rolling a 1d20+will or charisma mod. Then think, for success you get a 10 or above.
   Spell casting; Pick any spell not in this list to cast and attempt it with this effect. The effect is instructing energy to cast the spell as though you. It effects whomever or whatever you want.
   Portal spell; This is where you think about the space or area, then imagine a light forming as a oval that turns out to be a circle you can walk through. Need it to be existing and it forms. Think about it closing after you get through it and you are there. You can always tell if the area is dangerous to be in, its sensed as dangerous. So think and you know what to do.
   Portal II spell; Think about the energy that creates a portal in the air. This energy makes a slit in the air, think and that causes itself to expand into a oval or circle you walk through to another area, that your soul causes you to exist in with ideal and by feel you know its safe of not. That happens with a eyeblink. This costs 10% energy to cast.
   Portal III spell; This is where you meditate on what happens if you take one portal and put it inside another near the targets. There is a nucleated explosion effecting your targets in a 60' radius. That means you deal x3 radiative damage. This spell costs 20% energy.
   Risen spell; This is where you magic energy along the deceased spine and will it to revive them. The deceased come back to life, quickly with full energy and health. They also do what you want.
   Better eyesight; Think energy of the eyes are improving the eyes itself. So you enable long distance vision. This vision allows you to see 50' further on than normal. Add +6 to perception rolls. This spell lasts for a few hours, if you imbibe mushrooms or lionsbane.
   Improved eyesight; This is where you think to your 3rd eye to improve your vision through the 2 eyes. This negates the need to use glasses. The spell costs 10% energy to cast and lasts until you no longer need it.
   Condition spell; Think to hold an item, then magic that energy to effect the area you want effected as you think and will the idea for the energy to create. The condition lasts until it no longer needed or thought to be something else. This condition can effect the living or any object.

   Geomancy; Think to make use thought to earth with a leyline that is a lava area tunnel. This spell can emulate any spell. Your thoughts are created, that's done by what you need from the influence of the lava programmed by thought and need.. Any geomancy spell created by magma can deal double damage and costs 15% energy in idea. You can recreate any spell using the leylines, that deals double the spells normal damage. Mention to the GM/DM that you cast Geomancy and what spell effect you want done.

   The spells you can emulate include:
    Passwall, A spell that allows you to pass the ground or way.
    Dust shooter, some spell that uses a rock to shoot dust at the targets.
    Dig, The spell that causes the earthen wall to turn to dust as you need to pass through the cleared area.
    Petrify, the spell that causes the targets to turn to stone in 1 round.
    Unpetrify, this spell turns the targets back to their original form from stone in 1 round.
    Iron Shot, the spell that makes 1d6 iron spheres gated into the area, think and its shot at the targets as it is attracted to the targets by magnetism. The damage dealt is per sphere.
    Magnetism, the spell that creates a magnetic pull or push as you will it to exist with the targets.
    Magma Bolt, the spell that gates in magma as 1d6 balls that is shot to the targets. It can melt right through armor! The damage dealt is per ball.
    Earthquake, the spell that knocks the targets off their feet and does energy wave damage as well.
    Shatter, the spell that shatters things including crystal walls.
    Absorption, this casts forth a wall of earth that absorbs all damage, no hit actually hits you.
    Mud flinging, this spell causes the earth to mix with water and wind lifts it up, thinking to deal damage as it temporarily blinds the targets for 1d6 rounds.
    Mudwall, this creates with a magic point, where you create a mudwall. The wall of mud sends forth 1d6 mud balls fast, as it absorbs the energy of the attack.
    Shell, this effect is where you surround yourself by mud or stone. This shell creates an absorption to attacks and energy effects like emotion, that you don't like. You don't get damaged.
    Gravity, this effect is what occurs when you use the leylines, think of either increasing or decreasing gravity in the area of the targets. You could make the gravity of the area 6 times heavier, that makes them unable to move unless you cause gravity to become normal again by feel.
    Gravity shell; This causes your aura to become like gravity, that's through energy you magic into existence. You tend attract those you want, if you need them nearby or they do what you wanted by what you act like. This includes death dealt by feel.

   Death star; This spell deals x3 damage on a planet to your targets, think and it takes 30% energy to cast. It uses the air as a lens to magic the heat in the air and casts forth energy damages. Magicing at a planet or targets, thinking to destroy it will cause the damage to be enough, that's as though it makes a Higgs Bosun particle, that's projected towards the planet or targets so it destroys the targets entirely. That's done by enveloping the targets with light energy and making it disappear.
   Energy fist; This effect is where you think of the idea, think and the energy of your thoughts energizes the fist you make. Then, the fist waved towards the targets direction, this sends forth energy to cause burn damages. That's from the fist energy being sent forth with a thought.
   Glitch removal; This is a spell that removes all major glitches from software and the quirks in the code..

Goto the rest of the spells menu

----------==========The rest of the spells VI==========----------

   Ice nova; This spell costs 20% energy, that causes the concept of making ice shards form, that's done by focusing cold energy to your aura. This spears the targets in a 30' circle for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30 on. That means icy shards burst out from your aura, to inflict cold damage upon the target.
   In-directed element; This element is one you choose to use that will create inward damaging rays, that come from the shield of the targets. There are 1d6 rays of damaging elements, that center in on the targets and strike them in the center of their shields.
   Wheeled element; This costs 20% energy and is either frost or some other element. Whatever you choose to use, you cause 1d6 elemental streams that project forth from a central point. You see they are like spokes, that you can cause to turn like a wheel. They deal elemental damage to those enemies, thought to be caught in the spokes path. This lasts 1d6 rounds. They extend out 30' for levels 1-9. 60' for levels 10-19. 90' for levels 20-29. 120' for levels 30 and upward.
   Body change; The body remembers and forgets what you want, the targets effected by this are doing what you wanted. That is like the body forgets its fat level, reverts and lessens its own fat by concentration. It could forget its shape and remember another shape, causing it to change into that shape. Otherwise it could forget its angry and be at peace. Things like that, they can be done with this effect. As long as you tell the DM/GM what you want in rememberance for the body. This can can make them forget or remember anything, so use with care.
   Body adaption; This spell causes the body to "remember" the idea you want it to remember, such as feeling good. The body causes itself to remain feeling good until the spell wears off, which is whenever you want it to not effect the targets.
   The fat; The energy of your body fat leaves you and goes to the targets. Each percent lost from you is gained by them. Your merely unstuck with it. As long as you have a few targets it leaves your body. Think then and its lessenening your weight by 5 lbs per action taken up doing this. Causing them to gain in weight instead. This distracts the targets for 1d6 rounds.
   The fat II; This is where your fat mass leaves your body to goto the planet your on, thinking it to go to the targets you had in mind. Each percent lost from you is gained by them. You appear lesser in weight, however it actually is in life. The targets get distracted by this for 1d6 rounds.
   Feel good; This is doing an evil effect as though a "relaxing by feel" was stated and you or your targets suddenly feel very orgasmic as though their sexual pleasure is heightened. You can magic, yet your targets get distracted by this effect for 1d6 rounds.
   Feel bad; This effect causes your targets to feel very bad, so bad that the body shuts down and becomes prone to attack as it cannot move. This is sheer pain that the targets feel. It lasts till 1d8 rounds passes by.
   Feel decent; This spell causes you to feel decent and no pains occur to the body. Its done by thinking to the targets, that they feel decent and act normal. That's normal enough to pass in front of a police officer, think and not have them bat an eye. Its done by their subconscious mind doing the idea that you think to them and it picks up on to create it as an activity. It lasts until you no longer need it. This blocks out warfare thoughts and idea that cause war from their minds.
   Butterflies; This spell causes butterflies to form in the area made of energy. That distract the targets.
   Butterflies II; This costs 10% energy and is a spell, that polymorphs the allies and yourself into butterflies. This means you and the allies fly away from the area with a gust of wind. They transform back when they or you need them.
   EMP spell; This is the EMP spell, that knocks out all radio communication. This works through your thoughts sending out a wave of magic, that' amplified and it effects the radio.
   The humble UAV; This is the humble UAV spell, that lets you see the enemy on the radar no matter where they are.
   Better; This spell improves any situation, no matter what occurs.
   The nuke spell; This spell draws upon the area nuclear energy that does in a 1 mile area to the targets x6 damage. This spell costs 40% energy to cast.
   The orbital barrage spell; This spell costs 10% energy and causes what you think with 15% energy used, a barrage of energy to effect the area with x2 damages.
   The Exterminatus spell; This spell causes the idea of extermination by energy you magic, thinking it will go to the area to exterminate what you don't like. Like bugs or pestilence or whatever you want to target wth this..this gets rid of it in 1 round.
   Nul; This is where you mention "nul effect" or "nul [name effect here or what the name is]" to the GM/DM, this is when the DM/GM will think about it and you get a nullification to the effect or being you don't like. This includes nulling out the targets you have in mind, including what you don't like about them. When you null out targets, they disappear from existence as you think to imagine the targets disappearing and you don't think of them.
   Nul II; The spell costs 10% energy to cast, that nullifies what you want to effect by this. It completely disappears as a point by energy nulling it out of existence, and that is expressed of what you don't want to the GM/DM.
   Recurrence; This effect causes what you want to occur as a recurrence or something, that occurs again unless you don't need it.
   Freak; This effect creates a freakout in the target, they stop what they do and think to do something else, instead. There is a 50% chance they stop attacking as though the energy dissuades them from their need to attack. Designated by a 1d100+luck and getting a 50 or above result. Get a 1 rolled and you create a moment where they deal double the damage if they hit. Roll 2-49 as a result, they still might attack if hostile.
   Go; However you go, you know what occurs as though you succeeded a knowledge: All skill check. This causes the targets to go on their own accord. They literally leave the area and leave you alone otherwise.
   Cybermancy spell; This costs 10% energy, it kills by magiced death energy put on a target like a leader, machine or a pawn. The target can do a will roll or save to resist the effect, if they do they receive radiance damage instead even though they may be resistant. However, machines themselves don't get a will save. So it just happens to it. That spell is used for only getting one kill for the whole campaign just to solve a faction war.
   En 2; This is where you take a piss and end the moment your body goes through. The pissing releases the toxins in the body and you feel relieved instead.
   No matter; This spell breaks down matter and converts it into energy. This will break down your targets into energy, and you can make use of that energy to create what you desire. If you need it and will it you get the results you desire using that energy, this works if you think this uses the energy for and against your need as a cleansed energy source. Thinking this will create and make what you desire, unless you don't want it or need it. If you don't, it won't happen. This costs 10% energy.
   Filling; This is where you think quickly and fill in the idea, then you create a result out of pure energy. That energizes you to cause yourself to get recharged 50% energy.
   Fill-in; This is where you fill in for something as you need the idea to exist. Like you do a job that normally is done elsewise or you lose a tooth filling.
   Fill-out; This is where you en in filling out your figure as you need to work or gain weight. This can cause the targets to gain temporary weight and not be able to do magic. The targets gain as your levels 1-9 1d6 pounds, and they can't do magic for 1d6 rounds. At levels 10-19, they gain 2d6 lbs and they can't do magic for 1d8 rounds. At levels 20-29, they gain 3d6 lbs and they can't do magic for 1d10 rounds. At levels 30-, they gain 4d6 lbs and they can't do magic for 1d12 rounds.
   The I spell; This spell causes your third eye pinneal gland to cast spells as though, "I can cast spells no matter what.." Think and it is what you want. The I spell causes what you think using iron or iron particles to fuel it, if you need it. This spell goes right through spell resistances and elemental immunities, that's done by the power of the third eye. This spell costs 15% energy.
   Finesse; This effect causes you to deal with your targets, often faking them out. They do what you want spiritually. So think of what you need, and you could get them to go peacefully.
   Causeway; This is where you sense the area out and know where it leads, that's as the spirit and soul cause you to know by insight. This is where you think to be somewhere, think of the effect of shifting and the energy of the area shifts you as you move through there to be where you want to go.

