Part 2 of spell listings
These spell sections are able to be used by anyone who want specialty based spells.
Dragon age spells
These spells are from the Dragon age series games owned by Electronic arts © 2024 Electronic Arts Inc.. Some of these spells came from here, https://fextralife.com/forums/t99266/the-mages-notebook-a-spells-and-tactics-guide-updated/, https://dragonage.fandom.com/wiki/Blood_Mage_(Origins) for Dragon Age Origins. Dragon Age Inquisition spells came from https://www.ign.com/wikis/dragon-age-inquisition/Mage_Spells and some are going to be from Dragon age: The veilguard. The effects are mentioned that are temporary, thought about and not meant to last. 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.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. feel free to otherwise 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 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.
The Mage Tree
This line of spells adds significantly to staff and weapon damage, worth considering for any party member who makes frequent use of the default attack (my builds of Wynne often fit this category, as I give her few active abilities beyond healing), and close-combat mages will want Arcane Shield.
Even otherwise, the line is worth considering.
Arcane Mastery; This is +5 to spells damage, a bonus outdone only with the new spells from Awakening.
Arcane Bolt II; A decent damage dealer, and, along with Winter's Grasp, my most frequent single-target attack.
Arcane Shield II; The caster gains utility even for casters in Awakening, as discuseed in that section. Small fatigue cost of 5 stp with no damages to you.
Arcane Mastery II; If this were second in the line, fine. Whether it's worth the cast for a caster is up to you. Add +5 to all magic rolls. This costs 10% energy to cast.
The Primal Tree
Casters will want at least Fire or Cold from here, possibly both. The other two branches depend on playstyle, as I'll note.
The Fire Branch
Flame Blast; Highest damage cone of x2 damage. Good synergy with Cone of Cold, as it allows damage to the same targets held.
Flaming Weapons; Best of the weapons spells for general use, but not essential. This causes flame damages upon those struck with a weapon.
Fireball II; Great opener, remains useful throughout the game. This effect causes the targets in your designated area for targets to get AOE damage.
Inferno II; High damage, like x3 fire damage. Whether the big AoE spells are useful to you depends on play style. I tend not to use them, finding I can generally move faster without them, but they offer a chance for safe, tactical attacks, and many players love them. Inferno (and other large AoE spells) can be stacked in an area.
The Earth Branch
Rock Armor; A helpful addition for a mage in melee, but not so helpful that you, caster, should be getting hit. Add +10 to your AC.
Stonefist; Fun for shattering, but that can be done without casting it.
Earthquake; Immunity to the effect is common enough to reduce its utility. Normal damage that rocks the targets off your feet for 1d6 rounds.
Petrify; Not a bad spell, but no better than other holds available earlier, in better lines. This petrifies the targets by turning them to stone or not moving for 1d6 rounds.
The Ice Branch
Great crowd control with a bit of damage.
Winter's Grasp; While the freeze effect sees more resistance in later stages, the damage remains good, and at early levels, it's outstanding as it freezes the targets for 1d6 rounds.
Frost Weapons; Flaming Weapons is better except for the fire-resistant. Use this against demons and mattresses. This causes frost damage against the targets hit.
Cone of Cold; The stun effect works on bosses better than any other hold (save the Paralysis Explosion combo). This means its effect is stunning the targets caught in a 6 foot cone of coldness.
Blizzard; As with Inferno, the utility of any big AoE spell depends on play style, but if you like it, this offers a good balance of control and damage. The damage is x3 cold damage to your targets.
The Lightning Branch
This line is about the Storm of the Century combo. Yes, the spells are rarely resisted and they drain 20% energy, but the damage is lower than the other lines.
Lightning II; If you get the line, this is a decent single-target attack while Winter's Grasp (same damage as Arcane Bolt, shorter range by 1 foot).
Shock II; Weakest of the cone spells, but the Cone of Cold hold lasts long enough that you can cast Flame Blast, then Shock that causes the targets to be prone and not move for an additional 1d6 rounds.
Tempest; This causes a lightning storm that effects the targets. It is worth it? If you like big AoE spells, sure. It does great damage of x3 energy damage and goes through walls, and you can move your party to safety while it wreaks havoc. But you can move as fast or faster with spells cast up close.
Chain Lightning II; Takes 1 action to cast, doesn't scale, and the damage is absorbed by armor. Looks cool, until you try it, the Mouse Trap Game of spells as it bounces 1d6 times.
The Creation Tree
This line is about the Storm of the Century combo. Yes, the spells are rarely resisted and they drain 20% energy, but the damage is lower than the other lines.
The Heal Branch, for Heal alone is useful.
Heal; Useful even if you go no further. Can be used to save your party members or yourself, often helpful to have on more than one mage.
Rejuvenate; Decent, but often unnecessary, or when needed, insufficient. As, it restores x2 the health and you recover from any condition.
Regeneration; Over-time delivery makes this less useful than Heal, but it is more efficient. You heal over 1d6 rounds.
Mass Rejuvenation; Even more limited use than Rejuvenate, though efficient if needed by more than one party member as you and your party heal over 1d6 rounds.
The Haste Branch
Heroic Offense; Most of your party members can hit without it, yet you cause your party to get a +5 to attack rolls.
Heroic Aura; This is for highly limited applications, where you fcus energy into the aura and cause your influence to the party to be +6 to hit and -10% damage recieved.
Heroic Defense; Would be useful with a longer duration, yet it causes +10 to your Armor class and lasts 1d6 rounds.
Haste III; It isn't perfect. Cost the equivalent of 10% energy to maintain per round. You get an additional 1d6 actions per round.
The Glyph Branch
Again, play styles vary, as do needs. In my most recent playthrough, I used Glyphs nearly every battle for the first two-thirds of the effects, then rarely as I built other spells. If you want them, they sure work.
Glyph of...
Paralysis; Works often, easier to get than Paralyze. Finishes the Paralysis Explosion combo, which is an instant-cast, no-resist, AoE hold. This effects the targets for 1d6 rounds.
...Warding; Useful when under ranged fire or bunched as it wards away any damages.
...Repulsion; Great in doorways and other choke points. Place this first for Paralysis Explosion, or skip the combo and let this last and last by focusing extra actions.
...Neutralization; A poor man's Mana Clash, if you want to skip the Mana line. Doesn't damage, and it can drain you if you walk into it, but it effectively muzzles enemy mages and keeps them from casting spells for 1d6 rounds.
The Summoning Branch
I know, I know.. Spell Wisp increases Spell Might, and Spellbloom boosts energy regen. But...
Spell Wisp; Takes 30% mana to sustain 1d6 rounds and gives a +6 bonus to spell related rolls. Yes, yes, you can chain buff to double its effectiveness, but really, don't you have targets to kill?
Grease II; Other AoEs offer damage or full holds. This causes slipping and falling down of the targets for 1d6 rounds.
Spellbloom; As with Rejuvenate, it can help, but it often falls under either unnecessary or insufficient. This causes 10% energy recovery per 1d6 rounds.
Stinging; Swarm Fun, and a fair mage-hassler, but underwhelming damage with half physical damage. This summons a swarm of insects for 1d6 rounds.
The Spirit Tree
The Magic Branch
Spell Shield; Huge energy cost of 20% energy for little effect of others on you with 30% less damage.
Dispel Magic; Best of the line, but obviated by Templars. You do like Templars, yes? Well, this causes the energy effect you don't like to fizzle out and not effect you.
Anti-Magic Ward; This Ward causes no magic to effect you for 1d6 rounds.
Anti-Magic Burst; The Templar equivalent, too late. This causes the targets to not be able to do magic against you for 1d6 rounds.
The Mana Branch
I often skip this, which is all about Mana Clash, but most players love the line. Spell Might is a useful addition, but not a game-changer.
Mana Drain; Not worth getting an effect with on its own, and outdone by Mana Clash. The effect is to drain 25% energy from the targets for 1d6 rounds.
Mana Cleanse; This effects a cleansing of the body as it is with dirt and grime.
Spell Might; Useful, if not for...This offers the player +10 to damages.
Mana Clash; With this, you can hit a mage hard enough to make his ancestors wince. Is it worth it? Up to you. The damages are +20% physical damage.
The Bomb Branch
Playstyle preference again. I love this line. I use Walking Bomb like crazy; my guys can take it. The friendly fire damage makes me more cautious, but it's still great against archers.
Walking Bomb; You can get just this effect, if you like. Explosion aside, also a fine boss-damage spell. This deals x2 magic damage.
Death Syphon; Limited effect, but useful. This siphons health from the targets.
Virulent Walking Bomb; Dedicated bombers will want this. Good fun. Dangerous to your party. It does x3 damage to your targets.
Animate Dead II; This is a highly useful spell, even without Spell Might, if you like having a party pet, but not everyone does.
The Telekinetic Branch
Mind Blast II; Excellent spell for setting under Tactics and 'Surrounded By...' It causes a blast of mental energy, that you can create with focus.
Force Field; A tank under Force Field no longer holds threat, but at least he or she is safe, and the spell works with fair frequency on bosses.
Telekinetic Weapons; Good against armor. Make it an effect for golems. This causes the weapons to do things on their own to your will.
Crushing Prison; Now more of a damage spell with a hold than the reverse. Often resisted. This holds the targets for 1d6 rounds as it deals x3 magic damages.
The Entropy Tree
The Debilitation Branch
Weakness; Decent, but like the rest of this line, outclassed by alternatives. This effect causes weakness on the targets that makes them get -6 penalties on all rolls.
Paralyze II; A fine spell, but outdone by Glyph of Paralysis. Often resisted. This makes the targets prone and not moving for 1d6 rounds.
Miasma; Useful for an Arcane Warrior, however. As it creates sickness in the targets, that makes them unable to do anything except feel ill for 1d6 rounds.
Mass Paralysis; Slow cast using 2 actions, lasting 1d6 rounds. This effects all targets.
Hexes
Another playstyle preference. If you don't like them, I won't tell.
Vulnerability; Use it early and often. This causes your targets to become able to be effected by any spell with x2 the damage.
Affliction; Great for clusters. This causes the targets to get an illness that you want them to have.
Misdirection; An excellent defensive hex, even against bosses. That makes the targets go in the wrong direction.
Death Hex; Situational, and probably less useful than the first three, but still decent. This makes the targets get targeted by death and decay energy.
The Sleep Branch
Disorient; This makes the targets disoriented for 1d6 rounds as they can't move without falling down.
Horror; Fine on its own, great damage with Sleep. This gives the targets nightmares that "damage" them.
Sleep II; A great opener. High effectiveness, good area of 40', fast cast.
Waking Nightmare; Not bad but entirely optional, either for topping Sleep or on its own. This makes it so the targets recieve damaging nightmares as they are awake.
The Draining Branch
Drain Life; Good damage, especially with Vulnerability Hex, and it drains life from the targets.
Death Magic; As with Death Syphon, limited effect but still useful. This calls upon the targets death and decay energy that is concentrated for x2 damage.
Curse of Mortality; Yes, it hurts when its on you, but the effect is slow, and you kill faster than your enemies, don't you? This gives the targets a mortal spell wound of half their health in 2 actions.
Death Cloud; Not bad, but not worth the line unless you want the Entropic Death combo. This calls upon aether to form a cloud of death that decends upon the targets. It lasts 1d6 rounds.
Power of blood
Note: Blood Magic must be actively used for use of these spells from https://dragonage.fandom.com/wiki/Blood_Mage_(Origins).
Blood Magic; Range: Personal, Fatigue: 5 STP, For as long as this mode is active, the caster sacrifices health to power spells instead of expending energy %, but effects that heal the blood mage are much less effective than normal.
Dark Sustanance; Time-consuming, but welcome. This causes a dark energy to inflict illness damage upon the targets, think and you get sustained by what happens to them as damage to them is health to you.
Bloody Grasp; Good single-target damage, great against dark beings. This allows you to "hold" the target and deal boiling blood damage by touch.
Blood Sacrifice; Range: Medium 30'. The blood mage sucks the life-force from an ally, healing the caster but potentially killing the ally. This healing is not affected by the healing penalty of Blood Magic.br>
Blood Wound; Range: Medium 30'. Activation: 2 actions. The blood of all hostile targets in the area boils within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.
Blood Control; Range: Medium 30'. Activation: 2 actions. The blood mage forcibly controls the target's blood, making the target an ally of the caster unless it passes a mental resistance check. If the target resists, it still takes great damage (x3 blood damage) from the manipulation of its blood. Creatures without blood are immune to it.
Awakening Spells
The Attunement Tree
Useful for any mage build.
Fade Shield; If you use Arcane Shield often: this adds 15% dodge and spell resistance, for relatively little fatigue of 5 STP. If you don't use Arcane Shield, this is of little value, though it gives enough of a boost to make situational use possible. Note that even caster builds may find themselves running into mobs more than usual, thanks the the excellent Hand of Winter and Keeper spells, so shields expand their value.
Elemental Mastery; Adds 15% element damage. The cap in Awakening has been moved from 30% to 50%. Think for distance casters.
Attunement; +10 to Magic rolls and Will, +2 energy regen. Far exceeds Arcane Mastery.
Time Spiral; Stellar for players making use of a few spells with long effects, epecially when mitigating its 30% energy cost with Blood Magic (an 'Improves Blood Magic' item helps greatly).
The Field Tree
Decent spells, but high energy cost of 30% energy and outclassed by the alternatives.
Repulsion Field; Drains 20% energy per knockback, which as the Wiki notes, comes in pulses that won't stop a stealthed attack. Can't be used with Arcane Field.
Invigorate; -20 Stamina penalty cancelled by 20 bonus. Energy Regen penalty of 10%. 2 mages with this provide each other with a nice stamina reduction, but the stamina reduction cap remains at -25%.
Arcane Field; Fine damage (roughly 60 Spirit dmg. Efficient at 15% energy per). But the pulse is slow and distance casters get less from it than Arcane Warriors. Drains energy even when using Blood Magic.
Mystical Negation; Costs 10 stp and the 1 round cast means it's best up before a fight. Then it takes 30% energy per dispell, usually worthwhile. If it were earlier in the tree or in a stronger line,
The Battlemage Tree
The first three spells are great for any mage, casters and Arcane Warriors alike.
Draining Aura; See for an Arcane Warrior, and for a close-combat caster or a Keeper with One with Nature, also for a distance caster. Popular, and high damage, but it drains a significant 30% energy per target with each pulse, even with Blood Magic on. Does roughly 80% Spirit Damage per every round.
Hand of Winter; So like Cone of Cold, with a burst pattern that does more damage and only to enemies. It deals x4 cold damage.
Stoic; 50% of damage taken becomes energy. All passive bonuses are nice, so in evaluating them, it's not enough to simply say 'Everyone loves more health/mana/damage/cake/whatever.' The degree of the bonus matters, and this is significant.
Elemental Chaos; Powerful, if costly. 10 stp, 30% energy upkeep per round, -20% energy Regen means a heavy cost. Does 40 damage/ action for 1d6 rounds. Again, a great spell for a close-combat mage or Arcane Warrior, less so for a distance caster. Roughly the same DoT as Draining Aura and a bit more mana efficient, but for a single tick, Draining Aura does more.
The Keeper Tree
Exceptionally powerful.
One With Nature; Not much on its own - 15% nature damage - but enables the excellent other keeper effects.
Thornblades; Great damage 170% goes through armor, useful knockback of 10'.
Replenishment; This is great with Blood Magic, which gets 90% of the bonus. The 20% return on Keeper damage is significant, thanks to the huge damage of the other Keeper spells, and the Health regen of +20% takes you up to the cap. Compared with Death Magic, the health returned is lower, but the regen rate is a great boost.
Name: Barrier
Area of Effect: 4 meters
Energy cost: 50%
This powerful spirit buffing ability provides every party member in range with a healthy amount of armour. The Armour is absorbative and adds +6 AC temporarily. Note, however, that the casting circle is not the precise range of effect. If you imagine it stretching around 25% further and you'll have the right idea. As long as your party members aren't too far outside of the visible perimeter, they'll receive the benefit of the cast.
Name: Fractal shield
Area of Effect: 4 meters
Energy cost: 30%
This powerful spiritual made sun shield provides by the soul every party member in range, thinking to have them with a shield based on reality that breaks down the energy of the attack due to the fractal dimensions. The shield is absorbative of energy you don't want and shifts the targets broken down energy effect or attack. The shield is very potent and protects all party members. This protects from any attack or energy that's cast against them, this happens as it shifts the attack, attacker and unwanted energy to where it breaks it down in a fractal reality. You can send the energy to where you want, that's to effect what you want.
Name: Dispel
Area of effect: 5 metres
Energy cost: 35%
Use this to remove any debilitating magical effects cast against your party members. You can also use it to remove any defensive spells put into play by your enemies. When closing rifts, you'll notice green cracks on the floor after defeating the first wave of enemies. Throw Dispel on this patch to prevent the demons from appearing and fighting your team. Do this often enough and you can skip a whole wave of enemies, and get that rift shut down even faster.
Name: Absorbative shell
Area of effect: 4 metres
Energy cost: 25%
Use this to absorb into your aura any debilitating or overwhelming magical effects, that's cast off against you or your party members. What you absorb, you aren't effected by things in feel. Your also not overwhelmed as the energy if overwhelming bleeds off and you are always stable. See you can redirect the energy in the aura to a battery or crystal, think and know that thinking to make it go is making any effect you want at the targets.
Name: Energy Barrage
Number of hits: 12
Energy cost: 50%
This spell is a storm based on whatever elemental flavour your current weapon possesses, if none then you can pick an element to effect the targets by feel. It fires out a total of 12 elemental projectiles, inflicting 792 percent of your weapon's damage in total. Despite your use of it, do make sure your enemy isn't immune to the elemental damage in question.
Name: Flashfire
Damage: 300 percent of weapon damage
Effect Duration: 1d6 rounds
Energy cost: 35%
Energy Barrage will likely be your most useful offensive spell when it comes to dealing with single targets. If you're up against an opponent who's immune to the elements of your weapon of choice, however, you should switch over to Flashfire - assuming fire immunity isn't the issue! As well as the 300 per cent of damage, this spell also imbues the target with Fear, which seriously reduces the combat effectiveness of the enemy for the spell's duration.
Name: Revival
Area of Effect: 2 meters
Energy cost: 45%
This is the resurrection spell. Should a team member die in battle, use this to bring them back to life fast with full health and energy.
Name: Arcing Surge
Distance bonus: 4 metres
Additional hits: 1d6
Electric damage: 200%
Paralysed duration: 1d6 rounds per nearby enemy
Cost: 35% Energy
Chain lightning that arcs further and hits more targets. You summon a bolt of lightning that blasts and paralyses a single target. If other enemies are nearby the bolt will paralyse the targets for 1d4 rounds longer.
Name: Static Cage
Duration: 1d10 rounds
Area of effect: 9 metres
Paralysed duration: 1d6 rounds
Cost: 35% Energy
You trap enemies inside an electric field that paralyses those that try to leave.
Name: Static Charge (Passive)
Electric damage: 100% weapon damage
Shock damage: 1d6 rounds
Cost: 5% Energy
You sheathe yourself in lightning while casting spells. Enemies that attempt to interrupt your casting with attacks are struck by arcs that leave them paralysed.
Name: Conductive Current (Passive)
Cost: 5% Energy
Damage bonus: 50% for every 10% missing Energy
The more magical energy you expend, the more damage your spells do.
Name: Inferno
Fire damage: 300% weapon damage
Burning: 75% weapon damage per second
Burning duration: 1d6 rounds
Area of effect: 3 metres
Cost: 35% Energy
You unleash a massive explosion, leaving enemies burning in agony.
Name: Mindblast
Area of attack: 5 metres
Cost: 35% Energy
You send enemies staggering with an explosion of willpower that drives them back and makes them less likely to target you again.
Name: Guardian Spirit (Passive)
Barrier: 100%
Health threshold: 25%
A protective barrier springs into place around you automatically when you are badly injured. A Barrier provides additional health bar that must be destroyed before the target will take any damage. Barrier is vulnerable to dispel.
Name: Strength of Spirits (Passive)
Barrier bonus: 50%
Cost: 5% Energy
Your barriers draw on the magic of the area to absorb more energy before fading.
Name: Ice Mine
Freeze duration: 1d6 rounds
Delay: 2 actions
Cost: 35% Energy
You mark the ground with a glyph that takes a short time to prime. Once it is ready, it will freeze the first target to step on it.
Name: Wall of Ice
Size: 6 metres
Duration: 1d10 rounds
Cost: 50% Energy
You raise a wall of ice to keep enemies at bay.
Name: Blizzard
Ice damage: 75% weapon damage per action
Chill duration: 1d6 rounds
Area of effect: 8 metres
Cost: 5% Energy per second
You summon a freezing blizzard to chill and damage enemies caught in the area. You also summon a freezing blizzard to chill and damage enemies caught in the area.
Name: Ice Storm III
Damage bonus: 75%
Freeze duration: 1d6 rounds
Cost: 10% Energy per action
Your Blizzard now chills enemies, progressively slowing them down until they are frozen in 1d6 actions.
Name: Ice Armor (Passive)
Damage reduction: 50%
Cost: 5% Energy
You draw on cold near you to protect you from attack. Standing near a frozen enemy or a persistent cold spell reduces all damage you take
Name: Winter Stillness (Passive)
Cost: 5% Energy
By Standing still, you enter into a meditative state that restores your Energy at an enhanced rate.
These are cast by the creator or God making the effect..think of what you need, focus on the targets and create a result where and when you want. The maximum stacking of spell effects is the Int mod in max rounds. Any shocked condition makes the target prone for 1d6 rounds where they can't do a thing. The original is from https://www.ign.com/wikis/dragon-age-the-veilguard/Mage_Skill_Tree.
General magic
Rock Song
Think of a happy thought and feel the energy of the rock, that's sometimes done with a touch of the rock. Then, if you will the rocks to do things, the rocks you want effected to do things. This is anything that you intend it to do and you think of including influence things to happen. So think and you know what to do. This means you can move rocks by the power of your mind.
Fade step
This is where you think of the area to be in at the moment. As you step forward, in an instant you shift and fade into nothingness. That's away from where you were by the power of the spirit. That's where you focus on the area or think of the area and move..and suddenly are by feel.
Mage Core
Mind Blast
While Defending, consume 50% energy to unleash a shockwave 6 meters in all directions. Deals x3 damage.
Arcane Shot: Conjure fiery arcane bolts that rip into your enemies.
Type: Projectile, Blast
Damage: Fire
Cost: 30% energy
Launches 5 projectiles toward your target and any enemies unlucky enough to be nearby. Applies Burning.
Quick Recovery
Energy regeneration restarts 25% faster when paused by spending energy or taking damage.
Fade Strike
Use your speed to unleash a powerful attack with any weapon after using Fade Step. Also unlocks an additional follow-up attack while Sprinting.
Downfall
Jump attacks guarantee Critical hits if the target is Knocked Down.
Mortal Concentration
Sustaining your Ranged attack gradually increases its damage output the longer it is active, to a maximum of 3 actions.
Charging Spirit
Staff and wand Energy effects generates passively when you are not in combat.
Destructive Light: Summon a concentrated beam of primal elemental energy.
Damage: Fire
Deals damage each round to all enemies caught in the beam while applying Burning.
Burst Section
Chain Lightning: Charge the air and fire a bolt of lightning that splits to hit multiple targets in a chain reaction.
Type: Strike, Projectile
Damage: Electricity
Cost: 30% energy
Applies Overwhelm
The lightning bolt bounces up to 4 times, dealing damage to each enemy hit and rendering them Shocked.
Fade Conduit
Maximum energy +50%
Elemental Catalyst
Abilities gain +15% bonus damage based on the damage type of your Staff and wand weapons.
Perfect Cast
Releasing a Charged attack the moment it reaches maximum charge level of 3 actions to charge it increases its damage by an additional 50%.
Shocking Strikes
Upgrades Strike Abilities
Using Strike effects applies Shocked to nearby enemies.
Killer Instinct
Stagger damage from Abilities +20%
Prism of Resistance
You gain 10% Resistance to the damage type of each element.
Concentration
Charged attack damage +10%
Energy Burst
Effects that deal Fire or Electric damage increase the other type's damage by 15% for 1d6 rounds.
Wrath
Critical damage +10%
Vile Projectiles
Upgrades Projectile effects
Projectile effects now deal Critical damage to enemies suffering from Necrosis.
Precision Strikes
Upgrades Strike effects
Strike effects land a Critical hit against enemies who are Knocked Down.
Reclamation
Energy restored after defeating enemy +8.
Amperage
Electric damage +10%
Enervation
Damage vs Barrier +20%
Tempest: Weave a powerful thunderstorm around you.
Type: Strike, Duration
Damage: Electricity
Cost: 30% energy
Lightning strikes a random enemy within 8 meters of the casting zone every action and Deals Electric damage to all enemies caught by the blast, rendering them Shocked.
Traumatize
Takedown damage +15%
Nexus Shock
Hitting enemies with at least 3 stacks of Shocked causes a chain of Electric damage that strikes up to 2 additional enemies within range
Conductor
Upgrades Strike effects
Strike effects deal 10% more damage to an enemy for each stack of Shocked.
Shock Mastery
Maximum Shocked stacks +1.
Spell Slinger
Upgrades Projectile effects
Projectile Abilities deal 25% bonus damage to targets at least 20 meters away.
Debilitating Shocks
Take 15% less damage from enemies who are Shocked.
Antivan Crow Section
Bulwark
Physical Resistance 10% less damage taken
Light Armor Mastery
While wearing Light Armor
Critical damage +20%.
Final damage +20%.
Charged attack damage +20%.
Agile attack damage +20%.
Deterioration
Penetration +15% damage
Essence Eater
Performing a Takedown grants 250 health and 20% energy.
Imbued Reaction
Perfect Defense grants Shocking Weapons that deal an extra shock damage.
Shocking Weapons deals 25% more damage.
Underestimated
Light attack damage vs. health +10%.
Pressure Point
Upgrades Strike effects
Landing a Critical hit with Strike Abilities grants Quickened where you gain 1d6 actions per round. This lasts 1d6 rounds.
Baleful Blast
Upgrades Blast effects
Blast effects deal Critical hits to enemies with Low Health.
Elemental Executioner
Final attacks are Critical against enemies with Low Health.
Finale
Final attack damage +10%
Storm Surge: Leap backward, stirring up a storm of elemental energy in your wake.
Type: Area, Strike
Damage: Electricity
Applies overwhelm
Deals damage to all nearby enemies withing 40'.
Staggering Charge
Stagger from Charged attacks +20% damage.
Breacher
Upgrades Blast effects
Blast effects deal 50% more damage vs. Barrier and Armor.
Staggering Strikes
Upgrades Strike effects
Strike effects deal 50% more Stagger damage.
Shellbreaker
Damage vs. Armor +20%
Spirit Blade
You can now use your attack at the end of another Attack Chain to conjure a blade and project it a short distance. The blade consumes an Arcane Bomb.
Spellblade Specialization
Weaving magic and melee together, the Crow Spellblade wields both dagger and orb to serve death to their foes
Thunderous End: Conjure a deadly avatar of the storm to seek vengeance on your enemies.
Damage: Electricity
Costs: 20% energy
Deals heavy x2 damage and applies 2 stacks of Shocked to enemies within a large radius of 50'.
Void Blade: Harness the agility of the Antivan Crows, dashing forward in a flash of dark energy before landing a deadly slash that explodes a moment later.
Type: Strike, Blast
Damage: Electricity
Cost: 20% energy
Detonates Sundered
Deals damage twice
Finale
Final attack damage +10%.
Blast Efficiency
Upgrades Blast Effects
Blast effects cost 50% less energy.
Spirit of Vengeance
You can now throw your Spirit Blade a second time when it returns to you.
Demolisher
Maximum Arcane Bomb stacks +1.
Conductivity
Defeating an enemy with one or more Arcane Bombs still active causes the effect to jump to the nearest enemy within 10 meters.
Orbital Burst
When triggering an Arcane Bomb, deal 100% of the damage in a 6-meter radius
Also deals significant Stagger to targets that lasts 1d6 rounds.
Deterioration
Penetration +15% damage.
Arcane Strike
Upgrades Strike effects
Strike effects now hit with an Arcane Bomb.
Veil Flurry
Charge an electrical attack after another electrical Attack Chain and release at the right moment to unleash your effect in a circle around you.
Antivan Kiss
Maximum Shocked stacks +1
Maximum Burning stacks +1
Electrical Burns
Applying Burning also applies Shocked
Applying Shocked also applies Burning
Shocking Tactician
Achieving maximum Shocked stacks on an enemy triggers an Electric burst in an area around them.
Sustain Section
Wall of Fire: Summon a flaming barrier, burning enemies foolish enough to cross it.
Type: Duration, Control
Damage: Fire
Enemies incur damage and Burning each round they remain inside the wall.
Prolong
Affliction duration +1d6 rounds.
Degrade
Deal 5% bonus damage for each unique Primer and Affliction on your target.
Further Torment
Deal 20% more bonus Stagger damage to enemies with an Affliction.
Return Fire
Use an attack after a Perfect Defense or dodge to perform a counterattack.
Velocity
Stagger from weapon attacks +20% damage.
Providence
Advantage duration +1d6 rounds.
Tear Down
Upgrades Duration effects
Hitting an enemy with a Duration effect permanently reduces their Defense by 5 AC.
Resistant Blasts
Upgrades Blast effects
Defeating an enemy with a Blast effect grants Resistance to elements 50%.
Bigger Blast
Arcane Bomb damage +15%
Veil Blasts
Upgrades Blast effects
Apply 15% of your current energy as bonus damage for Blast Abilities.
Decaying Resolve
Upgrades Duration effects
Duration effects deal 25% more damage to enemies with Low Health
Inner Focus
Successful energy attacks generate a additional 25% energy. This value is doubled against enemies suffering from an Affliction.
Wrath
Critical damage +10%
Meteor: Call own an elemental meteor that crushes and burns enemies in its way.
Type: Area, Blast
Damage: Fire
Cost: 30% energy
Detonates Sundered
Deals damage in an area of 30' around your target and applies burning.
Wildfire
Fire damage +10%
Demolisher
Maximum Arcane Bomb stacks +1.
Desolate Malady
Affliction damage +10%
Bombastic
Upgrades Blast effects
Blast effects now deal 25% more Detonation damage.
Battle Cry
MMaximum Burning stacks +1
Deadly Providence
Upgrades Duration effects
Defeating an enemy using a Duration effect grants Precision.
Mourn Watch Section
Insidious Rot
Maximum Necrosis stacks +1
Corrupted Ground: Weave the threads of life and death, corrupting an area of the battlefield. Enemies caught inside succumb to its deadly aura.
Type: Area, Duration
Damage: Necrotic
Cost: 30% energy.
Applies Weakened
Deals minor damage and applies Necrosis each second enemies are exposed to the corruption.
Necessary Steps
Primer duration +1 round.
Time Management
Upgrades Duration effects
Effects of Duration or how long it lasts are increased by 50%.
Breathing Room
Upgrades Area effects
The radius of effects is increased by 50'.
Imbued Duration
Executing a Detonation on an enemy grants Shocking Weapons that deal an extra 50% electrical damage.
The duration of Shocking Weapons is extended by 50% and deals x2 electrical damages.
Concentration
Ranged attack damage +15%
Eclectic Armorer
While wearing armor there is a different classifications of Helm and Armor
Mana restoration +20% energy.
Ranged attack effect cost -20%
Weakpoint damage +15%
Death's Blessing
Necrotic damage +10%
Deathfrost
Effects that deal Necrotic or Cold damage increase the other type's damage by 15% for 1 round.
Enervation
Damage vs. Barrier +20%
Collateral Damage
Upgrades Area effects
Hitting multiple enemies with a single Area effect deals 10% more damage for each enemy hit.
Zone of Concentration
Upgrades Duration effects
After triggering a Duration effect, wait 5 actions to regain 25% bonus energy.
Even the Odds
Each active Advantage increases your damage dealt by 10%
Arcane Defiance
Electric Resistance +10%
Necrotic Resistance +10%
Channeled Thoughts
Focus your mind to generate up to 50% energy per action on command.
Death Caller Specialization
With knowledge from the Necropolis, the Mourn Watch Death Caller uses forces of life and death to drain their enemies and power cells with their own life force.
The Crypt's Herald: Be like death, drawing in the power of the Fade and surrounding yourself with a necrotic storm.
Damage: Necrotic
Slowly absorbs life from all nearby enemies for 1d6 rounds before ending in a punishing burst causing massive damage of 30% per round and the burst is 70% damage.
Spirit Bomb: Draining the life out of enemies, then throw it back at them in an explosion of necrotic energy.
Type: Duration, Blast
Damage: Necrotic
Cost: 30% energy
Detonates Sundered
Applies Siphoned energy and deals damage each round you are connected to a target, before a final blast deals bonus damage that intensifies the longer the target is exposed to it.
Concentration
Ranged attack damage +15%
Death and Decay
Upgrades Area effects
Area effects now deal Necrotic damage.
Corrupted Ground now deals increased 50% damage when done.
Death Surge
Overcharges your Ranged attack, spending 40% of the usual energy to deal 200% damage.
Fade Conduit
Maximum Mana +50%.
Overdraw
Effects cost an additional 20% energy but gain 50% Penetration.
Invigorating Beam
Your Ranged attack now deals Necrotic damage and leeches 10% of damage done, replenishing your health.
Death's Blessing
Necrotic damage +10%
Restless Spirits
Upgrades Duration effects
Defeating an enemy under the effects of Duration or how long it lasts spawns a Necrotic bolt from the corpse that seeks out a nearby enemy.
Soulburn
Expend 50% energy to create a powerful surge in your Ranged attack, giving it the power to Detonate Sundered targets of 70% more damage.
Vitality
Health +100%
Health leech effects +50%
Mortalitasi
Actions that consume Energy now consume health when Energy is depleted. This lasts until a full rest.
Desperation
Gain bonus damage to the targets relative to the amount of health your target and you have lost.
Control Section
Frost Nova: Freeze your enemies to the bone if they get too close.
Type: Area, Control
Damage: Cold
A wide area around you is Frozen. This is 30' for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30 on up.
Bulwark
Physical Damage Resistance +10%
Fade Reflex
Press Dodge (just before impact)
Timing your Dodge just before the enemy's attack lands slows down time for a short duration. You can move and attack normally as the targets do 1 action every 1d6 rounds..
Frostbite
Damage vs. Frozen +15%
Frost Shield
Enemies who inflict damage on you are Chilled. Chilling slows the targets by freezing them to 1 action every 1d6 rounds.
Mana Infusion
Performing a Takedown grants 50% Energy.
Meditation
Mana regeneration rate +15%
Absorb
Whenever you Defend against an attack, Energy is charged by 25%.
Improved Health
Health +100%
Ice Blast: Hurl shards of ice, impaling enemies caught in the way.
Type: Control, Blast
Damage: Cold
Cost: 30%
Applies Weakened
Deals damage in a tight radius around your target, leaving behind shards that render enemies Chilled when touched. This freezes the targets to the point of doing 1 action every 1d6 rounds.