Goto the rest of the spells menu

----------==========The rest of the spells VII==========----------

   BLAM; Sacrifice one thing for the greater good. Slightly boosts your party's morale in a circle by 3 points. The circle is as large as you want or think to imagine.
   Gotcha; If you say it, you get crazy good luck every time. Add +10 to your luck rolls for the day. Say Ave Fortuna to upgrade it. The upgrade is its turned into +777 to your luck rolls. If you roll a 1 its an automatic fail.
   Chaos fireball; Think to summon chaos into the compressed ball form and feel it is enhanced by heat. Think and will it to go to the targets in an area. This does triple the damage and breaks down things in the way..to the target. This costs 30% energy and summons by will can do a set amount of distance. For levels 1-9 its with 30' range. For levels 10-19 its with 60' range. For levels 20-29 its with 90' range. For levels 30 and beyond its with 120' range.
   Holy water; Swirl water in a cup or container and say your seven favorite words. This causes holy water to be made out of water. This can turn the undead into dust, unless they make their savings throw or will save. Then they get double the damages from the water.
   Orbs of effect; These orbs will if summoned, create what you want by influence to the area energy. There are 1d6 orbs summoned. These orbs can cause energy manifestation and radiation effects. The distance of effect is level related. There is a 20' range for levels 1-9. There is a 40' range for levels 10-19. There is a 60' range for levels 20-29. There is a 80' range for levels 30-.
   Ray of effect; This Ray of energy will create what element effect you think about and desire on the target or targets you think to target.
   Crystalization; This effect is where you crystallize the targets, that's as you think to do it and that freezes them solid in one action. One hit with a weapon will shatter the frozen targets.
   Fire starter; This effect is where you power your spell that you think into being created. This uses the heat in the air and the actions you do to power it further, that's enough to make a fire effect on the targets themselves.
   Energy flare; This effect is aoe, where you flare the energy in the area to cause radiant burns on your targets. The range of the area is by levels. 25' for levels 1-9. 50' for levels 10-19. 75' for levels 20-29. 100' for levels 30-.
   Deflecting blows; This effect cast on your clothes will deflect any blows towards you, that's as you think to ward away the attack. This lasts until you don't need it.
   Active spell; Think about it and as you think about it, the energy creates it in the area you want to effect.
   Passive spell; Think of the need and need it or desire it, the energy takes that as instruction from you and does it in the area with the targets.
   Focusing; the focus is on the target or targets, the idea you think is felt as though it effected them. This distracts the targets for 1d6 rounds and causes them to be prone.
   Radiation bomb; This costs 20% energy. That is where you think about the energy and the area energy compressed itself till it explodes. Making it become small enough that mass is released as energy and an explosion occurs. Dealing double the damages. This effects per level the area you want effected. Think of this as 30' for levels 1-9. 60' for levels 10-19. 90' for levels 20-29. 120' for levels 30-.
   Influence effect; This effect is where you think or speak about the idea. Then, the energy takes the thoughts you have to program itself and it creates what you desire by feel. Where you want it created is where it will exist.
   Blare witch; This is a blare witch effect. Where, you think something exists and you create it with a flare of energy. So remember, speak positive things and you manifest positive things.
   Warm approach; This is where you think about the energy doing what you intend and allow for heat to create with your thoughts making manifest or creating what you want.
   Cold approach; This is where you think about the idea of my leaching heat and absorbing it in your aura. Then focusing your mind on the thought to create. This causes a coldness in the area as you use up heat to create with your idea you think will exist, that's with or without a word that means your intention. Allow 1 to 5 minutes so the heat can return to the area before trying again. However, the targets suffer cold damage in the mmeantime.
   Reality ship; This is where you think to be in another reality and it is a big ship. That means its an alternative that appears nearly the same..except there is no fighting need from your targets. Then the subconscious brings you and whomever you need to be there to one that's safe to be in. Fight, if any, is over.
   Tukima's Dance; This dance, it forces the target's weapons to turn on the targets. Their weapons strike themselves.
   Smite; the effect is to do a smiting blow, where you knock out the person or kill them with your hit and deal double damage otherwise. This is decided by rolling a 1d20+luck. Roll a 1-9 for double damage and knocking them out and 10 on up for outright killing them.
   Momentary law; This is judgement based effect on the moment, think and they do what you want. See its done by belief that you can make a temporary law that's treated like a rule that they decide to follow or do. It goes both ways, you can either do the law or not do it. This law is where the subconscious causes in the target the idea to do things that you say. So it lasts for 1d6 rounds in battle or melee. Thinking in advance what you want will get you what you will into existance. This lasts forever outside of combat or until disbelieved and your target can do what they want.

   At any time, they can do a belief check that uses charisma unless they have no charisma as they are a monster. You are immune to this since you do it to others, so think and you know what to do. Those that are greedy stop being greedy, you see they can be gotten by this effect. If you abuse this lawmaking ability by suggesting too many things, then nothing is done. The limit to how many things are suggestable is 1d6 things per round.
   Counter law; This is when you put the targets into a certain mood. Where you state something and cause the target to rebel, then they do the opposite of what is suggested.
   Luck rule; This is where you do things and get lucky by what you do. Add +10 to all your luck roles until the next game session.
   Law making; This makes the effect of what you say goes, they respect you and do what you say especially if you act like you belong there.
   Mirror ward; This effects by mirroring back whatever you don't like, that goes back at the targets. This lasts till you don't need it.

Goto the rest of the spells menu

----------==========The rest of the spells VIII==========----------

   Pulsating energizer; This is where you pulse by thinking energy to go through the body and you reenergize yourself 100% energy as you cast an effect that is one additional spell where you want it to be cast at x2 the damage/healing. If your not in the air already, then think and you will be by the power of energy. Think and it is costing 10% energy.
   Meetup; You know them, if you say a name three different times you get to meet that person when you can.
   Curse return; The curse is returned to the caster or target 3 times worse.
   Alistair's Intoxication; It turns brains into alcohol by causing the targets the need to drink it. This distracts the targets for 1d6 rounds.
   Trog's Hand; Gives Magic Resistance and Health regen of 3d10+Con mod additional health restored per round.
   Tish's content; This spell causes your targets to be content with allot of things, then they crash as they goto sleep wherever they are in life till woken up or 1d10 hours pass them by..
   Tish's wakefulness; This causes your targets to be relaxed, so relaxed they are content as they startlingly awake for 1d10 hours.
   Directive fire; Point a finger and fire energy flows from it to form a path of dark lines on a surface. This can be a psychic symbol you draw. Any symbol you fire draw, acts upon the target target that you desire to effect.
   Air chisel; This is where you focus air energy to "chisel" out the area you point to by feel. You can even chisel out a white pattern. Which can act as a sigil or empowered picture..that effects anyone you want including whole groups.
   Fill in; This is where you chisel out an area or fill in with composite material the area that is a depression in the material you see.
   Mass invisibility; This is where you and your party gain improved invisibility. That lasts until you no longer need it. Improved invisibility allows you to not be detected even if you move or make noise.
   Energy beam; Think of energy beaming from your 3rd eye, then imagine what effects it has upon hit of target.
   Scream at 693 decibels; This causes anything that is near the targets to crack and break including weapons so they can't attack with them. Credit goes to John Tyler Lezer for recreating the Banshee.
   Do Not Push Button; This materializes a big red button, that appears in the hands of the targets or yourself. You or your targets just push it and the DM/GM makes something bad happen to the targets. They can never resist pushing the button.
   Ionic healing; Think of positive idea and project it negatively or think of negative thoughts and project them positively, thinking to cause healing of x2 the normal healing.
   Ionic blast; This effect costs 10% energy. It causes ions from negative thinking to effect the target negatively as you and your party heals from it. The targets recieve x2 negative damages as you think badly of them. This can be one target or many of them.
   Internal combustion; The targets turn into ash. If not then there is x2 ice and fire damage.
   Infernal combustion; This costs 10% energy. It uses hellfire to turn the targets into ash. If not there is x3 fire and cold damage.
   Purgetory Fire; The hottest flames to burn the soul for purification. Pray for release of it.
   Light phase shift; This is where you think to be somewhere, that's as you step into a lightbeam and you teleport there instantly. You will know if its safe or not by the soul's intuition.
   Energy pulse; THis is costing 10% energy that's forming an advanced energy beam, that goes out in waves lasting 1d6 rounds. That's focusing energy to go out from your aura, think and that effects the targets with energy damage.
   Psionic blast; This costs 10% energy. That effects the targets by sending out a pulsed wave of mental energy through the auratic energy waves, that's thinking to effect the targets and get them for x2 the mind energy damage.
   Mind blast; This effects the target you think to effect. It hits them with mental energy cast forth from the 3rd eye.
   Mind scorcher; This is where the mind sends out a scorching ray of fire through the 3rd eye to effect the target you had in mind.
   Dynamite; This effects by generating a dynamite effect the target area with all your targets, that get x3 the fire damage to their bodies. This costs 15% energy to cast.
   C2; This spell costs 20% energy. What it does is causes an explosion near the targets that effects them all and deals x4 fire damages.
   C4; This spell costs 30% energy. Think to effect the targets and the subconscious causes a deadly explosion near them. That means it makes them recieve x6 fire damages.
   Mephitic Cloud; This costs 15% energy. That is a Venom Mage staple for the giant bees and giant insects of the dungeon. If you know Ignite Poison; they synergize and can even be cast around the Venomous to transmute a lesser element poison into a greater element fire. Dealing x2 the green poison fire damage.

Goto the rest of the spells menu

----------==========The rest of the spells IX==========----------

   Strip; This spell causes the target to strip or be stripped of some idea.
   Singularity; This spell causes a wormhole singularity to appear and suck away what isn't liked in energy. This is also making the targets disappear by feel, that's as it "attaches" itself to the targets and sucks them away..
   Unstrip; This spell causes your target to put on some clothes or something similar like they get back idea.
   Light burst; This costs 20% energy. That's where you focus energy into your aura as a bright white light, then imagine envision it as bursting forth. That causes the bodies you target to burst into ash. That is the end after the wave of light energy reaches them. This is where they are internally experiencing extreme cold and heat instantaneously. Leaving their stuff behind. So you always get their stuff, once their dead. There is no save to this spell.
   Shockwave; This is where you focus energy to strike down your opponents as a shockwave of energy..its where you stomp your foot or clap your hands and this sends the shock of energy forward to deal damages to the targets.
   Curse of return; What you want that you place on a table if taken, it will return to the table. When you take it off the table, it remains off of it until you place it somewhere.
   Conversion effect; This is where you think about something being a source.. then needing something like the items you need as you think or say convert. The source can be money energy that is converted to being the idea or items that were needed. Once used up, the item source either disappears, breaks or was used up and doesn't work.
   Headshots; This is where you body is guided into doing headshots that does double the damage.
   Critical; Think to hit and you automatically do a critical with your weapon.
   Spell-o-tape; This is where you create with energy, the effect of tape that you mimic being put on something to stick things together.
   Wall breaker; This can destroy any barrier, that is with energy built up in the aura, think and its cast forth at a barrier or wall and the barrier breaks down.
   Special martial; This is a martial arts spell, that lets you karate chop so hard it can tear down a wall or break something in two.
   Silent Drunk; Combines Ninjitsu with Zui Quan to consume shadow clone wine and deliver palm strikes from your spirit without a sound.
   Signature Move: The Aiki Thrust; This uses a spear weapon to get it done. Its where Hershel executes a technique that merges Aikido's harmony with a powerful spear thrust, allowing him to counter incoming attacks while delivering a precise strike. This often catches opponents off-guard and shifts the momentum in his favor as it deals energy damages. Except for the "Mikiri counter"; When you step on the spear or knock it aside.
   Tank; This spell causes the targets energy to cripple themselves and they fall unconscious for 1d6 rounds, prone.
   Poison vines; This can easily be done in a forest or jungle with the effect, that causes the energy of ground form vines of poison. This entraps the targets for 36 seconds..or 1d6 rounds as it poisons them.
   Toxic spores; This can be done in a jungle or forest that occur, if you think about spores being gated into the area from toxic plants then it effects the targets. The spores form in the area, that are breathed in through the mouth and skin by the targets. This deals toxic damage.
   Entangle; This spell causes the target to trip and become entangled by vines..for 1d6 rounds.
   Vine prison; This can easily be done in a jungle or forest and is a spell, that causes the target to become trapped in a rapid vine growth much like a prison. That's for 1d6 rounds or a strength check is passed. The strength check is done each round of being effected by it.
   Changing spores; This can easily be done in a forest, that causes the targets to be effected by spores you summon from the plants. The spores are changed by magic to effect however you want them to effect. That means it can be poison or creating conditions that you desire the targets to feel.
   Bite; It belongs in a dark space and is simply a dark move that deals consistant damage by a mysterious bite, that appears on the body for each of 1d8 rounds and drains energy from the target making them calm.
   Instant transition; This is magic where you can summon energy to change you or others actions. Thinking to create with life and energy and making the energy create whatever result you want in life. Its created by the soul making it happen. Now the soul can sense what you need and do it. This is a point in idea. This can include: changing shape, summoning energy chains that keep the targets under your control, shifting somewhere else, thinking to create a result or summoning fire bolts to attack the targets and make a quick kill is what can be done. That is all done smoothly and instantaneously as you need it done on a thought. So the use of mana energy creates more powerful effects, about x3 the effect damage or healing. If you focus your energy, then move. You then move 3x as fast for 1 action.

   As though you needed to get somewhere quickly, then you change into a hawk or large cat form. After your done, you change back to your normal shape. With intense feeling, you can deal double the damages. That means you could think charge the weapon you hold and throw it, to effect double the damages it normally does and anything can be a weapon, including a rock. Otherwise, think energy goes to your hand and forms a pyromancy effect where you "throw" the fire energy at the targets. It can be any color. Simple, right? However, the soul or spirit will not allow to effect yourself what you or the soul doesn't like. So, good luck in using this ability. Most you can do with this is from https://deltiasgaming.com/best-mage-build-in-throne-and-liberty/ or https://throneandliberty.gameslantern.com/skills. Be sure to drop the decimals! Any number over 100 up to 500 is x2 the damage or healing. Any number over 500 is x3 the damage or healing. Any number over 2000 is x4 the damage or healing. Any multiplier is also times the energy costs to the normal 5% this spell normally costs. That's like you get x3 the damage, so it's 15% energy costs instead.

   Think and you can create whatever effect you like with this spell..mention it to your dm/gm by a stated, "I cast instant transition to make [name effect here..] on [name targets here]." w/o quotes and you create it if you pass a magic check. Think about the idea to know the results and the idea of the moment comes to you. This is a known effect that is instantly formed in time. So whatever element you want to use with this is created by intent. This I think is where you kill your opponent, realizing that you need to do it in. That means you kill with energy each time you think to kill the target. This is an effect in itself.

Goto the rest of the spells menu

----------==========The rest of the spells X==========----------

   Riposte; This causes you to effectively riposte or deflect an attack with your weapon and get half damage from it.
   Double Palmstrike; This causes by spell the target to get hit by the palm wielding fire energy with your hand twice. This can break necks, send them flying, or break down barriers. Focusing fire energy in your aura and sending it forth with a double strike using your hands will break the barrier down easily. If you focus your body energy, then strike twice and hard you can knock someone down.
   Dimensional eradication; Think to make the dimension erase the presence of what you don't like and they die in their actual form here. This can eradicate bugs by feel.
   Longstriding; If you focus on doing activity or walking. As you walk you turn off the part of your brain you don't need, that's like things other than thinking and automative actions or critical thinking and automated guidance then you can walk forever. Add +50 to your stamina unless it is infinite.
   Infinite stamina; This is a buff to your party to cause them to not run out of stamina no matter what they do for 1 day or until a long rest. Place "infinite" where you have a stamina value like "STP: infinite where normally 100 points" w/o quotes. After this spell fades away, the value reverts back to 100. That's like, "STP: 100 points" w/o quotes. This spell effects, if you don't have infinite or unlimited already in the value.
   Infinite energy; This is where you focus on the creator sending you enough energy to be infinite. You never run out, in fact this spell lasts for 1 day or until a long rest. Place "infinite" where you have a energy value like "Energy%: infinite of 170%" w/o quotes. After this spell fades away, the value reverts back to what the Energy% normally is at max. That's like, "Energy%: 170 of 170%" w/o quotes. This spell effects, if you don't have infinite or unlimited already for the value.
   Ice tomb; This costs 40% energy and freezes the targets in a tomb of ice, that's done by thinking of the effect and focusing upon them with intense cold feelings. Its very fast, deals 23d12 damage, able to defeat something with max stats and no skill..
   H-bomb; This effect costs 20% energy to cast. It results in a hydrogen bomb allows you to focus your excess energy in the aura, think of the area and a spherical energy. Then you know it will effect through the hydrogen atoms, if you send it forth to effect some targets. The effect is a bomb that distracts thought and energy energizes the body or item through heightened hydrogen atoms. This energy rises to the point over 1 action, that it causes dysfunction in the target for 1d6 rounds in battle. That's if they made their will save or it turns them to dust. Otherwise, it causes with an unlimited amount of time the disruptive energy effect.
   Relation; This is where you relate with someone. Then, improve your charm by feel. Add +5 to charm rolls.
   Water bomb; This effect causes high pressured water to strike the area targets. This effect makes for x2 the damage.
   Ingestion energy; This is when you eat or drink something and gain in energy from it. How many bites or sips you take create the restoration of energy. Add +20% per each bite or sip in energy.
   Star force; The force of a star is gated to an area and magicing your thought creates with the energy you summoned. This is an enhancement to Magicing spell. Making the effect you do by gated energy. Think of the effect like creating an unlimited wish of whatever you want with the energy of a star. Sometimes it can get intense, so think to use this carefully. However the duration or how long it lasts is 1d8 rounds in battle and unlimited outside of combat.
   Release; Think to relax and release as you hold your hand over the possessed eyes and they relax as they no longer possessed and act normally.