Traumatize
Takedown damage +15%
Clarity in Suffering
Whenever you take damage, you regenerate 5% energy.
Providence
Advantage duration +20 rounds.
Ethereal
Upgrades Control effects
Control of the magic grant Deflect after you deal a Critical hit.
Zone of Destruction
Upgrades Area effects
Hitting 3 or more enemies with an Area effect grants Enhanced Damage. This damage is +30%.
Breathing Room
Upgrades Area effects
The radius of Area effects is increased by 50%
Shattering Control
Upgrades Control effects
Control effects deal 75% more damage vs. Armor
Zone of Infusion
Upgrades Area effects
For every enemy hit with an Area effects, you generate 10% Staff or wand Energy.
Block Mastery
Block Mana cost -30%
Shadow Dragon Section
Early Frost
Maximum Chilled effect stacks +1
Dark Squall: Harness elemental chaos, projecting a burst of entropic energy to knock your targets back.
Type: Projectile, Control
Damage: Cold
Detonates Sundered
Applies Chilled on impact that slows by freezing the targets to do 1 action every 1d6 rounds.
Desolate Malady
Affliction damage +10%
Multiplicity
Upgrades Projectile effects
Projectile effects launch an additional projectile. The damage type changes based on your equipped Staff or wand.
Salt in the Wound
Upgrades Control effects
For all active Afflictions for enemies hit by Control effects, receive 1 additional stack.
Imbued Takedown
Performing a Takedown grants Shocking Weapons that deals an additional electrical attack on hit.
Shocking Weapons now deals 20% more Stagger damage.
Shellbreaker
Damage vs. Armor +20%
Light Armor Mastery
While wearing a Light Helm and Armor
Energy charge rate +20%
Energy attack range +2'
Meditation
Mana regeneration rate +15%
Underestimated
Energy attack damage vs. health +10%
Supercharged
Upgrades Projectile effects
Projectile effects deal 75% more damage vs. Barrier
Keen Insight
Upgrades Control effects
Effects deal an additional 150% damage in a 6-meter radius when activated. The damage type matches the element type.
Defy the Elements
Fire Resistance +10%
Cold Resistance +10%
Bolt Volley
Following an attack, Attack again as the Bolt of energy is shot from your Staff to spawn an additional Bolt of energy with the same properties.
Evoker Specialization
Trained on Minrathous stress, the Shadow Dragon Evoker uses ice to control the battlefield and delivers powerful magical attacks to take down enemies.
Vortex of Shadow: Concentrate entropic energy on a single point until it reaches critical levels, creating a vortex.
Damage: Cold
The vortex appears in front of you, dealing damage each action while pulling nearby enemies toward its center.
Entropic Sphere
Type: Area, Projectile
Damage: Cold
Cost: 30%
Applies Weakened
Launch a sphere of entropic energy that damages all enemies in its path before exploding in a punishing final blast. The final blast deals in a 30' radius x2 damage.
Ice Storm III
Cold damage +10% that effects the area of a normal ice storm making things slick within a 40' range.
Two Fires
Upgrades Projectile effects
After using a Projectile effects, your Staff or wand attacks fire an additional bolt of coldness at your targets for the next round.
Onslaught
At the end of a Light Attack Chain fires to unleash an additional barrage of projectiles.
Staff Mastery
Staff damage +25%
Maximum Energy charges +30% energy
Withering Charges
Staff attacks reduce an enemy's Resistance to your Staff's damage type by 5% for 1d6 rounds.
Heavy Weaponry
Attack damage +30%
Controlled Infusion
Upgrades Control effects
Using a Control effect generates 35% of your Energy.
Knight of Staves
Cost: 30% energy.
Perform an extra attack after two attacks to unleash a heavy bolt of ice at your target. The damage and radius increases based on your current level. The radius and damages are per level. Levels 1-9 is 30' with normal damages. Levels 10-19 gets you 50' effect and x2 damages. Levels 20-29 gets you 70' effects at x3 damages. Levels 30 on up get you 90' effects with x4 damages.
Cryomancy
Damage vs. Frozen targets +15%
Frozen duration or how long it lasts is +1 round
Ice Shatter
Charged attacks are Critical against Frozen enemies. A successful attack removes the Frozen status.
Bonechiller
When you have Low Health, Frozen is applied to all nearby enemies in a 40' area. This can happen only once every 3 rounds.
Specials of food and drink spell effects
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.
Substance effect; This is using an effect that allows you to empower your soul, or spirit for those that don't have a soul. Mainly its done by sipping, drinking or eating and the body converts the essence of the substance into energy. That means you re-energized yourself, as you think to create with the energy. Think about the effect, then you create it if you will it to exist. This effect allows you to empower yourself by feel. Add +10% energy per sip. Add an additional +40% energy per drink. Add +10% energy per bite. Add an additional +40% energy per eaten food. This can be any food or drink, think and you don't gain any weight by this effect. This spell lasts until you don't need it.
Undying hunger; This costs 20% energy and is where you cast upon the targets a hunger for food, that comes from a repeating hit. this doesn't die off unless you want it to stop. That distracts the target from the fight with eating too much.
Undying thirst; This spell costs 20% energy, that creates a thirst in the target where they need to drink something, this spell doesn't die off until you no longer need it to effect the target. Cast on a vampire, it could cause them to drain the targets they target of blood. Killing them. So otherwise, they get distracted by the thirst and instead of needing to fight, they drink.
Food summoning; You can summon anything you want that's foodwise, if its from the area you think about. This can even summon such food as provisions.
Magic rice cake; This is doing a spell that summons a magic mirror rice cake, that makes fires go out in rooms it is in as is sucks in the fire energy to exist. Desummon the cake or eat it to end the spell effect.
Magic food; This is doing a spell that summons a magic mirror bit of food, like a meatloaf dinner that makes fires go out in rooms it is in as is sucks in the fire energy to exist. Desummon the food, throw it away or eat it to end the spell effect.
Forgetful; This is where you cause the targets to fill up on food and drink, making them desist in any other activity.
Eating and drinking, it doesn't matter what they do. This spell causes by the spirit and your need to eat or drink. The target/s to need to eat and drink. Think of them when casting this, as they are distracted from attacking anything except food or drink. This lasts 1d6 rounds in battle or until you decide they no longer need to eat or drink outside of battle. What stops it, this is where you feel the energy of the cooked food and think it is electrical. Then the need stops.
Hero's feast; This is where you think of and need to eat enough, like anytime a hero's feast is needed then the feast of food comes to you or you find it if you need it. Yet you will not overeat with this spell. That's if you think you won't. If you do, then you will and hope your not fat from it.
Create food and drink; This spell causes you to find or create food and drink particles in enough quantity to sustain you, that is from a gated in source upon necessity. It can be any food and any drink you desire.
Thought point; The point is energy, you eat or drink it in and you can create what you want with it by feel. This is where you get food or drink, then you create with its particle energy. Be sure to exercise off the excess energy you don't use, thinking to keep off the weight gain due to excessive eating. However, eat healthy, then you won't gain weight.
Karlach effect; This effect is where you eat or drink something including potions, then with magic the energy of the substance is programmed by thoughts to increase all your rolls by +4. You heal wounds quickly, that's about 25% health restored per round. Also, you emit a auratic bioelectrical energy wave that effects your targets with damages briefly for 1d10 rounds in battle no matter where you are on the field of battle. Also, it heals your team and allies, that's for the same amount you could damage your foes. That's done by the spirit shifting the effect, thinking it goes to the targets you intend to harm or heal. This lasts for 6 hours, or until you digest and absorb the energy completely from the food and drink.
Go tank; Have a situation? Then, eat a lil and drink plenty of water to handle it and any situation is okay.
Weightlessness II; If you by will lower your weight using the energy as you think it lowers and magic on your body to make it lower..you can become weightless and able to manifest any effect. That's as though a spell you point things out, thinking to make it occur with a statement of intention that your subconscious does. This is a power word. You can create any type of spell with this effect. The fuel to the spell effect is your body mass. What you eat and drink adds to the energy the body has stored. What is the power word? Statement of your intention as a word that you think is going to effect a manifest. Like dobe. This is where your thoughts create by a word, thats with your thoughts as energy directing the subconscious mind. This effect negates the need for a magic check as the spell is done by feel. The spell lasts until 1 hour from the time of casting or sleeping.
Detoxify; This spell creates the effect of making you or the targets sober, think and if its toxic then you or the targets are free of toxicity instantly. All it is, is thinking your sober as you drink water. Then magic and will yourself to not be effected by alcohol or toxicity.
Purify water; This is a spell that purifies water to make it safe to drink. This is where you magic energy from the ground to combine with the essence of the drink and as you pour it into another cup its purified.
Water restorer; This is where you think thoughts at a drink for 1 round, then your restored as it is energized and you drink it. This is also capable to create any body changes, that you want to create. Think the idea at the water or drink, as you drink the drink and need the result the body creates the effect. Normally, however, you can restore your Energy to 100% by feel. Except its restored by half, that's a point to note if you create a result in the body.
Un Unn; Pronounced "Oon Un-n" in ancient. This can cause the end of the moment, where you get what you wanted as you think of the effect you desire. Then, you can do things to empower the moment, like drinking or eating things. This uses the sustenance as energy and creates what you wanted.
Thick skin; This is where you think and need the skin to harden a bit, as you drink something to cause it. This increases your AC by +3.
Polymorph self, this effect is where you think of the form and figure. Then, imagine yourself as it as you drink water. This changes by the subconscious making your body change. You keep your stats, except for the change of shape and size. Like you had a 19 strength, then you still have a 19 strength. So you could imagine yourself being the size of an atom. Any shape you are in the moment, that's released by thinking of water moisture is in the mouth. As you think about being your normal shape and size. This creates what you want and you can't be effected or targeted, yet you can fly and effect them by the power of the atoms.
Polymorph other, This is where you think of the shape as you look at the target and will the spirit to change that target's shape. The soul aids the spirit with water moisture in the mouth into changing the shape, and its done within one round. This leaves the target/s in a form, that still has their stats yet they are a different shape and size. Imagine them being a shape of an ant, then all you need to do is step on them. End of battle.
Ghost drink; This costs 15% energy to cast. That causes a drink of your choice to be raised from the floor in a spiritual chalice, this is a ghost drink and you drink it from the hand. Think of the drink and it forms non alcoholic, so think and you get per level +5% health. Also you can get x2 STR rolls, x2 INT rolls, x2 perception rolls and it lasts for 1d8 rounds in battle and 1d8 hours outside of battle.
Chalice of life; This is where you summon by spirit, the chalice that gives life energy. It raises from the floor and you or the target drink a drink of life from it. This drink will bring you or the target alive again, no matter what occurs, its like you have full health and full energy.
Cauldren of Wine; Uses phantom wine to boost STR rolls x3 while cutting Perception rolls in half for 1d8 turns. The spell is cast by raising the phantom wine off the ground and drinking straight from the cauldren.
Water cure; Thinking "cure me" at the water before you drink it will purify the water and cure you of any diseases.
Potion effect; This is where you think and need the effect as you drink in water that comes from the air moisture. Add ingredient essence to enhance its effect. Any potion can be created by this effect, including intelligence, speed, jumping, shapeshifting, giant strength and etc..and any attribute or skill increase effect is a addition to your roll of +5 for levels 1-9, +7 for levels 10-19, +9 for levels 20-29 and +11 for levels 30+. That is like strength is coming from giant strength. The effect lasts till you rest or next game.
Mutation: Chloromorphosis; Drinking water as you think of the idea, makes every inch of your skin packed with chlorophyll and you have strong roots. Sleeping on diggable soil will satisfy any hunger or thirst you might have.
Augmentation: Rotten edible; This is a change that lets you eat rotten food. So you can survive what others cannot. This lasts till next game or a full rest.
League of legends spell
League of legends copyrighted (c) 2024 Riot Games. These spells came from League of legends, the websites of https://mobalytics.gg/blog/lol-summoner-spells/, https://www.jaxon.gg/league-of-legends-summoner-spells/ and https://leagueoflegends.fandom.com/wiki/List_of_abilities. They are also what you can do in this game.
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.
Summoner spells
Flash; Flash "blinks" you towards the target location. Flash is the most common Summoner Spell in the game and has been so since the game's origin. Only a few champions don't use Flash regularly.
Range: 400'
Ghost; Ghost increases your movement speed for 1d10 rounds, and the duration increases when getting a takedown against an enemy. Ghost also makes your champion ignore collision, allowing you to go through minions.
Range: Selfcast
Heal III; Heal yourself and the allied party nearest to you within the spell's range. Heal also grants +20' bonus movement speed for a short duration.
Range: 850'
Barrier; Barrier grants a temporary shield for 1d6 rounds—the Barrier shield protects you fully. Great for stationary mages or vulnerable marksmen in some situations if dealing with heavy burst damage, but not as useful overall as Heal III.
Range: Selfcast
Exhaust; Exhaust can only be used on enemies, slowing them by making them do 1 action every 1d6 rounds and reducing the damage they deal by 30% for 1d6 rounds. Does not reduce True Damage.
Range: 650'
Teleport; Teleport directly to an area. After 14 minutes, Teleport turns into Unleashed Teleport, which allows you to teleport on top of minions and wards. Unleashed Teleport also grants a movement speed buff of +10'.
Range: Global
Cleanse; Cleanse removes all disablements and Summoner Spell debuffs from you, including Exhaust and Ignite's damage-over-time component. Exceptions are: Airborne, Nearsighted, and Suppressed effects.
Range: Selfcast
Ignite II; Burns a targeted enemy for 1d5 rounds. Ignite II reveals the target, inflicts Grievous Wounds (denying quite a bit of healing), and deals true damage over time on the target.
Range: 600'
Smite; Smite deals true damage to a targeted medium or large monster. Smite can also target enemy minions or pets. When Smiting a monster, it will heal you as well. Smite can turn into either Challenging Smite or Chilling Smite.
Challenging Smite can affect enemies to mark them for a duration of 1d6 rounds. When marked, the target's damage dealt to you is reduced, and it empowers your basic attacks and abilities against them by adding +20% damage.
Chilling Smite can be used against enemies, dealing true damage and slowing the target by making them do 1 action every 1d6 rounds. Chilling Smite also grants bonus movement speed of +20' to yourself when cast on an enemy.
Range: 500'
Revive II; Used to revive yourself and grant it a movement speed boost of +20' out of the Fountain. Often used by Karthus players.
Stifle; The summoner spell silences enemies and removes any beneficial buffs from them.
Surge; This spell empowers you with increased ability power of +50% energy and attack speed of +10', and it is self-cast.
Backtrack; Exclusive to Murder Bridge in 2019, it gave you a shield for a set duration of 1d6 rounds, then a cleanse after it expired. A selfcast spell similar to Yone's E—Soul Unbound.
Rally; With a global cast, the spell placed a beacon that increases allies' attack damage around it by +40%.
Promote; The spell buffs an allied person anywhere, granting them bonus stat roll additions of +5, healing, and giving the caster 100 gold or money for its kills—minions or otherwise.
Clairvoyance; The spell reveals an area to the player, in a way similar to the Farsight (blue) trinket.
Blasting Smite; Range: 500'. A Smite that deals AOE damage, on top of the normal Smite effect.
Scavenging Smite; A Smite that gives 200 bonus gold and credit. +20' movement speed for 1d6 actions upon killing a monster, on top of the normal Smite effect.
Some hero spells
Sona healing song; There is a song to heal you fully.
Sona damage song; This is one song to damage magically the target.
Sona song of speed; This is a song to boost speed by 10'.
Sona ultimate song; This is the Ultimate Crescendo. Where you strum from left to right very hard and it causes the enemies in front of you to dance for 1d5 rounds... Basically a very powerful stun that ruins the enemies.
Singed gas; One spell to release mana draining toxic gas.
Singed flip; This is a spell to flip a foe behind the gas.
Singed ultimate; The Ultimate just boosts stats like speed by adding to the speed 10'. Also, you get boosts to Energy by how much you damage the targets.
Singed stun resistance; This is a spell that makes it very hard to trap or stun you. Add +5 to Reflex rolls and checks.
Time related spell effects part 1
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.
Mark and recall; You mark the mark spell by carving a sigil or written letter or writing at your favorite spot, then recall to it any time by thinking about the mark you made and needing to be there. The recall causes you to teleport, that means you shift to somewhere else instantly. You can sense what is there by the spirit letting you know through natural insight. If a spirit trap, then you won't sense what's there. Think and know, you get what you want.
4th Dimensional Slip; A psychokinesis power that lets you escape an encounter through Time either backwards before the encounter to avoid it or forwards in a dimension where you escaped.
Time shift; This spell causes the idea to exist in time, think and the targets can experience the idea as though it occurs again.
Time effect; You experience the effect without having to do it as you think about the idea to know. This is time in effect.
Time and again; This effect is where you cause the target to experience the same idea over and over again, that's per round as you need them to experience it. If you don't need them to experience it, then they don't.
Time restoration; This fixes the time changes that you cause, so think about the adaptions and changes and its as though you never did them.
Evolution; This effect can cause the time of change that makes the targets evolve into something else, that means you or your soul decides they change into by feel. This is instant and done by the subconscious, that's as though in an instant moment in time. This is where you could transform a target into a cat form. This can be done long range as though you changed someone into something else even though you never meet them. This is in effect.
Everything; This spell casts the everything has its own time effect and creates per moment what you want. The moment ends when you think it does.
World shift; This misty step you use through the soul that shifts you to a planet or another world. Thats where you think to use the mists of time or the places energy. The thought is is done by feel, and what you sense is what you sense.
Butterfly effect; This effect creates changes in time, that you notice sometime at the moment you sense or come across it. Think to create a change and magic your mind on the idea and you change time by feel.
Time vortex; Think of the time and what happens at that time, then touch the inner wrist blood vessel. This causes you to control time, and make time move as you want it to move. Albeit forward, back or normally. This can also move you through space time, thinking of where you want to be as you touch the wrist spot. Then a time vortex occurs and this is swirling blood energy, that causes by vortex what you want sensed in life. That causes in the end you to shift or time to happen. This is done, as you sense it by noticing the time change. Thinking time moves normally, causes time to move normally. That's as you touch the inner wrist spot.
Clone self; This is where you think of a need, want it and then your soul clones you by feel in instant time. This is when they think for themselves, as they have a soul copy of your own soul. So you can think of the effect and any of your clone forms it or does what you want otherwise. If not needed or asked to do things, then the clones disappear and does its own things. The clones will share your aspects, that means it shares your stats except for your health. The clones are set at your full health, instead of what you intend so you have at the moment what you want. One thing, any clones can teleport in to aid you. Any one clone can then teleport you to safety as they can teleport in your place at the right moment or when you need it. Think your need and you get what you want. So this means you have full health as your clone, and all your stats. You can form 1d6 clones. So think and you know what they can do.
Slow area; This slows time around the targets to a crawl. It makes it so everything around the targets is slower to their perception. This spell makes it so there is 1 action per every 1d6 rounds.
Speed area; This spell speeds up the area surrounding the targets. It makes it so everything around the targets is much faster to their perception. That's where you cause 1d6 actions per every round.
Stop area; This is a no movement area that surrounds the targets, where the targets will think that nothing moves besides themselves.. This means that things stop and you only need to navigate around the area to get places. This spell makes it where no actions are done in the area of the targets that's perceived, that's done by the area for 1d6 rounds and upon continuance. The area energy surges, then things continue normally.
Selective time; This makes it so the devices will speed up doing 1d6 actions per 1 round, slow down doing 1 action per 1d6 rounds or stop doing 0 actions per 1d6 rounds due to the subconscious causing the reaction. THat's depending upon yourself, as you intend it to occur and speak your desire to the dm/gm.
Altered space; This takes 10% energy and is a mindscape you can will to be in or out of. It creates the spells you desire to cast, mainly by you writing them down and using them as a point of expression as you will them to exist wherever you need them to manifest. As your in it, no time passes by outside of the mindscape. If you leave it, then time resumes as normal. Any amount of time can pass by in it. If you need something then you think of it and its self generated by feel. This space lasts 1d10 rounds.
Quantum shift; This is where you use the creator as you cause the creator to create something, this is when you think of shifting in time to where and what area in time you want to be. This works as you think shift using the dimensional energy, think and place or goto the 4th, 5th or some other dimension. Then using time as though an element, thinking of when to come back to the normal planar existence. Whenever you come back, your in that time you wanted to be in and things are as they are in life.
Time effects; This is where you imagine or think a clock is stopping for time stop, speeding up for speed time, and slowing down for being slower time. Time stop is where only you and your allies move or do things, speed time where you sped up the movement for you and your allies. So basically is 1d6 more actions done per round. Slow time cast on the target/s are where you make them do 1 action per 1d6 rounds. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
Silent spells; This is where you think of the spell to cast and your soul casts it at the right time, this allows you to make no sound as you cast the spells you intend to create. That's done by using the power of the subconscious mind, and the soul causing the statement an you desire it to do things. This lasts till you no longer need it.
Action surge; This is a free action to do a spell, that gives you a few extra actions. That's done by thinking energy goes in the body through the heart as though an adrenaline surge. That causes you to be able and do what you want in idea with 1d4 more actions. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
Formula magic; This is where you think of a formula or formulated idea, the likes of which are thinking of the speed formula. That is speed=distance/time..then you speed up by an extra 1d6 actions per round or 6 seconds and you have +20' speed. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together. Otherwise think of a money rate and you adjust it in your head..so its like 10 dollars per day. You get that in money or more. If you think of pay rates..in what you do and quickly getting money..per day. You create by formulated manifest a quicker payment.
The basic equation of force once thought up increases the attack you do by making a +5 to your attack rolls and +strength mod plus character level. That's added to your damages dealt. The formula is F = ma which states that which is the force is acting on an object, and is equal to the product of mass and acceleration. In short, it is force equals mass times acceleration. So think the formula, speed up and move quicker by +10' and then you deal more damage.
The density formula is useful. This is a spell that you think the density formula of Density = Mass / Volume. That makes you huge at the cost of being less dense. But your mass remains the same. You just get more volume. You see being less dense would help being huge. Also, you can choose to become small. Then, you'd get more dense with the same amount of mass. With the larger or smaller sizes, you get a +5 to your strength rolls. You also get hungrier the bigger you become and rather not eat the smaller you become. So don't eat and you won't gain weight. In order to make use of this spell, think to declare that you cast the Formula magic and state the Formula you thought to make use of by feel.
Blackjack spell; This is a blackjack spell where you can roll a d10 up to 5 times trying to get as close to 21 as possible. If they go over 21, then it miscasts and if they roll 5 times and are still under 21 then it does double damage. It is using an attack spell that hurls magic cards at the enemy, that get stronger by 20% each throw. This is damage dealt the closer to 21 they get, but quickly become unstable at higher points.
Time slip; This is where you do an action and no time has passed. Choose the spell or action to do as you do things with this spell and its like no actions were used.
Time related spell effects part 2
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.
Time travel III; Think of the idea, imagine the scene and what you need..then your subconscious causes a soul copy to appear in the time you wanted to be in doing what you needed. This works as you drive a car or vehicle or run and jump, the speed of the car or jumping causes a time shift and you are seeing yourself sometime else. The theory is you can become whatever shape you want to be in, thought or of whenever you want as you imagined you become.
Time II; Think the change and it stops time around you and your allies, the changes happen as though natural and time continues. What can change? Shape, stats, and situations. This is all temporary for 1d6 rounds.
Time trick; You tricking the mind into believing, that you were them as though shapeshifted into your formation. That's getting away with the idea and having no attacks on you. There is a case in point, where they might even attack themselves. So roll a die 100+luck and get a 50 or above result, thinking to note if they don't attack you.
Time travel; This is where you hold a gemstone and mention something, think and your subconscious mind creates it wherever and whenever you want it to be. That's using the gemstone as an energy source. This gemstone has a consciousness and does what you wants as you need it and mention the idea, that's as though you and others you want with you. They are redirected to the time of the statement or idea. That's if you need to go there or view it. That's when you do by a phrase meaning "do". This can be any time or space, that means you could goto 1000 years in the past or future or any time. If you so wanted to do it, you can goto other times as well.
Your subconscious mind shows you the area and activity if you don't want to go. If there is a way, there is a means. When you do it, you can cause a surge of energy around you. A pause and your there. This is a known effect. WHere, if you think something to be in the area or "in there", then the subconscious creates that idea whatever it is you want there its there by feel. So to return to your own time, think of the area as big giant well of energy and think of your space and time. This causes your subconscious to do what you need, think to return to your space and time as you use the area as an energy source.
Shifting objects through time.. This uses the thought of where and when you want the item or items, then think at the items to inter some of your energy by tapping the item or items or using thought alone. Saying or thinking it comes to me or where you need it. Then the item will find its way to you, or go to wherever you want it to go. That's at whatever time you desire. This especially happens, if you need it near you. THe item consciousness will understand your will. Then, thinking by need or desire, the item finds a way. You might have to wait for the item to find you or you find it. However, you will recognize the item by its energy signature. This works either way you do it. Roll a 1d20+luck or will and get a result that's 10 or above to see if this works.
So enjoy yourself as you do things! Thanks for playing and enjoy your game. This spell costs 10% energy, so use it as you must. This spell is a must to do, don't mind what you get as it could need repair. THe process of time rifting is what this is, that is sometimes making the item degraded. As it travels through time, natural processes take over and in the time shift this makes it in a worse condition that it originally was. So use this if you must, again remember though you may have to repair it. You could get the items freely or by paying for them, that's with or without a discount. No matter what, this spell will work if your dm/gm allows for it.
Camp; This is an alternate reality like a Harry Potter magic building, that seems like where you are familiar with as its a building that you can enter. When you get there, you disappear from the normal reality and reappear near the special dimensional building. Feel free to explore its known area, that's as you can eat and drink or sleep there. You see everything works fine in camp. This is where you feel what occurs to your own experiences. That you shift to with thought by the soul shifting the body, that's going through the mists of time. This space is where you can find whatever is missing, and sleep and gather supplies which remain good. Think to send the item to the area of the camping grounds as you touch it, then the dimension shifts it to there. The point is that you are where you think you are in life. So think to return when done, if you no longer need to be there its like you got a full nights rest in an instance.
You return to where you want to be. That's when you may have slept in a sleeping area with clean beds. The camping area is safe, made so by the creator by warding away all dangers. Also you can practice there safely. It has modern facilities like a bathing area with a sink and tub, showers, running water, toilets and all the necessary commodities like soap and shampoo, electricity, lights, working computers and computer related stuff, food and drinks, cups, plates, bowls, utensils, medicine, herbs, air fryer, stove, oven, working microwave, well stocked refrigerator and so forth. This even includes a towel rack and hand sanitizer. THis camp basically has all the things you would need in the modern day era. However, this exists and the spell lasts, that's until you leave the special dimension. Then, as the special dimension comes from a pyramid of power that causes this, the specialized area disappears by feel.
Influence II; This is where you are creating a point of idea, thinking it into existence. How you find the idea you manifest is think you come across it. This effects any time you want it to effect.
Backwards effect; This is a spell that jumps back time a turn, so you can react to something before it happens.
Time jump; This effects the area you are in and causes it to shift you to some other time. Then, you think to be in that time and place, that's as you imagine the area and time with you appearing in it.
Soul ship; This is where the soul envelopes you and shifts you to somewhere else that you want to go to and experience by feel. This can be another planet or somewhere else on the planet. This acts as a soul shield and can bring anyone with you, instantly. You can pick up, find, form or drop things from its tracking or letting it go, easily at any height. It can hide in plain sight and cloak itself otherwise. So if you want this, it can be hidden and you can hide in it for a long time. What you feel and need, then is creatable by the soul ship and its done as you think and need the idea.
This ship is useful, no matter the point, as it can emulate any idea you want to see outside of it, you can use it to spy on people or things, that means easily you and whomever you want can remain invisible to the naked eye. However, this ship can be any shape or size as it remains in the void. If it emerges into some area, then it can be as you want it to appear. It goes where you want to go by will.
So, that means it cause anything you'd want, outside of itself to the surroundings or targets. If you want to "board" the ship, then think you do. If you want to leave the ship, think you do. its that easily done. Think of what you want and you can get it. That's including a shield buffering system. Where you are safe from attacks and don't feel the blows.
Energy circles; These circles can create by circling in an area and absorbing energy from the ground to shoot it forth as an energy beam and it also provides protection. This protected point protects you from being effected by anything you don't want effecting you. That ends with a moment and the thought that the circle disappears. The thought continues to control the moment in time until otherwise dismissed.
Poly geometry; It's aligning with true North and where you magic energy with true North for better shape effects. The number of sides determines what effect you get. This works as you imagine the shape and sides as you face true North and think of the targets or trace it in the air.
The different sided effects are:
1 sided is a line or circle that can speed the targets up by 1d6 actions per round. You may only use one spell and special ability of additional actions, that you can do on you or your allies. That's one with the intensity special ability or multitasking special ability.. either time effects, action surge, poly geometry line, formula magic or a time spell..and 2 of them may be used without intensity or multitasking together.
2 sides is a conjoined oval that causes whatever you imagine or need to happen to occur.
3 sided is a triangle that can slow the targets down by 1 action every 1d6 rounds.
4 sides can build up energy by restoring depleted air heat.
5-sided shapes lessen energy and cause lethargy in the targets. This makes them not be in the fight for 1d6 rounds.
6-sides is hexing them to do your thoughts like turning the targets invisible.
7-sides could be angel summoning or angellically created effect.
8 sided is an octogon that is used in stopping the targets.
9-sided is a nonagon used for magiced energy force that deals radiant energy.
10 sides is time shifting to the time you and others want to be in by feel.
100 sides is a hectogon, the 100 sided shape, the hectogon will create a magic lightning line between two points you decide are there and enemies take damage if they cross it.
1,000 sides is a chiliagon, the 1,000 sided shape, the chiliagon can shrink enemies to half of their size giving them a bit of evasion, but they take double damage. When the spell ends, their shape reverts and the damage ensued by this spell is no more.
10,000 sides is a myriagon, the 10,000 sided shape, it inverts the planet's gravity locally around the targets so they start floating upward until the spell ends.
100,000 sides is a decemyriagon, this is 100,000 sided shape, that can warp space around the enemy, dealing damage and slowing them down by making them do 1 action per every 1d6 rounds.
1,000,000 sides is a megagon, a million sided shape, this shape causes a spell that halts air molecules, that's making the air around the targets very cold and chokes them to death. By this spell, you cause cold damage and choking per round. If you have 4 rounds of this, the target will die if not before.
Omnigeometry; The study of geometry in multiple dimensions or across various geometric systems. Its energy comes from the source or the dimension itself. Use the 3d shapes of geometry by imagining the shape and thinking, that's done to create with it as you say what you want to the gm/dm.
The 3d to 5d shapes are in effect:
A ball causes containment of some force, targets or energy effect. It renders the target immobile and unable to move.
A cone is what lets you generate a cone of elemental force, your choice. Also, it gives you another health bar full of temporary health.
A cube causes a power source to empower the body, think and the spells you do are with 25% more energy or damage.
A tesseract is a 4th dimensional hypercube that lets you go through or throw things through walls, ceilings and floors.
A 5th dimensional hypercube causes similar or same things on an opponent that they do to you.
4 sided pyramid lets you create a masterwork, that's using one of your skills once a day.
5 sided pyramid makes all the enemies fall over at the same time. Skipping 1d6 turns.
6-sided pyramid heals friend and foe to full health. Good if the enemy gets the upper hand at the start of a fight.
Thought spell; This spell creates any effect any time, that you think about in 1 round.
Thought spell II, this costs 10% energy, where you create your thoughts that form reality. These thoughts exist as they come from imagination. The thought is also able to break a time spell, think of the time and think its broken.
Time related spell effects part 3
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.
Spell swap; This is a swap through time of spells that you want to use with someone else.
The time; This is where you find a person come up to you and ask for the time.
Time turner; This is where you turn over any item and if forward flipping, it creates time going forward a minute or however long you want by the statement and the flip with the subonscious creating the result..and with a flip back you turn time backward by a minute or however long you wanted.
Swap places; This spell allows you to swap with someone or something. They in return, swap with you. This effects through time so it created is a point in regard. This is where you can be where you want or when you want. The moment you don't want to be that person or thing, you swap back timewise.
Swapper; This causes something to be switched. You create with the swith any effect you want. Including, switching on good genes and switching off bad genes.
Death swap; As a instant reaction no matter what time it is needed. You summon your death and decay energy to focus as you need it to cause you to swap with another. This swaps you in place..as you need it done. Think and you know what to do. You can always swap back..it's the same way you swapped with the target. This means right before you die, in instantaneous time you change places with the attacking party and change shape to your form as the attacker dies and moves on by feel. You survive to another day. Interesting, right?
Think shift; This is where you use the power of the soul to teleport the targets somewhere, including through time and it can even be the nearby sun or some lava pit that they apparate into to die instantly from the exposure. This is useful if you don't mind not getting something in return from winning a fight.
Metavirus mind spells
These meta viruses are mind set illnesses created by thinking of the idea you intend, like an energy virus, then the energy makes it into a virus of energy. That effects those you want effected then it disappears when you don't need it. They, of course, have their own cures. This list made by SH and Kittymoo. 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. That's allowing you to create your own metaviruses, announce what you want effected by the metavirus you describe to the DM/GM. So think and you get what you need as a want to be done.
#1; This is a energy virus that increases damage while lowering defence. Curable by a peppercorn potion. This is done by level..with every 10 levels, this lowers your ac by 2. Levels 1-9 causes you to increase your attack damages by +20%. Levels 10-19 causes you to increase your attack damages by +40%. Levels 20-29 causes you to increase your attack damages by +60%. Levels 30- causes you to increase your attack damages by +80%. This lasts until you cure it.
#2; This is a meta illness that acts like a suppressed cold and yet causes you to do magic. It works by using your bodyweight as a source and thinking to direct it. Drink water or taste salt to cure it.
#3; This is an interesting weight lessening disease that seems normal yet isn't, your weight lessesns by 10 lbs. under its influence. This disease is metaphysical in nature and causes easy magic no matter what. You get a +5 to your healing and magic rolls. Cured by suggesting to yourself that the disease is gone.
#4; This is a metaphysical weight lessening disease that helps boost magic and leaves the stomach as thin as a pancake. This eats your excess fat on the body and lessens the weight by 10 lbs. It boosts magic by adding to your magic and healing rolls a +10 for success. Its curable by drinking some drink.
#5; This is some common cold mutated by meta energy to have all the beneficial traits and it could be cured with salt. Some of the traits being not having to blink, metabolism balance, not having to breathe as much, and getting energy from starlight. You get 20% energy per each 10 minutes in starlight. This lasts until cured.
#6; The teleportitis; When you teleport too much, you develop a disease that casts blink randomly. You can be anywhere you want to be by thinking about it and needing to be there. Cure is removal of magical contamination or some time in an antimagic field.
#7; This is a disease that develops draconic scales, that increase armor class by +4 while slightly reducing intelligence by -2. It is cured with honey.