Goto the rest of the spells menu

----------==========The rest of the spells XI==========----------

   Animation; this is where you think about creating movement with inanimate objects..such as dolls or figurines. They can create anything you need, that's through the focus of energy upon the figures. Think and its their energy consciousness, that's creating with your idea using that power. If you die focusing through it, it's cursed to hold your soul and you get interesting responses from it. If you bless the items, you get a +5 to all your rolls. If it's cursed, you get a -5 to all your rolls.
   Figurines; This spell causes the idea or figures of figurines to appear near the target and give them a -5 to all their rolls.
   Tardis; this is a time slipping effect that brings you to the time you think to be in on the instance.
   Dimensional slip; This uses the 3rd eye to slip your dimension to a safer place. Done by the power of the 3rd eye on a moments notice.
   Cancellation II; This is the effect of creating with life energy, what you mention and don't like doesn't happen to effect you.
   Goth invisibility; This costs 10% energy and is improved invisibility with a twist, you aren't detected no matter what until you think you are detected.
   Sleep; This puts the targets to sleep for 1d10 hours.
   Resist sleep; This causes the target not go to sleep until 1d6 hours later.
   Chaos Dunk; It splits the timeline into three parts causing a Dragon Break. A dragon break breaks the targets mind with illness. They are effectively out of the battle.
   Ultimate Armor; This causes your aura to shield you from attack by warding away damages and danger doesn't seem to happen to you.
   Contagion spell; This works by giving the target a disease you pick from the diseases list. It can be any disease. This works until cured.
   Taylor creations; This spell you think to cast on a potion to cause it to do what you intend. What you intend is what you want done.
   Entaglement gun; This is a spirit gun that you summon to deal damage as it "hits" the target in the throat and entangles them for 1d6 rounds.
   Needles; This effect is where you about the need and create energy with the shape of needles. This uses any source that you think to make use of and culd even be an ideal that is representing a source. When you use a source, it disappears. Then, you toss the needles at the targets for the damage it can do. You deal energy damage at the moment of contact with it.
   Death needles; This effect costs 10% energy and is for close up or far away. Its where you focus your death and decay energy into the shape of a black needle and toss it at the targets. This causes instant death, otherwise if they make their will save you only do half your normal damages. As you do this, all illnsses disappear from you. You are cured no matter what.
   Divine armor; This is where you get protection from your god or the creator. You aren't ever getting sick or damage as this is active.
   Dizzy spell; This effect is cast with 10% energy. It creates in the targets a sense of dizziness that lasts 1d6 rounds. This distracts the targets into not doing anything.
   Spiral of death; This effect costs 15% energy. It causes a spiral of your death energy that reaches out per level. Its 30 feet for levels 1-9. 40 feet for levels 10-19. 50 feet for levels 20-29. 60 feet for levels 30-. Think and it kills the targets in its pathway. If they make their their will save, they recieve death and decay damage instead. This spell leaves you younger, where you are able to do things better so add +5 to all rolls temporarily.
   Area of death; This effect is cast with 30% energy. It is where you focus death and decay energy to an area and cause death per level. Its 30 feet for levels 1-9. 50 feet for levels 10-19. 70 feet for levels 20-29. 90 feet for levels 30-. in a 50' radius..where they make their will save, its normal damages instead. This spell leaves you younger, where you are able to do things better so add +5 to all rolls temporarily.
   Anti-dizziness; This effect makes you immune to dizziness no matter how you move until you long rest.
   Anti-target; Whatever the case you are no longer a target of attacks no matter what until you long rest.
   Operate; This spell uses energy to operate on your mind and brain, this makes it so you cure any diseases or mental disorders.
   Mutable; You are flexible and accept anything without harm.
   Sickness shield; The shield part is where you send sickness energy to your aura, thinking to be burnt off as a wave of energy. This makes you and your party immune to illness and diseases. Your anti-sick no matter the cause until you long rest.
   Comey; The thought is what is abounding, you repel all insects and flies.
   Bugs; If you think to summon bugs you will..otherwise you won't.
   Death March; Half the health and double the speed in time.
   Hale march; Half the time double the health.
   Hex; This is a number of times you effect someone with a spell. Name the number from 1-10 and that is how much you effect them.
   Combined link effect; This can be healing or some elemental effect..all that's required is holding your own hand palm held outwardly and beaming forth from the palm the element to create the result.
   The point II; This is where you express something and experience the idea.
   Slowfall; This is where you think of the idea, then will the wind to slow your fall with an upward gust.
   Writing magic; This is where you think to write it down and think to create it.
   Power of Money; This is where you think of money as energy and being a source, its consciousness creates what you want as you intend to get the idea.

Goto the rest of the spells menu

----------==========The rest of the spells XII==========----------

   All go to hell; This is where all the targets goto hell and drop dead by feel. You get their stuff.
   The Sazazzle; People forget that the males even exist in the area. They are either men or women. Males tend to lie, men take reponsibility for things, and women do what they want.
   Ansuz; Whomever you want to answer you is answering as you speak or draw out in the air the ansuz rune. This works even if you don't intend it.
   Ansur; This costs 30% energy. This is the effect of summoning a blue dragon, that wields lightning against your targets. It has double your stats, including health. Think to use this well. As it stays nearby till you no longer need it and can offer you and your party rides.
   Surity; You sure but you can survive anything. Add +5 to all survival rolls.
   Unlimited protection; It is there so you are protected from everything, you don't desire to be effected by. That's for the duration or the time of when you do things.
   Mentality trick; Think and do, this is mental bombardment by what you do as you repeat things. All to me make the targets agree.
   Certified motion; This is where you state the counter to the effect and nullify the mental bombardment.
   Self-continuation; This effect is where in you continue on as a point to do and get things done. If needing to not do things you stop.
   Self-constant; This effect is where you are consistant in activity and get things done.
   Fail; This is where the targets fail by you thinking "fail" at them. That can be a reaction as well. This is adding a -7 penalty to the targets rolls.
   Succeed; This is where you cause the next action the targets do to succeed. That's thinking "succeed" or "success" at the targets. This is adding a +7 bonus to their rolls.
   Hitting; Those you hit upon don't mind the hit. You get a +5 to your to hit roll.
   Cow effect; This happens after you feel intense and speak to someone. You intimidate them to a degree. Enough so that they agree with you. Do an intimidation roll with a +5 added to the roll and get a 10 or above for success.
   Agreeing; Agreement is the best thing, you by agreeing get them to agree and they help you out in the end. Do a charisma or charm roll with a +5 to the roll results as you get 10 or above for success.
   Disagreeing; This is where you disagree as you agree..making the targets do something else. roll a charisma or charm roll of 1d20+charisma mod or charm mod with a +5 to the roll. If you get a 10 or above you succeed.
   Singulo; This spell causes the leader to be singled out and effectively killed by death energy or fought if they make their will save.
   Singo; The moment you think to solo, you succeed. Otherwise, the moment you think to single out the targets leader, this is the moment you cause their leader's death. War over.
   Solo; This is where the moment you think to do things by yourself, or cause the targets to do things not as a group. They instead do things by themselves and don't think to work with each other by feel.
   Duo; This is where you call a group to exist of whatever people you want and they work with you by feel.
   Torrential rains; This costs 30% energy and does lightning strikes in three waves from a sudden storm over the heads of the targets. So, it damage x3 to cast this spell and the effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-.
   Torrential fire; This casts fire from the sky, over a range in 3 waves for x3 the fire damages. The effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-. This spell costs 30% energy.
   Torrential acid; This casts acid rain that's gated in from an area with acid rain. There are 3 waves of this making damage x3. The effect ranges are 50' for levels 1-9, 70' for levels 10-19, 90' for levels 20-29 and 110' for levels 30-. This spell costs 30% energy.
   The effect; this is where you think about the idea and energy creates it by its energy consciousness understanding your thoughts. It creates what you wanted wherever and however you want. This happens with focusing, so think of the idea and you can create it.
   Wire burn; This is a fire due to focusing for 1 action and the faulty wiring is overheating.
   Magic writing; This effect creates the moment you write as a form of manifest. This is where you write something and that something occurs.
   Focus; Focus is the ability that allows for you to focus on a thought and creating what you need. Otherwise this is increased energy for more potential spells. You may increase your Energy % by 10/level in which you use a standard action. 2 attacks taken up would have a cha mod to succeeding and +(however many here) to the Energy you get. Your full round taken up with idea by focus could have 20 Energy regen. Focus for 5 min; for Energy %, 1st level regains 20, 2nd level 40, 3rd level 60. 4th level 80, 5th level 100, 6th level 120, 7th level 140, 8th level 160, 9th level 180, 10th level 200 and +10x etc.

   Focusing allows for greater damage focus by casting it then waiting a round to effect release. As though in what you do as damages if normal and then that use is the focus ability to effect greater damage. Doing so allows for increased damage effect by spell or weapon. Using this damage focus takes an extra attack. So to use, take 1 attack action for the weapon or 1 whole round for the spell. Then use is easier, this is another point for the focus with accumulated two attacks taken up.
   Focus II; the moment of your focus is the moment you do work or the targets do what you want..
   Focus III; the moment you think no movement as you feel like focusing upon your targets.. you create a point they stop moving.
   Caustic grease; This is acidic grease that creates an effect of acid damage per round in the grease as they slip in it for 1d6 rounds.

Goto the rest of the spells menu

----------==========The rest of the spells XIII==========----------

   Rend; This is where you change shape by thinking of the idea to create with the spirit, that's as a guide of the target to shape yourself as in idea. You keep your stats, yet you shape differently.
   Work; This is where you think to create something and do activity to gain wealth. Add x2 wealth to what you receive.
   Pend; This is where you make plans and do them when possible. Otherwise, in this case, the target does what you want in so many rounds. So you want them to do a pending action, this will take them 1d6 rounds to do.
   Sent; This is where you send something to a target.
   Gotten; This is where you get an idea or item from someone as though it were on you.
   Stability; This stabilizes the targets' mind and makes the targets not go off on a tangent or fight you. Combat over.
   Instability; This spell causes the targets to unstabilize and they feel like mentally attacking each other, that's as they feel the urge and suddenly attack each other physically with a +5 to attack rolls. That allows them to "hit" each other effectively. However, if they attempt to attack you and your party, they receive a -5 to their attack rolls instead.
   Conflict; It is an echantment that makes nearby enemies bump into each other causing infighting.
   Contest; This is where you cause the targets to want to fight each other and fight for you. Roll a 1d100+luck and get a 50 or above to cause this with your words.
   Agility; This is where you are more agile and dexturous. Add +5 to your Agility or Dexterity rolls.
   Mold; This is where you cause mold spores and it effects as you want to make a nauseous condition amonst your targets. This nausea is so bad, it disracts the targets for 1d6 rounds.
   Mod; This is where you focus your will and cause changes by statements of what you want. The changes can be body changes, mental changes or both by a symbol.
   Testing; This makes an effect of testing ability and uses psychological things or statements to do it. You could test for lying, if you wanted. A successful test is a rolled 50 or above on a 1d100+luck.
   Audit; This forces an audit or finance check on the targets and can be from any distance.
   Event causing; This is where you think of something, as though a need arose for a banquet or food. Then, the meal seemingly from nowhere comes to the target. Arranged by the subconscious causing the activity.
   Contort; This spell is a directed focus of your will to cause the targets pain. That's as though the energy tortures them for 1d6 rounds where they are prone.
   Control; This is where your will controls the targets' mind by directing it and you work with them by feel and statements. You can cause them to fight over you or think to make them eliminate themselves.
   ATM; This is at the moment in attention, so you distract the targets with something in the area. Then the distraction ends focus they have. Statements or pointing things out, that is what directs their attention for 1d6 rounds.
   Vamoose!; This command spell of "skidaddle".. that drives away the targets as they are suddenly fearful from images that are thought about and flee from the area.
   Infinite charm; The use of int and cha mods together for charming the targets.. when you get a 10 or above on a 1d20+cha and int mod roll.
   Fog of war; This is where you think about creating with the best idea for manifesting..a fog in the area surrounding your party.. that you can see through. The targets cannot. This lasts until you dismiss it.
   Deflect; this is where you think about the targets, thinking about another person that you mention and they assume it would be you. So if you sense you are psychically assaulted they attack them instead.
   Deflection; the aura is charged with the energy of the area and sends back to the targets the energy of attack to them.
   Reflection; this effect is where you make your aura mirror like and it reflects what you need reflecting. That's reflecting on one side and not reflecting on the other side.
   Puddle of effect; this is where you think about creating a puddle of energy. Then, what you need happens to the targets as they the targets stand on or near it. This could be poison or acid or something else like fire or lightning. The energy you send to the puddle, that causes emulation of what you wanted to effect. The targets are hit by the effect per round.
   Pool of shifting; The pool of energy you create under your or some targets feet, then with your energy you will the shift to occur. You or the target ends up where you intend yourself or the targets to be, no matter what occurs in a flash of light.
   Chainz; This is where your energy becomes like chains, that bind the person or persons as a target to be prone. If you think to have your spirit drag your targets somewhere, they go there.
   Dedicated love; This is where you think to look past the ugliness and you are charmed to love the person you want despite how they look. This means you are not reacting to their way they act or look. You love them for being the way they are in life.
   Water freeze; This is the secret military augmentation, that lets the user freeze the water in the air. It can be frozen around the targets by thinking the air gets cold enough to freeze the the targets and the water is what does it, so if they attempt to move they are not able to go anywhere. As its frozen around them, they receive damages per round until the effect is no longer needed or the icy shell is shattered.
   Freezing armor; This armor is made of frozen air around you, feeling the water particles in the air freeze with a thought. That's absorbing the damages taken by feel. You personally aren't effected by the coldness.
   Thought armor; This effect creates a point of aversion from you by what you think to the targets.
   Walk through; Think the wall dissolves near you and you walk right through it.
   The invisible screen; This is where and when you spread your finger and thumb apart. Thinking to show the screen of an effect or idea that is shown to the subconscious..that the person realizes by feel.
   Focus point of existence; This is where you think about existing and place an object down somewhere for as long as possible. The longer it is, the more stable you are there. The object serves as energy that you exist by feel. Remove the object and you disappear. This can work to make you seem to be where you want, if you think to be there as you will the point to exist.
   Existing; This is where you think to exist somewhere, then the creator or your God creates an image of you there to do what you need. If you think to exist then you send your energy to cause the creator to make you exist. Stop sending, and you stop existing.
   Existing II; The fact is true, if you think to exist as you hold an object. Then, you work with other energy and the object becomes an energy source, thinking to make the being that is you exist somewhere. If you stop thinking to exist the item is okay, yet after awhile, the object destroys itself. Either way, you cease to exist where you thought to be.
   Ice spear; This does damage as you toss coldness through the target and slows the target down..This is from clair obscure.
   Chidori; This is where you focus energy from the body into the hand and form it by thinking it exists as a "held" lightning ball you thrust forth or project forth into the target. This is from The Naruto Anime and can be any color.
   Chidori sword; This is where you think about the energy of the body, that goes to form a sword shape by your will to make it exist and it cuts with lightning damage. Idea from Naruto anime.
   Animating spores; The effect of living causes the point of life by the spores you summon to the target as its gated in and it effects the targets as you want. This means it reanimates the target, that's if it died. This lasts until otherwise unneeded or their is no life in the animator.
   Rasengan; This is where you focus energy from air into the hand and let it raise to the top of the palm. Then, have that energy gather air into a circulating air ball of heat by willing the effect. Once you use one action to focus it into existence, you think release it to effect the target for x2 air and fire damages. Rasengan came from the Naruto Anime.