#8; Gambler's Curse. A disease that reduces luck by -2 while increasing Charisma by +3. Cured by rolling a nat 20.
#9; Sage's Shakes. Increases Wisdom by +3 while reducing Dexterity by -2. The cure is tea.
#10; Dementor's change; This metavirus causes you to change in demeanor, enough to create a scary visage and you live off of fear. Roll a 1d20+luck and get a 10 or above to detail, if you don't scare nearby people or far away targets. You get a +5 to intimidation checks.. Cure is have faith and positive feelings.
#11; A disease called Withers that increases Constitution by +4 while lowering Strength by -2. The cure is 100 pushups in a day.
#12; The phantom illness. This fake illness is similar to any illness you want it to be like. It is cured by thinking is is gone or cured.
#13; The doppleganger mimic. This meta disease causes the target of it to be effected, think and they start mimicking you as they receive your thought energy. Then they read your mind, and react as though you yourself. The cure is water either splashed or drank.
#14; The addled brain. This metavirus creates itself in those that you target and they become confused. Those confused have a 1d20 chance to strike those nearby with a 10 or above making them do it. So the cure is thinking its cured.
#15; The clear thought metavirus. This illness makes you act as though you were cured of all illnesses. Curable by thinking its cured and drinking water.
#16; The glitch. This meta disease effects the machinery you work with by feel. The machine gives you an error message, then you get the effect of it crashing after 1d6 actions. The cure is thinking its fixed, or working with it so it is fixed by your doing.
#17; Religion change; This meta illness causes the targets to change their religion to what you desire instead. So instead of being christian, the target is druidic or buddhist instead. The cure is thinking to point out facts about the religion itself.
#18; The love. This illness causes the targets to become in love with you unconditionally. The targets effected will do anything for you, that's including kill themselves or die by taking the death blow. The cure is water drank with spite in mind.
#19; The dereliction. This meta illness creates the laziness feeling to let things be and not want to do anything. The result of this includes not taking care of the area and letting things build up until a certain point, like trash. You would literally toss the trash or leave things around and that builds up! The cure is to think its necessary or think it cured.
#20; The forgetfulness. This meta illness seems to effect the targets brain with idea that is forgotten. The meta illness can cause the target to forget what they were doing. Thinking of something is forgotten about idea 5 minutes later. The cure is drink water as your thinking to remember.
#21; The voltron. This is where the meta illness sprouts up, thinking to cause the volts of electricity to be greater than usual in the body. This distracts the targets for 1d6 rounds from fighting. That is corrected by the spine being realigned in some manner to be straighter, this is done as you hold your breath and lay against a straight area.
#22; Shitting disorder. This causes the body to shit upon itself or the area, think and sometimes you miss the toilet and go do it in your pants or on the ground. This distracts the targets from what they were doing until they shit. The cure is willing yourself to make it to the toilet and shitting there.
#23; The shinnigami. This is where you create a blade of energy, thinking to make the idea of an energy strike. You can feel the energy form the blade and yet this fools the brain into doing nothing. The cure is dismissing the energy blade, that's as it will unform right after if you don't think about it.
#24; The ghost. This meta virus make you see and sense yourself doing things, that's as though a ghost and you do it where its a 3rd person perspective. Also called the game metavirus. Its cured by thinking to drink water and it disappears.
#25; The slight. This metavirus is where you think of the idea to contend as it comes to you to contend with, that's as though your inner world makes you contentious and you are likely to go off on anyone with a 50% chance represented by 1d100+luck. If they roll a 50 or above, they get off their rocker and attack their allies. If they roll a sanity check of 1d100+will, then on a 50 or above they stop needing to fight. Including attack them, if nearby. The cure is use salt or drink salt water.
#26; The weight creep. This is where you causes a metavirus that makes you gain weight. The targets immediately feel hunger and they create things to sate it. The weight creep is 2 lbs. per month. The cure is drink water or exercise enough, like 1 or 2 hours a day with heightened heart rate.
#27; The writing. This is where you feel the urge to write your thoughts, that spring up like a new spring of observed idea. This is obvious thought, so you might think and stop before writing too much. This distracts the target for 1d6 rounds. The cure is sitting or standing still and not writing.
#28; Death. This is the true deposer of the body. This metavirus causes the targets to act like they demised themselves and if not cured, makes them kill themselves after 1d6 actions. The cure is having the will to live and thinking it cures itself.
#29; Erasure. This metavirus causes you write something and then erase it or part of it, that makes what you think is too much or is a problem disappear immediately. This is cured by leaving it in and experiencing the idea, if you want to do it.
#30; The know. This metavirus causes what you write or say to occur, that's as though the targets broke the words into their parts and experienced them in their latin or simplified form immediately. This is like the word know, as its kill now causing the targets to kill themselves. Other words are gnow as its go now causing the targets to leave the area, or d'now as its die now causing the targets to die now unless its with a savings throw..then nothing happens. This is the word broken apart by the syllables and the GM or DM know how the word is meant, as a syllabled word by placing a ' mark between the syllables your wanting to effect. The cure is drinking water thinking "it makes sense".
Shield spells
These shield spells described in this section are cast normally. 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. That's allowing 2 shield spell actions per round, unless your with more actions per round. So think and you get what you need as a want to be done.
Elemental shield; The shield is your aura, that absorbs and protects against any elemental or energy attack. This shield also deal out in a circle effect, the elemental damage that you cause to effect the targets you had in mind. The area of effect varies per levels. So for levels 1-9, you have a 30' effect. Levels 10-19, you have a 60' effect field. Levels 20-29, you have a 90' effect field. Levels 30 and onward, you have a 120' effect field. This spell costs 10% to cast.
Frost shield; This costs 15% energy. That is where you create a focused shield of frosty cold energy, that forms as a shell around you. This shell of frost moves with you. That makes damage on all the nearby hostile creatures and monsters, that are 30' away for levels 1-9. 60' away for levels 10-19. 90' away for levels 20-29. 120' away for levels 30-. Think as the frost shield causes you to be unaffected by any damages, that's because it holds by concentrated cold energy the targets from attacking you. They are held and unmoving in cold stasis for 1d6 rounds or 36 seconds.
Chaos shield; This costs 10% energy as it's using an attack absorption, this chaos breaks down the attack into usable energy. Since its easier to redirect the attack rather than absorbing it. This allows you to form a chaos shell, that absorbs the attack and you can redirect its energy. That's focused at an area to effect the targets to do what you want.
Teleport shield; This shield teleports those that you don't want to effect you, that's as they attempt an effect on you to somewhere be where the soul desires them to be. Otherwise, it can in the process of teleporting them make them turn to dust. So combat over.
The ultimate shield; The point is done as a "shield me" and your spirit uses your soul as a guide to create a shield combo.. you cause yourself to be "mirrored" by showing 1d6 of you with one real you. This is for levels 1-9. 1d8 of you for levels 10-19. 1d10 of you for levels 20-29. 1d12 of you for levels 30-. The rest are mirrored illusion images, that disappear on a hit and can do what you want them to do as they share your stats. They use the creator as a source of unlimited energy. They do what you want and this is fact. The statement to the DM/GM of "I cast the ultimate shield to shield me.." causes this spell to effect what results you desire. If they misbehave or don't follow your rules, they disappear and the creator steps in finish the job.
Also, you create with your own aura a shield effect, that then allows you to not be effected from hits by feel. The aura shifts the damage and what you don't want to go to another planet or dimension. That causes the consciousness to use the energy of the damages to effect the targets, that means you deal double the damages. See if that's what you had in mind, then its with double the amount. This is if damage is done at the targets you want effected. Once you don't need the mirrored copies, they fade away right out of existence. So think and you know what to do.
White shield; This is a white energy from the creator, that surrounds you and protects you from anything in the area. That you want to be protected from in idea. This is not to be taken as real, so think about the idea and you can get the result you want. You can do anything in real life.
Missile and weapon breakdown; This effect costs 15% energy. It will cause the idea of chaos to be in a shield, that breaks down any missile or weapon in a strike. That means your aura sends chaos tendrils towards the strike, that's what comes by thinking to break down the weapon or missile. This effect is immediate, think and it can be used to do what you intend, survive. One thing, you can only be effected by magic. It could be possible to repair all the broken missiles and weapons.
Magic points; This is a concept, that ghosts use. They magic on a target or targets, see as they think to use the items or the creator, that they have nearby as energy. THen, they create what they need to occur in a manifest by use of that energy. So basically, you can do the idea that ghosts do. Such as a orb of light that deals radiant damage, dimming the light and causing damage, pinning the targets down and dealing damages, shielding you and your allies, fire or ice arrows and anything else you would want. Say what you want to create as you need it to the dm/gm and its done.
Shield; Any attempt to damage you is energy to you instead that you can use. You negate all damages while this is in effect, that's by your soul negating it for 1d8 rounds in battle and 1 hour outside of battle.
Cool; This is where you gain a cooling shield that changes heat to a cooler feel. All you need is to drink water or some cold drink and your body converts it to become a cool feeling that lasts.
Starshield; This is cast using 15% energy. That is where you summon through a gate the energy of a star to your aura. You direct the energy by will, thinking to create a result. THe protection comes in by you not being touched by energy or physical assaults unless its chaos energy that assaults your senses. See the effect is that those whom attack you receive a backlash.
This means the solar energy is forming tendrils of itself, that attack the targets who attack. Depending on level, you get different levels of backlash damage as you use different types of stars to do it. This is a felt force, that could overwhelm the targets. So there is a 1d100+luck to determine if they are overwhelmed with heat stroke by a 50 or above rolled. This allows them to be out of the fight for 1d6 rounds.
For levels 1-9: You deal back normal or 1x the damages against your targets. This stage uses an orange sun as the source of energy.
For levels 10-19: You deal back double or 2x the damages against your targets. This stage uses a red giant sun as the source of energy.
For levels 20-29: You deal back triple or 3x the damages against your targets. This stage uses a blue supergiant sun as the source of energy.
For levels 30-: You deal back quadruple or 4x the damages against your targets. This stage uses a huge sun as the source of energy.
Soul shield; This takes 15% energy to cast. The soul becomes you and absorbs the attacks as energy. You are protected from all attacks, no matter what until you no longer need this effect. This requires no concentration, think and it easily can form any effect at a target. So what it means is you create with the point of expression, and the soul will create it as a moment or result. This is the way it works as a third generation spell system.
Shield III; Protects against many effects and attacks. This costs 10% energy to cast.
Sun shield, this is where you think and magic to shield yourself and your allies. They and you are unaffected of any attacks for 1d8 rounds in battle or until 1d10 strikes happen outside of battle.. This includes plasma strikes. You won't need to sleep, that's only unless you intended to sleep. On a cloudy day, this effect fails.
Shield, this spell casts by thinking energy to the aura, thought to empower it and causing it to absorb 1d8 attacks. These attacks can be elemental, physical or both.
Final fantasy spells
These are spells that have effects based on what you think. These spells cost 10% unless listed otherwise. 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.
Spheres of explosion; The creator forms 1d10 spheres of energy that form near the the targets and explode.
Exploding squares; This effect is where you cause a square area to explode with energy under the feet of the targets.
Exploding circles; This is where you think to cause a circle to explode from under the feet of the targets with whatever element you desire.
Sphere effect; This is where you cast forth 1d6 spheres that circle around the targets and effects them with its influence of making a result.
Circle of weapons; This causes the area to be effected by a magic energy weapon. That goes in a circular pattern around yourself effecting radiance damage upon your targets.
Area element effect; This effect starts at one area and goes towards the targets in a blanket effect that does x2 magic damage.
Black myth: Wukong spells
The spells you'd do if you played the Black Myth: Wukong game, (c) Game Science listed here @ https://dotesports.com/black-myth-wukong/news/all-spells-in-black-myth-wukong-and-how-to-get-them. The boss effects are from https://www.powerpyx.com/black-myth-wukong-boss-guide-all-bosses/. Also you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Spirit effects; This costs 10% energy. The spirit you have can do whatever you want, think and make manifestation or creation of the idea. It creates the effect you think about and need. This includes a spirit attack on the targets. That means the spirit can do bludgeoning, fire, ice, lightning, and any other effect.
Energy wave; This is a wave of damaging energy cast forth by throwing a fist, karate chop, or slashing your weapon. This wave of energy is a shockwave, that you focus into existence. Think of the idea and you you create it, that's as though you cast it forth as energy in a wave.
Instant shift II; This effect is where you shift to another area or spot, that can be any distance away. This is where you turn into energy and teleport. That's done by the power of the creator wielded by the spirit or soul, thinking of doing what you wanted.
The music effect II; The music allows you to focus your mind and as you listen or play it, you create what enchantment or effect you need or want as you will it to exist.
Force blow; This is where you focus upon the target energy, that seems like stones as they bludgeon the target with its energy.
Immobilize; This is where you focus energy upon the target and think "freeze". Then, the target is frozen in time as you need it frozen.
Spirit attack; This attack is spirit based, where you think the need or want and the spirit that goes through everything does it. Spirit attacks are double the energy damage, yet you don't have to move to attack. It lasts as long as you want.
Elemental focus; This is where you focus any element into existence. That you focus at the target through weapon attacks. Add element damage to your normal weapon attack.
Shadow focus; Think to use the shadows as you focus its energy. This causes the shadows to form what you want. That includes force bolts, poison effects and shadow portation.
Transform; This effect allows you to transform into anything you want to appear as by feel.
Enfusing; This effect is where you infuse with your thoughts the element you make use of the weapon. This adds the element as damage to the target you hit.
Black wind; Think of the effect of there being a black sphere, then the black sphere goes forth generating a black smoke wind as it goes forth and deals dark energy damage if it goes through the targets.
Cloud walk; This ability is where you turn into a cloud and walk away or attack. The effect of this is to not be effected by any attack, that's as the attack energy empowers you to do things as though you were a cloud.
Focused lightning; This is where you speak quickly and as you speak, body energy forms lightning that pulses outswardly to effect the targets with energy damage/effects.
Rock Solid; Turn your body into moving stone, granting you a short moment of invincibility and parrying an attack if timed correctly, staggering the opponent. Once staggered, they have a -6 to hit you.
A Pluck of Many; Summon a group of illusions, approximately 1d6 of them, that attack alongside you the targets. These illusions can take the aggravation of your targets, deal damages but most will die after taking a little damage of 25% damage per levels 1-9. 50% damage per levels 10-19. 75% damage per levels 20-29. 100% damage per levels 30-. They have your stats except for the health.
Ring of Fire; Creates a small ring of flame on the ground, granting you health and stamina as long as you remain within the circle.
Spell Binder; Disables the use of Spells, Spirit effects and Transformations but greatly enhances weapon and melee damage.
Float; This is where you focus energy beneath the feet willing it to cause you to levitate.
Absorption of energy; This is where you get near something and then your spirit absorbs energy from it.
Detonate; This effect causes the body to gain in energy and when near the target, they will explode.
call summons; The moment you need something, that is the moment yo think of the area and whom is in it. If your need is great, then allies will come.
Spikes; Think to put your hands on the ground and will to summon spikes from the ground in a radius of about 5 meters.
Icy breath; Think of cold energy that goes from your mouth, then breath out and you freeze the targets hit by this breath for 1d6 rounds as you freeze them for damage.
Ice element attack; The effect of this is to think of an ice sphere, that you think project forth. It shatters in the area of the targets. Dealing ice damage.
Poisonous effect; This is where you focus poison to effect the targets. As you think poison effects them, it creates a poison effect in them for 1d6 rounds.
Instant freeze; This focuses cold energy that is concentrated to freeze the target for 1d6 rounds as it deals ice damage per round. This costs 10% energy to cast.
Fire attacks; This is where you focus heat energy in the air to make fire on the target that burns out in 1d6 rounds dealing fire damage each round.
Fire wheel; This effect is the idea of making fire form in the air in the shape of a wheel. This wheel rolls towards the targets and hits them for double fire damage. This spell costs 15% energy to cast.
Ghostly visage; Think to be an energy form and not be hit. You transform into a ghost form until you will to transform back to being solid.
Gold invulnerability; This is where you think of gold essence, then you turn into a moving gold figure that is invulnerable to all attacks.
Transformation; This is where you focus on a shape to "become" as you will the shape to exist. You transform into it. That's until you will yourself to be you normal shape again.
Red mist; This effect is focusing your blood energy to create a boiling red mist surrounding the targets. This mist lasts 1d6 rounds and deals energy damage.
Shock attack; This is where you make energy focused in your aura. Then cast it forth to attack by effecting the targets.
Yellow swords; This is using water energy in the air. Think to effect the target by thinking the water forms into swords. You form 1d6 swords, for levels 1-9. 1d8 swords for levels 10-19. 1d10 swords for levels 20-29. 1d12 swords for levels 30-. They are energy swords, that are shot towards the targets. Each does a normal amount of damage. So think and know, whomever you target with them, tey are effected with piercing damages. This costs 20% energy to cast.
Call lightning II; Hold up your hands and will lightning to strike the target called from above.
Call tornado; This effect is where you hold up your hand and think the wind forms as a tornado. This tornado causes what you want as it goes where you need it to go. It can contain any liquid, that you form the tornado in the area of by feel.
Flying spell II; This is where you summon inertia energy, and will it to lift you off the ground to fly where you want to go.
Freezing fish eggs; This is where you summon freezing fish eggs, that fall from above on the targets. They freeze the targets for 1d6 rounds.
Flame balls; This is where you focus energy to make the heat form into fireballs that go and hit the targets. This costs 15% energy. It forms 1d6 fireballs.
Fiery clones; This causes the formation of 1d10 fire clones, that unerringly go and accelerate towards the targets only to explode in a 30' fire effect. This costs 30% energy.
False death; This is where you still your heart as you don't breath and will yourself to not seem to appear alive. This lasts until you "awaken" again.
Firey grass; This is where grasslike fire strands come from the ground. Only to effect the targets as they are there on the ground.
Fire discs; This is where you focus fire energy from the air. Thinking to fling it in some shape. This includes discs of fire, that you fling by flinging forth your hands. You form 1d6 discs. This costs 20% energy.
Circle of fire; This fire circle is where you surround the targets with fire. So when and where becomes more difficult to reach you, as if they cross the fire they get burned.
Flight on a cloud; This spell allows you to summon a cloud, that lifts you up and all you have to do is will your direction to go. This spell lasts till you desummon it.
Green lightning; This is where healing green fire becomes damaging lightning made of green fire. That does 3x the normal lightning damage. This lightning will decimate a target. The costs for this is 30% energy.
Stone armor; This uses some health (about 20%) to make you immune to attacks by a stony skin.
Chill attacks; This uses cold energy in the air to form what cold effect you want, including snowballs.
Whirlwind; This causes a whirlwind that deals wind damage or liquid whirlwinds as it unerringly goes in and targets the targets.
Blood-based attack; This effect is where you focus energy thought from your blood. Then, think of the idea you want formed and itd manifested including boiling the targets' blood.
Blood form; Think to focus, the blood energy is there and if you will it you transform into a blood form. That can do any blood energy effect as attack including boiling the targets' blood. This costs 40% energy.
Fire shockwave; This is where you focus concentrated fire, that you focus release as a fire shockwave that effects all targets as they spread out like rings. This deals 3x the damages. This costs 40% energy.
Frost effect; This creates by focus your area coldness into frost that forms on the targets. That is dealing cold damage.
Elemental clone; This is a clone made of the elements in elemental form, that does what you want and has your stats. It can form any element you want to create, as you think to create it. It lasts until you no longer need the clone to be there.
Doppleganger effect; This is the effect, that energy forms a doppleganger called from hell. This doppleganger, it goes 1v1 on a single target. It has the target's stats. If shapes itself as the target it fights. It can do whatever the target can do against the target. This lasts until it is desummoned by you dismissing it in your mind.
Elder scrolls online spells p1
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Blood boil; This is what costs 10% energy and boils the blood in the targets you target and deals energy damages.
Blood lava balls; This costs 10% and is where you focus your blood energy to call down lava balls. That roll around in a spiral quickly and boils the targets alive, they get in idea near double the damages. You get 1d6 balls for levels 1-9. 1d8 balls for levels 10-19. 1d10 balls for levels 20-29. 1d12 balls for levels 30 on up.
Blood figure; This costs 15% energy. Think an that is where your body's blood is energized and you form your body into a blood form. Basically, your unable to be effected by physical attacks. That's as you teleport wherever you want to go.
Blood columns; This is where you focus your blood energy, then think blood energy columns form wherever you want them. You can form 1d6 of them. This does blood energy damage uponst those that walk into the columns or the columns form around. The columns can be as wide as you want them. Avoid them to not be effected by them.
Blood golem; This costs 20% energy, think and it is where you summon the golem of energy using blood energy without sacrifice. Think and you can form it wherever you want it. This is basically where it has your stats and 200% health. Its hits are double the blood damage. That stays around until you decide to dismiss it and it disappears from existence.
Ring of fire; This is where you think of the aura sends out a ring of fire, think an it uses the fire energy in the air to do it. You can send outwardly the fire ring, that's as though it were an expanding ring that you create what fire damage you need at a farther distance from you.
Poison area; This happens as you magic poison essence through the aura, think and create a poison spread to the area and targets that kills them by poison.
Link and learn; This is where you cause a construct to exist, that sends a link and your mind chooses what to learn. It can be anything that you want to know, that comes to you as though an insight.
Portal II; Think about the energy that creates a portal in the air. This energy makes a slit in the air, 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 by feel.
Summoning orb; This orb causes you to share your energy, think of the construct being there and the construct is formed that makes a summons. This can be a challenge, target or creature that forms from nothing as you need it there. It causes the summons to not exist there if defeated or no longer needed. If unneeded, the summoning orb ceases to exist.
Orb of elements; This is where you cause the orb as a construct, that spreads out lava balls in a spiral pattern. Otherwise, it can send out yellow fire or whatever element including poison bolts. That you want to effect the target. That runs into it or you target them by feel.
Electrical arcs; Use the orb to create electrical arcs from the sky, if you think to deal some damage with lightning.
Line of fire; This is where you create with an elemental orb a line of fire, that connects it to the target by fire energy. Its disrupted when you think its disrupted.
Tentacles; These are summoned by the orb, as you think to lash out at the target and the tentacles form out of energy. that do the lashing.
Pillar of light; This creates what you think, a pillar of light that comes from the sky to illuminate the target as it deals radiance damages.
Stone attack; This is where you form stone on the target or as a stone pillar in the area, that blasts apart and its dealing blunt damages to the area and targets.
Verse magic; Think of the idea as though a verse, so think the verse and think the effect. That's where you need it to occur as you think of the idea, think and speak one or two words to create it. This works like you suggest to your subconscious mind, that's creating with the subconscious as you state the idea represented as one or two power words.
Stone pillar; This is where you use a orb construct to create energy pillars of stone, thinking to make it shoot up from beneath the targets feet. Impaling them with blunt damage.
Wind ring; This is air circulating really fast around you, that pushes back the targets that get too close by you. That's as it deals shrapnel damage from what the wind picks off the ground.
Circles of fire; Think of circles in the area being on the ground and imagining fire burst from the circles. This instructs the subconscious mind to cause fire rings, that do fire damages to the targets in them.
Pillar of flames; This is where you can cause by an orb construct, the pillars of fire to strike the targets.
Fireball fountain; This is where you cause by orb construct, a fountain that shoots fireballs in the air that unerringly strike the targets.
Fire elemental; Think of the elemental forming where you want and it shoots out fire to strike the targets.
Element elemental; Think of the elemental forming where you want and it strikes out at the targets.
Lightning storm; This is allot of energy spread through the air, that generates lightning strikes where your targets are at the moment.
Fire pillars II; This is where you think about forming pillars of fire, then the orb construct makes them appera and they shoot out fire like a filamethrower in 4 directions.
Elemental armor; This is where you summon a circle of elements into your aura to create a protection by the elements either blocking blows, bouncing off element effects or absorbing the elements put towards you. add +5 AC as you have this effect going on.
Blue plasma balls; These balls are formed by the orb construct, that roll towards the targets as though drawn naturally towards them and they deal fire damage.
Cataclysmic strike; This is what the magic of swirling energy will do with lifting items and things like rocks in the air. Then, it hurls them at all the targets.
Blood port; This is where you magic the energy in your blood and think of the area to go, then the energy is used up as you shift to a new area with 1 action.
Blood lightning; This is lightning produced by drawing upon blood energy, then creating lightning from its pooling effect with thinking of the idea and needing the soul to do it as you think to direct the energy into creating manifest. You can use blood energy in two ways, think the energy of the body. That is circulating in the blood surges, or cut in a sacrifice mode the finger and allowing a blood drop come forth. Either way, what you think will occur. Think and you know what to do.
Pillar of magic missiles; This is done with 10% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots magic missiles unerringly in whatever directions you wish it shot with radiance damages. There are 1d8 magic missiles formed for levels 1-9, 2d8 magic missiles for levels 10-19, 3d8 magic missiles for levels 20-29 and 4d8 magic missiles for levels 30 on. The damages possible with these missiles are 1d8+int mod for levels 1-9, 2d8+int mod for levels 10-19, 3d8+int mod for levels 20-29 and 4d8+int mod for levels 30-. That's as an amount for each missile. Each amount is a % off the targets' health.
Force bolt: Force bolts are an idea of your force being projected as a weapon. You get force bolts by expending 10% energy. Magic and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yield the force and hit the target by thinking it hits, otherwise linking the idea of the ball of force to the target of your choice. Basically as you think with ideal to do, draw a line in your head from the force ball image to the target picture. Now let go of the force ball. You have one force bolt, then it splits into 1d10 force bolts. These hit unerringly the target or targets, think and they are instantaneously done using one action. The damages possible with these bolts are 1d8+int mod for levels 1-9, 2d8+int mod for levels 10-19, 3d8+int mod for levels 20-29 and 4d8+int mod for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.
Wall of fireballs; Think of a wall of force, that comes up by the Orb construct creating it. Then this is what happens, the energy in the area is absorbed that the wall uses and it shoots off fireballs to hit the targets. That's as you think of them to be hit. This wall will shoot off 1d8 fireballs for levels 1-9, 1d10 fireballs for levels 10-19, 1d12 fireballs for levels 20-29 and 2d8 fireballs for levels 30 on. They hit unerringly. The energy it takes to make this happen is 20%. The damages possible with these fireballs are 2d8+int mod for levels 1-9, 4d8+int mod for levels 10-19, 6d8+int mod for levels 20-29 and 8d8+int mod for levels 30-. That's as an amount for each fireball. Each amount is a % off the targets' health.
Death ball pillar; This is death done with 20% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots death energy missiles unerringly in whatever directions you wish it shot with death and decay damages. There are 1d8 death missiles formed for levels 1-9, 1d10 death missiles for levels 10-19, 1d12 death missiles for levels 20-29 and 2d8 death missiles for levels 30 on. The damages possible with these bolts are 2d8+int mod for levels 1-9, 3d8+int mod for levels 10-19, 4d8+int mod for levels 20-29 and 5d8+int mod for levels 30-. That's as an amount for each bolt. Each amount is a % off the targets' health.
Elder scrolls online spells p2
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Thinking evoktion spell; Think to imagine energy streams to go in the direction of the targets, feel it ignite and the energy burns in the path of the energy.
Thinking evoktion spell II; Thinking to do is to create, the area is there in a circle of energy cast by the aura to flare up by feeling to tense and release. That's a flare up in fire as you feel it flare to scorch the targets. If no flare up, then at the very least they the targets were drawing attacks to themselves. That's done by the power of the circle doing what you wanted.
Fire circle; Think of a circle to appear around you and the aura energy, this is being pumped with energy flares up the circle edge with fire. That lasts as long as you magic it into existence, usually against a boss or creature.
Illusion cast; This is where you think about what you want to appear and need it to form. Then, the creator makes it appear and the element is what effects the targets that you want effecting them.. This could be sending out a dragon form that effects fire on the targets. This can be any element. The boss is usually depicted as monsterous in the mind of the person effected by this effect as trhough the monster were a boss. In a point, this could be interesting as it could be used to manipulate the targets by the illusion.
The 'boss' can make the targets feel whatever you want them to feel and they feel good about it. In order to get a result, they usually make them feel like they can get away with anything. That's as they make by the soul, the elemental effect done to the targets unknowingly. Think to use this in an interesting point, that's done to gain release of energy and pent up emotions, if you really want to use it in this manner. If you don't, you can do any number of things to the person, that's if they 'deserve' it. If the targets don't deserve it, then nothing happens an they did nothing wrong.
However, there are two types of 'bosses' defined by this, both are monsterous as they manipulate to get what they want. The hidden boss and the obvious boss. The hidden boss was 'summoned' there and love manipulating or outright destroying things. The obvious boss is there doing what they want in the open. See they sometimes use equipment to effect what they want to effect. So for targeting those that are monsterous, think to destroy their communication equipment and possible computer and get them arrested by making them do things to draw attention to them the police.
This gets them arrested and that ends the idea. Usually though, their communication equipment gets taken by the police and not returned. So, in the end even if you didn't get their machines destroyed your getting what you want done. Usually though, the monster never quite gets the lesson and attempts what he or she was doing again since they figure they can get away with it. This is a useful way to counter their actions, think and it works in your favor as well.
So don't do them a favor by destroying the evidence against them. Usually their machines hold a record of their usage or activity. If it does, then you have option to draw attention to their machines in use. This is done as though it were a target exposing what they did, then its gone taken by the police. Otherwise, they could get released from custody very easily. That's if you met a 'boss' that loved to manipulate others and do things to get results. Think and it is done, so this is an idea in itself. This is a useful idea to do to those that deserve it, if they don't the soul countereffects the spell and nothing happens. That means you can't be vindictive on their case.
Magic crystals; The magic is upon the crystal that you hold and cast forth a brain wave to the energy itself. This energy consciousness causes what you wish to become existant. That is like you hold a crystal and think about creating another you into existence, that creates what you intend and need. This lasts for what you think is enough time. If your powerful enough, you can lift with your mind magic the stones to float around you and these stones act like a magicer, to create with an idea what you think into existence.
Healing circle; If you stand in it and someone else stands in it, whoever it is..you heal. This effect lasts 1d6 rounds.
Energy bubble; This is where you think of the energy forming a bubble, that heals you by area life transferrance as it damages the targets for the same amount. You create 1d6 bubbles for levels 1-9. 1d8 bubbles for levels 10-19. 1d10 bubbles for levels 20-29. 1d12 bubbles for levels 30 on up.
Swirl of fire; This damages the targets as it surrounds one of them.. with burning damage for 1d6 rounds.
Invincible puddle; This is where you stand in the puddle and are invincible for 1d6 rounds.
Water waves; The waves they clean the ground as energy waves of water go along the ground.
Water puddles II; This is where you think about surrounding the targets with water energy and the energy of the water does acidic damage.
Encasement II; This is where you think energy will encase the targets in a stone like material.
Exploding puddles; This is where you imagine or think of energy forming a puddle under the targets feet and exploding for x2 energy damage.
Damaging shield; This is where you think to cast a shield around the targets that damages them per round until they die. This lasts 1d10 rounds, otherwise. This costs 15% energy. In order to break free from the shield, you must deal x2 normal damage that you normally do to the shield.
Elder scrolls online spells p3
The spells you'd do if you played the elder scrolls, this part comes mostly from the bosses and monsters. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Auratic color effect; The aura glow changes to a color for a certain effect. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. The color effects the targets nearby with the element damage. The area of effect is 5' for levels 1-9. 10' for levels 10-19. 15' for levels 20-29. 20' for levels 30 on up.
Red Dot; This forms on the targets and explodes in fire dealing x2 damage.
The Dot; This forms on a target, thought as a color. You think about the color to form an elemental effect explosion of x2 damages. The Dot will be that color. Each color does a different effect.. Green effects poison, red effects fire, blue effects freezing cold, yellow effects acid and silver effects lightning. You could use this to break down doors.
Dazzling spray; Imagine or think of the color spraying forth..from an orb or flashlight that you form the associated element as you think it there. The color means what types of damage dealt. Green is poison, red is fire, blue is freezing cold, yellow is acid and silver is lightning. The area of effect is 30' for levels 1-9. 50' for levels 10-19. 70' for levels 20-29. 90' for levels 30 on up. This costs 20% energy.
Elemental pool explosion; This makes the element that you intend to form as a pool around the targets. That element explodes upward. Dealing concentrated damages that's x3. The effect costs 20% energy.
Elder scrolls online spells: Sorceror
The spells come from https://eso-hub.com/en/skills/sorcerer and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Daedric Summoning - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Summon Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing double Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 10% energy.
Greater Storm Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach zaps the closest enemy, dealing x3 Shock Damage every action. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. This costs 15% energy.
Summon Charged Atronach; Summon an immobile storm atronach at the target location. Its arrival deals Shock Damage and stuns enemies for 3 rounds. The atronach calls upon a lightning storm every 2 actions, dealing double Shock Damage to enemies around it. Enemies hit are afflicted with the Concussion status effect. An ally near the atronach can activate the Charged Lightning synergy, granting nearby allies Major Berserk for 1d10 rounds, increasing their damage done by 10%. The atronach now uses a powerful area of effect attack, which always applies Concussion.
Active abilities
Summon Unstable Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The familiar remains until killed or unsummoned. It has half your stats except for 100% health.
Summon Unstable Clannfear; Command the powers of Oblivion to send a Daedric clannfear to fight at your side. The clannfear's headbutt deals 2d20 Physical Damage, while its tail spike hits nearby enemies for 2d20 Physical Damage after 1 action. Once summoned, you can activate the clannfear's special ability. That's healing you for x3 your health and the clannfear for x4 its health. The clannfear remains until killed or unsummoned. It has your stats except for 100% health. This summons a clannfear instead of a familiar. Once summoned, you can activate the clannfear's special ability to heal you and the clannfear based on your Max Health. The clannfear's basic attacks deal Physical Damage.
Summon Volatile Familiar; Command the powers of Oblivion to send a Daedric familiar to fight at your side. The familiar's attacks deal Shock Damage. Once summoned, you can activate the familiar's special ability, dealing double Shock Damage every 2 actions for 1d20 rounds to enemies near them. The second hit stuns enemies hit for 3 rounds. The familiar remains until killed or unsummoned. It has your stats except for 100% health. You basically summon a volatile familiar. Once summoned, you can activate the familiar's special ability to pulse area damage and stun enemies.
Daedric Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. You can have only one Daedric Curse active at a time.
Daedric Prey; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d6 rounds. While the curse is active, your pets prioritize the target and deal an additional 45% damage to them. You can have only one Daedric Prey active at a time. This
reduces the cost and your pets deal additional damage to the cursed target.
Haunting Curse; Curse an enemy with a destructive rune, dealing x3 Magic Damage to the target and all other nearby enemies after 1d4 rounds. The curse will continue to haunt the enemy and explode a second time, dealing x3 Magic Damage to the target and all other nearby enemies after an additional 1d8 rounds. You can have only one Haunting Curse active at a time. The curse will continue to haunt the enemy and explode a second time.
Summon Winged Twilight; Call on Azura to send a winged twilight to fight at your side. The winged twilight's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the winged twilight's special ability, causing it to heal a friendly target for x3 its health and itself for x3 its health. The winged twilight remains until killed or unsummoned. It has your stats except for 100% health.