Goto the rest of the spells menu

----------==========The rest of the spells XIV==========----------

   Chaos channel; Focus is due to chaos in the area and you focus the chaos by spirit channel as energy to add damage to your next 1d6 attacks. Add x2 the amount for levels 1-9. Add x3 the amount for levels 10-19. Add x4 the amount for levels 20-29. Add x5 the amount for levels 30-. This is from Ashes of creation Alpha 2 where its 2024 © Intrepid Studios Founded in 2015.
   Card throwing; This is where you hold the top of the card, as though it were held with 2 fingers that was held flat. Then, toss it. That causes the thrown card to hit the target that you aim at. So it especially slices through the target, wherever it hits as though at great distances. This is physical damage.
   Concept II; This is where you concentrate and get greater damages or effect, that's for the next spell or attack that you do. Per level, there is a certain amount of damage adjustment. 2x for levels 1-9. 3x for levels 10-19. 4x for levels 20-29. 5x for levels 30 on up.
   Reverting cells; This is where you revert the cell to a previous or younger stage. This state is known as the reverted state. This removes aging and any illnesses.
   Focus energy; This is where you focus energy from your body, thinking it goes to your hand either left or right. Then, by focusing, it goes to the targets as you "think and send" to release it. So it goes to the targets you had in mind, thinking to deal electrical damages or do what you want.
   Nix; This spell causes death to all bugs in the area.
  Blessing of the Black opal; You need a black opal, first. Then, blessing it you create by focus with a charge of energy to it. That's thinking energy from your body energizes it. It does what you need. This gives max energy to all creatures who are friendly in a 1 mile radius.
   Black shield; This is where you focus black void dark energy into your aura, think and then your protected from all harm as the black color absorbs all damages.
   Deus Ex Machina; It allows a clever solution to an impossible problem.
   Blessed fixed figurine army; It allows the summoning of 1d10 monsters of choice, always tame. The catch is there of owning the figurine.
   Void Portal; Opens a portal that erases all targets that get sucked into it in a 40' radius.
   Pleasure shift; The pleasure you feel, this is the orgasmic idea that you think to feel and be somewhere else. You end up there with the thought you have to do.
   Action cause; This is where your action causes an idea to be in an event that your targets notice. All you need is to say a trigger word, then what you intend happens by the subconscious creating it. That's like you create a lessening of effects by stating "lessen" or stating, "create" and you make a givance of money. The name obviously means what it does, unless you intentionally say a different idea to create something else.
   Archon Haunt; Summons 3d6 tame Archons that deal massive damage of x3 magic damage to one target. Doesn't count as killing towards the Pacifist conduct.
   Summit; An hour of insanity of the targets to double the mana or energy. Like sending the ship through a warp gate.
   Black Comedy; Uses inside knowledge to spiritually roast the foe with the dark moral element.
   Deb; this causes a card to be used for paying off debts.. unlimited like.
   The ten; The attention is on you so think and know, what you say is understood. Add +5 to all charisma based rolls.
   The eleven; The 7-eleven or other store becomes a meet point for those you want to see.
   The meetup; Anywhere that you go, you meet the person you mention 3 times.
   Heart stopper; Reach out your hand and form it in a fist, that's as you think of the targets in mind. This stops their hearts and kills them on the spot. Thinking about it, you can stop or they make their will saves..rendering damages to not happen.
   Divert; This diverts any attack to be somewhere else before it happens.
   Nimble; This is nimble fingers that create with energy to be more capable and dexterous. Add +5 to dexterity or agility rolls.
   Shadow branch; This gives you the spell effect of Shadow Form, that lets them damage and heal at the same time. You can achieve this form by stabbing yourself through the heart. Then upon will, you create yourself back alive as though you never died and stabbed yourself.

Goto the rest of the spells menu

----------==========The rest of the spells XV==========----------

   Gouge out; This is where you reach out your hand and will your spirit, thinking to be an extension of your body. That gouges the targets' eyes out or tongues out.
   Divergent; This spell can create a diverging idea or an idea that causes different activity. The effect is a redirection of the body, to make it go somewhere else.
   Death impulse; This causes the creator to summon 6th dimensional energy upon the targets. Many things around them lift up and impelled, rush towards the targets themselves impaling them. Instant death that costs 20% energy.
   Gravity bend; This is where you control gravity through the creator and cause it to make the impelled items, that are normally effected by death impulse energies not come at you.
   Spell trap; This effects to create a trap of some effect, once "set" that means its triggered by actions in the area. Otherwise, you can "unset" the effect trap and cause it not to go off on you.
   Soul burst; This is where you channel the energy of the creator (which is endless) at the targets, and their souls absorb the energy till their soul bursts. This cripples them with whatever you sent at them and they are out of the fight.
   Horrid stink; this is where you fart and direct spiritually the wind to blow it into the area of the targets. Once you blow that stink, they are distracted by it for 1d6 rounds.
   Stinky blows; this is where you fart and direct it by spirit guided wind towards the targets. They perceive the stench as a blow against them for 1d6 rounds.
   Horrid reply; This is where you make an effect from the actions of others. The actions are energy and you create with that energy what you will. That's as though a horrid reply was given back, the effect is any element.
   Horrid response; This is where you or a target lay it all out on the target and explain your suspicians in a mad mood dealing psychological damages.
   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.
   Anticharm spell; This is alternative to dispel, a charm effect that removes safely and that's without hatred, the charm effect effecting the targets.
   Normalcy; This reverts anything or any targets to normal unwarlike behavior.
   Internal lightning; This is a lightning strike, that causes something to burn on the inside out. That's leaving the external encasement in-tact.
   Extroadinary; This is where you transform the normal into what you think will occur.
   Poltergeistic; This causes a spirit in the area to be drawn to the place, that is unruly and poltergeistic in nature. The things moving by themselves will cause panic in the targets you drew the spirit towards. They will either run away or stay still for 1d6 rounds. Roll a 1d100 to see, where a rolled 50 or below is when they run. A rolled 51 or above is where they stand still.
   Transparancy; The effect of energy in this case, that is where your targets become unseen and transparent.
   Transparency; This effects your armor and clothing, making you invisible by the energy in the armor and clothing itself.
   Fire Snake; Hexes a target with a flaming serphant that deals fire damage for 1d20 turns.
   Onslaught; This effect causes a flurry of energy blows that deals radiant magic damages, that's each round for 1d6 rounds.
   Leopard Waterfall; Use an ungloved hand to force massive amounts of chi into the palms to just tap an enemy for x2 damage, walk forwards for free when they stumble backwards 1d8 times in a row. This move can cause an enemy to stumble backwards into an environmental hazard. Scales with Dexterity. Basically ignores Strength.
   Cry; This is where you start crying and receive by the creator invulnerability for 1d6 rounds. Literally nothing can bother or damage you.
   Tears of Denial; Allows you to die once and shrug it off with 1% Health remaining. But instead of a magic tool like a wand or a staff you use a Talisman that you can make... There was a Saint's Talisman... Basically a decorated soap in a rag or something.
   Ire of God; This is where you send your anger fueled by your God's energy at the targets. Think your unaffected and you are. This does Holy damage.
   God's healing; Send your focused God's energy at the targets thinking heal, and you cause them to fully be restored.
   Snare; Think of a trap of energy, that snares the targets and causes them to be unable to do anything for 1d6 rounds.