Summon Twilight Matriarch; Call on Azura to send a twilight matriarch to fight at your side. The twilight matriarch's zap deals Shock Damage and its kick deals Shock Damage. Once summoned, you can activate the twilight matriarch's special ability, causing it to heal 2 friendly targets for all their health and itself for all its health. The twilight matriarch remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight matriarch. Once summoned, you can activate the twilight's special ability to heal the matriarch and up to 2 other friendly targets.
Summon Twilight Tormentor; Call on Azura to send a twilight tormentor to fight at your side. The twilight tormentor's zap deals double Shock Damage and its kick deals double Shock Damage. Once summoned, you can activate the twilight tormentor's special ability, causing it to deal 60% more damage to enemies above 50% Health for 1d20 rounds. The twilight tormentor remains until killed or unsummoned. It has your stats except for 100% health. You summon a twilight tormentor, which deals higher damage. Once summoned, you can activate the twilight's special ability to grant it a damage bonus to high health enemies.
Conjured Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or Energy and the shield is capped at 55% of your Max Health.
Hardened Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d6 rounds. If no pets are affected, you also heal for x3 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 72% of your Max Health. Damage shield absorbs more and has a higher capped value.
Regenerative Ward; Conjure globes of Daedric energy for protection, granting a damage shield for you and your pets that absorbs all damage for 1d10 rounds, heals you for x4 Health. This ability scales off the higher of your Max Health or energy and the shield is capped at 55% of your Max Health. This reduces the cost of magic of 10%, increases the duration of the shield. The self heal now always applies, but heals for less.
Bound Armor; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 36% for 3 rounds. While active, your Max energy is increased by 8% and you gain Minor Protection, reducing your damage taken by 5%.
Bound Aegis; Protect yourself with the power of Oblivion, creating a suit of Daedric mail that increases your block ability by 40% for 5 rounds. While active, your Max energy is increased by 8% and you gain Minor Resolve and Minor Protection, increasing your Physical and Spell Resistance by making 30% less elemental damage and reducing your damage taken by 5%. Passively grants Minor Resolve while slotted. Increases the potency by adding 20% damage to your attack and additionaly 1d12 rounds duration of the block effect.
Bound Armaments; While active, your Attacks summon a Bound weapon for 1d10 rounds, up to 4 times. When you have one or more Bound Weapon active, you can activate the ability to arm the weapons, causing them to strike your target for 4d20 Physical Damage every action. While slotted, your Max Stamina is increased by 8%. Converts into a Stamina ability. Any attack that can be used to attack your current target. No longer grants block effect.
Passive abilities
Rebate; You restore up to 300% energy when one of your non-Ultimate Daedric Summoning abilities end. The resource returned is dictated by the ability's cost.
Power Stone; Reduces the cost of your abilities by 15%.
Daedric Protection; Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability active.
Expert Summoner; Increases your Max Health by 10% if you have a pet active. Increases your Max Energy and Stamina by 10% if you have no pets active.
Dark Magic - Skills: These abilities cost 35% energy.
Ultimate abilities
Negate Magic; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds.
Absorption Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also heals you and your allies for x3 Health every 1 action. The globe also heals you and your allies standing inside it.
Suppression Field; Create a globe of magic suppression for 1d12 rounds, removing and preventing all enemy area of effect abilities from occurring in the area. Enemies within the globe are stunned for 1d6 rounds. The globe also damages enemies for x3 Magic Damage every 1 action. This costs 30% energy. The globe also damages enemies standing inside it.
Active abilities
Crystal Shard; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d6 rounds costs 10% less.
Crystal Fragments; Conjure dark crystals to bombard an enemy, dealing x3 Magic Damage. Your next cast within 1d12 rounds costs 10% less. This costs 20% energy. While active any ability has a 33% chance of causing your next Crystal Fragments to be instant, deal 66% more damage, and cost half as much. Casting abilities has a chance to make your next Crystal Fragments instant, deal more damage, and cost less.
Crystal Weapon; Encase your weapon in dark crystals for 1d6 rounds, causing your next two Attacks to deal additional damage and reduce the target's Armor by 100 for 5 actions. The first hit deals 4d20 Physical Damage and the second deals 2d20 Physical Damage. After casting, your next ability used within 1d6 rounds costs 10% less. Converts the ability into an instant cast Stamina ability, which causes your next two Attacks to deal 1d20 bonus Physical Damage and reduce the enemy's Armor. This costs 20% energy.
Encase; Call forth Daedric shards from the earth to immobilize enemies in front of you for 1d6 rounds. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds.
Shattering Spines; Call forth Daedric shards from the earth to encase and immobilize all enemies in front of you for 1d6 rounds. After the effect ends the shards shatter, dealing x3 Magic Damage to any enemy that was encased. Enemies hit are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. This costs 30% energy. The ability no longer has a cap of how many targets it can affect, and now deals damage when the effect ends.
Vibrant Shroud; Call forth a Daedric shroud from the Colored Rooms to heal you and your allies and enfeeble foes near you. You and allies in the area are healed for x3 Health and receive Minor Vitality, increasing your healing received and damage shield strength by 6% for 1d10 rounds. Enemies are afflicted with Major Maim, reducing their damage done by 10% for 1d10 rounds. The area now heals you and allies, rather than immobilizing enemies, but at an increased cost. Healed targets receive Minor Vitality.
Rune Prison; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. This stun cannot be blocked.
Defensive Rune; Place a rune of protection on yourself for 1d10 minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 1d6 rounds. This stun cannot be blocked. Cast spell on self, stunning the next enemy who attacks you.
Rune Cage; Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 1d6 rounds. Deals double Magic Damage if the stun lasts the full duration. This stun cannot be blocked. Deals damage when effect completes.
Dark Exchange; Bargain with darkness to restore full Health and all energy instantly, and add an additional 100% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. This costs 30% energy.
Dark Conversion; Bargain with darkness to restore full Health and full energy instantly, and add an additional 200% energy over 1d20 rounds. The exchange also grants you Minor Berserk for 1d6 rounds, increasing your damage done by 5%. Increases the amount of Health and energy restored.
Dark Deal; Bargain with darkness to restore full Health and full Stamina instantly, and add an additional 100 Stamina over 1d10 rounds. The exchange also grants you Minor Berserk and Minor Force for 1d10 rounds, increasing your damage done by 5% and Critical Damage by 10%. Converts Magicka into Health and Stamina instead. Reduces the cost, the time it takes the ability to restore resources, and the duration of Minor Berserk, but adds Minor Force.
Daedric Mines; Surprise your foes by placing 3 volatile Daedric mines around you, which take 1 action to arm and last for 1d12 rounds. When a mine is triggered it explodes, dealing the enemy x3 Magic Damage and immobilizing the enemy for 2 rounds. Enemies can only be damaged by your mines once every 2 rounds. This costs 30% energy.
Daedric Refuge; Carefully form 5 protective Daedric wards around you, which take 1 action to arm and last for 1d12 rounds. When a Daedric ward is triggered it grants you or the ally a damage shield that absorbs all damage for 1d6 rounds. Targets can only be shielded by Daedric Refuge once every 2 actions. Converts the mines into protective wards that shield you or allies when they activate.
Daedric Tomb; Surprise your foes by placing 3 volatile Daedric mines at a target location, which arm instantly and last for 1d12 rounds. When a mine is triggered it explodes, dealing x3 Magic Damage and immobilizing the enemy for 1d6 rounds. Enemies can only be damaged by your mines once every 2 actions. You place the mines at a target location instead of around you. The mines arm instantly.
Passive abilities
Unholy Knowledge; Reduces the Health, Energy, and Stamina costs of your Combat abilities by 6%.
Blood Magic; When you cast a Dark Magic ability with a cost, you heal for full health. This effect scales off your Max Health.
Persistence; After blocking an attack, your next Health, Energy, or Stamina ability costs 15% less.
Exploitation; When you cast a Dark Magic ability you grant Minor Prophecy to you and your group, increasing your Spell damage by double for 1d20 rounds.
Storm Calling - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Any attacks become lightning bolts, dealing x3 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. This costs 35% energy.
Energy Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 28 meters away. Otherwise attacks blast enemies in a 4 x 6 area for x3 Shock Damage. The attacks restore all Energy and Stamina used. While active your Attacks restore Magicka and Stamina.
Power Overload; Charge your fists with the power of the storm, replacing your Attacks with new, stronger abilities. Attacks become lightning bolts, dealing x4 Shock Damage to an enemy up to 32 meters away. Heavy Attacks blast enemies in a 6 x 8 area for x3 Shock Damage. Increase range and radius of Attacks. Increases damage.
Active abilities: These abilities cost 30% energy unless otherwise noticed.
Mages' Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them.
Endless Fury; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x3 Shock Damage to them. If any enemy is killed within 5 rounds of being hit with this ability, you restore all energy used up. Reduces the cost by 10% and restores energy if the target dies after this ability dealt damage to them. This costs 35% energy.
Mages' Wrath; Call down lightning to strike all enemies, dealing double Shock Damage. If the enemy falls to or below 20% Health within 1d6 rounds of being struck, an explosion deals an additional x4 Shock Damage to them.
Lightning Form; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing Shock Damage every 2 actions for 1d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 50%.
Boundless Storm; Manifest yourself as pure lightning, zapping nearby enemies with electricity dealing double Shock Damage every 2 actions for 2d6 rounds. While in this form you also gain Major Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 100%. Activating this grants you Major Expedition, increasing your Movement Speed by 30' for 1d6 rounds. Increases the duration, and you gain Major Expedition for brief period after activation, increasing your Movement Speed.
Hurricane; Manifest yourself as pure air, buffeting nearby enemies with wind dealing 2d20 Physical Damage every 2 actions for 1d6 rounds. The winds grow in damage and size, increasing up to 120% more damage and up to 9 meters in size. While in this form you gain Major Resolve and Minor Expedition, increasing your Physical and Spell Resistance by reducing damage 100% and your Movement Speed by 15'. Converts into a Stamina ability and deals Physical Damage. Increases in size and damage the longer it is active. Grants Minor Expedition while active, increasing your Movement Speed.
Directed Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them.
Lightning Flood; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d10 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x4 Shock Damage to enemies around them. Increases the radius and damage.
Liquid Lightning; Create a nexus of storm energy at the target location, dealing Shock Damage to enemies in the area every 1 action for 1d12 rounds. An ally standing within the nexus can activate the Conduit synergy, dealing x3 Shock Damage to enemies around them. Increases the duration.
Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x3 Health. This effect can occur once every 1 action.
Critical Surge; Invoke Meridia's name to gain Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d10 rounds. While active, dealing Critical Damage heals you for x4 Health and adds 100% health. This effect can occur once every 1 second. Increases the healing.
Power Surge; Invoke Meridia's name to gain Major Brutality and Major Sorcery, increasing your Weapon Damage and Spell Damage by 20% for 1d12 rounds. While active, activating a Critical heal causes the ability to heal you and your allies around you for x3 Health. This effect can occur once every 3 actions. The heal now heals in an area around you, and only triggers off Critical healing.
Bolt Escape; Transform yourself into pure energy and flash forward, stunning enemies near your final location for 3 actions. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy.
Ball of Lightning; Transform yourself into pure energy and flash forward. After reaching your location, you become immune to snare and immobilize effects for 2 rounds. A ball of lightning is summoned at your end point, which intercepts up to 1 projectile attack made against you every 1 action for 3 rounds. Casting again within 1d4 rounds costs 33% more Energy.
Streak; Transform yourself into pure energy and flash forward, dealing double Shock Damage to enemies in your wake and stunning them for 1d6 rounds. This effect cannot be blocked. Casting again within 1d4 rounds costs 33% more Energy. Now deals damage and stuns enemies between your beginning and final location.
Passive abilities
Capacitor; Increases your Energy Recovery by 10%.
Energized; Increases your Physical and Shock Damage by 5%.
Amplitude; Increases your damage done against enemies by 1% for every 10% current Health they have.
Expert Mage; Increases your Weapon and Spell Damage by 2% for each 10% energy you have.
Elder scrolls online spell ability: Templar
The spells come from https://eso-hub.com/en/skills/templar and are what you'd do if you played the elder scrolls, sorceror class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Dawn's Wrath - Skills: All skills cost 30% energy unless otherwise noted.
Ultimate abilities
Energy Nova; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d6 rounds.
Solar Disturbance; Call down a fragment of the sun, dealing double Magic Damage every 1 action for 1d8 rounds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%. An ally near the fragment can activate the Supernova synergy, dealing x3 Magic Damage to all enemies in the area and stunning them for 1d8 rounds. Major Maim stays on enemies after leaving the area.
Solar Prison; Call down a fragment of the sun, dealing x3 Magic Damage every 1 action for 1d8 rounds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%. An ally near the fragment can activate the Gravity Crush synergy, dealing x4 Magic Damage to all enemies in the area and stunning them for 1d12 rounds. The synergy deals more damage and stuns for longer.
Active abilities: These ability spells cost 40%.
Sun Fire; Blast an enemy with a charge of radiant heat, dealing double Flame Damage, and an additional x3 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x3.
Reflective Light; Blast up to three enemies with a charge of radiant heat, dealing double Flame Damage, an additional x4 Flame Damage over 1d6 rounds, and reducing their Movement Speed by 40' for 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4. Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
Vampire's Bane; Blast an enemy with a charge of radiant heat, dealing x2 Flame Damage, and an additional x5 Flame Damage over 1d6 rounds. Upon activation you gain Major Savagery and Major Prophecy for 1d6 rounds, increasing your Weapon and Spell damage by x4.
Solar Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
Dark Flare; Conjure a ball of solar energy to heave at an enemy, dealing x3 Magic Damage and increasing your damage done with class abilities by 5% for 1d10 rounds. Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and puts a damage shield thats damages them by 12% for 4 rounds. Also grants you Empower for 1d10 rounds, increasing the damage of your Attacks against monsters by 70%.
Solar Barrage; Conjure solar energy to blast enemies around you, dealing Magic Damage every 2 actions and increasing your damage done with class abilities by 5% for 1d6 rounds. While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%. Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
Backlash; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Backlash active at a time.
Power of the Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Physical Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%. You can have only one Power of the Light active at a time. Converts into a Stamina ability, deals Physical Damage (pick a weapon to get damage amount).
Purifying Light; Summon an expanding beam of pure sunlight to doom an enemy, dealing x2 Magic Damage immediately and marking them for 1d6 rounds. After the duration ends, the sunlight bursts, dealing x2 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for x3 Health every 2 actions, over 1d10 rounds. You can have only one Purifying Light at a time. When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
Eclipse; Envelop an enemy in a lightless sphere for 1d4 rounds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds, their second attack immobilizes them for 3 rounds, and their third attack stuns them for 3 rounds. The effects can activate once every 1 action.
Living Dark; Envelop yourself in a lightless sphere for 1d10 rounds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40' for 3 rounds and healing you for x3 Health. These effects can occur once every action. You now apply the ability to yourself, healing when you take direct damage instead. Melee attackers are snared.
Unstable Core; Envelop an enemy in a lightless sphere for 4 rounds, that harms them with growing intensity anytime they deal direct damage. Limited to one. Their first attack reduces their Movement Speed by 30' for 4 rounds and deals Magic Damage, their second attack immobilizes them for 3 rounds and deals x2 Magic Damage, and their third attack stuns them for 3 rounds and deals x3 Magic Damage. The effects can activate once every 1 action. Deals damage to the attacker and anyone near them when they trigger any of the effects.
Radiant Destruction; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health.
Radiant Glory; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 480% more damage to enemies below 50% Health. You restore up to 480% Energy per attack, based on the target's missing Health and heal for 17% of the damage inflicted. You heal for a percentage of the damage inflicted, and restore Energy based on their missing Health.
Radiant Oppression; Burn an enemy with a ray of holy fire, dealing x4 Magic Damage over 1d8 rounds. Deals up to 500% more damage to enemies below 50% Health. Increases the amount of bonus damage dealt to low health targets.
Passive abilities
Enduring Rays; Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 rounds.
Prism; Casting a Dawn's Wrath ability while in combat generates 3% energy. This effect can occur once every 1d6 actions.
Illuminate; Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 1d6 rounds, increasing your Spell Damage by 10%.
Restoring Spirit; Reduces the Health, Energy, Stamina, and Ultimate costs of your abilities by 5%.
Restoring Light - Skills: These ability spells cost 40%.
Ultimate abilities
Rite of Passage; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. You cannot move while channeling, but you gain immunity to all disabling effects.
Practiced Incantation; Channel the grace of the gods, healing you and nearby allies for x4 Health every 1 action for 1d8 rounds. While channeling this ability, you gain immunity to all disabling effects. Increases the duration of the channel and allows you move at a reduced rate while channeling.
Remembrance II; Channel the grace of the gods, healing you and nearby allies for x3 Health every 1 action for 1d4 rounds. Gain Major Protection, reducing damage you take by 10% for 1d10 rounds. You cannot move while channeling, but you gain immunity to all disabling effects. Gain Major Protection after casting, reducing your damage taken.
Active abilities
Rushed Ceremony; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health.
Breath of Life; Beacon your inner light, healing yourself or a wounded ally in front of you for x4 Health. Also heals one other injured target for x4 Health.
Honor The Dead; Beacon your inner light, healing yourself or a wounded ally in front of you for x3 Health. Healing anyone who is below 75% Health restores 18% of the ability's cost every 2 actions over 1d6 rounds as Energy. Refunds part of the ability's cost when used to heal an injured target.
Healing Ritual; Focus your spiritual devotion, healing you and nearby allies for x3 Health.
Hasty Prayer; Focus your spiritual devotion, healing you and nearby allies for x4 Health. Affected targets gain Minor Expedition, increasing their Movement Speed by 15' for 1d10 rounds. Healed allies gain Minor Expedition for a short duration and reduces the cost as the ability ranks up.
Ritual of Rebirth; Focus your spiritual devotion, healing you and nearby allies for x4 Health. You heal a single ally outside this ability's radius of 30' for an additional x3 Health. You heal a single ally outside the ability's radius.
Restoring Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to nearby group members for 1d6 rounds, increasing Health, Energy, and Stamina Recovery by 15%.
Radiant Aura; Champion the cause of divine glory to apply Minor Endurance, Minor Fortitude, and Minor Intellect to you and nearby group members for 1 hour, increasing your Health, Energy, and Stamina Recovery by 15%. Increases the radius by 10' and duration by 1d6 rounds.
Repentance; Consecrate the souls of the fallen, healing you and your allies for x3 Health and restoring full Stamina to you for each corpse nearby. While active, you gain Minor Fortitude, Minor Endurance, and Minor Intellect, increasing your Health, Stamina, and Energy Recovery by 15%. No longer applies buffs to allies, instead you consume corpses to restore Health and Stamina.
Cleansing Ritual; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately and healing you and nearby allies for x4 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health.
Extended Ritual; Exalt in the sacred light of the Aedra, cleansing up to 5 harmful effects from yourself immediately and healing you and nearby allies for x5 Health every 2 actions for 1d6 rounds. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for x4 Health. Increases the duration and the amount of harmful effects cleansed from yourself.
Ritual of Retribution; Exalt in the sacred light of the Aedra, cleansing up to 2 harmful effects from yourself immediately. While in the area, enemies take Magic Damage every 2 actions for 1d6 rounds which increases by 12% per tick. Allies in the area can activate the Purify synergy, cleansing all harmful effects from themselves and healing for full Health. The area now harms enemies who enter it, rather than healing allies, and reduces the cost. Damage increases over duration.
Rune Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing the damage amount for 200%. While the rune is active you heal for x4 Health every 1 action. Standing within the rune increases the healing done by 200%.
Channeled Focus; Create a rune of celestial protection and gain Major Resolve for 1d8 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages for 200%. You also recover full energy every 1 action over the duration. While the rune is active you heal for 100% Health every 1 action, scaling off your Max Health. Standing within the rune increases the healing done by 200%. Increases the duration and causes you to restore Energy over the duration.
Restoring Focus; Create a rune of celestial protection and gain Major Resolve for 1d6 rounds, increasing your Physical Resistance and Spell Resistance by reducing damages 200% that you take. You also recover full Stamina every 1 action over the duration. While the rune is active you heal for x5 Health every 1 action. Standing within the rune increases the healing done by 200%. Increases the healing done and causes you to restore Stamina over the duration.
Passive abilities
Mending; Increases the healing effects from your abilities by 12%, that's in proportion to the severity of the target's wounds.
Sacred Ground; While standing in your own Cleansing Ritual, Rune Focus, or Rite of Passage area effects and for up to 1d4 rounds after leaving them you gain Minor Mending, increasing your healing done by 8%. Also increases the amount of damage you can block by 10% for the duration.
Light Weaver; When you heal an ally under 50% Health with an ability, you grant them 2% energy. While you are channeling Rite of Passage, you gain Physical and Spell Resistance by reducing damages 500%.
Master Ritualist; Resurrected allies return with 100% more Health.
Elder scrolls online spell ability: Warden
The spells come from https://eso-hub.com/en/skills/warden and are what you'd do if you played the elder scrolls, Warden class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Animal Companions - Skills: All skills cost 40% energy unless otherwise noted.
Ultimate abilities
Feral Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 580% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 100% more damage to enemies below 25% Health.
Eternal Guardian; Rouse a grizzly to fight by your side. The grizzly swipes an enemy, dealing 599% Magic Damage, and sometimes swipes all enemies in front of it, dealing x3 Magic Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Wrath for 40% energy, causing the grizzly to maul an enemy for x4 Magic Damage. Deals 150% more damage to enemies below 25% Health. The grizzly respawns when killed, once per minute. The grizzly instantly respawns when it dies. Increases the amount of bonus damage dealt to low Health targets.
Wild Guardian; Rouse a grizzly to fight by your side. The grizzly swipes at an enemy, dealing 659% Bleed Damage, and sometimes swipes all enemies in front of it, dealing x3 Bleed Damage and stunning them for 2 rounds. Once summoned you can activate Guardian's Savagery for 40% energy, to maul an enemy for x4 Bleed Damage. Deals 100% more damage to enemies below 25% Health. The damage has a higher chance to apply the Hemorrhaging status effect. The bear now deals Bleed Damage, and has a quintuple chance of applying the Hemorrhaging status effect.
Active abilities
Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 rounds.
Cutting Dive; Command a cliff racer to dive bomb an enemy, dealing x3 Bleed Damage immediately and then causing them to bleed for x3 Bleed Damage over 1d6 rounds. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. Converts into a Stamina ability and deals Bleed Damage, and applies a damage over time to enemies hit.
Screaming Cliff Racer; Command a cliff racer to dive bomb an enemy, dealing x3 Magic Damage. If you are more than 7 meters away from the target, you set them Off Balance for 7 seconds. After dealing damage you increase your Weapon and Spell Damage by 100% for 1d6 rounds, which quadruples after damaging Off Balance enemies. Increases your Weapon and Spell Damage after dealing damage, which increases when hitting Off Balance targets.
Scorch; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 1d6 rounds and then resurface again, dealing x5 Magic Damage to enemies in front of you.
Deep Fissure; Stir a group of shalk that attack after 3 actions, dealing x4 Magic Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 6 actions and then resurface again, dealing x5 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major and Minor Breach, reducing their Physical and Spell Resistance by reducing damages completely for 1d10 rounds. Applies Major and Minor Breach to enemies hit, reducing their Physical and Spell Resistance.
Subterranean Assault; Stir a group of shalk that attack after 3 actions, dealing x4 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow underground for 3 actions and then resurface again, dealing x4 Poison Damage to enemies in front of you. Converts to a Stamina ability and deals Poison Damage. Reduces the cost and time it takes for the ability to deal damage, but the second hit no longer deals increased damage.
Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%.
Fetcher Infection; Unleash a swarm of fetcherflies to relentlessly attack an enemy, dealing x5 Magic Damage over 1d6 rounds. Every second cast of this ability deals 60% increased damage. The fetcherflies rip through the enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Every second cast deals increased damage.
Growing Swarm; Unleash a swarm of fetcherflies to relentlessly attack an enemy, causing them to bleed for x5 Bleed Damage over 1d6 rounds. The fetcherflies rip through the original enemy's flesh, afflicting them with Minor Vulnerability for the duration, increasing their damage taken by 5%. Enemies near the carrier take Bleed Damage every 2 actions for the duration. You can only have one Growing Swarm active at a time. Converts into a Stamina ability and deals Bleed Damage. Deals additional damage to nearby enemies of the affected target, but limits the cast to one at a time.
Betty Netch; Call a betty netch to your side, which grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20% for 1d6 rounds. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions.
Blue Betty; Call a betty netch to your side, which restores all Energy to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Magicka every second while active.
Bull Netch; Call a bull netch to your side, which restores all Stamina to you over 1d6 rounds and grants you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. Every 5 actions, the netch removes 1 negative effect from you. If no negative effects are removed you instead increase your damage done by 5% for 5 actions. Restores Stamina every second while active.
Falcon's Swiftness; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds.
Bird of Prey; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While slotted you gain Minor Berserk, increasing your damage done by 5%. Passively grants Minor Berserk while active.
Deceptive Predator; Invoke the spirit of agility to gain Major Expedition for 1 round, increasing your Movement Speed by 30'. Gain immunity to snares and immobilizations for 1d4 rounds. While active you gain Minor Evasion, reducing damage from area attacks by 10%. Passively grants Minor Evasion while active.
Passive abilities
Bond With Nature; Anytime one of your Animal Companion skills end, you are healed for x4 Health.
Savage Beast; When you cast an Animal Companions ability while you are in combat, you generate 4% energy. This effect can occur once every 8 actions.
Flourish; Increases your Energy and Stamina recovery by 12% if an Animal Companion ability is active.
Advanced Species; Increases your Critical Damage by 4% for each Animal Companion ability Active.
Green Balance - Skills - Ultimate abilities: Each of these abilities cost 40% energy.
Secluded Grove; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1 round.
Enchanted Forest; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x4 Health every 1 action for 1d6 rounds. You generate 20% energy if the initial heal is used on a friendly target under 50% Health. Generate energy if the initial heal is used on a low health target.
Healing Thicket; Swell a healing forest at the target location, instantly healing the most injured friendly target for x4 Health. The forest continues to heal you and your allies in the area for x5 Health every 1 action for 1d6 rounds. The healing over time will continue to heal you or your allies for 1d4 rounds after leaving the forest. The healing over time will continue to heal you and your allies after leaving the area.
Active abilities
Fungal Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health.
Enchanted Growth; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Any target healed gains Minor Intellect and Minor Endurance, increasing their Energy and Stamina Recovery by 15% for 1d6 rounds. Affected targets have increased Energy and Stamina Recovery.
Soothing Spores; Seed a large area of mushrooms in front of you, healing you and your allies for x4 Health. Heals for 15% more on allies that are within 8 meters of you. Converts into a Stamina ability. Allies near you are healed for more.
Healing Seed; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round.
Budding Seeds; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x5 Health. While the field grows, you and allies are healed for 100% Health every 1 action. You can activate this ability again to cause it to instantly bloom. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. The area now heals allies while it grows, and can be activated a second time to instantly trigger the delayed heal.
Corrupting Pollen; Summon a field of flowers which blooms after 1 round, healing you and allies in the area for x4 Health. Enemies who enter the field are afflicted with Major Defile and Minor Cowardice, reducing their healing received and they receive a damage shield of strength causing damage by 12% and their Weapon and Spell Damage by 215%. An ally within the field can activate the Harvest synergy, healing for x4 Health over 1 round. Enemies in the field receive less healing and have reduced Weapon and Spell Damage.
Living Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action.
Leeching Vines; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. The vines apply Minor Lifesteal to enemies that damage the target for 1d4 rounds, healing you and your allies for x4 Health every 1 action when damaging that enemy. Minor Lifesteal is applied to attackers.
Living Trellis; Grow vines to embrace you or the lowest health ally in front of you for 1d4 rounds. The vines heal the target for x4 Health each time they take damage. This effect can occur once every 1 action. When the vines expire, they heal the target for an additional 200% Health. Heals when effect ends.
Lotus Flower; Embrace the lotus blessing, causing your Light Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x4.
Green Lotus; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x4 Health to you or 2 nearby allies for 1d6 rounds. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Heals two additional targets and increases the healing caused.
Lotus Blossom; Embrace the lotus blessing, causing your Attacks to restore x4 Health and your fully-charged Attacks to restore x5 Health to you or a nearby ally for 10 minutes. While active you gain Major Prophecy and Savagery, increasing your Spell and Weapon Critical damage by x5. Significantly increases the duration.
Nature's Grasp; Launch a vine to swing yourself to an ally, healing them for x4 Health over 1d6 rounds. You gain 3% energy when this effect completes if you are in combat.
Bursting Vines; Launch a vine to swing yourself to an ally, instantly healing them for x4 Health. Gain 10% energy when healing an ally under 60% Health while you are in combat. This effect can occur every 4 actions. Travels faster, heals instantly, and restores more energy.
Nature's Embrace; Launch a vine to swing yourself to an ally, healing you and them for x4 Health over 1d6 rounds. Gain 3% energy when either of these effects complete while you are in combat. Heals both you and the ally.
Passive abilities
Accelerated Growth; When you heal yourself or an ally under 40% Health with a Green Balance ability you gain Major Mending, increasing your healing done by 16% for 4 rounds.
Nature's Gift; When you heal an ally with a Green Balance ability, you gain 250% Magicka or 250 Stamina, whichever resource pool is lower. This effect can occur once every 1 action.
Emerald Moss; Increases your healing done with Green Balance abilities by 2% for each Green Balance ability active.
Maturation; When you activate a heal on yourself or an ally you grant the target Minor Toughness, increasing their Max Health by 10% for 1d6 rounds.
Winter's Embrace - Skills: These abilities cost 30% energy.
Ultimate abilities
Sleet Storm; Twist a violent storm around you, dealing x2 Frost Damage every 1 action for 1 round to enemies around you and reducing their Movement Speed by 40'. You and nearby allies gain Major Protection, reducing your damage taken by 10%.
Northern Storm; Twist a violent storm around you, dealing x3 Frost Damage every 1 action for 1d6 rounds to enemies around you and reducing their Movement Speed by 40'. As the storm holds, your Weapon and Spell Damage increases by 50% every 1 action for 1 round, up to 9 stacks max. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Vastly increases damage done, and grants you ramping Weapon and Spell Damage for a brief time after activation.
Permafrost II; Twist a violent storm around you, dealing Frost Damage every 1 action for 2 rounds to enemies around you and reducing their Movement Speed by 70' and applying the Chilled status effect. You and nearby allies gain Major Protection, reducing your damage taken by 10%. Increases the snare potency and applies the Chilled status effect to enemies hit, but at the expense of damage done. Increases the duration as the ability ranks up.
Active abilities
Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 100% for 1d6 rounds.
Expansive Frost Cloak; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damages 200% for 1d6 rounds. Increases the radius and reduces the cost.
Ice Fortress; Wrap a thick cloak of ice around you and your grouped allies. The ice grants Major Resolve, increasing your Physical and Spell Resistance by reducing damage 300% for 2d6 rounds. You gain Minor Protection, reducing your damage taken by 5% for 2d6 rounds. Grants Minor Protection to you. Increases the duration as the ability ranks up.
Impaling Shards; Conjure icy shards around you to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health, and has a higher chance to apply the Chilled status effect.
Gripping Shards; Conjure icy shards around you to skewer enemies in the area, immobilizing them for 3 rounds and dealing Frost Damage every 1 action for 2d6 rounds. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. Damage done is based on your Max Health and has a higher chance to apply the Chilled status effect. Immobilizes enemies around you when cast and reduces the cost.
Winter's Revenge; Conjure icy shards at the target location to skewer enemies in the area, dealing Frost Damage every 1 action for 2d6 rounds. This damage increases by 30% if cast with a Staff equipped. Enemies hit are overcome with bitter cold, reducing their Movement Speed by 30' for 3 rounds. This ability has a higher chance to apply the Chilled status effect. Summons at targeted location instead of around you. Deals damage based on your offensive stats rather than Max Health.
Arctic Wind; Envelop yourself in winter winds, instantly healing for x4 Health and an additional 100% Health every 2 actions over 1 round. This ability scales off your Max Health.
Arctic Blast; Envelop yourself in winter winds, instantly dealing x3 Frost Damage to nearby enemies. If no enemies are hit, you heal for x4 Health. The winds persist for 1d6 rounds and chill your foes to the bone, dealing Frost Damage every 2 actions, after 2 actions. The damage has a higher chance to apply the Chilled status effect. Stuns enemies after the delay for 3 rounds. Damages enemies instead of healing yourself but heals if no enemies are damaged. Stuns enemies after a delay.
Polar Wind icon; Envelop yourself and an ally in winter winds, instantly healing for x4 Health and healing for an additional 200% Health every 2 actions over 1 round. This ability scales off your Max Health. Increases the healing over time, and causes the healing to also target a nearby ally.
Crystallized Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy.
Crystallized Slab; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you launch an icy bolt back at the enemy, dealing x2 Frost Damage and stunning them for 3 rounds. Greatly increases the shield strength. Absorbing projectiles launches an icy bolt back at the enemy, damaging and stunning them.
Shimmering Shield; Spin a shield of ice around you, absorbing all damage from 3 projectiles. Each time you absorb a projectile you gain 2% energy and gain Major Heroism for 1d6 rounds, granting you 3% energy every 1 action. Absorbing projectiles grants you Major Heroism and reduces the cost as the ability ranks up.
Frozen Gate; Summon an ancient portal, which arms after 1 action and lasts for 3d6 rounds. When triggered the enemy is teleported to you, immobilized for 3 rounds, and dealt x3 Frost Damage. You can have up to 3 Frozen Gates active at a time.
Frozen Device; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, dealt x3 Frost Damage, and afflicted with Major Maim, reducing their damage done by 10% for 1d4 rounds. You can have up to 3 Frozen Devices active at a time. Teleported enemies have their damage done reduced.
Frozen Retreat; Summon an ancient portal, which arms after 1 action. When triggered the enemy is teleported to you, immobilized for 1d6 rounds, and dealt x3 Frost Damage. An ally in the portal can activate the Icy Escape synergy, teleporting them to you and granting them Major Expedition, increasing their Movement Speed by 30' for 1d8 rounds. You can have up to 3 Frozen Retreats active at a time. Grants allies in the area a synergy that teleports them to you and grants them increased Movement Speed.
Passive abilities
Glacial Presence; Increase chance of applying Chilled to enemies with Winter's Embrace abilities by 200%. Increases the damage of your Chilled status effect by 223%. This effect scales off your highest offensive stats.
Frozen Armor II; Increases your Physical and Spell Resistance by reducing damage 200% for each Winter's Embrace ability active.
Icy Aura; Reduce the effectiveness of snares applied to you by 15% less damage.
Piercing Cold; Dealing Frost Damage grants you Piercing Cold for 1d6 rounds, up to once every 4 actions. Piercing Cold increases the amount of damage you block by 12% if you have 200% or more Max Health, or increases your damage done by 8% if you do not.
Elder scrolls online spell ability: Necromancer
The spells come from https://eso-hub.com/en/skills/necromancer and are what you'd do if you played the elder scrolls, Necromancer class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Bone Tyrant - Skills: All skills cost 35% energy unless otherwise noted.
Ultimate abilities
Bone Goliath Transformation; Become a horrific Bone Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore Health and your fully-charged Attacks restore x4 Health. This ability scales off your Max Health.
Pummeling Goliath; Become a destructive Pummeling Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 400% Health. This ability scales off your Max Health. Your Bash attacks can hit multiple targets in front of you and deal 6d20 Physical Damage. While transformed your Bash attack now scales off your offensive stats and deals damage in a cone in front of you.
Ravenous Goliath; Become a horrific Ravenous Goliath, increasing your Max Health by 400% for 1d6 rounds and immediately restoring x4 Health. While transformed, your damaging Attacks restore 319% Health and your fully-charged Attacks restore 500% Health. You deal x2 Magic Damage to nearby enemies every action and heal for that amount. These abilities scale off your Max Health. Adds damage in an area around you that damages enemies and heals you while transformed.
Active abilities
Death Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy hit, up to five times. The healing of this ability scales off your Max Health.
Hungry Scythe; Slice into your enemy's life force, dealing x3 Magic Damage. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. After dealing damage, you heal for x3 Health every 2 actions over 1d10 rounds. The healing of this ability scales off your Max Health. Gain a heal over time and reduces the cost as the ability ranks up.
Ruinous Scythe; Slice into your enemy's life force, dealing x3 Bleed Damage, applying the Hemorrhaging status effect, and setting them Off Balance for 1 round. You heal for x4 Health for the first enemy hit, and an additional x2 for each additional enemy, up to five times. The healing of this ability scales off your Max Health. Converts to a Stamina ability and deals Bleed Damage, applying the Hemorrhaging status effect. Enemies hit are set Off Balance.
Bone Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 400% and 200% for 1d6 rounds. Creates a corpse when the effect completes if you are in combat.
Beckoning Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 1d6 rounds. While active, enemies that strike you with ranged attacks will be pulled toward you once every 2 actions and become taunted for 2d9 rounds if they are not already taunted. Creates a corpse when the effect completes if you are in combat. Pulls in ranged enemies and attempts to taunt them.
Summoner's Armor; Wrap yourself in hardened bone, granting you Major and Minor Resolve, increasing your Physical Resistance and Spell Resistance by reducing damages 500% and 200% for 2d9 rounds. While active, reduce the cost of Blastbones, Skeletal Mage, and Spirit Mender by 15%. Creates a corpse when the effect completes if you are in combat. Increases the duration. While active, reduces the cost of your Necromancer summon abilities.
Bitter Harvest; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. This ability scales off your Max Health. While active, your damage taken is reduced by 3%.
Deaden Pain; Sap the lingering life from fresh corpses, granting you 2% energy and healing x2 Health every 1 action for 1d4 rounds per corpse consumed. While you have the heal effect, you gain Major Protection, reducing the damage you take by 10%. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Doubles the duration and grants Major Protection while active.
Necrotic Potency; Sap the lingering life from fresh corpses, granting you 6% energy and healing x2 Health every 1 action for 2 actions per additional corpse. This ability scales off your Max Health. While active, your damage taken is reduced by 3%. Gain more Ultimate per corpse.
Bone Totem; Summon an effigy of bone at your feet for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d4 rounds.
Agony Totem; Summon an effigy of bone at your feet for 2d8 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 1d6 rounds. Allies can activate the Pure Agony synergy, dealing x4 Magic Damage over 5 seconds to enemies. Allies can activate a synergy to damage to enemies. Increases the duration of the totem as the ability ranks up.
Remote Totem; Summon an effigy of bone for 2d6 rounds that grants Minor Protection to you and your allies, reducing damage taken by 5%. Enemies in the area are afflicted with Major Cowardice, reducing their Weapon and Spell Damage by 430%. After 2 actions, the totem begins fearing nearby enemies every 2 actions, causing them to cower in place for 2d6 rounds. The totem can be summoned up to 28 meters away.
Grave Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 5 seconds, immobilized in the second area for 1d4 rounds, and stunned in the final area for 3 rounds. Each patch applies Minor Maim to enemies hit for 10 actions, reducing their damage done by 5%.
Empowering Grasp; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1 round, immobilized in the second area for 1d6 rounds, and stunned in the final area for 3 rounds. Each area applies Minor Maim to enemies, Empower to your allies, and enhances the damage and healing of your summons by x3. Each effect lasts 10 seconds. Each area now also grants allies Empower, and strengthens your Skeletal Mage and Spirit Mender's damage and healing.
Ghostly Embrace; Summon three patches of skeletal claws from the ground in front of you. Enemies in the first area are snared by 30' for 1d6 rounds, immobilized in the second area for 1 round, and stunned in the final area for 1d6 rounds. Each patch deals x2 Magic Damage and applies Minor Maim to enemies hit for 2d9 rounds, reducing their damage done by 5%. Deals damage in each area and increases the duration of all negative effects applied.
Passive abilities
Death Gleaning; Whenever an enemy you are in combat with dies within 28 meters of you, restore all energy and Stamina.
Disdain Harm; Reduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.
Health Avarice; Increase your Healing Received by 2% for each Bone Tyrant ability active.
Last Gasp; Increase your Max Health by 250%.
Grave Lord - Skills: These spells cost 35% energy.
Ultimate abilities
Frozen Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. Dealing damage applies Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%.
Glacial Colossus; Unleash a frostbitten Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4 Frost Damage with each smash. The final smash stuns all enemies hit for 1d4 rounds. Dealing damage applies Major Vulnerability to any enemy hit for 2d9 rounds, increasing their damage taken by 10%. Increases the duration of Major Vulnerability and the final smash stuns all enemies hit.
Pestilent Colossus; Unleash a pestilent Flesh Colossus to pulverize enemies in the area. The Colossus smashes the ground three times over 3 actions, dealing x4, x4, and x5 Disease Damage with the first, second, and third smash. Dealing damage applies the Diseased status effect and Major Vulnerability to any enemy hit for 2d6 rounds, increasing their damage taken by 10%. Deals Disease Damage. The Colossus deals more damage with each smash and always applies the Diseased status effect.
Active abilities
Flame Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage.
Ricochet Skull; Lob an explosive skull at an enemy, dealing x3 Flame Damage. Every third cast of this ability deals 50% increased damage and will bounce up to 2 times to other nearby enemies. The third cast of the skull will bounce to other nearby enemies.
Venom Skull; Lob an explosive skull at an enemy, dealing x3 Poison Damage. Every third cast of this ability deals 50% increased damage. While active, casting any Necromancer ability while you are in combat will count towards the third cast. Converts into a Stamina ability and deals Poison Damage. Casting any Necromancer ability counts towards the third cast.
Sacrificial Bones; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and enhancing your necromantic energies for 2d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. Creates a corpse on death if you are in combat.
Blighted Blastbones; Summon a decaying skeleton from the ground after 2 actions. The skeleton runs after the target and explodes when it gets close to them, dealing x5 Disease Damage to all enemies nearby and applying the Diseased status effect and Major Defile to them for 1d4 rounds, reducing their healing received and causes a damaging shield of strength by 12%. Creates a corpse on death. Converts into a Stamina ability that deals Disease Damage to enemies instead of empowering you. Applies Major Defile and the Diseased status effect to enemies hit.
Grave Lord's Sacrifice; Summon a skeleton from the ground after 2 actions. The skeleton leaps to you, sacrificing the fallen soul within and mastering your necromantic energies for 1d6 rounds, increasing your damage done with class abilities and damage over time effects by 15%. While active, your third cast of Flame Skull damages in an area and creates a corpse near the enemy. Creates a corpse on death if you are in combat. Increases the duration. While active, your third Flame Skull deals damage in an area and creates a corpse.
Boneyard; Desecrate the ground at the target location, dealing x5 Frost Damage over 2d6 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done.
Avid Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 1d10 rounds to enemies inside and applying Minor Vulnerability, increasing their damage taken by 5%. Consumes a corpse on cast to deal 30% more damage. You or an ally in the area can activate the Grave Robber synergy, dealing x4 Frost Damage to enemies and healing for the damage done. You can use your own synergy.
Unnerving Boneyard; Desecrate the ground at the target location, dealing x4 Frost Damage over 2d6 rounds to enemies inside and applying Major Breach and Minor Vulnerability, reducing Physical and Spell Resistance by 300% and increasing damage taken by 5% for 1d4 rounds each tick. Consumes a corpse on cast to deal 30% more damage. An ally in the area can activate the Grave Robber synergy, dealing x3 Frost Damage to nearby enemies and healing for the damage done. Applies Major Breach and Minor Vulnerability each tick, persisting for a duration when enemies leave the area.
Skeletal Mage; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage. Creates a corpse on death if you are in combat. The mage has your stats and 100% health.
Skeletal Arcanist; Unearth a skeletal mage from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The mage attacks the closest enemy every 2 actions, dealing Shock Damage to them and all other enemies nearby. Creates a corpse on death if you are in combat. The mage deals damage to all enemies around the initial target. The Arcanist has your stats and 100% health.
Skeletal Archer; Unearth a skeletal archer from the dirt to fight by your side for 1d6 rounds, while granting you Major Brutality and Sorcery, increasing your Weapon and Spell Damage by 20%. The archer attacks the closest enemy every 2 actions, dealing 1d20 Physical Damage. Each time the archer deals damage, it deals 15% more damage than the previous attack. Creates a corpse on death if you are in combat. Converts into a Stamina ability and deals Physical Damage. The archer deals more damage with each attack.
Shocking Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x3. While active, your damage done is increased by 3%.
Detonating Siphon; Violently drain the last spark of life from a corpse, dealing x6 Disease Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. When the siphon ends the corpse explodes, dealing an additional x3 Disease Damage to all enemies nearby. While active, your damage done is increased by 3%. Ability now deals Disease Damage. The corpse explodes at the end of the siphon, dealing additional damage.
Mystic Siphon; Violently drain the last spark of life from a corpse, dealing x6 Shock Damage over 1d6 rounds to all enemies around the corpse and between you and the corpse. You also gain Major Savagery and Prophecy for 1d6 rounds, increasing your Weapon and Spell Critical by x4. While siphoning the corpse you gain 150% Health, Energy, and Stamina Recovery. While active, your damage done is increased by 3%. Your Health, Energy, and Stamina Recovery increases while siphoning the corpse.
Passive abilities
Reusable Parts; When your Sacrificial Bones, Skeletal Mage, or Spirit Mender dies, the cost of your next Sacrificial Bones, Skeletal Mage, or Spirit Mender is reduced by 50%.
Death Knell; Increases your Critical Strike Chance against enemies under 25% Health by 10% for each Grave Lord ability active.
Dismember; While a Grave Lord ability is active, your Spell and Physical Penetration are there to effect the targets.
Rapid Rot; Increases your damage done with damage over time effects by 10%.
Living Death - Skills: These cost 40% energy.
Ultimate abilities
Reanimate; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location.
Animate Blastbones; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You consume up to 3 other corpses in the area and summon a Blighted Blastbones for each corpse consumed. You consume other corpses in the area and summon Blastbones.
Renewing Animation; Bring your allies back from the brink of death, resurrecting up to 3 allies at the target location. You restore all Energy and Stamina for each ally you attempt to resurrect. You restore Energy and Stamina for each ally you attempt to resurrect.
Active abilities
Render Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x3 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%.
Blood Sacrifice; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received by 6%. Consumes a corpse near you when cast to heal a second target. Consumes a corpse to heal a second target.
Resistant Flesh; Sacrifice your own power to repair damaged flesh, healing you or an ally near you for x4 Health but applying Minor Defile to yourself for 4 actions, reducing your healing received 6%. You grant the target Spell and Physical Resistance equal to half the amount healed for 1d6 actions. Grant resistances to the target equal to half the amount healed.
Expunge; Embrace the power of death, removing up to 2 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%.
Expunge and Modify; Embrace the power of death, removing up to 2 negative effects from yourself and restoring all Energy and Stamina for each negative effect removed. While active, the cost of all your abilities are reduced by 3%. You restore Magicka and Stamina for each negative effect removed.
Hexproof; Embrace the power of death, removing up to 4 negative effects from yourself. While active, the cost of all your abilities are reduced by 3%. Reduces cost as the ability ranks up and Increases the amount of negative effects removed.
Life amid Death; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds.
Enduring Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x3 Health. Consumes a corpse on cast to continue to heal you and your allies in the area for x3 Health over 1d6 rounds. You can consume up to 5 additional corpses on cast, with each corpse extending the duration of the heal over time by 1d6 rounds. Can consume multiple corpses to increase the duration of the heal over time.
Renewing Undeath; Release residual fragments of fallen souls at the target location, healing you and your allies for x4 Health. Consumes a corpse on cast to immediately remove up to 3 negative effects and continue to heal you and your allies in the area for x4 Health over 1d6 rounds. Consuming a corpse also removes negative effects.
Spirit Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. Creates a corpse on death if you are in combat.
Intensive Mender; Conjure a ghostly spirit to do your bidding and stay by your side for 1d8 rounds. The spirit heals you or lowest Health ally around you every 2 actions, restoring x3 Health to the target and 2 allies nearby them. Creates a corpse on death if you are in combat. The spirit lasts for half as long, but heals for twice the amount, heals two additional allies, and costs half as much.
Spirit Guardian; Conjure a ghostly spirit to do your bidding and stay by your side for 2d8 rounds. The spirit heals you or the lowest Health ally around you every 2 actions, restoring x2 Health. While active 10% of the damage you take is transferred to the spirit instead. Creates a corpse on death if you are in combat. Some of the damage you take is transferred to the spirit instead.
Restoring Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. While active, your healing done is increased by 3%.
Braided Tether; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself, all allies around you, and all allies between you and the corpse. While active, your healing done is increased by 3%. Also heals allies in a 40' radius around you.
Mortal Coil; Siphon the last remnants of life from a corpse, healing for x5 Health over 2d6 rounds to yourself and all allies between you and the corpse. You also restore 170% Energy and Stamina every 2 actions while siphoning the corpse. While active, your healing done is increased by 3%. Restores Magicka and Stamina while siphoning the corpse.
Passive abilities
Curative Curse; While you have a negative effect on you, your healing done is increased by 8%.
Near-Death Experience; While you have a Living Death ability active, your Critical Strike Chance with all healing abilities is increased by up to 20% in proportion to the severity of the target's wounds.
Corpse Consumption; When you consume a corpse, you generate 10% Energy. This effect can occur once every 6 actions.
Undead Confederate; While you have a Sacrificial Bones, Skeletal Mage, or Spirit Mender active, your Health, Energy, and Stamina Recovery is increased by 200.
Elder scrolls online spell ability: Arcanist
The spells come from https://eso-hub.com/en/skills/arcanist and are what you'd do if you played the elder scrolls, Arcanist class. Also, you can get them here in this game. They are created by the creator doing what you want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Curative Runeforms - Skills: All skills cost 35% energy.
Ultimate abilities
Vitalizing Glyphic; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 30% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x2 Health every 1 action in proportion to its Health.
Glyphic of the Tides; Summon an Apocryphal glyphic, which you and your allies can heal. The glyphic spawns at 53% Health and grows stronger the more you heal it. The power within the glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it x3 Health every 1 action in proportion to its Health. At full Health the glyphic grants Major Protection, reducing damage taken by 10%. The glyphic spawns at a higher Health percentage and grants additional damage reduction when it is fully powered.
Resonating Glyphic; Summon an Apocryphal glyphic while in combat, which you and your allies can damage. The glyphic spawns at 70% Health and grows stronger the more you damage it. The glyphic grants up to 200% Weapon and Spell Damage and heals you and your allies around it for x2 Health every 1 action in proportion to its Health. Dealing damage to the glyphic powers it up instead of healing it, but requires you to be in combat to activate.
Active abilities
Runemend; Craft a series of precise Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Each active Crux reduces the cost of this ability by 3%.
Audacious Runemend; Craft a series of virtuous Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times and generate Crux. Healing a target under 50% Health grants them Minor Heroism for 1d6 rounds, generating 1% Energy every 1 action. Each active Crux reduces the cost of this ability by 3%. Healing low Health targets grants them Energy.
Evolving Runemend; Craft a series of adaptive Apocryphal runes, then propel them at yourself or an ally in front of you. The runes heal for x3 Health three times, an additional x2 Health over 1 round, and generate Crux. Each active Crux reduces the cost of this ability by 3%. Heals for an additional amount over time.
Remedy Cascade; Channel the abyssal sea to coalesce a beam of restorative energy. The beam heals you and your allies in its path for x8 Health over 1d6 rounds. Consume Crux to also restore x2 Magicka and Stamina per Crux spent to your allies over 1d6 rounds.
Cascading Fortune; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d6 rounds. The beam heals for up to 50% more in proportion to the severity of the target's wounds as you reweave fate itself. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. Heals for more on low Health targets.
Curative Surge; Channel the abyssal sea to coalesce a beam that heals you and your allies in its path for x8 Health over 1d8 rounds. The beam gradually grows stronger the longer you channel it, healing for up to 192% more at the end of its duration. Consume Crux to also restore 300% Energy and Stamina per Crux spent to your allies over 1d6 rounds. The beam gradually heals for more the longer you channel it.
Chakram Shields; Carve the runes of the Blind Man to call forth spinning mystical discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1 round. Discs prefer your reticle target, or low-Health targets without shields.
Chakram of Destiny; Carve the Fate Crone's runes to create spinning mystical discs and generate Crux. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all damage for 1d6 rounds. Recasting on a target already shielded grants a new shield that is 30% stronger. Discs prefer your reticle target, or low-Health targets without shields. Creates a Crux. Recasting the shield on a target increases the maximum strength of the shield.
Tidal Chakram; Carve the Baron of Breakers' runes to create spinning discs. Discs surround you or up to 4 allies in front of you, granting a shield that absorbs all energy damage for 1 round. Consume Crux to cause the shields to heal for 33% of the shield's remaining strength every 1 action per Crux spent. Discs prefer your reticle target, or low-Health targets without shields. Consumes Crux to heal based on the shield's strength every second it persists.
Arcanist's Domain; Draw forth your tome or think up spells to cast and invoke the vigoratum of Hermaeus Mora to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%.
Reconstructive Domain; Draw forth your tome or think up spells and invoke the leviathanum of the Abyssal Sea to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. The vortex also heals you and your allies for x5 Health over 1d6 rounds. Heals you and your allies in the area over time.
Zenas' Empowering Disc; Draw forth your tome and invoke the enigmatum of Morian Zenas to conjure a vortex of eldritch power. Standing in this vortex grants you and your allies Minor Courage, Minor Fortitude, Minor Intellect, and Minor Endurance, increasing your Weapon and Spell Damage by 215% and your Health, Energy, and Stamina Recovery by 15%. These effects cling to you and your allies for up to 10 actions after leaving the vortex. The effects remain on you and your allies for a short duration after leaving the area.
Apocryphal Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Apocryphal Gate generates Crux each time you teleport.
Fleet-Footed Gate; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. After teleporting, you gain Major Expedition for 5 actions, increasing your Movement Speed by 30'. Fleet-Footed Gate generates Crux each time you teleport. Increases your Movement Speed after teleporting.
Passage Between Worlds; Breach the world walls to create a portal at a target location. Its twin appears directly before you. Crossing the threshold allows you to teleport from one to the other for as long as the portals remain open. Allies standing within either portal can activate the Passage synergy, allowing them to teleport to the opposite portal. Passage Between Worlds generates Crux each time you teleport. Grants a synergy to allies allowing them to teleport from one portal to the other.
Passive abilities
Healing Tides; Your mastery of weaving fate and abyssal water increases your healing done by 3% for each active Crux.
Hideous Clarity; You've stared too long into the abyss. When you generate Crux, you restore 225 Energy or Stamina, whichever maximum is higher.
Erudition; Knowledge is power. Your excessive scholarship increases your Energy and Stamina Recovery by 18%.
Intricate Runeforms; Your status as illuminatus reduces the cost and increases the strength of your shields by 10%.
Herald of the Tome - Skills: Each spell costs 35% energy.
Ultimate abilities
The Unblinking Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1 round and deals x2 Magic Damage to enemies within 5 meters every action. The scion's beam can be repositioned by recasting The Unblinking Eye.
The Languid Eye; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d6 rounds that deals x3 Magic Damage to enemies within 5 meters every action and snares them by 50% for 3 rounds. Every action, the beam's damage increases by 7%. The scion's beam can be repositioned by recasting The Languid Eye. Also applies a snare to enemies hit and damage increases over time.
The Tide King's Gaze; Tear open the fabric of the Aurbis to summon a scion of Hermaeus Mora. This being casts forth a beam that rends asunder reality for 1d8 rounds that deals x3 Magic Damage to enemies within 5 meters every action. The scion's beam automatically follows the initial target, and hunts for a new one within 8 meters if it is slain. Beam duration is increased, automatically follows the initial target, and searches for new targets if it is slain.
Active abilities
Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability deals 3% increased damage for each active Crux when cast.
Escalating Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage, x2 Magic Damage, and x2 Magic Damage and generating Crux. The last rune explodes, dealing damage to all enemies within 8 meters of the target. This ability deals 3% increased damage for each active Crux when cast. Deals increased damage and the last rune deals damage in an area.
Writhing Runeblades; Craft a series of Apocryphal runes before launching them at a foe, dealing x2 Magic Damage three times and generating Crux. This ability gains between x2 and x3 Weapon and Spell damage and deals 3% increased damage for each active Crux when cast.
Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x2 Magic Damage every action. Casting Fatecarver consumes all Crux and increases damage done by 33% per Crux spent.
Exhausting Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 1d4 rounds, dealing x3 Magic Damage every action and snaring enemies hit by 15%. Casting Exhausting Fatecarver consumes all Crux and increases damage done by 33%, duration by action, and snare by 15% per Crux spent. Applies a snare to damaged enemies. Consuming Crux also increases the duration and snare strength.
Pragmatic Fatecarver; Harness pure knowledge into a beam of energy that scars the world in front of you. Channel the beam for up to 2d4 rounds, dealing x3 Magic Damage every action. While channeling, you also gain a damage shield that absorbs all damage and grants interrupt immunity. Casting Pragmatic Fatecarver consumes all Crux and increases damage done by 33%, and decreases cost by 16% per Crux spent. Gain a damage shield while channeling and immunity to interrupts while the shield is active. Consuming Crux also reduces the cost.
Abyssal Impact; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing 4d20 Physical Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink.
Cephaliarch's Flail; Infuse your arm with abyssal magic to form tentacles that lash out at your foes dealing 4d20 Physical Damage and generating Crux. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. If an enemy is hit, you for heal for x3 Health, once per cast. You deal 5% increased damage to enemies drenched in Abyssal Ink. Generates Crux. Heals you if an enemy is damaged.
Tentacular Dread; Infuse your arm with abyssal magic to form tentacles that lash out at your foes, dealing x3 Frost Damage. Enemies are immobilized for 3 rounds and marked with Abyssal Ink for 1d6 rounds. You deal 5% increased damage to enemies drenched in Abyssal Ink. Consume all Crux and increase Tentacular Dread damage by 33% and damage to foes drenched in Abyssal Ink by 2% per Crux spent. Converts into a energy ability and deals Frost Damage. Consume Crux to increase the base damage and Abyssal Ink strength.
Tome-Bearer's Inspiration; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals in use an additional x2 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%.
Inspired Scholarship; Etch a series of runes onto your weapon that pulse with power once every 3 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. Increases the frequency of damage.
Recuperative Treatise; Etch a series of runes onto your weapon that pulse with power once every 5 actions. Each pulse enhances your class abilities, and striking an enemy with one deals an additional x3 Magic Damage, restores 200% Magicka and Stamina, and generates Crux if you have none. While slotted on either ability bar, gain Major Brutality and Major Sorcery, increasing your Weapon and Spell Damage by 20%. When dealing damage, restore Energy and Stamina.
The Imperfect Ring; Summon a flawed rune under an enemy that etches foes nearby with scrawled glyphs, dealing x5 Magic Damage over 1d6 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x4 Frost Damage to enemies within 7 meters.
Fulminating Rune; Summon an explosive rune under an enemy that etches foes nearby with scrawled glyphs, dealing x6 Magic Damage over 1d6 rounds. The rune lingers on the initial target for 1 round before detonating, dealing x3 Frost Damage to enemies within 7 meters. Rune detonation cannot be primed with Fulminating Rune again for 1 round. Up to 3 allies near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Deals additional area damage after a delay. Up to 3 allies can use the Runebreak synergy.
Rune of Displacement; Summon a discharging rune under an enemy. After 2 actions the rune pulses, pulling in foes between 2 to 10 meters and etching them with scrawled glyphs that deal x5 Magic Damage over 2d9 rounds. An ally near the initial target can activate the Runebreak synergy, dealing x3 Frost Damage to enemies within 7 meters. Places a rune under the target that deals damage and pulls nearby enemies after a delay.
Passive abilities
Fated Fortune; Warp fate when you generate or consume Crux, increasing your Critical Damage and Critical Healing by 12% for 7 seconds.
Harnessed Quintessence; You master the warp and weft of your very soul. When you are restored of Energy or Stamina, increase your Weapon and Spell Damage by 5% for 2d6 rounds.
Psychic Lesion; Your attacks wound the mind with heretical knowledge, increasing damage dealt by Status Effects by 15% and Status Effect Chance by 55%. Represented by rolling a 45 or more on a d100.
Splintered Secrets; What they don't know can kill them. Cause your Physical and Spell damage to penetrate the targets per Herald of the Tome ability being active.
Soldier of Apocrypha - Skills: Each spell cast costs 35% energy.
Ultimate abilities
Gibbering Shield; Gather the true strength of Apocrypha around you, forming protective tentacles and a damage shield that absorbs 60% of all damage for 1d10 rounds, up to max of 1000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d10 rounds.
Gibbering Shelter; Gather the true strength of Apocrypha, forming a tentacle damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 1700% damage. When the shield absorbs damage, pseudopods cascade out at up to 11 allies within 15 meters, granting them a damage shield for 1d4 rounds that absorbs all damage. These shields can be applied once every 4 actions. Both shields scale off your Max Health. No longer deals damage to enemies and grants allies a damage shield when you are hit.
Sanctum of the Abyssal Sea; Gather the true strength of Apocrypha as protective tentacles rise from the Abyssal Sea around you. The tentacles form a damage shield that absorbs 60% of all damage for 10 seconds, up to a max of 7000% damage, scaling off your Max Health. When the shield collapses you lash out, dealing all of the damage absorbed as Magic Damage to enemies within 5 meters over 1d6 rounds. Damage shield gains an increase in strength.
Active abilities
Runic Jolt; Craft a defensive Apocryphal rune that deals x2 Magic Damage and applies Minor Maim for 3d6 rounds, reducing their damage done by 5%. The rune also taunts for 3d6 rounds if it would not cause taunt immunity, and generates Crux. While slotted, damage taken is reduced by 2% per active Crux.
Runic Embrace; Craft a rune that deals x3 Magic Damage and heals you for x3 Health, scaling off your Max Health. You apply Minor Maim and Minor Lifesteal for 2d9 rounds, reducing enemy damage done by 5%, and healing you and your allies for x2 Health every 1 action when damaging them. The rune taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Heal yourself and apply Minor Lifesteal.
Runic Sunder; Craft a defensive Apocryphal rune that deals x3 Physical Damage. The rune steals up to 100 Armor and applies Minor Maim for 2d9 rounds, reducing their damage done by 5%. The rune also taunts for 2d9 rounds if it would not cause taunt immunity, and generates Crux. While active, damage taken is reduced by 2% per active Crux. Converts into a Stamina ability and deals Physical Damage. Reduce your target's Armor and gain Armor.
Runespite Ward; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x3 Health, scaling off your Max Health, per Crux spent.
Impervious Runeward; Like the rune knights of old, summon a shield that absorbs 9916 damage for 1 round, and then 4958 damage for 5 rounds if the first shield persists. Both shields scale off your Max Health. The first time you take direct damage, the shield retaliates and deals 20% Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself for x4 Health, scaling off your Max Health, per Crux spent. Drastically increases the size of the damage shield for the first second.
Spiteward of the Lucid Mind; Like the rune knights of old, summon a shield that absorbs 4800 damage for 1 round, scaling off your Max Health. The first time you take direct damage, the shield retaliates and deals 20 Magic Damage to the attacker, scaling off your Armor. Consume Crux to heal yourself x4 Health, scaling off your Max Health, and refund 30% of Spiteward of the Lucid Mind cost per Crux spent. Consume Crux to refund cost.
Fatewoven Armor; Forge defiant runic armor around you, granting Major Resolve for 1d6 rounds, increasing your Armor by 100. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 100 for 1 round.
Cruxweaver Armor; Forge defiant runic armor around you, granting Major Resolve for 4d8 rounds, increasing your Armor by 200. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1 round. Blows against your armor also generate Crux, up to once every 5 actions. Increases the duration and when damaged, creates a Crux.
Unbreakable Fate; Forge defiant runic armor around you, granting 5% Block Mitigation and Major Resolve for 1d6 rounds, increasing your Armor by 200 for 1d6 rounds. Consume Crux to gain 5% additional Block Mitigation per Crux spent. While the armor persists, taking damage applies Minor Breach, reducing the Armor of your attacker by 200 for 1d6 rounds. Gain bonus Block Mitigation and consume Crux to increase the bonus.
Runic Defense; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 300. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health.
Runeguard of Freedom; Cast forth a complex rune granting you and your group members Minor Resolve for 1d6 rounds, increasing your Armor by 200. You gain Minor Protection for 1d6 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health, and gain 200 Armor and Crowd Control Immunity for 1 round. This immunity can occur once every 4d8 rounds. Also grants Armor and Crowd Control Immunity when the heal occurs.
Runeguard of Still Waters; Cast forth a complex rune granting you and your group members Minor Resolve for 1d8 rounds, increasing your Armor by 200. After 1 action, the spellweave immobilizes enemies within 7 meters for 3 rounds. You gain Minor Protection for 1d8 rounds, reducing your damage taken by 5%. The first time you are damaged while below 50% Health, the Minor Protection is consumed to heal you for x5 Health, scaling off your Max Health. Immobilizes nearby enemies.
Rune of Eldritch Horror; Etch an incomprehensible rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d4 rounds. This terror applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged.
Rune of Uncanny Adoration; Etch a blasphemous rune on your enemy's mind, charming them after a 1 action delay for 1d6 rounds. This eldritch attraction causes them to move towards the player and applies Minor Vulnerability for 2d6 rounds, increasing their damage taken by 5%. If used against a monster, the charm lasts for 1d8 rounds. This ability cannot be dodged. Charms the target and causes them to move towards you.
Rune of the Colorless Pool; Etch an amorphous rune on your enemy's mind, paralyzing them in fear after a 1 action delay, stunning them for 1d6 rounds. This undimensioned phenomenon applies Minor Vulnerability and Minor Brittle for 1d6 rounds, increasing their damage taken by 5% and their Critical Damage taken by 10%. If used against a monster, the paralyze lasts for 1d8 rounds. This ability cannot be dodged. Applies Minor Brittle to the target.
Passive abilities
Aegis of the Unseen; Form a secret soldier within your mind, a defense against arcane forces without. While a beneficial Soldier of Apocrypha ability is active on you, increase your Armor by 200.
Wellspring of the Abyss; Apocryphal knowledge bubbles up from the depths of your psyche, increasing your Health, Energy, and Stamina Recovery by 129 for each Soldier of Apocrypha ability active.
Circumvented Fate; Casting an Arcanist ability warps the weave of fate around you, granting you and your group members Minor Evasion for 1d6 rounds and reducing damage from area attacks by 10%. This effect can occur once every 5 seconds.
Implacable Outcome; The will of an Arcanist is absolute. When you consume Crux, gain 4% energy. This effect can occur once every round.
Codex lost spells
These spells you'd do if you follow the game Codex lost @ JanduSoft by Freemana. These effect ideal came from Codex lost. That's where you focus upon the target, and will energy to the hand and think project it to effect the targets as you wish. Using a wand, weapon (or swand) or staff will deal x2 damages/healing. Its okay to do some of these spells, as long as you don't do harm to those that don't deserve it. As always, the will save can cancel or half the effect, that you get from this idea. Mention the spell and if you don't like it, it dissipates harmlessly 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.. 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.
Arcane shield; This effects what you think to absorb into the aura the enerfgy of the attack. That is making the attack not occur. All damages disappear. This effects by the aura being intensified and reflecting the excess. It lasts until 1d6 rounds later.
Arcane healing; This is where you must have a crystal of any sort. Think to the crystal to heal you of all damages and effects. Then upon touch to the crystal, you heal with Arcane energy.
Arcane bolt; This is where you think about energy being formed as a bolt in the air and propelled to the target.
Arcane pulse; This costs no energy as you pulse energy out of the aura to effect with magic the damage to the targets near you.
Arcane blast; This causes a blast of energy, that deals double the damages. This costs 10% energy to cast.
Ignite; This focuses energy out to the target.. and ignites the targets with fire.
Dark blast; This focus is using dark energy to blast the explosive energy of darkmatter and light matter near the targets, and damage is darkness radiance.
Poison slurry; This is where you think about poison being spread to the targets for 1d6 rounds poison damage.
Snow flurries; This freezes the targets as you think about the snow flurries falling on the them. They slip on the ground ice as they move slower.
Dark path spells
The path of spells you'd do if you follow the dark path or the path of chaos. Its okay to do some dark spells, as long as you don't do harm to those tyhat don't deserve it. As always, the will save can cancel or half the effect, that you get from this idea. Mention the spell and if you don't like it, it dissipates harmlessly 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.. 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.
Necromutation; This makes the castor undead. So they no longer need to eat or drink anything. It wears off in case you want to eat and drink. This came from the Necronomicon.
Shadow's curse; This effect is where you hinder the targets by their shadows. They literally cannot move and fall to the ground. This is where you think to create the effect of extra energy, that's going to their shadows that causes them to do what you want. Think of the idea and the effect is formed as you need it done.
Phantom hit; This is where you hit the person by miming the hit with a hit to an object. The effect is magicing your emotions and sending the hit to be "felt" by the targets. This does weapon damages without being near the target on the target. Interesting, though it is..this won't kill the target unless you overdo the hit with continuous hits to a surface. So, if you hit an object linked to the targets, with your fist or weapon attack. You will have phantomly hit them. If your enraged, you deal double damage. This can cause hits to the groin, hits to the chest, and hits to the head.
Phantom kiss; This is where you stand nearby and mimick "kissing" the target. That is called the moment of death, that is from released death and decay energy. Where you think to blow a kiss, you cause the target to feel the blow like a kiss of death energy.
Phantom release; This costs 15% energy and is where you release the person from a holding effect, that's done by thinking to release their shadow self from whatever holds them. As you release them, they are released as well. The effect is to remove paralysis, holding spells and similar effects.
Phantom knowledge; This is where you think of the person and need them to know things. Then, the shadows create the knowledge that they know intuitively to make use of it by feel, this is including shadow accounting.