Goto the rest of the spells menu

----------==========The rest of the spells XVI==========----------

   Oblique; This makes the idea seem non plausible and it gets easily dismissed.
   Animos; This causes the spirits in the area to create what you want as your God gives them energy.
   Energy pulse; This is a neat spell that causes a pulse of energy, that effects street lamps and makes them blink.
   Alimos; Think to create your idea and thoughts, then your soul creates it.
   Torment; It cuts the targets hp in half.
   Alim-ees; this is where you think about the energy of the area and body creating the idea as you are all rhymes.
   Holding your breath; You hold your breath and sit straight. Then your back corrects itself and any back pain disappears.
   Void II; Blink at them, and they cease to exist.
   Neo Lightning; It just wants to ground. This grounds you so lightning doesn't effect you.
   Cult Leader; Makes the Blade of Woe stronger..by intense energy with x2 the damages.
   Grandma; Gives you a free set of scales to measure your herbs...
   Deific; Lift a finger and the targets disappear as they cease to exist.
   Shoved Confession; This is where you give the targets a mental and spiritual shove and they confess to what they did.
   Enchant I; Think of the item and think touch it to enchant it as you need it to do the effect.
   Enchant II; Hold or look at an object, then think to enchant the object with a touch of whatever spells you want it to do by will.
   Enchant III; Hold or touch the gemstone, thinking of the spells you need it to do. Then upon a touch of it, it casts what you want at the targets.
   Gluttony; Trade calories for morale. Each trade gets you 2 morale.
   Delta 8; Boosts morale and Creativity...by adding +3 morale and gives you +5 to all rolls.
   Read a Book; Boosts Intelligence based rolls by +3.
   Mountain Hawk Cucumber; Good luck all year. +13 luck all year long.
   Phone Bomb; Press the red button and it just explodes.
   Dead; Awakens the elder gods and they do what you want.
   Revolution 9; Steals all of their Energy and gives the energy to you.
   Beer into soda; Created is soda pop (your favorite flavor) from beer.
   Heartfelt; This is where you create what you feel is right. Since this uses the energy of the heart, you deal x2 the damages or healing.
   Reverse Transcendence; Embrace nothing and gain dark energy manipulation. This is using an idea that you need things and dark energy creates it. The dark energy uses the thought you have of what you need. That's done in the moment to make as a manifest what you desire. So it deletes the world in a sense. What's left is the energy of void..
   Dissolvation; The effect of this is where you think about applying the acidic energy to something. Think and this is making dissolve the substance that exists by water. This dissolves any material.
   Squall; The moment of life is a possibility to live. Think and it's done by storm. This is a mana storm, that you call upon the targets for x3 magic and hail damage. This uses 30% energy. with casting.
   Esquall; This is a magic storm that is formed by energy and spears down magic projectiles, that's dealing x2 damage of magic. This is concentrated into happening. It costs 20% energy.
   Focused rejection; Think to stay still and project forth your feel that you reject intensely. The targets of the feelings back away and leave you alone.
   Focused crystallization; This is where you focus your will at your targets, then need them to crystallize where they are. The creator makes them stand still and crystallize. Think to strike the targets and they shatter. So this works unless resisted..if resisted, then nothing happens.
   Glass explosion; This is a point you cause by will, the targets to turn into glass and explode. Dealing damages to other targets with glass shards.
   Chemical explosion; In an attempt at alchemy, you cause a chemical reaction that explodes near the targets as its thrown at them. This is x2 chemical damages.
   Chemical combustion; This is where chemicals are use and combust on the targets as produced and combined near the targets by magic. The damage done is x3.
   Glass transmutation; Upon touching a spot or some item or area on the ground, the targets are turned into glass that shatter.
   Water form; Upon touch or thought projection, the targets turn into water puddles.
   Fire form; Upon thought, the creator changes the targets into firey beings that dissipate harmlessly to goto and end up on the fire plane.
   Gas explosion; This is where programmed energy makes the gaseous eruption. This disrupts the targets for 1d6 rounds.
   Gaseous explosion; This is where you make the targets explode into gas particles. End of fight.
   Reclaim III; This is where each attack that succeeds on targets gets their life energy. That means you create more health and energy from the damage you deal. That's released energy from them you get in return for fighting.
   Quarantine; This causes the targets to shift to a special room that is separate from reality. Its useful, in case of illness and anger. As it can give them time to recover or cool off.
   Geomancy shatter; Shatter the wall and do shrapnel damages too.
   Gushers; This at first appears like candy, yet each bite causes a gushing of words or what you want to say comes out.
   Fog; Makes a haze so hard to see... The enemy just can't land a single hit.
   Mars Bars and Mentos; Grants massive Intelligence. This is a +10 to all Intelligence based rolls.. Enough to make it to the Moon and back safely.
   Greek Yogurt; Boosts Constitution so much the only thing that can kill you is Mistletoe. Add +10 to all constitution based rolls.
   Uu-lav; Pronounced You-uh-lavv this is where you think and you undo the need and motion by going to the bathroom quickly.
   Derail; The effect of this spell is to instruct energy to derail something. If it's derailed, its stopped. That's as you send the energy by thinking it goes to your targets.

Goto the rest of the spells menu

----------==========The rest of the spells XVII==========----------

   Unless necessary; This allows you to be allowed whatever you want.
   Action spell; action creates action and that's whatever you wanted.
   Mandate of heaven; this creates what you need as a want with heavenly guidance.
   Healing beam; The beam of spiritual energy, that's what this is as you point your finger at the target and it is healed as though a Heal spell were done.
   Chi focus; Focus chi and release with a gesture or hand slash, that you push forth the hand and release the energy. This causes what you want. If you intend it, it is formed. This can push back opponents or lock the target in a stance so they don't move.
   Chi focus II; This is where you realize and realize your reactions, that its there and turn to cause the attack to be pushed away. You receive no damages.
   Chinese music; The air vibrates eerily the vibration that sounds like music, that causes you to not lose a battle. This means there's a +10 to your attack rolls and -10 to your targets attack rolls.
   Revolving sphere; This sphere is formed by thought in the air. It revolves around itself energy. So much energy, that it projects it towards the enemies. Think about it ending to end its effects.
   Recycling sphere; This sphere does recycling on the targets due to Karma. They get changed to a lesser form of your choice by the power of your creator and karma.
   Self improved magic; This lasts 1d10 rounds and is the idea of making your own energy create results as you focus upon the thought. You see, it's called generating and it causes you to be stronger in energy practices. This is where you do a elemental effect and improve upon it. Add +30% damage to spell damage and healing for levels 1-9. Add +40% damage to spell damage and healing for levels 10-19. Add +50% damage to spell damage and healing for levels 20-29. Add +60% damage to spell damage and healing for levels 30 on up.
   Laser chase; This effect uses a laser pointer, and causes unusual attention to its beam as the targets follow where its pointed for 1d6 rounds.
   Dog talk; You understand what the dog says and reply to where it can understand you. This spell lasts a half a day or until you lose your concentration on it.
   Cat talk; You understand what the cat says and reply to where it can understand you. This spell lasts a half a day or until you lose your concentration on it.
   Animal talk; You understand what the animal says and can reply to where it can understand you. This spell lasts a half a day or until you lose your concentration on it.
   Apostate Aura: A palpable aura that unnerves followers of deities or disrupts religious ceremonies and activity you don't like. Once disrupted, it stops. This aura lasts 1d8 rounds.
   Caught; This spell catches those you want caught in a trap and then they are dealt with by death. If you roll a 50 or above on a 1d100+luck then you catch them. This can even catch mice. The necessary component is the trap itself.
   Gorgeous; This makes what you want as you appeal to the targets..with a charisma boost of +5 to all charisma based rolls..
   Gorging; This makes the targets gorge on food and drink for 1d6 rounds or 36 seconds.
   Tiredness; This is where you extend the stomach and more tired as you do that..for 1d6 rounds or 36 seconds.
   Bone heal; This makes the targets bones heal as you need to heal them perfectly and straight.
   In focus; This causes you to see your inner world.. till you no longer need it seen.
   Thought taste; What you think to taste in your mind you taste physically. This distracts the targets for 1d6 rounds.
   Elemental bounce; This is where you think about causing a ball or bolt of the element you want to use. This element will bounce off walls 1d6 times.. striking the targets each time.
   The hidden factor; The hidden factor to this is your subconscious. If you think it will and need it to exist it will exist. All done by the power of the subconscious mind.
   Lacing; This is where you think of something to happen, as you create your spell into existence that you think to use and the spell does two things in one go. So state what effect you want to happen as you state the name of the spell, that you cast with this. Like, "I cast Lacing with fireball that additionally does lightning effects."
   Internal creation; Think about the idea, the idea is created in your inner world instantly. What you create in your inner world, you create by mention in the outer world. That effects the targets. What you don't need, isn't created.
   Soul copy II; This costs 15% energy and is where you need a copy, then the soul creates a new soul, that makes things in a different world as a separate lifetime. This alternate lifetime trains the new soul and once done, it returns to be a soul copy. The alternate lifetime can be in the past or future. The soul copy does what you want, as you think to create and need the idea.
   Inner self; This effect is where your soul creates an inner being that is you and it can create anything you desire. Including, outside of your inner world.
   Sleepwalk effect; Think about sleepwalking as you feel like your needing something. Then, your body will tirelessly do it. There is a 1d100+luck for seeing if you succeed in this. Get a 50 and above to see success.
   Something for something; This is where you sacrifice by not doing things or doing something and get something in return. That is done as you describe to the DM/GM is what you want done.
   The hidden factor; The hidden factor to this is your subconscious. If you think it will and need it to exist it will exist. All done by the power of the subconscious mind. This does soundless spells, so your spellcasting goes undetected. This effect lasts 1d6 rounds. The targets are surprised and effectively effected by what you do with this.