Phantom hold; This is where you mimick the idea of holding the targets, then its done by the shodows causing them not to move.
Nasty kiss; This is where you magic any element from the area into effecting the target. This you want to use when you need to defend yourself. It effects as you mimick a kiss.
Shadow blade; There is a blade that you weave into existence and it does energy damage as it flies to attack the target.
Paralyze; This causes the body or bodies you target into becoming unable to move. That's as though you caused the creator to make the shadows come and paralyze the targets, until you no longer need them to be paralyzed. Otherwise this ends when you can't magic them into being in paralysis with a hit to yourself, that makes your concentration broken.. Once its not needed or concentration is broken, the hostile shadows disappear.
shadow mimick; This is where you think to mimick to cause an action to be done. Think the creator makes it and you create with the shadows, what effect you desire to create. This causes the targets to mimick your actions by the shadows causing it to occur.
Shadow voice; This is where you can think energy makes what you want with the shadows and the idea is done. The idea in this case is your voice is "heard" psychically. The shadows mimick your voice near the target and they can hear your message, from where you want to be.
Shadow strength; This is strength infused into your muscles by the energy of the shadows. Add temporarily +10 to your strength based rolls until you rest or next game.
Shadow force; This effect causes you to make a reaction from you projecting your emotions through the shadows. The targets get the feel of your emotions and act as you want. This can even end wars or warlike actions.
Light absorption; This is a spell that absorbs all light an creates a shadowy umbra around an area of 30' for levels 1-9. 40' for levels 10-19. 50' for levels 20-29. 60' for levels 30-. This effect can't be seen through except with superior vision.
The dimensional trap; This trap is where you think of the 6th or 12th dimension, think and will it's energy to trap the target into the dimension. This makes the targets disappear from here, think and you appear in the dimension that kills them instantaneously by its forces. In the 12th dimension its the death impulse energy, that you find causes things to impale you. In the 12th, its the flying energy discs that go quickly to impale you unless you outrun them. Mention what dimension you want the targets trapped in or released from. If you intend them to be released, think "freedom" or "release" and they return.
Wall of eldritch blast; This is a wall of force, that calls forth eldritch blast or fire and death energy against the foe that gets nearby. It is 30' wide.
Symbol of death; This causes you to draw in the air a symbol to expell all your death and decay energy, that goes towards the targets to cause them instant death. If immune to death, then this doesn't effect them.
Bone chill; This does necrotic damages by sending your cellular death and decay energy to the target, that leaves you younger and more energetic in appearance as it chills them to the bone. This means it prevents them from healing. That is till 1d6 rounds in battle passes, or you don't need the effect outside of battle.
Death ward; Despite the death, the death doesn't last and the person is alive as they want to live.
Death ray; This is a ray of death and decay energy that projects from the body to cause instant death upon the targets.
Sinister; This spell effects the brain by the energy you program into doing things with your thoughts. Thinking dark and dour idea that would cause fear in to the person or targets, that makes the effect you desire of the targets being under your control. This lasts for 1d6 rounds in battle and until thought released outside of battle.
Dark urge; This is where the targets will do dark things like killing things or people nearby, that's like they had a demon in them and it acts up only when the urge is upon you. Think to dispel this by realization of what you would do or accepting your past.
De-effects; This is a spell that neutralizes magical effects like potions or debuffs, that's done by sending death and decay energy at the target.
Invisible stalker; This spell causes a stalker being that does your bidding. This being serves you and can identify its targets you wanted dead, that's done by reading their minds. It can even read the targes minds you want read undetected, think and share the thoughts by insights to you. That means it does damages, also it otherwise has your stats. This being has an spirit gun, long spear, javelin or sword (your choice and you can have it have many weapons, too), that is used to invisibly strike the targets with 3d10 damage each shot or hit. Once you decide to not have it summoned, it dismisses itself. Otherwise it is defeated if detected by either a true sight or see invisibility spell, and it keeps itself invisible with an improved invisibility spell. Improved invisibility allows the caster to remain invisible even if active. Think and you know what to do. This doesn't use concentration to have it work, that's as its sustained by the subconscious mind itself. Dogs and other animals are able to smell the invisible stalker. So, you can use them to detect it. Once detected, it appears as a ghostly outline. Then will it gone using its own energy and it is dismissed.
Silent stalker; This spell causes a being that silently stalks the targets, this being serves you and can identify its targets you wanted dead by reading their minds. It can even read the targes minds you want read undetected, think and share the thoughts by insights to you. It only goes after those you want effected by this, think and casts long range effects at the targets to effect them. Otherwise it has a venomous bite, that effects poison damage per round if bitten until death or a poison cure is used. That being uses improved invisibility, thinking to remain invisible. It has 100% health, your stats otherwise and can deal interesting elemental damages that effect the targets in idea. That means you can cause it to exist by summoning it, then when done desummon it. Otherwise it must be detected by a true sight or see invisibility spell. Then think, as it can be effected by magic and enchanted weapons. It disappears back to its planar dimension, once its not needed. Dogs and other animals are able to smell the invisible stalker. So, you can use them to detect it. Once detected, it appears as a ghostly outline.
Seek and destroy, this is where you think to form a chi ball that's compressed in itself in the air, and then instruct it by thinking to it. The instruction is "seek the target/s by trace and destroy them." Then will it to find the target/s that deserve it.
Seek and kill, this is where you cast a seeking spell. Thats when you make a charged death and decay energy infused chi ball, then think to it to "find" the target/s trace and upon finding the target to kill them as you will it to form in the air.
Lich form is a spell, that makes you undying and bony by magicing the death and decay energy of the cells internally at the body. That is done by feel forever, then your spell effects are doubled by feel and intense magicing.
Miasma, this is where you magic your death and decay energy or radiation energy at the targets' brain. Making them sick and disrupted in thinking. That lasts 1d6 rounds in battle or until you dispell the effect outside of battle. If the effect continues after 1d6 rounds from magicing it another round, you make them pass out for 1d8 rounds or until you no longer need it to effect them..
Dupe; This is where you think to make the targets accept what you want them to accept and lie about things that you want to protect as you do it..do a bluff check to see if the spell works to cause their acceptance. The target of this spell is called a dupe.
Horror; This spell creates a horrific vision, cast by stating "Oh the horror" and intending it that is what the targets perceive and run away in fear from you thinking of it.
Crazy; This spoken with intent to cause the targets to be crazy, makes the targets not care about what they do and attempt things.
Insane; This spoken with intent to make the targets insane, makes them accept the idea and not care about what they do or occurs.
Vampiric touch; This spell can be done as you need it done, think to create a health drain that's temporary health to you. This is done upon touch or teletouch and that's done by thinking about it.
Speak with the dead; This spell allows you to speak to the dead spirit, that's done by the power of the soul anytime you'd like. This lasts until a rest or new game session.
Dust of peaceful rest; This is the effect of using anything that is powdery or sandlike. Thinking peace and putting some on the body causes the creator to make the dead and targets peaceful enough, so you can slay them or cause them to sleep for a long time without trouble. This lasts for the time you need it to last. THis can effect any vengeful spirit, that's done by causing it to sleep. This dust can cause the targets to not come back.
Karsus's compulsion; This spell in idea makes your third eye cause the crown chakra, that's causing it to doing what you want and you control it through magic. So when you think to create something that you need, its created. When you think to control someone, state what you want him or her to do and your crown chakra causes it to be done. If aware of this effect, your immune to its effect unless you want it to happen.
Domination; This spell controls the target using a soul copy and the spirit suggestion, that is done at any distance. Since this goes to the target/s subconscious mind, you cause them to do what you wanted.
Enervate; This causes whatever you think about to live, that's as though the idea were a person and you can control it by thoughts and feelings projected at it in your mind. The counter is "un enervate" said whenever you want.
Mass control; The effect is this, to control the target/s and make them do things that you want them to do. This is where you effect them with thoughts in a thought wave, that's sent from the aura. Then, you create what results that you want. The effects are done for 1d8 rounds in battle, or until you don't need it done outside of battle.
Elemental death trap; This is possible to be used after level 15 or you expend 15% energy, that's the idea of trapping in an area of 30' diameter, the targets by shadows to strike them with draining energy and any damage they seek to do to others is done to them by the shadows, so think and energy knives form by the energy being shaped into elemental knives. The element is what you want it to be and is up to 2 elements allowed at once. This is done for 1d4 rounds or 1d6 actions in battle or until otherwise needed outside of combat.
Commanding voice; This voice is done by thaumaturgy, where you speak what you want the target/s to do. Then they hear it in their heads as though a God spoke it to them. They either do the idea or they don't as a form of compulsion and fear. They are 1d6 rounds out of battle due to the fear. Roll a 1d100+luck to see if they do with a 51 or above rolled.
Shadow shift; The shadows are you conveyance by magicing, so each time that you step through the shadows you shift to be where you want to be.
Paralyze; This causes the body or bodies you target into becoming unable to move. They can fall over if they are standing. That's as though you caused the creator to make the shadows come and paralyze the targets, until you no longer need them to be paralyzed. Otherwise this ends when you can't magic them into being in paralysis with a hit to yourself, that makes your concentration broken.. Once its not needed or concentration is broken, the hostile shadows disappear.
Overwhelm; This causes an overwhelming moment of so many things at once, that make the targets not get effective results. They get a -5 to their rolls as less effect until 1d6 rounds pass by in a moment.
Shadow shift; This is where you think to step into shadow, think of the area to be in and know the shadows will shift you into an area you wanted to be.
Dark cloak; this effect is where you think and will the shadows to cloak you by feel. the people looking for you, they can't see you clearly enough to get a hit on you.
Foul wind; This spell is where you think to cast at a group, thinking to rub excretion from the butt on your skin. Then you send it forth by willing a wind to effect the area targets. That's when you cause them to smell a bad wind. That makes them distracted by feel and scent making them sick to their stomach. Wash it off after the moment is done.
Nightmare; This is a spell that gives a sleeping target a twisted nightmare that damages them, but doesn't wake them up.
Nightdome; This spell creates a dome of night energy, that's done by thinking the idea to form a dome from darkmatter. This can direct dark energy that causes you to not be hurt, that's as the dark energy causes the dark matter to absorb what your hit with by feel. However the dome travel with you, so if you get attacked the dome deals double the damages back. If no damages are done, no attack happens. This where you create a dome using levels. At levels 1-9 you get a 30' dome. Levels 10-19 you get a 40' dome. Levels 20-29 you get 50' domes. Levels 30- you get 60' domes.
Night call; This calls upon Night the being, that forms as you wish and does things you need or want as she interacts with you. If you charm her, she will go out with you or have sex. This deity is good, neutral good. If she sees reason, she will do what is necessary to get the idea done. Her avatar that comes has 100% health, also she has your stats except for health.
Dark call; This calls upon the being called Dark, that does things on request and if you offer him something it may disappear. His avatar that comes has 100% health, also has your stats except for health.
Illusionous spells
This section is for illusions and what you can do with it. Think the illusion is gone or disbelieve them as though you don't think it happened and it dissipates away. You see illusion doesn't happen until believed to occur. So if you disbelieve it, its gone. A will save can be used to keep it from occurring as well. What makes the illusion work, this is where you use intelligence to think it happened. So if you don't think about it it doesn't occur to you that it happened. 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.
Visual visage; This costs 15% energy. You see the person could be fat or human yet project himself as a slender beautiful person. This means the subconscious sees what they look like irl..the mind only sees the thin body or other form in projection. This could lead to becoming fat if your thin by wishing to be their weight and shape. You never know what they are until they reveal themselves in actual shape. This is a known fact of idea that is called cloaking yourself. Where you appear like one thing and are another. This can be used to fool someone into doing something. So use it with care.
Matrix illusion; This costs 10% energy. The illusion is set by the matrix..think of what you want seen in idea and the targets perceive that as reality an react better towards you. This uses the creator to make it exist to them. It ceases to exist, the moment you don't need it to be perceived by them by feel.
Target illusion; This causes a illusion with a being making the illusion that you used the creator to summon there. Its thought to be in magic in their mind, that looks however you want. This is a being that the creator sets in place, it takes all the damages you and your allies don't want. It uses the energy of the damages to subsist on the plane you are on, and it uses the excess to create rules that you think to it to create. The targets that perceive it, they create effects and attacks to target it and not the actual person, such as yourself. This effects the target such as doing target practice, that's until you no longer need it to effect in idea. This idea works if they don't disbelieve the illusion, if they do then they stop and do something else. That's with a successful will roll or 1d20 roll with 10 or above as a result.
Elusive illusion; This illusion creates an illusive moment, that causes what is known as a hard to detect yet sensed idea. This can distract the targets for 1d6 hours.
Major illusion; This is seen by the 3rd eye or eyes you have, if concentrated upon creating it. This is where you create the area by illusion, or if you want a whole person or city then imagine the people or the city there. That's as you think the creator creates it. You can do a major illusion whenever you want.
Live illusion; This is where you think to do things and cause by your actions a illusion that's live. Thinking its broken causes it to break itself, that is done as it disappears as suddenly as it formed.
Grand mastery illusion; This is the effect of mastery over illusion itself. You recognize illusion, you know how to form illusion and you know how to break illusion. This ends by a spoken "enn" or written enn.
Indescreption; This is using illusion to cause what you wish, and you keep your privacy by magic.
Dispell illusion; Think to use your 3rd eye to dispell the illusion as it can see right through it.
Distraction; This spell causes a illusionary vision of something in the area, that makes you see and sense the illusion as though it were real. This distracts the target/s until you no longer need it to distract them.
Canoplis; This causes you to magic an illusion of a city, that doesn't really exist into their minds that you target with this effect. The effect lasts until your target/s dies in the made up city, or you release them by instructing the subconscious that "you aren't there". Ever afterwords after entering the city, they think they are still there after suggesting it, and that places them there in their own made up mind city. Released by causing them to think, "you aren't there".
Illusionary effect; This is where you use your soul to make seem what is there, that you are wanting to cause belief in and is there. The soul does show the idea through the spirit, what is there is what you want seen. The third eye can see right through it, however. Though, the point is mute, if in idea you intend to see it.
The heart illusion; This is where you present to the target an illusion of what you want and its powered by the heart. This includes creating a linked effect. Where the mind links itself to other targets at your will, think and this causes their minds to set upon themselves a damaging idea that they do. This is possible till you decide its not to be done.
Illusion; The illusion is what you think, if you feel it's there. Then, the 3rd eye can see through the illusion that is projected forth. It's treated as though real until disbelieved or a savings throw is made versus illusion.
Illusionous effect II; Anything you can think of is done the body's bio energy and the subconscious mind, if believed by the person or creature will effect them. If you imagine the result, then it is done. State what you want them to believe. Then act a part as you think of things, that's meant to fool the senses. This can make them believe it. If disbelieved or the illusionist no longer needs the illusion, the effect fades away by feel.
One such illusion for example is where you imagine the person they respect talking to them as you talk. This tricks their mind in hearing what they want to hear and they do things as they go along with you. Another illusion is where you create an illusion of ice encasing their body and they act as thought, they feel cold and freeze to death. These are examples of the idea you coul make in what you wanted to effect a target or targets by in feel or visual concept.
This ability is limitless in what you intend them to experience. Yet if you make it too unbelievable, they can dispell the illusion and get no effect on themselves. So by belief, they could do what they want and that sometimes is acting as though what their mind sees is real even if its illusionous. However, sometimes illusion is hiding what is really there. So think about that as its apparent to what is really there, then you use illusion to make your way.
Poison mist; A poison constellation illusion, it starts out as a cloud of purple mist and then a star constellation is formed star by star and linked by golden light in the middle of it. This chokes the person to death as it poisons them until disbelieved by saving throw or it finishes the target.
True sight, this is where you use your third eye to see what really is there including illusion. That's done by thinking of seeing with the third eye, then willing it to see and share its vision with you.
Mind manipulation; This is subliminal manipulation where they create an illusion of what they want you to believe. Then they draw energy from the body to create what they want to manifest using the energy they got.
Mind link; This uses your mind that shoots out a line of telepathic linking, that affects the person closest to them which effects the next person until you have a large web. You can effect any result with its shared energy and the body or heat energy added in. Thnk of what you want and you can cause anything you wanted.
True time illusion; Think of what you intend to show by feel and the soul shows it to the mind of an audience. This is a true illusion, where you present something that seems true yet isn't true. If you think this does any damage, think again. This true illusion does nothing to you. However you can fool people into creating a response. Otherwise you can cause a stopping point in their need to fight. This can form a trap, where you think the illusion and what you need forms by the power of the soul.
Except in a trap, you create with the idea and the mind sees things as they should be or as you want them seen. When the truth is known, it sometimes is too late and then the trap has sprang. This means you could cover a hole of spikes in the ground by illusion, then the person comes by it and trips over the hole. The third eye can see through sense of the area what is there, so your nevere caught by this type of trap.
Give them the illusion of death or a dead person that looks like you if they target you, then they would stop the need for fighting. If you gave them the illusion of a post, then they sometimes won't attack and unless distracted definitely they won't as they are distracted. So, if you made something look like another thing, then you hide the item within reality. The possibilities are infinite, including making a doppleganger appear.
Then you get to fight it unless you dismiss the doppleganger and it then disappears. This all depends on the belief that its there, other than that you can dispel the illusion anytime you need it gone.
Sustained genjutsu; This is where you magic on the area and direct its consciousness to create a genjutsu or magical moment using its energy that effects the target of the area. Released by thinking its released as you do a hand language sign thinking its release. This can be anything that released it. Including destroying the area. Think positively about this, you get positive results. Since this is illusion, it lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless disbelieved.
Genjutsu averted; Think to die or touch the body with the thought, that's to avert the genjutsu and you wake up from the illusion of genjutsu.
Illusion III; The illusion is where you think of something to show, then think of the idea as you need it shown. The subconscious uses the soul to create a vision with your idea, that is seen by the target..such as an illusionary office in life.
Illusionous ability; This ability is where you can make any effect as the illusion by suggestion to the subconscious, that is not really happened as it occurs to others or yourself. Its like the targets falls into a trap... wall starts closing down on them... it is closing down... it is closing down... it is a paper wall. Otherwise, the illusion starts as though an animal or dragon, that comes to strike you and at the strike of the animal or dragon. Then, its revealed as a person striking the target and your inflicting damage.
Other idea, this is where you can show their minds what will occur, that's before it is done unless the third eye sees through it. If it does, then you know what really is there. Otherwise, you can use your third eye, thinking to cause illusion with it to show you or the targets what happens or what is where you want to see. Then you can use telepathy to talk to people there. This is an ideal ability, that can be used for almost any purpose. Think and you know what to do. If you don't want to be effected, then think to your third eye to block the illusion. Then, it stops right then, and it sometimes ends before it begins.
In order to use this idea in dnd, state to the DM/GM that you form the illusion of [state what you want it to do]." Or, "I use 2 actions to form the illusion of [state what you want it to do] as I attack with a weapon." Then it either occurs or doesn't occur, according to the magic check results that are 10 or above as success.
Coin illusion; The ability to throw illusory coins that look like normal gold coins, but disappear when something touches it. This distracts the target/s for 1d8 rounds in battle, or until the coins disappear.
Illusionary Magics; The ability to create illusions and misdirect people with your magic. Including the illusion of them getting things as they help you. This does no damage if disbelieved.
Poison mist; A poison constellation illusion, it starts out as a cloud of purple mist and then a star constellation is formed star by star and linked by golden light in the middle of it. This chokes the person to death as it poisons them until disbelieved by saving throw or it finishes the target. Dealing poison and choking damage per round, Each round the character must make a concentration check to keep it going. This effect can daze your target/s for 1d6 rounds in battle and outside of battle remains, until the caster decides to not want to do it or the target/s are dead.
The matrix; This is a worldwide illusion of life, that improves itself by what you think. What it shows is what you need shown. So think of the moment and you create what you need as the matrix shows what you want seen. That's until you don't want to see it. Then it disappears.
Phantasmic illusion; This is where you think to get an illusion that effects the area, thinking to the mirror what you want and a phantasm comes to create the illusion of what you wanted. This breaks the illusion, disbelieving in the illusion till it disappears. Otherwise, its stronger and stronger till it seems realistic the more you believe in it. Once gone or disbelieved, the phantasm is no longer "fed" by your belief and disappears back to the other side of the mirror as though dismissed. Illusions spells are cool, because they can effect what actions an enemy takes in an indirect way. It is still up to them how they react to the illusion. So think about it. If the targets think they were dealt damages, they deal damage to themselves, instead. Whatever you want, you can create as though in an instant moment ended by thinking its ended. This is what it is.
Creative effect spells 1
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.
Item phantasm; this item is created by the power you magic into creating it. It uses your energy to exist. Once you stop thinking about it and don't need it, it disappears and you regain your energy. Otherwise, the item is unbreakable.
Appearances; This spell is where you make the appearance of something, whatever you need to appear and it acts like the actual thing as its air particles in solid form. Its amazing what you can make by magic. Its there by feel where you need it to be. If you don't need it, its gone.
Improved smoke cloud; This is a spell that uses 10% energy and makes a huge cloud of smoke appear from a portal that blocks enemy line of sight, but friendlies can see through just fine.
Freeze water; This is a spell that freezes an entire body of water, that's done by magicing and thinking freeze at the water so people can ice skate across.
Split water; This is where you magic on the water and divide the water into two parts. This is enough to go across the area without drowning.
Light bridge; This is a spell that uses 15% energy to cast. Upon casting can create a light bridge at any angle, thinking to act as a wall and an easily climbable bridge due to the light sticking to the feet. There is a 1d100+luck or Strength mod with a 50 or above rolled to make success.
Double loot; This is a spell that does half damage for the element of choice, but if it is the killing blow then they drop double the loot.
Uplifted; This is a spell that launches the enemy into the air, and hurts them when they hit the ground. Unless they have slow fall, or flying or something similar. Then, they do get effected by fall damages. This is 1d10 per every 10 feet.
Enemy soaring; This is a spell that is cast using 20% energy and makes enemies soar about 60 feet for levels 1-9, 70 feet for levels 10-19, 80 feet for levels 20-29 and 90 feet for levels 30-. This is where they are uplifted into the air and fall back down, they are being effected by deadly alpha radiation gated to them. That is magiced onto them, making them dead as they hit the ground. This can only be used outside. Unless they have slow fall, or flying or something similar. Then, they do get effected by fall damages. This is 1d12 per every 10 feet.
Mark and shift; This is where you mark the idea onto something and shift your body to other places, that means the mark is shifted to if in resemblance. This can be any dimension and area otherwise. If you want to go, then think of the area as a point of energy that you recognize by its vibrations. Then, will yourself to be there as you trace the mark and your there. If a spirit trap, then you won't sense what's there. You can sense what is there by the spirit letting you know through natural insight.
Mark and go; This is where you mark something down and cause it to be done, that's by either you or the target you had in mind. Will roll or Wisdom check to not be effected by this spell.
Mark and do; This is where you mark the idea with intention to be done, then your soul or spirit does the deed. This means if you had it in mind, you could do damages by thought waves. That psychically reach the targets wherever they are, think about the targets being prone and the targets will be prone for 1d6 rounds. This can kill off anything that you want dead, given enough time.
Multistrike; This is a strike of a weapon, that hits multiple targets by the weapon essence spiritually hitting them multiple places all at once. That's hitting the targets, as you wave or stab the sword as much as you want to hit them. Then the weapon does damages to allot of people, the essence of the weapon forms spiritual versions of itself and that mimicks itself, this happens as its attacking the targets by feel. The weapon damages are the same wherever it strikes, that's with energy raised by surging the effect. Then, the strike happens and the effect fades away. The effect costs 10% energy.
Progressive change; This is a spell that makes a small change of what you wanted early on that slowly gets bigger.. Any effect has x2 in effect each round or minute. That even works for damages you deal out to people. This spell lasts until you don't need it. Name this spell and what you want done, that's to the DM/GM as the small change to start the effect. Any effect you don't want doesn't happen if you don't need it to occur as its cancelled out by the soul. Also, name what you don't want and state "I don't need this" to the DM/GM and it is stopped.
Progressive lessening; This is a spell that makes what you don't like lessen per round or minute. If damages that hurt you that you receive, its halved as you receive it. This effect can last until you don't need it to effect you. So state to the DM/GM what you don't like and the spell you cast to lessen it, think and its done. Then when you don't need it, state to the DM/GM, "This spell of lessening has ended." Then it ends.
Expansive attack; The larger the targets the more the targets get hurt. This is where you create more damages to targets larger than you. The effect is exponential, where you are attacking the large target you get double damage. Where you are attacking a gigantuan you get 3x the damages. This spell lasts until you are resting. So instead of dealing normal damages to a dragon, you do double. This is because you magic meta energy on the attack and that makes the attack you do, that's double or triple the amount of damage per attack. Think and you know what to do.
Elemental being; This costs 25% energy to cast. The elemental being can create with any element and make an effect of what you desire. This is including attacks of elements or fists of energy in attack. It knows what can effect the targets. It comes from the aetherical plane of existence, as its an aether being and any element it can use or form as such. This means it can withstand allot of damage, that is physical and magical attacks are what can effect it. It however is immune to elemental attacks except the opposite of what element it shapeshifts into. It has 300% health and each point in constitution is +10 to its health.
It can create a result within 1 action and has 1d6 actions per round. Its elemental magic is where an elemental being can control any element. For example, an elemental can create and control fire, air, water, earth, ice, lava, void, poison, chaos and acid in its natural form. They can do shape-shifting. An aetherical elemental being can shape-shift into any element, which can be a very effective combat strategy. If they shapeshift, they can only deal the elemental damages of what the shapeshifted into being. They can always shapeshift back to an aetherical elemental being formation. So there's elemental control. An Elemental being can control other elemental beings of the same type, allowing them to lead other Elementals in battle.
It has your stats otherwise. It can be summoned until it is dismissed or isn't needed. It regenerates your health with a +10 to your health per regenerated health moment. Normal damage is done in the first hits it does but if it hits more than 3 times it starts to do damage, increasing of 2x the damages each time. If shapeshifted into an element of choice, it does 3x the nomal damages each time after 3 hits done by feel. You see it can stack if the elemental is attacking a target weak to its element. You can summon 1d6 elemental beings at any given time. It does things for you because it respects you. It can telepathically hear and respond to your needs and queries positively.
Sun being; This is where you look at the sun and create a being or a few beings, you can generate 1d6 beings that do what you need. That's by thinking to the sun what you want. A being made of sun particles. This being is immune to fire and radiance effects. It does what you want, where you want it to do it and the effects it does. They are 2x the normal damages or healing. It can telepathically speak and hear the things spoken to it. It heals itself by magicing sun energy into itself. The regeneration rate is 3d12+charisma mod per round. Bone chill can prevent its regeneration.
It lasts for 1d6 rounds and has 200% health. Its stats are yours at the moment otherwise. It takes energy strikes and any physical attack passes through it. There is a luck roll to see if it melts the targets weapons. 10 or above is a success with a 1d20+luck. If it hugs targets, it can melt their equipment and deal sunfire damages to its targets. Its energy effect is radiant or sunfire, that it channels from the sun to create from sunfire in effect. This includes a sun aura flare. That effects all targets you want effected near it. Think and you create what you want by the power of the sun.
Physical spirit; The effect of creative approach to make a spirit physically there. It looks like what you want it to look like or human. However its a spirit in the physical plane which looks physically there, it seems to have all its stuff until it disappears with it. See it then does what you want to do as you need it to do things. It on attack is undefeatable, so that means it can dissipate into energy and reappear anytime. If you no longer need it, you dismiss it and it will disappear. It can attack as you need it too. It can also heal you as you need healing. It has 100% health and your stats. Its effected by energy strikes. Its immune to death and negative energy. This summons is there till you dismiss it or don't need it to be there.
Elemental weapon; This is using a cantrip you make up thinking to make by the creator causing the effect, a element effect the weapon gives off as you strike with it. This elemental damage is a force projection of your will in element form. It does normal elemental damages added to your weapon damage..
Web; This is where you cast forth sticky webs that cover an area. The consciousness of the web strands can convey information to the targets and back again, or "freeze" them as they are there. This can also hinder the thought they have, that's as they are connected to the network of web strands. The web strands dissipate harmlessly, if you don't need them you can use water or some hand gesture to clear away the web strands. This is an effect in itself worth the effort.
Double or Nothing; Think of chaotic influence as you need to influence your attack with tempered or stable energy for random effects on your attack. Roll a 1d4, where 1-2 is half the damage and 3-4 is double damages.
Fixation; Think of a room as a dimension and you can cause whatever you need in that room, wherever it is as you think to it what you want and the room energy creates what you desire. The room has to physically exist. They can direct the room to crerate energy effects in it. However, once demolished, the effect can end. If the room exists you can use it as energy and you don't even have to be in it.
Identify item; This is the spell that causes insight into what the item can do, that's done by the soul realization that comes to you. You know what, where and how it works including the special magic properties of the item.
Creative effect spells 2
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.
Wat; This forms a electrical charge along the ground using a blue moonstone. This costs 10% energy and does double the damages, that last for 1d6 rounds dealing damage per round. Water energy is formed from moisture in the air along the ground by magicing it there holding a blue moonstone. Then, magic your bioelectical energy there. Its used to spread biolectrical energy you think into existence, that's going along the ground to effect the targets with what you intend to do to them.
Watter heal; This uses 10% energy to cast forth. This causes uses of bioenergy magiced to exist in body water and around the target and thinking about healing as you will the energy to heal the target for double in the amount. Also, you restore lost energy. The energy causes you to move more quickly by x2. and you move around making the weight associated with the effect of health to drop away. So you gain no weight. You will move around allot by feel. However, if you don't intend it, you won't get the effect.
Watter surround; This costs 10% energy to cast. It could work to improve your circumstance. Make use of water moisture and form water moisture into water, thinking to surround the targets and effect them by it. That maybe will drown them as a special attack. Charge it with your electrical body energy magic and you electrify them for double damages.
Elemental surround; This will allow you to create by gating it in, the element as you want. The element forms from the gate surrounding the target. Then it can create an effect of overwhelming them or effecting them by it as it goes into the target. If its hot air, then it can cause suffocation. If its cold, freezing air or ice it can cause cold damage. It stops the target for 1d6 rounds in battle. Otherwise its until not needed outside of battle. If its fire, then it would burn them alive. If its earth, then it would cause a barrier effect or smother them. If its water, then it would drown the target. If its lava, then it would melt their equipment or armor and severely burn them for double the damages.
Memory visit; This is a spell that lets you visit the target's memory. Its instant and you know what they know.
Golden chest; This is a spell that turns a defeated monster or opponent and all his loot into a golden treasure chest that requires a high roll on a luck check to be able to open, but has better loot if you succeed. On a rolled 12 or higher on a d20 to double the loot value. It takes a luck of 2 to start to be profitable.
Mirrored reality; You must announce to the dm/gm, that you cast the mirrored reality spell and have a mirror to cast this effect. This spell by the power of a mirror pointed at the targets, that will cause the targets to be mirrored by themselves. Any action they do is done by feel to them. This is from the creator making it occur. It ends when you want it to end. So if you wanted to cause a mirror reality effect on the target, then they attempt to attack you they attack themselves for normal damage with levels 1-9, double the damages for levels 10-19, triple the damages for levels 20-29 and quadruple the damages for levels 30+. Same goes for spells with the effect damage due to level that goes to them. How you end this spell is think its ended. Then the creator ends the effect as you think it doesn't effect you and it stops.
Incapacitate; This is where you create an unconscious state of the targets you target, where you knock out the targets by feel. That's done through channelling God and magicing his energy at the targets.
Force wall; This magices a wall of energy, that causes the targets to be forced back by 30' with a push of energy.
Energy wave; This is a point of expression that turns into a wave of energy of 20' width, that disrupts the targets into creating a wave of nausea in their body and being out of a fight. This doesn't work on machines or robots.
Elemental wave; This is where you form a wave of elemental energy from gated in element energy. That goes forth and causes wave damage to the targets in a wave of 30' width. This can even put out fire. Yet the elements for use by this are: lightning, electricity, fire, water, lava, earth, air, void, poison, ice, and acid. If using void, then you draw voidal energy from the void and it sucks the energy from the targets effected, as it pulls the targets toward the wave of energy. If its lava as the element, this can melt things and do double damage to the targets.
Energy cure; This programs energy into curing whatever ills you, no matter what forever.
Reflection; Reflect a spell effect back at the caster that you don't like, that's done by the aura making it reflected.
Periodic; This causes a sentence to effect the targets, as you place a period after the sentence. This is doing an effect that's done by feel.
Wall of stone; This causes a wall of stone energy that wards away, as you think marks of warding are on it to ward away your targets, that's 30' wide.
Symbol shift; This causes you and others to teleport to wherever you want to go, that's done by creating the shift or respawn. When you trace a symbol in the air, then you and whomever wanted to shift or respawn will shift there as you think of appearing where you needed to be.
Disconnection; Reconnect to your internet or your internet gets disconnected, and in a disconnect you lose the internet for a certain amount of time.
Reconnection; This reconnects you to the internet with a strong signal, and you don't lose connection again.
Word connotation; This creates the effect of making what you want, using your words that you speak.
Soul weaving; This allows any element to be woven or created by feeel. The energy you weave is from the soul and you cause whatver effect by the aura swirling with energy and reaching threads of itself out to create what you wanted, then you can desire and create things by thinking about the idea to create as you need it to exist. This style of weaving is able to be done at level 10 and above or you may use 10% energy to create it. If the threads are "thought snapped" or "snapped", then the soul makes the threads disappear and go back to the soul.
Ignite Poison; this is a spell that turns deadly poison into even more deadly fire. That does double the damages normal fire could do of poison and fire damage. you can do this spell at level 10 and up..otherwise this uses 10% energy to cast.
Sphere of creation; This creates a sphere of creativeness, where you can create as many orbs that you want that makes what you think into existence. It can be placed by thinking it there to surround the targets. Whatever element you want it to effect, they get it full force. If you place it nearby the targets, you can effect them with what you want them effected by feel. It can be any size of sphere.
Triangles of effect; This is where you think of triangles to exist and the creator makes them. They create what you need into existence, that can be elemental damages of your choice or they could expand and explode with elemetal effects.
Circle of effect; This can protect you or damage those targets you have in mind that stand in it.
Expanding circles; This is where you create an energy effect by imagining a circle that expands to effect all those in it that you target, if in idea to do things that you wanted.
Dome of effect; This dome creates what you think as you need it to exist. including fire and water or ice. This where you create a dome using levels. At levels 1-9 you get a 30' dome. Levels 10-19 you get a 40' dome. Levels 20-29 you get 50' domes. Levels 30- you get 60' domes. You can use the dome to create a bunch of clones of yourself, that have your stats and 100% health. You can generate 1d6 clones of yourself, if you want.
Feather fall; This is where you think your light as a feather and you, and your group don't take fall damage as you float down to the area you intend to go.
Void attack; This is where you attack with gated in void energy to destroy the target, that's from within by creating a void ball inside them turning them to dust.