Goto the rest of the spells menu

----------==========The rest of the spells XVIII==========----------

   Phase being; This transforms you and your equipment into energy, as you think of the form and will your body to break down into particle energy. As a phase being, you can absorb energy attacks and weapons pass right through you. You deal 2x the damage/healing. You can cast any elemental effect spell at half the cost. You can phase right through walls and doors at will as pure energy. Any excess is reflected back at the targets. Also, you become telepathic and able to think send a message, that's going to those you want to "talk" to by feel. THis lasts according to level. Levels 1-9 you have 1d6 minutes of this effect. Levels 10-19, you have 1d8 minutes of this effect. Levels 20-29, you have 1d10 minutes of this effect. Levels 30 and on up, you have 1d12 minutes of this effect.
   Shadow form; This causes you to become one with your shadows, that's as a living shade. You become able to deal 2x the damages/healing, think and can easily cast any shadow form of a spell you'd like at half the cost. Any weapon strike at you passes right through you. You absorb the light and energy attacks, that come your way and would normally effect you. Light won't dispel you. You can phase right through walls and doors at will. Mention what you don't like and the subconscious mind unforms it. You can easily "talk" with the people you want to chat with by telepathy. However, this effect passes after awhile according to level. Levels 1-9 you have 1d6 minutes of this effect. Levels 10-19, you have 1d8 minutes of this effect. Levels 20-29, you have 1d10 minutes of this effect. Levels 30 and on up, you have 1d12 minutes of this effect.
   Living shade summons; This is where you call from the shadows a shadow self, a shade that absorbs light energy that exists. Think of the effect and it casts upon the targets from the shadows, some shadow elemental effect of your choice. The shade has your stats and 100% health. The element cast, this is earth, air, water, fire and void that is possible at x2 the normal damages..The shade does what you want otherwise, think and if dismissed from the mind causes itself to become shadows again. This costs 20% energy to cast. The shade stays around for 1d6 rounds. It causes elemental damages per round.
   Shadow effect element; This causes an element effect to surround the targets from the targets' shadows. You pick the element.
   Light effect element; THis causes the light to intensify, then form an element around and on the targets. The element that happens to occur is your choice.
   Water splash; This causes water moisture to condense into water in the wind to splash the targets with it. Waking them up from a dream.
   Fire splash; This causes the targets to feel fire splash across them, startling them from the gated in fire of the elemental plane of fire. they lose concentration on their spells and then forget about what's wrong.
   Lava splash; This causes lava energy from a gate to splash across the targets, burning them with x4 damages.
   Poison splash; This causes poison energy from a gate to splash across the face of the targets. Dealing poison energy to the targets for 1d6 rounds per each and every round.
   Acid splash; This is where you summon by gate, powerful acid to shoot forth into the target/s face and eyes. That's doing acid damage in idea that can damage or eats away the flesh of the target for 1d6 rounds in battle or 1d10 minutes outside of battle. That is where each minute is 1 round of damage. Also you blind the target/s, so they can't see you to attack.
   Windy blow; This causes blows to land across the targets bodies and they come from air itself.
   Windy glance; This is where the wind causes a glancing blow to the targets.
   Dusty blow; This is where the air blows loose earth as dust near your targets, then your will makes it blow in their eyes. Blinding them for 1d6 rounds.
   Windy shield; This effect causes a shield of wind to surround you. It is a psychic shield that basically blows away thoughts and spells, that normally would effect you and you wouldn't want. Windy shield as though an idea came from the anime called "The slayers".
   Changewind; The change wind effect is where you think to focus what you want changed by the wind. This can cause all your targets to change in shape, that means they change form yet keep their stats. That's from one form to another or they could think something else. The possibilities are endless. The changewinds idea came from the book called "The changewinds" by Jack L. Chalker.
   Gaia storm; This is more powerful than a T-storm, where the thunderstorm crashes down lightning, the Gaia storm crashes down higher forms of earth energy. Dealing x4 the spiritual electrical damages on your targets, this effects even through walls and ceilings. If they make their saving throws, they get the damages. If not they are incinerated on the spot..

Goto the rest of the spells menu

----------==========The rest of the spells XIX==========----------

   Ciri; This calls upon nature to give a searing of fire to the area of the targets.
   Fruit Fly Swimming Pool; Use any alcohol to kill a lot of fruit flies... I mean they want to die anyways and one of them thinks they can touch the bottom.
   H.o.w; This creates rubber however you want. You find it in your inventory.
   Howe; This causes plastic to be shaped and made by feel however you want that you find or get.
   Aunty edna; This calls upon the spirit of Edna to serve you by creating what you want.
   Null Surge; You purge harmful magic by touching a target. Ends one condition (charmed, frightened, or blinded), but leaves a faint shadow mark for 1 hour, making them vulnerable to necrotic damage for that time.
   Leech Vitality; 30 ft. Drain vitality from a creature and transfer it to another. One target takes 3d6 necrotic damage; another within 30 ft regains Health equal to half the damage dealt.
   Echo of Mercy; 60 ft. You summon a spectral echo to stabilize a dying creature and give them 1d4 temporary Health. The echo hovers for 1 minute, healing 1% health per round.
   Womb of the Void; Cocoon a creature in an umbral shell. The creature becomes immune to damage and conditions for 1 round, but is also incapacitated. At the end, they heal some health.
   Curse Mender; Unravel a minor curse or affliction by invoking Oblivion's paradoxes. Ends one curse or disease. Leaves the target with disadvantage to Insight checks by doing a -5 to the insight rolls for 1 hour.
   Life from Ashes; 30 ft. Revive a creature who has died within the last minute. They return with 1 Health but are under the effects of Bane for 1 hour unless they rest.
   Oblivion Balm; Heal a creature, and they gain resistance to psychic damage until the end of your next turn.
   Negation Field; 30 ft aura effect. All healing (including enemy healing) within a 30-foot radius is nullified. You can allow up to 3 creatures to still receive healing during this time.
   Soul Thread; 60 ft. Bind your soul to an ally's. When they take damage, you may take half of it instead (no action) for the next minute. You can end the effect early as you want.
   Vestige of the Forgotten; Call on a lost spirit to heal a creature their health. The healed creature has their personality subtly influenced by the spirit (DM's discretion).
   Black Grace; This is a reaction upto 30 ft. When a creature within range is reduced to 0 Health, you may immediately restore 3d10% Health to them. They gain 1 level of exhaustion after 1 minute.
   Sanctuary of Unknowing; 10-ft radius. You create a sphere of null-thought for 1 minute. Allies inside gain immunity to fear, psychic damage, and charm, but cannot speak or cast spells with verbal components.
   Memory Seal; You seal a recent trauma. The creature forgets the last 10 minutes and regains health. After 1 hour, the memories return painfully, dealing psychic damage unless a Wisdom save is passed.
   Oblivion Reclamation; Restore a creature that has been dead for up to 10 minutes. The body is reformed from shadows if destroyed. Upon revival, the target's alignment may shift one step toward neutral.
   Reverse Entropy; This is within 60 ft. Momentarily reverse decay and disorder. Up to three creatures regain health, are cured of all poisons and diseases, and age backward by 1 year. After 24 hours, they must make a Constitution save or suffer exhaustion as time reasserts itself.
   Song of restoration; This effect causes whatever music you listen to to restore the mind and body from what ails it..this also heals the targets of some health.
   Instant space travel; This is where you think of the place and instantly your there through space by the power of your third eye. This can bring you to another planet or dimension.
   Adaptation; This effects the targets by making them adapt to the moment and circumstances. They get a +5 to all survival related rolls.
   False Island; This causes the targets to calm down as they by spell perceive themselves on a island in their mind. Fight over.
   Inurance; This is where you cast the effect on the targets and they don't mind it. Pick a spell to cast from this list. There is no reaction to it.
   Enurance; Education is easy to get and you learn easily by picking up on the idea. The idea comes to you that you want to know. +5 to intelligence rolls.
   Plenitude; This is where you get plenty of money from the subconscious creating it and the roll of the dice is the trigger. These funds exist that finds their way to you for some reason as though you did the right things for it. This is abundance by feel. You get to roll a 1d100 and each 1 rolled is a thousand. So a 10 result is +10000 and a 100 rolled is +100000 added to your cash or gold.

Goto the rest of the spells menu
Goto top menu

Subclass effects

  These effects are from some various subclasses, that's done by feel and easily understood. Anyone can make use of these spells. 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..

  So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet), think to see a result and if getting a 10 or above your getting success. If you have a 10 or above magic skill core stat mod, its an automatic success for the game unless you want to roll the magic check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.

Subclass spells menu

Sublass effects I
Subclass effects II
Subclass effects III

Goto top menu
Subclass effects I

   Arcane fear; This is where you think about and see strange lights and don't know what caused them. The targets do nothing for 1d6 rounds.
   Arcane Nightmare: Causes a Nightmare to show up for 30 minutes...it has your stats and acts like a doppleganger. The only options are fight, flight, and stand your ground so roll a 1d3 to choose...
   Bardic magic; This is where you think about the energy, and the creator doing what you want and sing. The energy does your intent as you sing or talk.
   Animal of ill intent; This is where you call upon the shadows, thinking to create an animal companion of your choice made from the shadows that comes to your defense. It scares the targets into not wanting to do things as you or the animal attacks with your stats and 100% health for shadow damages that are 1d8+int mod. It uses your Base attack bonus or BAB to attack with by feel.
   Easy magic; This is where you think about the idea and need it to happen..then the idea will occur.
   Elemental weapon focus; This is focused idea of the element you need.. that is projected forth from the weapon to strike the target.
   Star powered effect; Think of the effect you need as you think the stars empower the idea, thinking to be created in the area of the targets..as a form of making with manifest. This does x2 the damages or healing. Think and you know what to do.
   Wild shape; This effect is where you think about the shape to be in and you transition to that shape by feel. Any lesser form is with half the stats, any greater form is with twice the stats. If you use the energy of the stars, then you get a bonus to your forms rolls of +5.
   Magic arrow; This is what you summon from the aether, thinking to form three arrows to be projected towards the target. This causes any element that you think about as damage.
   Astral arrows; The astral plane creates the arrows in the air that shoots forth to hit with radiant damage all targets. This costs 20% energy.
   Shadowfell magic; This is where you summon energy from the shadowfell, thinking to create whate effects that you wanted. There is two different forms of this, shade summoning and energy summons. Shade summons are to focus the energy into the shape of a shade, that is just as tall as you and has your stats. The shade form lasts until you don't desire it. It will do as you want since its tame. Any attack it does is x2 necrotic damages. The shadowfell energy effect is where you focus the energy at the target for x2 necrotic damages. This effect causes the target to be drained of energy. It also makes the targets live as their shadow selves upon death of them. Finally, If you are "killed" by damages, instead you are with 1 health % left..so you are not dead the first time. The blow that brings you to -1 or -2 kills you, that's the second blow. This spell costs 15% energy.
   Giant strength; This is where you summon giant energy to cause your form to grow taller by 5 inches and stronger. Add +6 to all your strength rolls.
   Hurl; This is where you gain in strength and add damage to what you throw. Its +20% damage with levels 1-9, +40% damage with levels 10-19, +60% with levels 20-29 and +80% damages with levels 30 on up.
   Mantle of protection; This is where you summon the energy of the music to create a protection that does a -6 penalty to your targets and a +6 bonus to your party's rolls.
   Multi-charm song; Think of the idea and you create by song to those targets that hear it what they want to hear. The singing causes the targets to be charmed that hear it. They don't mind you attacking the targets or themselves. The effect is possible to be countered by will save. If it is saved, the targets do not attack the singer.
   Ill-intent; This is where you focus upon the targets and will them to do something. The bad feel comes from the focus and the idea is what you think to them that they do.
   Positive-intent; This is where you focus upon the targets your energy, that's as you feel ultra positive. This drives away the targets as they get overwhelmed by the positivity and they do something else. A bear can be driven away without any harm to you by this effect.
   Ill-alien; This is where you focus your energy of God at the Alien and the Aliens feel ill after that fact. If you pray near the area of them, they shriek in pain by the power of your God. Whatever happens, you cause them to do nothing for 1d10 rounds.
   Sobering; Makes the enemy feel like they just woke up in the morning making them easier to kill, that's done by applying a -5 to all the targets rolls from the hinderance. They are sober by feel and don't mind what comes to them.
   Drunken ki; This effect is where you drink alcohol and regain ki life force, that's per each sip of the drink you regain 10% energy. There is 10 sips per drink.

Goto the Subclass menu
Subclass effects II

   Starry Form; You can Wild Shape Change to take on a Starry Form rather than transforming into a beast.
   Starry Form: Archer; A constellation of an archer appears on you. While in this Starry Form, you can cast Luminous Arrow. Luminous Arrow is an evocation spell. It allows Starry Form: Archer to deal radiant damage to a target at a distance. Shoot a luminous arrow at a target.
   Starry Form: Chalice; A constellation of a life-giving chalice appears on you. Whenever you cast a healing spell, you can cast Chalice Healing. Chalice Healing: This is an action available to using Starry Form: Chalice which lets you to heal yourself or other creatures. This ability can only be used once per healing spell cast, but is otherwise a completely free action. Heal yourself or another creature.
   Starry Form: Dragon; A constellation of a wise dragon appears on you. When you make a Saving throw to maintain Concentration on a spell, a roll result of 9 or lower is considered a 10. While in this Starry Form, you can cast Dazzling Breath. Dazzling Breath is where it allows an effect using Starry Form: Dragon to deal radiant damage in a cone shape.
   Cosmic Omen; Whenever you Long Rest, you consult the stars for a Cosmic Omen of Weal or of Woe. The omen grants you the ability to increase (Weal) or decrease (Woe) Attack rolls and Saving throws by +5 added to the roll, and to increase your allies' Ability Checks rolls by +5.
   Twinkling Constellations; Your Starry Forms are improved. The Archer's damage and the Chalice's healing are each increased by 40%, and the Dragon gains the ability to hover and to Fly at a movement speed of 6 / 20ft. Once per turn, you can switch to a different Starry Form as a free action.
   Arcane Shot; You infuse energy into the weapon that you use. This allows you to do one of many shots. There's banishing shot, that causes the targets be banished into the fae wild. Beguiling shot, charms the target and deals death/necrotic damages. Bursting shot, the target/s you target get bursting shots that burst upon impact, dealing x2 the force damages. Enfeebling shot, that deals necrotic damages. This creates feeble condition on the targets where they deal half attacks and damages. Grasping shot, the damage receives poison damages, it reduces movement speed by half in the targets hit. Also, the targets will take 2d6 slashing damage as they move. Seeking shot, using divination magic the shot seeks out the targets, dealing force damages and causes faerie fire. Shadow shot, dealing psychic damages, the targets become blinded if they miss their saving throw. Piercing shot, you shoot one shot and it goes in a line through the targets up to 50'.
   Cosmic omen of woe; Detract 1d6 from the targets attack roll.
   Curving shot; The target and one other gets hit with a shot of your long range weapon.
   Righteous clarity; Grant a 1d6 proficiency bonus on yourself or the target.
   Warden of vitality; This effects by thinking the aura restores vitality, think and it causes the targets you want effected to restore some health.
   Chalice of healing; This restores half the health of the person you want to heal.
   Flick of the wrist; This causes the target to drop their weapons.
   Dirty trick: Sand toss; This causes by tossing sand at the eyes the targets become blind.
   Rakish attack; This causes the attack to be focused and deal x3 the damages.
   Luminous shot; Add 1d20+1 radiance damage to your attack damages.
   Wrathful smite; Possibly frighten your targets and they have disadvantage on their attack rolls. Roll a 1d2 to see if they are frighttened. A rolled 2 is where they are frightened and on a 1 rolled they are fine. Bind hex weapon; Your weapon becomes magical, it cannot be dropped and you may not throw it. You become proficient with it, if you weren't already. When you attack with this weapon, there is a chance that you may apply hexblades curse on the targets. The attack amount that you need to hit is reduced by 1. You may add your proficiency bonus to the damage you deal. This is in a 60' range.
   Hexblade warrior; You may use your Charisma mod to add to the attack and damage.
   Shadow blade; This blade is formed from shadows in your spirit hand as a shortsword, think and it can be used to attack in dim light or darkness. It deals psychic damages and it uses your Base attack bonus or BAB to attack with by feel. It lasts until long rest and can be equipped or unequipped at will.
   Booming blade; Your weapon deal sonic damages when the target or targets are hit and when they move.
   Accursed specter; When cast on a slain target that was hexblade cursed, you may summon from the target essence an accursed specter that has your stats and 100% health until you dismiss it from the mind. It deals psychic and necrotic damages. It can teleport near you and attack your targets or use devour soul. Devour soul devours the targets' souls and make the targets collapse dead, that's as you receive its energy as healing to you in the amount of spell damages.
   Minions of chaos; You can summon any elemental that you desire, and they have your stats and 100% health. They attack with the element you chose when summoning them using your BAB or Base Attack Bonus. They deal that element's damage such as fire.
   Lifedrinker; The damage your weapon now does additional necrotic damage equal to you charisma mod.
   Superior darkvision; See in the dark up to 80'.
   Bursting Sinew; This causes your targets body to burst into gorish remains. Dealing 2d12 damage to those you target that's nearby.
   Eyes of the dark; See in darkness, magical and nonmagical, upto 83'. Create a shroud of darkness, that falls upon the targets and the targets cannot see through nor attack from.
   Dependable ability; This is where you do an ability roll and can't get below a 10.
   Kenash; This is where you cast it on your targets and make them at a disadvantage to any attacks. This causes them to get a -5 added to their AC.
   Touch of death II; Think to send forth your death and decay energy on a touch to the target. Dealing death wounds. The fact that you send it through your weapon, makes added death and decay damage to your weapon damages.
   Shadow walk; This allows you to teleport into shadows and reappear where you want to be.
   Umbral tangle; This effect causes the targets to get tangled by shadow vines, that's as they recieve necrotic damages. So they won't move for 1d6 rounds.
   Hound of ill omen; Summon forth a creature of shadow. It has your stats with a 100% health. It uses your Base attack bonus or BAB to attack with by feel. This means it deals elemental damages of your choice with an ominous bite. It dissipates back into the shadows as its not needed or it dies. It can also cast Umbral tangle and Splinter shadow.

Goto the Subclass menu
Subclass effects III

   Bladesong; Invoke the Bladesong. You gain a + proficiency bonus to Armour Class and your movement speed increases by 3 / 10 ft. You also gain Advantage. Advantage in Acrobatics and a + proficiency bonus to Constitution saving throws.
   Bladesong Climax; Bladesong Climax and the ability to accumulate Bladesong charges in combat for 1d6 rounds. Those are energy effects programmed by your thoughts stored in your aura. Unleash the full damaging and healing effects of your Bladesong at once. Your Bladesong Damage Charges are generated by spells that will harm enemies an additional 30% Damage of Force damage per damage charge, and your Bladesong Healing Charges heal 30% health per healing charge. Your healing charges are generated by attack with a weapon, that will heal you and your allies. You may choose to unleash the damage and healing charges all at once, think and use the healing charges to heal yourself as you damage the targets. Each charge is kept track of by the DM/GM.
   Song of defense; This is a spellsong that creates deflection of the attack back on the targets that attacked while still taking damages. The amount of energy you used to cast this makes for reduction of damages received. Say you cast song of defense with 5% energy, then you reduce the damage taken by 5%. Otherwise, if you used 30% energy, you reduce the damages by 30%. You only need use a spell to cast it and get protected for 1d6 rounds.
   Nature's scent; Your swarm that you summon does +40% damage to those with the Hunter's mark.
   Nature's swarm; Choose a swarm to summon as free floating energy forms that can act like the actual thing.
    Legion of bees: Bees that fight on your side, once per round after you attack an enemy they can deal additional piercing damage, they can push an eneny away from you, they can teleport you to a safe place or distance.
    Cloud of jellyfish: You gain a cloud of jellyfish that floats around you and fights on your side. Once per round, after you attack they attack and deal additional lightning damage, shock your energy and make them prone for 1d6 rounds or teleport you to a safer location.
    Flurry of moths: Once per round they assist you in one of three ways. After you attack an enemy, they attack and deal additional psychic damage. The can blind your enemy. Otherwise, they teleport you to a safer location.
    Swarm of butterflies: You get a cloud of butterflies that create upon your attack one of these. Distraction that causes the targets to do nothing, Usurpation or control of the targets for 1d6 rounds and all you need to do is say what you want and they do it, or teleportation of yourself to a safer location.
    Swarm of locusts: This is where you summon a swarm of locusts, that attack after you attack. They can bite the targets for damages, distract the targets for 1d6 rounds, or teleport you to a safer place.
    Swarm of wasps: This summons yellowjacket wasps, that can attack after you atack the targets. The effects they can do is sting the targets, and make them prone for 1d6 rounds. Guard the area and attack per round till the targets move out of range. Teleport you to a safer place.
    Swarm of Grey Dragonflies: Call upon a grey dragonfly swarm to fly around yourself. They have naturally high Magic Resistance and can litter an area to resist enemy spells. They can also swarm the targets and distract them enough that the targets do nothing for 1d6 rounds. Also, they can teleport you to a safer location.
   Writhing tide; Your swarm that you summon rises you up and you gain an additional 30' flying speed.
   Armor of Hexes; This uses the hex energy to nullify the damage and hex.
   Splinter shadow; Splinter off a part of yourself to form as a shadow self with your stats, weapons that deal dark damages and it has 100% health.
   Cheeky tipple; you are immune to the effects of being drunk. When you drink alcohol you regain half your energy.
   Drunken performance; You gain +2 to performance.
   Drunken technique; Punch twice in quick succession. Grant yourself an additional 10' movement.
   Intoxicating strike; Hit a target with your fists and get them drunk. The target has disadvantage in Dex or Agility and Charisma checks.
   Leap to your feet; When your prone, stand up using 5' of your movement speed.
   Redirect attack; When an opponent misses you, you can use that attack as energy to attack back.
   Life of the party; Every time Intoxicating Strike hits, the monk gains Life of the Party. Life of the Party is where this increases Armour Class and Attack Rolls against Drunk targets. This effect can stack. Gain +1 to Armour Class Armour Class and +1 to Attack rolls against Drunk targets for each successful Intoxicating Strike. On attack to you, the life of the party is gone.
   Sobering realization; Hit a drunk target and sober them up, dealing psychic damage. On a successful hit, you lose life of the party effects.
   Drunkard's luck; When you make an Ability Check, Attack Roll, or Saving Throw and have Disadvantage on the roll, you can spend 5% energy to negate the Disadvantage for that roll.
   Mantle of inspiration; Infuse your allies with your vigor and grant them 20% temp health. If their hit with an attack, the attacker becomes charmed. They do whatever you want them to do as though you were a friend.
   Countercharm; You and your allies have gained immunity to charm and frighten.
   Mantle of majesty: Command; Command a creature to flee, move closer, freeze, drop to the ground or drop its weapon. Targets that are Charmed automatically fail their Saving Throw.

Goto the Subclass menu
Goto top menu

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