Elemental ray; This is where you send out a ray of elemental energy to effect the target or targets.
Column of energy; This is where you think of energy that forms what effect you want, that's in a column of light over the targets.
Solar fans; This is where you think about harnessing gated in solar energy, thinking to create what effect of sun energy that you want.
Air fire; This fires off a fireball, that is combined with air and expanded by air it creates a devestating effect over a 45' range.
Symbol shiftblast; This can be done at level 14 or up or use 15% energy to cast, thinking to create an ultimate blast of fire or whatever element you desire to use. That destroys the entire area you target and you and your allies shift away from the blast.
Sense enhancement; This is a spell that enhances the senses. It can be any sense, including taste.
Create object; This spell creates an object from the nothing energy of void. The thing is there until its countered. To counter it, think you create not a thing.
Save point; This is where the subconscious saves the point or idea you notice, and you can restore it by thinking its restored as you think of the point in idea and the fact that its restored is felt. This can restore any point you want, and "saved" is the command to save things to the subconscious mind.
Advance wave; This is sending a wave of energy out to the area, and this will effect what you intend to effect by feel in unlimited distance. This energy goes outward from fire pulses of the aura, as a wave of energy that advances till you no longer need it to advance or it cools off. What the energy does is die off the targets, and that means you take out opposition that you feel are harmful and this changes things by feel. Though once its done, then you can visit the area and see things there. This means that the third eye is used as a stated "I" for the third eye. That is what it does for things, it knows what you need as you think it. That's as though "no matter what I want, it will do by feel what I command." That's if you feel its necessary.. If there is anything worth getting or seeing, you can go find out and that's up to the eye of the beholder. This is after things are changed, of course.
Weird spell; This kills all your enemies with fate and by the power of fate, they can be killed or damaged. So this spell uses fate to kill the target, however they will die. See that's if you want to kill them. Otherwise, nothing happens.
The creative spell; This spell causes whatever you want, it can do anything that includes knocking out people except for harming people. That's as though your creative by feel and then things occur that you needed as you want it done.
Greater invisibility; This is castable at level 10 and above or use 15% energy to cast, that is an advanced form of invisibility done by the subconscious upon you and your allies. It renders you invisible to the eyes. That makes you unable to be heard, unless you want to be heard. You can attack or cast spells, and still not be seen.
Fate spell; This spell is castable at level 10 or higher or use 10% energy. That causes fate to effect the targets, that's anyway that you intend them to be effected. Mention the fate spell and what you want it to do, then its done. That's like killing off the need to eat, or making them die on the spot by fate itself with a natural condition like a sudden heart attack.
Soul magic; This happens at level 10 or above or make use of 10% energy. The soul creates the idea you need and if you think about it, the idea comes to you. What your soul doesn't want, it won't allow and you know it.
Displacer; This causes you or some object to disappear and reappear somewhere else that you decide to be.
Still shift; This is where you think to stay still and think of appearing, that's where you want to be seen or noticed. The creator causes you to appear or disappear where you deem it necessary.
Instant rest; This is where you think to magic on instant sleep and rest occurs naturally in an instance. You recover all your ability as though a full rest, all your health is restored, and if you use STP that is restored as well.
Creative effect spells 3
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.
Aura focus; what you do empowers your aura, so you focus on your need and the aura energy influence or consciousness of energy creates it.
One hit wonder; So in one hit you kill the target and they turn to dust. If they make their dodge roll, then it's normal energy damage.
Telepathy; This spell enables you to talk to others in their minds, that is "heard" as though it was spoken. Think of what you want heard and need it to be understood. Then it is send. Need to hear their thoughts they reply with as you concentrate on hearing their thoughts, then its understood by you. Given that you send or hear the thoughts in return. This is a very interesting idea.
Telekinesis; This is where you direct the object or person, thinking to cause it or the person to lift off the surface or ground. Only to go to where you need it or the person to go. Its used by stating to the DM/GM, that you use the telekonesis spell and move the target that you describe to somewhere.
Reasoning; The spell causes you to reason well with others, and you say the right things after this spell is cast to cause your desire.
Payment; This is a settlement effect, that settles the moment as you see it necessary. Peace is gained after stating this spell with those that were fighting.
Healing mantle; This effect is where you cast greater spell mantle uponst yourself, then you aren't effected by any spell you don't want to be effected by. All the excess energy goes into healing and any effect that you want, think and its making regeneration for yourself. You can cast any spell with the excess energy, as you think and need the idea to exist.
Greater spell mantle; This spell effects the body and mind as it calms it down, then by creating with the planets mantle energy. You can cast any applicable spell, as you also can absorb any spell energy cast that you don't like. That means the effect energy is being sent by a link, that's as though it were a singularity pulling it to the mantle of the planet. You can make use of the mantles energy to create what you desire, that's as energy flows both ways and you get what you need from the mantle. This is great protection, from the curse or area effect that you sense happens to effect you.
Water bubble; This a spell that launches really cohesive water, that form huge droplets gated in from some water source like a lake or water moisture. This water follows along your thought and makes what you want. That can make it hard to breathe, if it engulfs an enemy's head or body. If surrounding the body, it restrains them and keeps the targets from moving. Unless they have water breathing, can swim their way out or don't breathe, then they don't get effected.
Faery wish; This is where you wish for things at level 10 or making use of 10% energy, think the faery does it and a faery does the granting as a form of manifest.
Dagger scythe; This effect is where you imagine daggers slicing all the targets throats, or slicing one throat then all the rest of the targets follow. This causes energy daggers to form by the power of the subconscious and they slice the targets throats. That kills them instantly. That's unless they make their saving throws. Then they get paralyzed for 1d6 rounds in battle, or until otherwise needed outside of battle.
Tokens of power; This is like a wish that's possible starting at level 8 or using 10% energy, think you magic your energy to the item. Its either your energy with a gemstone or some item you hold, that you magic your mind upon a thought to create with its energy. You can create with an item, an effect of love, healing, making, energy attack, energy effect or whatever you may want in life. This increases your attack effect by 2x, or if you intend nothing as an effect then you get none.
Shocking grasp; This is where you magic bio energy along your body and to your hands as you reach out and shock the target with a shocking bioelectricity. The moment you do, you create a point where the target is stunned and takes shock damages. You magic energy along your body, thinking its producing electicity and when generated, it can shock on touch. This is where your body produces a shocking grasp. Trace a rune or symbol empowered by thought you want it to do with the drawn symbol or sigil. Then, you create the entire area with shocks. The area can be as large as you want. What stops it from effecting you, this is thinking your coated with rubber. Rubber blocks out the energy and keeps you protected.
Void creation; Think the void creates what you wanted, as you imagine finding it. This works by replicating the item if you have an item to replicate, that's done by the power of void energy creating it in perfect condition as you think or need and feel it exists. Like in Avalon, what comes from void, goes to void eventually.
Viral magic; This creates a virus born on magic, thinking to effect the area targets you intend to infect instantly. It can be any virus, like a fluenza or flu that causes what you want. Otherwise be as creative as you want. If you want to cure it you create a magic cure. This cure is effecting those you intend to effect.
Water proofing; This is causing rubber essence to be upon the targets, think it exists and it repels water and electricity by the power of the creator.
Color spray; This is use of brightly colored energy, that you send towards the targets. That blinds them for 1d6 rounds.
Unstoppable; the effected of this spell are unstoppable, they receive 1% damage for 1d6 of the next attack rounds done to them by the spirit absorbing the damages as energy. Albeit physical or magical.
Damage conversion; each percent of damage is converted to weight loss on the body instead.
Energy conversion; Each % of magical damages done, the soul absorbs the damages to the person effected. They are caused to be with more energy for the body, thinking to use for spells and stuff like healing.
Bio enhancement; Magic courses through you and renders you more able to attack with spells or physical attacks. Each percent of damages done to your targets are doubled for 1d6 rounds or 36 seconds.
Phase step; This is where you magic energy and think its phasing you, then you go where you intend to go as you step to somewhere. It shifts you there instantly.
Cold welding; If an enemy has metal armor you could weld it together with magic, reducing armor class because they can't move as easily by a -5 ac penalty. It could be done by removing the layer of air that prevents metal from cold welding together. You see if two chunks in metal without a layer of air collide in space they just merge.
Weapon polymorph; This is a spell that polymorphs enemy weapons. It changes which damage type it does to something you resist.
Purify water; This spell creates pure water out of dirty water. Think energy flows into it, that combines with an energy source from the the roots of the planet to make the water clean.
Copy ability; This is a spell that copies abilities. This ability is a spell that you copy into your mind. That you can make a manifest of as you deem necessary, that's on whomever you want.
Conversion; Think to release energy from the object or thing, as you destroy it or it destroys itself. Then, you create a new item by thinking it exists from the released energy of the item.
Magiced attack; This is using radiating force damage to create damages, that goes through the weapon and is magiced with any dead thing or inanimate object. They are lifted up in the blast to strike the target with the radiating force.
Reverse Momentum: Changes the direction a moving target is moving while keeping all of their momentum. Can be used on a fleeing target to make them move towards you, that's until they pass a perception check.
Wordsmithing; This spell magices your energy along a word or phrase of power. That instructs the energy to create the idea, thinking of what you describe by speaking.
Hunters mark; This effect causes the target or targets, that you intend to hit to be hit with a +10 to your attack rolls and damages.
Netherbrain; This is where you magic and create with your brain, think to use your crown chakra thinking to enhance the brain as it functions. The energy of your use, it cases the brain to evolve and you gain +5 bonus to all your rolls and senses permenantly. This won't effect your hearing, though unless you magic to hear.
Light urge; This is where you feel to do good by memories and need. It comes upon you, that you do good for yourself and others.
Speak with animals; This spell causes you to speak to the animals and understand them. It lasts till you don't need it. This also lasts until a rest or new game session.
Speaking in tongues; This is an effect that you tell the creator to do. You think to him to cause your soul to translate the things that are said or done. You understand whatever is stated or written, this includes writing what is understood. Whatever is expressed, you know what to do about it.
Levitation; This effect is where you levitate or float upwards and fly towards your destination.
Walk on water; This is where you think energy goes to your feet, and you walk quickly across the surface of the water without sinking.
Walk on surfaces; This is where you think energy goes to your feet, think and you realign gravity to your feet so you walk on the walls and surfaces.
Meteorite; Pulls a large rock from space to fall on the enemy. This does double damages and effects a radius of 50', that's with a crater and bludgeoning shrapnel effects.
Micro meteorites; This costs 10% energy to cast forth. That's where you magic your energy upon the thought, thinking to form mini meteorites. There is up to 1d10 of them, that deal 1d10 damages with each for levels 1-9, 1d12 of them that deal 2d10 damages for levels 10-19, 2d8 of them that deal 3d10 damages for levels 20-29 and 1d20 of them that deal 4d10 damages for levels 30-. This you toss metaphorically speaking, this is done by thinking it goes to the target as you mimic tossing it with a pinched thumb and forefinger thrown forward and unpinched. It hits with a bludgeoning and shrapnel effect. Effecting 20' of where it is thrown.
Fire storm; This calls upon the area with your targets a storm of fire, think of the area to hit with fire and you deal a decent amount of damages. The creator causes it to exist, it hits with an area of 40'.
Elemental storm; This causes an element of your choice to fall upon the targets in a range of 50'. The creator causes it to be gated in from the plane of elements, then it hits the area with your targets for 1d4 rounds. The elements are as the elements in the elemental effect, except you have option to make use of dark fire and dark ice. This means you can cause void formed fire and ice, they disentigrate or make into dust whatever you target.
Moonglow; This creates with the body a glow of the aura by magic as you need to see in the dark. This is where your body projects light that extends 30'. It lasts until the next gaming session.
Enveloping light; This is a light sphere, that is formed by imagination of it and needing it to be there. It's programmed by thought that causes the targets it envelopes to go somewhere else in the blink of an eye. This can be another dimension itself or wherever you want them to go.
Knowledge; This spell is done by relaxing your mind, looking and allowing the knowledge to come into your mind. That's of what you need to know by the soul insight.
Empowered dust; The mind is the key to anything you do. So use a powdery substance by thinking of energy infusing it and toss it on the targets. The bodies burn up and turn to dust.
Innocense; THis spell causes by the power of the soul what you want, that's done by feel and no matter what you remain innocent. Your untouched by what you do.
Creative effect spells 4
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.
Influence orbs; this orb can be any size.. yet the larger it is the more energy it absorbed. This means you can direct it to create what you want. Think to create with time what you want with that. It can create anything. This causes black outs of the area to create with your energy to make what you want. The energy it absorbed is from the targets. This is doing things with thought in it.
A ok; this statement will cause things done to be accomplished or acceptable.
Energy; This causes the spirit that goes through everything to spiritually rub or slap the targets, and absorb energy from them. All to create results upon the targets you want to effect. This costs 20% energy to cast.
Piezoelectricity zap; this effect uses the body energy to produce a zap that comes from you contacting the target. This zap is felt by the target and creates as it does damage a release of anything or anyone holding you.
No problem; The problem you have are fixed and things work by feel that you want working.
Daedra salesman; This merchant sells anything and can manifest what you need as though teleported there.. summon it to get what you want for cheap. It is there till you no longer need the salesman or you dismiss it in your mind.
Book polymorph; Polymorph a book to change its writing to read what you want it to read. Not too many times or the ink fades.
Magicbane; This mage block is where you focus upon the targets and think to "block" them from casting an effect. This lasts until you stop thinking it or 1d6 rounds pass you by.
Its obvious; This makes the targets focus upon a thought and pay attention to what really is there. You and the targets know the obvious thought and idea. You see right through the illusion of the moment.
Spirit chat; You can chat with anything mentally via a tulpa of them if you know their name. Tulpa=spirit form. The spirit of the thing chats with you. Think and it can take the form of any starsign you think of by feel, friend and foe, and average. Every sign has one mortal enemy. It tends to be the last one on your mind at the moment.
Stellar weaving; This is where you think of the star and glance at it or its image. Then need it to do things as you draw in energy to your aura. Thinking of what you want. This is where you create with the stars energy, that's where you think and create the effects you wanted or normal damage/healing for levels 1-9 with an organge sun. x2 the effects damage/healing for levels 10-19 with a red giant sun. x3 the effects damage/healing for levels 20-29 with a blue supergiant sun. x4 the effects healing/damage for levels 30 and upwards with a gigantic sun.
The blessed Eyes of the Overworld; This is a good spell to do since it can do things of out of body experience. This can be invoked for enlightenment. It is possible, you just have to focus hard on astral projection and leave your body on the bed while you walk around the house as something else.
Demon view; you work with your inner demon to give you ability to see demonically. This means you can see through any illusion and you notice a red glow over everything. You also notice all curses and demons in the area.
Eyes of Beast; think to scout rooms as an invisible pet. This allows you to see the rooms in complete darkness.
Sharing consciousness; this allows you to share your consciousness with a pet or person. They see what you want and you see what they see. The targets should roll for Charisma and you gain a small boost of experience for higher rolls.
Demonic sharing; this is where you think about sharing information and your inner demon shares it with other demons. Then, the person of that demon knows intuitively.
Spawn; This calls a hellspawn to serve your purpose, think and you know what it will do. The hellspawn has your stats except for 100% health and energy. Your subconscious controls it by you suggesting what you want it to do to the subconscious, that's through statements the subconscious "hears" and it creates what you need..by the subconscious guidance.
Ball teleport; This is what you do as you and your equipment become part of an energy ball and shift to another location fast, then instantly becoming yourself and you have all your equipment as well when there.
Summoning spell effects 1:
This section is for summoning things, 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 a summons in 1 action instead of the 2 actions normally required.
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.
Major summons; This is a summoning spell that costs 30% energy, it summons 1d6 Rangers that fly, a floating in air Aircraft Carrier, a platoon of 1d6 T-80s built by candlelight, and a B-52 for good measure in case you need it.
Hawk summons; This is where you create a hawk summoned into the area. That's thinking to summon it and needing it there after crapping in your pants. The hawk senses your need and goes there, to fly around and distract people. Think to get it out of the area, if in area you will notice it there.
Willow'o'wisp; This summons a willow wisp to create what you want. They can't be hurt and glow. Including, telekinesis of things and balancing the temperature. Otherwise, it can lead attackers away, that's possibly to a trap and disappear. Again, once you don't need it, it disappears.
Wooden wisp; This wisp is brown and can summon wood or lumber to be found in endless supply. The wooden wisp could also communicate with the tree rings by vibrations. Once not needed it disappears.
Tulpas summons; This is a spell that uses 20% energy and summons all the character's tulpas in corporial form, so they can kick a little booty every now and then. A tulpa is an imaginary friend, but the concept goes back a long ways and was used to manifest demons to defeat or allies to aid them mentally. The spell would turn the imaginary into the physical. The tulpa has your stats and 100% health. It can either be instant or a ritual can be used instead. A shortcut and a ritualistic method. You describe what method you want to use to the DM/GM.
Doppleganger summons; This is a spell that summons a doppelganger of each enemy that has half of their stats and 100% health.
Angel or demon II; Think of the idea of summoning a guardian force, and your soul does with 15% energy. If your evil, you summon a demon. When you summon a demon, roll a sanity check. That is a 1d20+will, this makes certain on a rolled 10 or above that you remain sane from contact with the demon. If not, you can strike anyone nearby or lose your turn. That is an additional 1d4, this is where a rolled 1-2 will be strike out and 3-4 is lose your turn. You can always reroll the sanity check. So if your good, you summon an angel. If your neutral, you summon a Buddha. These beings have your stats except for being with 100% health.
Antimatter; This is a spell that costs 20% energy that takes 2 actions to cast, think and it turns one copper piece or item into a gram of antimatter wherever it is in the area. This has a long casting range so it can be cast at a safe distance. Like if the foe has a copper piece, then its turned into antimatter. This incinerates the area of 30' for levels 1-9. 45' for levels 10-19. 60' for levels 20-29. 75' for levels 30-.
So at lower Intelligence it doesn't convert all of it correctly or miscasts. That's with an intelligence of 15 or below. The chance of miscast is rolling a luck roll with 9 or below rolled. Magic barriers protect people from the blast. If it miscasts it is almost like a self curse by mistake. Usually it is magical contamination or the penny getting polymorphed into a radiative element.
Due note: Magic barriers are usually 9 foot circles that are opened from the East using a stick or whatever is on hand. They can be drawn physically, but the best are mental. So it can be done by imagining/thinking of a circle that surrounds you and your allies. This means you and your allies are protected no matter what unless you don't need it..then the protection fades away. This spell is a surefired way to trip up your targets.
Giant summons; A spell that takes 10% energy. That summons an Elephant or giant Ladybug that grants +1 temporary luck for every turn spent touching them that assist in battle. Up to a maximum of +7 temporary luck. The giant figure has 100% health and your stats otherwise except for double the strength.
Poisonous animal summons; This is a spell that takes 20% energy, think about it and it summons a dozen large cane toads and cobras that demolish things weak to poison. One one hit to the poisonous animal the animal is gone. So if the targets make a constitution check they survive.
Demogorgon summons; This is cast using 20% energy as a spell that summons the Demogorgon. This being does what you want. See it can turn invisible, teleport with control, teleport to the exits, move extremely fast, and has a nasty melee attack. It also has a stinger full of venom that effects poison damage every round, that's till death or constitution check is made with a 10 result or higher. Otherwise it has your stats and 100% health.
Giant ant summons; This is a spell that takes 15% energy to summon some giant ants. They have 100% health and your stats otherwise. For levels 1-9 you can summon 1d6 of them. For levels 10-19 you summon 1d8 of them. For levels 20-29 you summon 1d10 of them. For levels 30- you summon 1d12 of them. The higher the intellegnce the bigger they can get. It starts at 1 foot in size. Every 5 int, there is a 1 foot bigger ant. So for a 20 int, there is a 5-foot ant horde.
Circle summoning; This is where you think about what you want and magic on the thought to create it. That's as you think and need the idea as an effect. Then, go around in a circle. As you magic on creating the effect, the movement in a circle causes the planet consciousness to do the idea. Change your mind or thoughts and you create that by summoning it with the planet instead to exist with pinpoint accuracy. This works major changes easier than minor changes. So it takes 30% energy to cast with normal damages/healing for levels 1-9. X2 damage/healing for levels 10-19. X3 damage/healing for levels 20-29. X4 damage/healing for levels 30-.
Electrical being; This is using 20% energy to summon. where an electrical being can create with electricity..yet where ever electricity is they can form and appear where you want, what they look like is whatever you need them to appear as. So if the being wants to, it can look like a real person. They have an auto-generational core with the ability to surge out as needed. When they surge out, they create what they intend to create..which is what you want. It has an anti-magnetic field or property to defend itself from general electric currents in the world around it.
When summoned, they can do what you need as you intend it to be done. They exist where they want to exist, then they work with what you think. This being can create with a point and that's expressed if needed. They absorb all attacks, using the anti-magnetic field and thats where they receive the attack as extra energy to create with by feel. This summons lasts for 1d10 rounds or until you don't need them to exist. They can deal damages that you want to effect others you target. So think and you know what to do.
They can generate energy and create with it as they need it. This means they don't need to be near an electrical outlet to create a result. So think as they are creative and proportionate enough to make life reasonable. This is the concept you might want to know exists. Since they can't be hurt and they can do whatever is desired. However, you get them with a limited time and you can get up to 1d4 of them. This means you can get up to 4 of them that's allowed for and you still retain control of the beings because they respect you. So think and you know what to do.
Summons; This summons whatever you want to summon, no matter what unless you don't need it. It has 100% health, otherwise your stats and ability to create with energy that you send to it.
Poison circle; This is where you magic energy to become by thought a pool of poison in an area. This area is a circle or some other geometrical shape, that you project the summoned essence of poison and kill by poisoning the targets. Think and you know what to do.
Summoning spell effects 2:
This section is for summoning things, 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 a summons in 1 action instead of the 2 actions normally required.
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.
Summon Bone Golem; Summons a bone golem, that has 400% health and your stats. With intelligence it gains 20 Health per point, 4% Increased Damage per point.
With the level it gains 20 Health per level. This bone golem attacks slowly, but has a 15% chance or a 15 and up rolled on a 1d30 to retaliate with bone nova when hit. A bone nova is where the bone golem swirls its bones around itself and causes shrapnel damage to the targets nearby. This takes 20% energy. It sticks around until its desummoned.
Summon Skeleton; Summons a skeleton warrior or skeleton archer to guard you. That has your stats and 100% health. You are limited to 3 skeletons at a time. This takes 15% energy.
Summon Volatile Zombie; Summons a Volatile Zombie which trudges towards the nearest enemy. It has your stats and 100% health. When it reaches an enemy or dies, it explodes dealing physical and fire damage to surrounding enemies. This takes 16% energy.
Reap; This summons a reaper that does a short ranged dash, that deals your melee damage to enemies you pass through and returns heals you for each enemy hit.
Assemble Abomination; Hold a key and think to channel to absorb minions in a moderate area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed. It has your stats otherwise. The abomination's Health decays increasingly fast over time. That's 5% over 1 round. This uses 35% energy.
Summon Skeleton Mage; Summons a skeleton mage to assist you. They have your stats except for 100% health. You are limited to 3 mages at a time. This uses 27% energy.
Black Hole II; Summon a powerful black hole at target location that aggressively pulls enemies and deals double void energy damage. This uses 20% energy.
Poison strike; This is summoning poison essence to strike forth against a target or targets. this lasts 1d8 rounds in battle and effects per round.
The Army; This is allowed at level 15 or you use 15% energy, allowing you to summon hordes of skeleton and golem enemies (around 1d10 of the skeletons and 1d10 of golems) to overwhelm your enemies. A great choice if you want to stay back and let your allies do the work for you.
Bone; Bone abilities allow you to use the remains of enemies to summon Bone Spirit minions or set traps.
Wolves; Passively, summon Wolf companions that bite enemies for an amount of damage. When used as an active skill, Wolves will magic on an enemy, leaping to them and striking.
Ravens; Passively, Ravens fly above you, periodically attacking enemies over time. As an active skill, the area is swarmed by Ravens, dealing damage over time.
Jemp; This is where you summon the energy in the body, thinking to jump to cross dimensions to a space by name or idea you think and then jump up, forward or backward. Think to see the world as you need to see what's there. You get the idea from the energy information as to what is there. This is where you create what you intend and then jump back, if you need to return think of the space and do the jump. Then, the energy of the space shifts you there, as it determines what you need. That's done by perceiving the thoughts in the energy you send to the space..The effect is instant and you know the space your in by the creator having you know what the space information is instantaneously. This is as though you were one with the creator and knew what he or she knew. Avoid the battle plane though, its rather dangerous.
Area summoning; You can summon anything you want, if its from the area you think about. This can even summon food as provisions.
Desummoning; This is where you think of the item, person or thing and wish it away as you dismiss it in your mind.
Slickdown; This is where you put mud or summon oil to form and cover yourself except your hands and feet, think to act and get out of the grasp of those holding you.
Mist summons; This is used for memories and you can summon through time with energy what you desire. This includes the living, that you can summon by feel.
Rite of summoning; This can make use of a candle. This causes you to summon things or idea that exists where and when you want it to exist. You can use the rite of summoning to summon money, as well.
Desummoning II; This uses magic. Think the being is unsummoned after offerring it some of your energy, then think it goes to heaven by willing it to calm and go to ascend. Otherwise you can make it go to hell by banishing it with your will after thinking to dismiss it and the creator does it. This works especially after discovering a ghost in the area that wasn't summoned.
Raven; The raven is a point you say "I call the raven..", this summons the spirit of the raven to judge the guilty and kill them on the spot. If the target/s attack or are wanting to do violence, this summons from the creator a force of energy that freezes the target/s in place and gives them a heart attack. They that are the attacker or instigator of wrongdoing are dead on the spot. If nothing happens or if they are proven right, where you did nothing wrong. Then they are not touched by the raven spirit and nothing seems to happen to them.
Likeness summons; This is where you think to magic on creating a likeness of some form from thin air. This is done by the creator making it appear. It disappears when it isn't needed. The source of this appears to be an angel sent by God or the creator to appear and act like you want it to act. If your evil, then you call by thought a fallen angel or demon to do what you want. The idea is you create an appropriate appearance, if you have in mind the person or thing you want to mimic. If no image appears, then God or the creator must have thought to not allow it. So luck be with you.
Energy shot, the energy you summon by gate is shaped by the subconscious into being a shot, that goes off as though shot by a rifle. If it hits, its instant death unless you don't hit the head or heart. Then, its normal damage.
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.
Cleanse II; This clears away the dirt and dust in and from the area, and things that are dirty are cleaned up by summoned up gated in water and fire energy or heated up water, then earth energy is used to cloy the scent. The thought is a reminder, that comes to you to do things and you remember to clean up. Then, your spirit cleans and clears away the detritus or area of dirt using that elemental energy.
God; The spell that causes your God or in the Creator as idea is expressed as a source to appear nearby, this uses your words and is a summons and it makes your deity aid you or smite your foes.
Angellic call; This is a spell that causes your guardian angel to come and fight alongside you. It has 100% health and your collective stats otherwise.
The aether ghost; This is where you use the ability to summon a chill of ghosts, that do aetherial damage to the area and targets you desire to haunt. That means they come, deal spiritual damage and leave.
Thinking weapon; This can summon a spectral sword or weapon of choice, it can be any weapon that thinks for itself and ignores half of the target's AC. It also flies and goes to attack for you the target. It is undestroyable and goes to where you need it to go. Its damage is spiritual damages.
Reporting wisp; This uses a spell that summons a wisp, that can pass through walls and fly that scouts an area and reports by telepathy where enemies and items are.
Giant spectre; The ability to summon a giant skeleton, that emerges from the ground and uses a femur as a club..it has 100% health and your stats otherwise. The club does 1d8+strength mod damage.
Pirates; The ability to summon a ghost ship full of pirate ghosts, that form over the area and fly in to fight for the caster. You can summon 1d10 pirates to come to your aid for levels 1-9, 1d20 pirates for levels 10-19, 1d30 pirates for levels 20-29 and 2d20 pirates for levels 30-. This effect costs 30% energy. They have 100% health and your stats otherwise. Their ghost sabers and guns take in a lot of life energy when they connect. Each hit heals the pirate the amount done in damages.
Angel or demon; Think of the idea of summoning a guardian force and your soul does. If your evil, you summon a demon. When you summon a demon, roll a sanity check. That is a 1d20+will, this makes certain on a rolled 10 or above that you remain sane from contact with the demon. If not, you can strike anyone nearby or lose your turn. That is an additional 1d4, this is where a rolled 1-2 will be strike out and 3-4 is lose your turn. You can always reroll the sanity check. So if your good, you summon an angel. If your neutral, you summon a valkyrie or battle angel. These beings have your stats except for being with 100% health.
Summoning spell effects 3:
This section is for summoning things, 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 a summons in 1 action instead of the 2 actions normally required.
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.
So; This spell is done as you need it. As you summon a soul copy to effect the targets it has your attributes. It has a spirit version of your items, weapons and armor. Think you need it and the soul copy creates what you think as you need it. This is making what you want or target go into and exist here or out of existence and not exist here. Once gone, it doesn't exist here. Once it exists here, it exists as you need it and does what you want. This costs 20% energy to cast.
Soul forge; This spell costs 10% energy and makes a soul copy appear as though an item that you find near you. It has the same properties as the item itself, except that its a living item. That can change into the shape of any one item at need of it. This can be any item you would desire. The item is undestructible and it is there until you don't need it. Think and the idea exists as you need it. When you stop needing it, it disappears. Any item created from a soul copy, it is as though a +5 item.
Mini missile sphere; This uses light energy, that's converted into high speed compressed mini missiles. It costs 15% energy and creates by you making a sphere with thinking it's there, that causes 1d10 mini missiles upon you thinking it forms them. They deal half the radiance damage per missile hit. You can split off the mini missiles to have a certain amount hit one target, think and more of them hit another target. If you don't need this effect, they cease to exist.
Mini fireball sphere; this sphere you think is there, that you cause by thinking about it the effect of mini fireballs to go hit the targets. You create 1d10 of them. This costs 20% energy. So think to point out your targets and they are hit with each fire ball doing x2 damage. They do so much damage because of the intensification factor.
When you have intense feelings while forming the sphere, you cause more intense damages. That sorta intensity you feel while making the sphere. So in effect, you get a highly compressed sphere, as you focus the intense feelings and imagine energy being compressed into creating it. So you may split off the fireballs between targets.
Sphere of mini elemental missiles; This works with practice as this causes any element you think to create. That goes from a sphere you think exists. This thought of sphere that appears to your third eye. You get 2d6 mini missiles and is that which project from the sphere. Thinking to strike the targets as you wish. This costs 25% energy to cast and deals x2 the element damage normally done per missile. They do so much damage because of the intensification factor. When you have intense feelings while forming the sphere, you cause more intense damages. That sorta intensity you feel while making the sphere. So in effect, you get a highly compressed sphere, as you focus the intense feelings and imagine energy being compressed into creating it.
Magma bolt; This is costing 10% energy. Its where you summon by gateway the magma from a volcano, that's in the form of a bolt that shoots forth and melts through armor and other items. Then, it impales the targets. The gate closes by itself. Finally, you can form 1d4 of them for levels 1-9. 1d6 of them for levels 10-19. 1d8 of them for levels 20-29. 1d10 of them for levels 30-. The damages they do are 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet) each. A quirk of magma bolt is it can work on enemies immune to fire. That's because it is a combination Fire/Earth magic school Destruction spell.
Item powered magic; Hold an item, then magic your mind on the thought you want to summon. This is the idea you create by making, that's with the power of the soul. You can create any effect, that's done by willing it to exist and it manifests as you want. You could create ice effects, fire effects, lightning after standing back and concentrating. Also, you can create with the power of the item and the energy of the target. The effects are instant if formed, they can effect multiple targets and you control the element you create.
Weapon magic; This is possible starting at level 10 or making use of 10% energy, it is a weapon that shoots 3 shots in succession or all at once. Its an imagined weapon that you need. It is there and you can see it there floating in the air with the third eye controlling it. This creates the basic idea of a weapon. That could be any weapon and it is with the elemental discharge of your choice as projectile such as elemental balls or bolts.
This means earth projectiles which bludgeon or give concussion.
Air projectiles which pass through the target and can put holes in them.
Ice projectiles that cause puncture and freezing.
Water projectiles that create wetness, short out things and create water.
Lightning projectiles that cause shock damages.
Fire projectiles that create searing.
Lava projectiles that melt right through armor and strike the target with double damages.
Acid projectiles which cause eating away of the targets.
Poison projectiles which cause steady poison damages for 1d6 rounds in battle.
Chaos projectile balls are balls of energy that break down the targets, or causes the targets to be prone for 1d6 rounds in battle. That's as it deals primordial chaos damage and that means anything can happen.
Also if there's void ball projectiles, which cause a pulling into the area of the shot void balls.
This weapon can be summoned in effect, that lasts 1d8 rounds in battle or until you no longer need it outside of battle.
Summoning spell effects 4:
This section is for summoning things, 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 a summons in 1 action instead of the 2 actions normally required.
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.
Fog summons; This causes a fog to form out of mist to obscure your target's visual of you.
Death fog summons; This is what causes a grey red fog filled with your death and decaying energy to form out of mist to obscure you and kill your targets. The area of effect is 30' for levels 1-9, 40' for levels 10-19, 50' for levels 20-29 and 60' for levels 30-.
Summon Questgiver; Summons a person who gives and finishes quests. He is a NPC that is immune to attacks. He doesn't get attacked and doesn't attack in return as he is neutral.
Simulacrum; This summons an silver skinned automaton or machine that does things by itself. It serves your purposes and does as you command. It has your stats except for 100% health and energy. It can do what you want, attack or cast elemental spell effects.
The multiple elements attack; This is where you summon at level 20, otherwise you can expend energy by doing this idea with a cost of 30% energy. This is 6 elements in sphere form, that will effect the target. That means they attack the target or targets and they deal individual damages. The elements are fire, ice, acid, air, chaos, poison or some other element. If the targets are immune to the element, then the element doesn't effect them. So the energy chooses another one, that will effect them and manifest it instead. If nothing effects the targets, then nothing happens..
Elemental ball; This effect will cause what you intend as a sphere that bursts, and it will spread out for 30' diameter elemental effect energy. Choose an element to use for this upon casting it to an area. The elements you summon through a gate as energy to form as they are. They are void, fire, earth, air, water, ice, lava, poison, and acid. Lava does double damage as it melts the targets into melted mounds. Void pulls things towards itself as it drains the targets of energy needed to do an action, that's for 1d6 rounds in battle or until not needed outside of battle. Water makes things doused if in case its needed, like putting out fire. Earth gives concussions to the body that is targeted. Ice freezes the targets as it bursts from an ice sphere, that you cause to burst by willing it into ice shards that spread out and it impales the targets. So fire burns the targets. Air causes coolness in the area and a push back by a rush of air. Poison causes a sickening of the target. Acid eats away the target.
Summons; This spell causes creatures, that you'd like to appear by energy gating where you need them. So for levels 1-9, you get 1d10 creatures for levels 10-19, you get 1d12 creatures for levels 20-29 and 2d8 creatures for levels 30 and up. They have 100% health and your stats otherwise. They are shaped like the creatures you need there, and do what you want. Upon death, they disappear by feel.
Mini missiles; This is the effect of summoning miniature highly compressed red fire balls combined with radiant energy, that are not noticed by the targets. Think of miniature missiles of fire energy coming from your hand, then they are directed by the fingers pointing to the targets. You generate 2d8 of them by actions you do..think and they strike whomever you want to strike with 1d12 firey radiance damage.
Summoning orb; This orb causes you to share your energy, think of the construct being there and the construct is formed that makes a summons. This can be a challenge, target or creature that forms from nothing as you need it there. It causes the summons to not exist there if defeated or no longer needed. If unneeded, the summoning orb ceases to exist.
Tentacles; These are summoned by the orb, as you think to lash out at the target and the tentacles form out of energy. that do the lashing.
Elemental armor; This is where you summon a circle of elements into your aura to create a protection by the elements either blocking blows, bouncing off element effects or absorbing the elements put towards you. add +5 AC as you have this effect going on.
Invisible stalker; This spell causes a stalker being that does your bidding. This being serves you and can identify its targets you wanted dead, that's done by reading their minds. It can even read the targes minds you want read undetected, think and share the thoughts by insights to you. That means it does damages, also it otherwise has your stats. This being has an spirit gun, long spear, javelin or sword (your choice and you can have it have many weapons, too), that is used to invisibly strike the targets with 3d10 damage each shot or hit. Once you decide to not have it summoned, it dismisses itself. Otherwise it is defeated if detected by either a true sight or see invisibility spell, and it keeps itself invisible with an improved invisibility spell. Improved invisibility allows the caster to remain invisible even if active. Think and you know what to do. This doesn't use concentration to have it work, that's as its sustained by the subconscious mind itself. Dogs and other animals are able to smell the invisible stalker. So, you can use them to detect it. Once detected, it appears as a ghostly outline. Then will it gone using its own energy and it is dismissed.
Silent stalker; This spell causes a being that silently stalks the targets, this being serves you and can identify its targets you wanted dead by reading their minds. It can even read the targes minds you want read undetected, think and share the thoughts by insights to you. It only goes after those you want effected by this, think and casts long range effects at the targets to effect them. Otherwise it has a venomous bite, that effects poison damage per round if bitten until death or a poison cure is used. That being uses improved invisibility, thinking to remain invisible. It has 100% health, your stats otherwise and can deal interesting elemental damages that effect the targets in idea. That means you can cause it to exist by summoning it, then when done desummon it. Otherwise it must be detected by a true sight or see invisibility spell. Then think, as it can be effected by magic and enchanted weapons. It disappears back to its planar dimension, once its not needed. Dogs and other animals are able to smell the invisible stalker. So, you can use them to detect it. Once detected, it appears as a ghostly outline.
Elemental force wall; This is where you summon an energy wall made of an element of your choice. That goes in the direction of your targets to push them back 30' and deal elemental damage to them.
Call lightning; This is where you send lightning bolts to the targets that descend upon them, then you think of energy from your hand forming electrically in the air where you want it. See it attracts itself to the targets from above. Electrifying them as it strikes. This lasts 1d6 rounds. If you summon water upon the targets from the moisture in the air first, they get a x2 damage.
Summon death; This is a concept that creates death with calling upon the death angel to kill your targets. The death it causes is wherever you want to cause it. There is a 50% chance the target isn't effected, that's where you call death to exist and they make a luck roll of 1d100+luck with 51 or above result not being spared death.
Haunt; This is where you summon a spirit to haunt the area and it does what you want it to do. Normally, the targets in the area run away in fear. If you want the ghost to paralyze the targets in fear or possess them and they do what you want, it will do it for 1d6 rounds. Once you don't need the haunting, it disappears back whence it came.
Haunt II; This costs 20% energy. That is a Necromancy/Summoning spell that surrounds an enemy with 1d6 powerful ghosts for levels 1-9. 1d8 powerful ghosts for levels 10-19. 1d10 powerful ghosts for levels 20-29. 1d12 powerful ghosts for levels 30+. These are ghosts that have your health and stats. They can do what you want them to do and possibly attack if that's your intention. Normally, the targets in the area run away in fear. If you want the ghosts to paralyze the target in fear or possess them. The target does what you want, said target will do it for 1d6 rounds. Once you don't need the haunting, they disappear back whence it came.. It comes from the Necronomicon.
Musician spell effects:
This section is for musically doing things. If you need any items or instruments, they can be found either in the equipment list in the modern misc or gear section or asking the gm/dm for it.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Music creation spell; Beautiful music seems to be heard out of nowhere. This is created by the soul. Then if you need to do this, with the power of music you create what result you state as you listen to the music and relax. Then your mood improves by feel as though you heard the correct mood matching music. So think in idea as you relax an you and your allies calm down and heal, then you cause the targets to calm down and that ends the fight. In other words, you control them and can make them feel better. Whatever you do to them they will accept, so think and you get what you want by feel. After awhile of listening (maybe 1 minute) to the music, the comatose or unconscious patient wakes up being revived. Thinking a hymn could make it heard, the right hymn is done so it matches the mood and raises the mood so your no longer in a bad mood. Whatever it is your needs are met or created. This could be the light version of the spell to create light, A creative song could be control by words where the targets do what is stated, a dirge could be a dark version because they are usually played at funerals to create darkness, think and a shanty could be the water version to create water. You could use a Diss song to taunt all the enemies that hear it into attacking one person or target, who can be buffed with other spells to take less damage.
Music inspiration; This is where you cause the effected allies and yourself to get a bonus to attack and healing. The bonus is +5 to all rolls. You and your allies get +10 health for levels 1-9, +20 health for levels 10-19, +30 health for levels 20-29 and +40 health for levels 30+. This additional health and effects of the spell are temporary.
Dissonant whispers; This spell causes you to send out dissonance to the targets, that does music damage. This effect can leave the targets in disarray for 1d6 rounds or minutes outside of battle.
Vicious mockery; This spell causes things like mocking sounds, then it effects the targets by making them confused and dealing sound damage.
Decoy Sound; Play a note that sounds exactly like your choice of a distraction sound projected any visable distance.
Vivacious mockery; This causes severe sound damage of the nerves by the right frequency using the creator's energy. That leaves the target unconscious and thinking they heard voices.
Wooden instrument; If you have a wooden instrument. This is where your playing a woodwind instrument, that would boost multiple stats at once by adding +5 to the stats rolls. So with creativity you boost Dexterity, Charisma, and Charisma again.
Percussion; The easiest instrument to play is probably percussion. It is said to ward away evil spirits..This causes you to be untouched by elemental energy for 1d6 rounds. It works to effect those of evil nature, that's as it causes them to not be near you. This works if you had a percussion instrument. Otherwise, you get no results from the effect.
Sound levitation; This is the ability of sound you magic into making the object light enough to lift easily..including pianos. This can make a 100 ton object seem weightless.
Good sounding; You can play a Magnum Opus, while the thing is half decayed and out of tune.
Thought music creation; This is where you think of what you want to make happen, then create it into existence as you play music.
Octaves; There are technically seven notes to an octave. switch the octave note to produce a mood associated with the octave notes, this is where each note makes a mood effect. C is a Deep like the ocean or you call the ocean energy to make a result, D flat is a things falling flat mood where things floating in the air fall down and people you targeted fall to the floor, D is a death feeling that makes death energy effect the targets, E flat is a deathly feeling that causes the targets to pause for 1d6 rounds, E is a earthly feel that causes healing in your allies, F is a failing moment you realized that makes the targets fail in their attacks for 1d6 rounds, G flat is a misleading feel where you roll a 1d100+luck to get a 50 or above and successfully mislead the targets into doing something you wanted and G is good feel that makes the targets euphoric for 1d6 rounds, that is where you cause them to be distracted. This is done by a good feeling, that's enough to attack them and they didn't realize the attack. Anything sharp is a cutting of the targets you want effected. In order to use this, think to state to the dm/gm what you wanted. Like "I use a D flat note in the octave, thinking to create make my foes drop to the floor."
Spotlights; This requires a spotlight to work. The spotlights hitting something, that's what will change the weather to what you think it should be.
Solid sound wall; If the targets are dancing they are stunned, unless they know Kaporea or something. This can make a Zui Quan master drunken stumbling to the music sober.
Neutral tone; This causes the targets to be neutralized in activity. They don't act for 1d6 rounds.
Wooden song; This is a scarecrow song to boost charisma while lowering intelligence at the same time. Boost to Charisma rolls by a +5 for the good guys and lower Intelligence rolls by -5 for the bad guys.
Happy music; This is a happy song that makes morale boosts for you and your allies. Add +2 morale.
Despairing dirges; These songs are second nature to the musician. They lower morale by -2 for the targets you had in mind.
Aether song; This is one song to produce an aetherial shield, that can absorb any elemental energy to fuel it.
Dark dirge; This is one dark dirge, that deals untyped or dark damage depending on the sharpness or flatness.
Instrument pull; This is a musician's ability to pull any instrument out of thin air. It is gold for good characters, silver for neutral, and black plastic for evil. The black plastic instruments keep their tune better.
Philosopher's pull; This is an addon spell for the Philosopher's Phone, where you pull out a solid gold fiddle and a bucket full of Aqua Regia and do an alchemical magic trick with the two. Gold is dissolved with Aqua Regia. So you dissolve the gold en instrument when done with it.
The Golden Instrument Waterfall; Slowly over the course of eight turns dissolve eight instruments in Aqua Regia with a portal to a pocket dimension full of golden instruments. Turns the tide of battle with an unreal act of avant garde. Somehow ends the fight with a heroic victory. Buyer beware and results may vary. Victory at the cost of false regret. Very strange, but that is how that wheel goes.
Musical summons; Think to play music however you want. You cause animals to come to the area and they do whatever you want. They have half your stats. That includes attacking those you want attacked. Summon 1d6 of them with levels 1-9 and normal health of 100%. There's 1d8 of them with levels 10-19 and 150% health. There's 1d10 of them with levels 20-29 and 200% health. Then, there's 1d12 of them with levels 30- and 250% health.
Soothing music; Think to whatever you want and it soothes the savage mind. You create peace by what you do. This causes the targets to not want to attack as they "hear" the music. You won.
Musical notes; If you think to look and magic at a music sheet, then you can gesture your hands as you think to pull the musical notes from the sheet. That's directing them towards the target and each note does half the normal damage. You can pull 1d6 notes from the sheet with levels 1-9. Levels 10-19 can pull 1d8 notes. Levels 20-29 can pull 1d10 notes. Levels 30- can pull 1d12 notes.
Soothing sounds; Think to use soothing thunder and rain sounds with lightning to call it into existence, that means the lightning strikes the targets by feel.
Revellin; This spell causes by listening to it your allies and yourself to receive a boost to your activity. Add +5 to your rolls for 1d6 rounds.
Musical healing; This is a spell that scales with the constitution mod. It is a healing tune, that heals more the higher health the character has. This means if the con mod is +7, for example, then the healing spell heals 7xlevel of character+amount of normal healing. Say the character was level 13 and has a 6 con mod and rolls a 50% health resore... Then, its 6x13+50=128% health restored.
Speed boost; This tune causes in use a speed boost by what you do and energy restoration otherwise. Add con mod x character level + Energy % to get an upped temporary Energy %. Add con mod + character level + speed to get a better temporary speed from this. That works as you hum the tune.
Energy drain; This is cast using 15% energy. That is a energy draining spell, where you play two songs at the same time. You drain all energy from the targets and it is received by you where you want it received.
Joke effect spells
These joke spells are what seems to be one thing yet are something else entirely. They are created with your need and the creator making what you desire. Some do no damages and create whatever effect you may want into seemingly being there. They fade away once you either disbelieve the effect, think about them and they disappear or experience them. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
False week; This is a week in a day, where you magic on an idea and time speeds up so much, that it seems to pass in a minute. In reality, no time passed and nothing new occurs, except for events and actions that you and others want to do..this is used to pass the time quickly. In a false week, nothing is actually remembered as to what happened during its moment. So think and you know what to do.
False minute; This effect is where you magic on something and 1 minute seems to pass you by where no time happened. This is just time passers, so no harm done. Its not even thought about, such is the idea of things which occured when the minute passes you by in life.
Sam effect; This is the effect of saying something, think about it and starting something and its not thought about as you think to do things 5 minutes later.
Phantom fire; Create orbs of ethereal fire that circle the target and burn anyone within melee range. Does not harm the target they circle.
Phantom feel good; This spell causes you to feel good, no matter what happens and it even alleviates headaches. It fades away as you no longer need to feel it. This spell distracts the targets from what they were doing or wanting to do..
Phantom punishment; This spell causes you or a target to feel pain and a perceived beating, until it fades away when unendurable or not wanted by you. This spell distracts the targets from what they were doing.
Phantom idea; This is an idea that pops into your head, that you remember until you go to write it down. This idea occurs to you whenever your done or needing to know an idea.
Phantom condition; This is set by thinking its there, it can be any condition you want. That includes calmness and emotional conditions. These conditions disappear, when you no longer need to feel it.
Phantom illness; The effect is where you seem to have an illness until you no longer need it, then it disappears as if it didn't exist. This illness is so realistic, it seems to fool even a doctor, psychologist or psychiatrist.
Phantom cigarette spell; You give the illusion you're smoking a cigarette, except it does nothing and disappears at will or when it makes someone vocal against it leaving them confused.
Joke summons; This spell allows you to summon an item, unless you already have the item for we don't want too much. Describe the item you want and will it to exist, thinking to cause and be in your inventory or you can find by feel. Unless you don't need it, then it doesn't exist there and disappears elsewise..
Troll science; Say you wanted to invent a time machine, that or a bomb that erases people of some thoughts. This is then doing the right things, that's for inventing something that violates the laws of thermodynamics or something else. Or a perpetual motion machine or a clock that only stops after the Universe is expected to end. State to the dm/gm, what in idea you get is you want to create and its done. This will require a failed intelligence check to work. That means getting a rolled 1 or anything below 10 for failure. Smart people would miss the point.
Clown summoning; This is doing a spell that summons a clown version of yourself, but only if you are not currently wearing a clown suit.
Faked realness; This is a spell you use to make illusion real. It causes you to create a real effect by a fake effort or real from falseness. It can be where you act the part, think and you create a real effect. Otherwise you act as though its real and trick the target into accepting it.
Cause unrealistic effect; This creates what you need, as it's an idea you discuss. So unrealistically, you make a wanted result. Also, as a side effect, the idea is not taken real, so you aren't blamed for the perceivable idea.
Mental scene; This is where you think of the moment, then it appears as a scene in the mind. It ends when the scene or music ends. This can be a relating moment, where you tell a message to the target in their minds. When it ends, it ceases to exist as though it didn't happen.
False action; This is where the target thinks they did something, yet they didn't do anything. Then, its forgotten as though it never existed. This spell creates the moment, that they no matter how heinous an action, didn't do it. Only by doing the idea over again, did you actually do anything.
False test; This is a test that's done, that never really happened where it fades away into nothingness. THe way this works, that is where the subconscious creates the effect. That's as you think or need it and speak an intent word. So the test is intent and seeing what the targets will do. This is harmless, so enjoy what you can.
False intent; This is where you present something and don't mean it. This is possibly a false announcement, that could backfire on you. That is used as a statement and it can distract the targets as though you "had them going".
False finish; This is where you think to be at the time and you create a somewhat finished product. That is not really finished as you work on it after the idea is done. This can distract the targets for 1d8 rounds, they in idea literally do nothing but mental things as if the idea is wanted to be figured out.
False loss; This is where you make the effect, where the subconscious creates what you think is loss. Yet, it is literally something else that you figure out. Like, losing something and gaining it back after the idea is done.
God voice; This came from the jedi movie series and it is a trick that consists of thinking, then they the targets "hear" you in their minds as though God. That's as though a being that is with the grace of God with a booming voice. They literally do whatever you desire, this is done by the spirit and powered by the soul. This lasts 1 week, then they realize they were duped and revert to normal.
Shapeshifting; This effect is where you effect yourself or some other in becoming a different shape. THat tricks the mind and observer, thinking to see your shape. Otherwise, they don't mind you. Think of the shape and you will the body in becoming the shape, think and the body is that shape. This lasts 1 week, then the body reverts to normal, unless you or the target will the body to revert to normal. Then you are yourself.
False teleport; This makes you invisible by a improved invisibility spell, that ends when you no longer need it. You are able to run faster or twice as fast for a bit. As you run you self-navigate around and manage to not hit anything. So it looks like you teleported from one place to another.
Fake fireball; Instead of a fireball, this is a spell that makes a waterball that splashes the enemy.
Weakened state; This is a weakness to magic spell, that stacks with other weakness to magic spells. The state of the body can get worser by a -1 penalty to constitution and strength per weakness spell.
False parasite; This spell really is a spread of excited particles over the skin, yet feels like parasites crawling all over.
False vehicle; This is where you create an iron elemental from the aetherical plane, that acts like and looks like a car with all its accessories. Yet, it really isn't a car. Its easily dismissable by the people that want to use it. It goes back to the aetherical plane of existence after being dismissed.
False mimic; This is a spell that shapes a being into becoming a mimicry of the shape you want it to be. It does no damage to its user. Upon use of the item, the item gets the users energy and when it gets enough, it disappears.
False shaping; This is where you shape yourself or some targets, that's into seeming like a shape in disguise of being yourself. It lasts until you don't need it to be.
False wish; If you know the chance of the spell is low you can use this. This is where you make the wish and they subconsciously grant it. It can be any wish. Yet, when not needed, whatever was wished for disappears. This spell costs 15% energy.
False trap; This makes a false trap that appears deadly, but is just a decoy.
Seeming; This creates something that appears to be there, yet really isn't just like an illusion of the area.
False memory; This is a false memory spell, that the target believes happened. Since its false, the memory disappears.
Cardinal evil; This creates a spell effect, that makes people believe they're in a garden of eden. This eden, however, is guarded by patrol and it basically does whatever you want energetically.
False reek; This will create a scent that doesn't actually exist, that's where you reek of something and you drive away the targets from attacking you by sheer scent alone.
False song; Everyone around the caster will think they are hearing beautiful music, when in reality all is silent.
False light; This is where you can cause the third eye to perceive a light where there is none. That's how you know your third eye is "open". Once open you take control of it, think of your need and cause by thinking to it to cause what you wanted.
False reality; The items consciousness send to the target an illusion, that is perceived to be real to the mind. This can seem like a twist and bend reality for the target, giving them a chance to stumble and dealing mental damage. Roll a 1d100+luck to determine if and when they stumble. Get a 50 or above result for success.
False beer; Evaporate all the alcohol out of a drink, thinking to win a drinking contest.
False creation; Think to create what you want in a seeming moment, that allows for things you think are important. Your targets perceive the moment, think and it is there until you no longer need it. Once you disbelieve, it fades away and leaves you humbled as though by God that makes you not wanting to fight.
False beet; This is where you create a beet sensation, think and the taste disappears.
False taste; This is where you think of the taste you want to have tasted. Then you create the taste from another drink. This lasts until you don't want to have it tasted.
False life; This spell is costing 15% energy to cast. That causes you to gain 100%+constitution mod in temporary health. That's if its done by the shadows granting you, and your allies the health from your targets.
False sense; This is where you project onto another your feelings, think and create a false sense that never existed. You can mislead anyone with this sense of idea into believing things are real or not. This makes for a false sense of self, think about it and you can get a false chemistry by the way things work. This can only end up in self-hatred and anger, that makes for a badly ended relationship.
False apetite; This makes you feel like either eating or avoiding food. That's depending on what you want of course.
False living; This spell causes you to be perceived, that's as though you were someone who had a living and worked where you don't or was a millionaire where your not.
False weight; This is where you are perceived, that's as a weight of your desire. Using the power of the mirror, you can transform your bodyweight into that of a slimmer or heavier person naturally. This is only appearance, so think and it fades away, even as you look in a mirror.
Faux paux; This is a self-made construct that creates as you want and need, where you want and as you intended it. This means its a faux paux or temporaray false life in another form that's you. This can rejoin with you or dissipate away, think and you know things that it did and experienced. It uses a copy of your soul, that makes what you think occur by the creator's will and your need for him to create it.
False blow; This is where you mimic the hit, think they do and the targets perceive it where there was none. That is the idea where you create with the spirit and they receive mental damage. However in idea, there was no physical damages.
False chemistry II; This is where you create anything with the right chemistry out of thin air, that's produced by energy interactions. The chemistry never really happened, yet things work if you think they will. You can "cure" anyone and anything, that's with this energy pseudo effect. Mainly its because the subconscious mind can't tell between fiction and reality. So presenting something to yourself or some targets will cause it to exist. By the power of the subconscious mind, this is amazing to watch. Think and you you know what you can do.
False projection; This is where you project in the mind of those you target, that's allowing the subconscious to create an image they respect. The message they "hear" is what you think to them or speak under your breath as you think they "hear" it. This can lead them to do amazing things, so that you create with a point thats expressed and its heard as though you spoke to them with the image. Think about it and you can stop the effect. This is a point done in effect.
False pride; This is where you think of something and feel pride in it. As you feel that pride, others pick up on it and react as though you were important.
False jaundice; This is where you can create with a concept, then feel a certain way. What way you feel is what they end up thinking. That's as though they were jaundiced to be that way.
False death; This is a fake death. The moment you think to "die" and fake it you act it out at least mentally. This is where you still by magicing your body and make it seem like it died. If you died in their minds, then they leave you alone physically, unless they attempt to loot you. This requires a charisma check with a 10 or above result for success.
False abjuration; This is where you fake the moment, that's stating what you need. This can be done any way you want, yet nothing really happens. Otherwise, you may think and having their subconscious minds pay attention. That will cause them to do things, including to themselves. This can do mental and physical damages by feel, if they the targets hurt themselves.
Life effect spells
Life effects are light path spells, that are everyday spells people cast to help with work and it gives them the power over life and death. The thing about these spells are they use life energy given by the creator that does not overwhelm you. 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.
Light force; This effect summons light energy that creates what you want, that's using the light energy that could counter shadows as you need it created. Any effect can be done by this spell. Make it known as you describe to the DM/GM what you want, like "I cast Light force with [mention any effect here to create it with the light energy]." W/O quotes or brackets. Of course, if you want to ensure that it was a success, then roll a magic or healing check. That's getting a 10 or above result. If you don't need it, its not done.
This is including:
Light knowledge, this is knowing things where you need them to know something and the light energy makes them realize the idea using the power of light.
Light blessing, this effect is where you bless the target with energy and light. The effects of that is creating a +6 to all rolls you make.
Sharing thoughts upon the light beam. This is where you hear the thought and inter it as knowledge, that is done in the light as though its known where you and your targets are telepathic.
Holding the person in the light energy with a light beam.
Light strength where you gain +10 to all your strength rolls.
Energy absorption, where you absorb the light energy and can create with it to make what you desire occur.
Energy release, that allows you to release the targts from any hold spell or paralyzation effect.
Light effect, where you magic light energy and cause the effect you need to happen and when it occurs you know of the idea. This includes a light ball, that floats to where you want it to go.
Light emulation, this effect is where you think light energy create what you want, that's as though it was emulated and then seen in the light of day. Think it not emulated and light stops emulating it for you.
Light matrix; This is where you create an effect of the light using the matrix of energy. Think of the effect and you can create the idea. This includes pausing things in the air or on the ground. Also, it includes making things disappear into the light and reappearing when you want it to be seen.
False dawn; This is created by the creator there as a sun that is energy shaped like one, think to see it and it rises in the night. This turns any undead into dust.
Life shield; This costs 10% energy to cast and its where you summon energy to the spirit, that draws in energy from the opponents and their hits. That's as you think to protect by warding away damages. Then, it negates all hits and any unwanted effect. Each attempted hit of damages, that's energy and health back to you.
Hate spell; This is where you avoid what you hate and the targets hate each other enough to attack each other. The caster chooses what the target hates and will attack. They have a +6 to their rolls and this spell lasts 1d6 rounds.
Hate elemental; This costs 20% energy to cast. This is where you create an elemental of hatred, its created by feeling what you hate about things and thinking energy forms from the aetherical plane in the shape you wanted. This is a form that serves your purposes. Think and need and it does what you want. It has 300% health with +10 to its health each point in Intelligence. This elemental lasts 1d8 rounds and has your stats otherwise. On hit it causes the targets it hits to hear a "voice" that is you that commands them and they do what it says as though it were God.
They gain +6 in all rolls and +10% damage dealt per intelligence point to your targets. It makes them attack whom you want, and think to avoid your party for 1d6 rounds. It can strike multiple targets with a hit of hate energy. At the end of 1d6 rounds for the target that was hit, there is a undeniable 400% damage to themselves. If filled with love and hate, they love you and do what you want, as they hate their compatriots and attack each other.
Love effect; This makes the targets love you and never want to hurt you. So think, then they attack your targets instead or they no longer want to fight. They get a +5 to all their rolls to do so. This lasts for 1d6 rounds. If the targets resist this, they will want nothing to do with you.
Love elemental; This costs 20% energy to cast. You form the love elemental by thinking of what you love, think and willing energy to form from the aetherical plane of existence in the formation of a what you want. If it hits the target they get "in love" status. That's where there's +2 to all stats for 5 rounds and no need to fight or they fight for you, they do anything you ask but at the end of round 5 it gives the target unblockable 500% dmg unless dispelled. This love elemental lasts 1d6 rounds then its dissolved itself unless not needed, then it dissolves iself early.. The love elemental can hit multiple targts at once by energy strikes. It has your stats except for 200% health.
Thought creation; The energy of life is used to create your thoughts into reality.
Re-energizer; This spell boosts your Energy by 100%. You can add +100 temporarily to your Energy %. That's until you use the energy up by doing activity.
Health boost; This is a spell that gives temporary HP. The effect lasts until a full rest, that's as you gain +100% additional health.
Improved effect; This is a spell to create improved energy effects. That's +25% restoration or damages for levels 1-9, +50% for levels 10-19, +75% for levels 20-29 and +100% for levels 30-.
Plant life; This is a spell that collects life energy from nearby plants and heals you by the energy, that's as you gain in energy from it. That's +25% for levels 1-9, +50% for levels 10-19, +75% for levels 20-29 and +100% for levels 30-.
False life; This spell is costing 15% energy to cast. That causes you to gain 100%+constitution mod in temporary health. That's if its done by the shadows granting you, and your allies the health from your targets.
Debuff protection; This a spell to aid homeostasis. A spell that protects from extremes of temperature and removed debuff status effects.
Thought protection; This protects you from the thought life, that's in creation with other idea you do.
The energy manipulation; This effects the spells that are directed at you or your allies, you can transform it by reprogramming the energy into doing whatever you want.
Adaption; This is a spell that helps the caster and allies adapt to any environment. You and your allies can survive whatever the conditions.
Time shift; This spell causes the idea to exist in time, think and the targets can experience the idea as though it occurs again.
Time effect; You experience the effect without having to do it as you think about the idea to know. This is time in effect.
Time and again; This effect is where you cause the target to experience the same idea over and over again, that's per round as you need them to experience it. If you don't need them to experience it, then they don't.
Time restoration; This fixes the time changes that you cause, so think about the adaptions and changes and its as though you never did them.
Evolution; This effect can cause the time of change that makes the targets evolve into something else, that means you or your soul decides they change into by feel. This is instant and done by the subconscious, that's as though in an instant moment in time. This is where you could transform a target into a cat form. This can be done long range as though you changed someone into something else even though you never meet them. This is in effect.
Stimulus effect; The response to stimulus is a trait of life, so this spell is what doubles how far you see and helps you notice things you would've missed otherwise..add +5 to your perception check. The range of sight is where you can see things by a perception check.
Deep magic; This is where you use memories of life, thinking to cause a magiced improvement. Sorta like hypnosis its trance instead, yet you can wake yourself up anytime. This improves the creation of any effect you think to create. Add +5 to all magic related rolls.
False living; This spell is where you project idea onto the target's subconscious mind, that creates the false memories that never happened. You can manipulate anyone you think to do this to do what you want by feel.
Insurgencies; This effect is where you create by cause, thinking to make the idea that you intend to have as a manifest. This effects what you want, where you want and as an aftereffect, it surges the area energy to create it by feel.
Undead to living; This is a spell that turns an undead monster into a living creature.
Death to life; This spell causes the dead to be living again. No damages occur to the targets as you think about the target being alive, your thought and willing them to live causes them to be revived by the power of the creator.
Life to death; This spell makes the living targets die and they crumple to the ground dead.
Life correction; This makes the target not attack you, that's as your thought projected at the targets corrects their life in an instant moment that occurs to them. Its as though no mistakes were done by them and they are relaxed. This is as though they were smart and saw no need to attack you. This ends the need to attack and combat over. This can effect any combatant.
Life event; This is where you think of things and the targets live through it as though it occurred to them.
Thought magic II; This is where you think about the idea and are entertained by the thought you perceive. This distracts the target for 1d6 rounds and keeps them from attacking. It starts with yourself and ends with them.
Inanimate life; This is doing a spell, that gives life to inanimate objects. The inanimate life has thoughts you can sense, that's as it creates whatever you want to experience for itself. It shares its experiences with you by perceived thought. If you don't want to be distracted, don't use this near yourself. You can cast this on the targets' weapons or items. They are distracted by it for 1d6 rounds. As they are distracted, they do nothing nearby and leave you alone.
Extra life; This effect causes the targets to empower you, that's as though they were a life source. You live if they live or die. The idea is thinking of the idea to live beyond death. So they that were a life source, they cause you to live and if you have no need for them they died. So if you want them to live, they live by the power of the creator. However they can die on the spot, as you need them to die and you absorb their life energy into yourself. They no longer are a source of life to you, think and they are released from this spell. Add their health and energy to yourself from them. If they are a source, that you choose to cause to die. they no longer are a source. If you absorb their life energy, you don't become like them. Instead, you can persuse their memories like your own, those are memories that fade away over time. So think and you can create what you want, that's with this extra energy being gained and your not dying from it.
Links; Whomever you think about and feel is connected, you are linked to and that means they can siphon some of your energy from you as you siphon energy from them. However, all they can get is 10% health and energy as well as you yourself can get. This is where you can cause them or yourself to live beyond death. If you break the link by imagining the link break, think its unlinked or slash it with a weapon, that you think is there as you playact it slashing the link. You stop the leech from siphoning off of you. Link to the creator for infinite energy and health. If you do link to the creator, you get enough health and energy. That allows you to place "infinite" w/o quotes, that's as your health and Energy and not be overwhelmed. This spell lasts until you no longer need it to last, think it stops or you want to die.
Day calling; This calls for the entity Day, that serves your purpose using sunlight. Think and need what you want as though a desire and he gives it to you as though a request were done. This avatar that comes has 100% health, also it has your stats except for health.
Light call; This calls upon the entity of the Sun to materialize anything you desire, that uses whatever source you want used or sun energy itself to manifest your need that you request from Light. It's avatar that comes has 100% health, also it has your stats except for health.
Special effect spells
Some effects require chemical reagents like sulphur, salt, copper sulfate, lite salt, which is potassium chloride, and methyl alcohol, which is found in Heet fuel treatment, Magnesium Sulfate (epsom salts), Sugar, Powdered coffee creamer, Flour, Sage, Helium gas and Lamp oil wax..including a cloth..that you toss in the air or think send the reagent somewhere and send fire through the reagent to form the effect. Feel free to ask your DM/GM for the reagents so you have some, he/she might charge you for them, though. Also, since its fire, feel free to mix air into the fire to enlarge the area of effect by 20'. Thinking to use mana with the fire, makes the fire summons require 2 actions. Since it takes a little time to magic mana into the effect. If you add mana to the effect, take 2 actions instead of 1 to complete the effect. However, the targets can be any distance away, unless throwing a fireball that effects 30' of the area thrown too. The fire can form on the targets, due to your will no matter how many targets you have. 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.
Yellow fire; This where you cast forth fire the color of yellow at level 10 and above or you use 10% energy, that is fire and sodium or table salt that deals double the damage at any target you wish to target and this can be many. You must have sodium to make this fire. It can be a ray of fire, a fireball of 30' diameter or suffusive fire that covers the entirety of the body all at once. This fire can melt what you target with it like a torch or flame thrower, that melts what you target with it. Think its combined with mana or ancient magic, to cause it to be 4x the damages, as the mana is eaten by the yellow fire to produce a hotter flame.
Yellow lightning; This can be cast at level 10 and above or you use 10% energy. Think to concentrate a Yellow energy into lightning. That can be in ball form or lightning bolt form, that splits off to strike whatever targets you wanted to strike. Then you create with a very magiced form, that deals 2x the normal damages possible. Think its combined with mana or ancient magic, to cause it to be 4x the damages, as the mana is eaten by the yellow energy to produce a more concentrated strike.
Purple fire; You may use this fire at level 15 or above or you use 15% energy. This purple fire is hotter than yellow fire and lesser than blue fire, that's made by spreading lite salt, which is potassium chloride, and methyl alcohol, which is found in Heet fuel treatment. Think project the potassium chloride salt onto a surface you think to sprinkle it to, think send some methyl alcohol and send the fire to set off the reaction. The salt won't be consumed by the flame so to get more purple flames all you need to do is add more fuel. This fire does triple damages, yet you can mentally heal by placing your things that are wrong to you in it. Then you feel at ease. This fire can be cast forth as a fireball of 40', a ray or beam of fire and a suffusive fire that covers the entirety of the targets. Think its combined with mana or ancient magic, to cause it to be 6x the damages, as the mana is eaten by the purple fire to produce a hotter flame. Whatever you do, this fire can melt things that it effects as it can blaze hotter than the sun.
Purple lightning; This is cast at level 20 or above or you use 20% energy, by imagining purple energy that becomes purple lightning. Thinking to use your will to direct the violet lightning at a target or targets where it splits off and targets your targets. Thinking to use this causes the targets 4x the damages, if you influse this lightning with mana or ancient energy, you cause the damages to be 7x the norm by feel.
White fire; This where you cast forth fire the color of white at level 13 and above or you use 15% energy, that is combining fire with Magnesium Sulfate (epsom salts) and this makes a hot flame. That deals double the damage at any target you wish to target and this can be many. You must have Magnesium Sulfate (epsom salts) to cast this effect. It can be a ray of fire, a fireball of 30' diameter or suffusive fire that covers the entirety of the body creating 2nd degree burns all at once.
This fire can melt what you target with it like a torch or flame thrower, that melts what you target with it easily. Think its combined with mana or ancient magic, to cause it to be 4x the damages, as the mana is eaten by the white fire to produce a hotter flame. If you want white holy fire, then burn sage with the cast forth fire and Magnesium Sulfate. This transforms the white flame, thinking to effect undead and that means its able be able to burn alive undead beings like vampires and zombies.
White lightning; This can be a cast effect at level 15 or above or you use 15% energy. That deals concentrated white lightning, and it effects as many targets as you want. Its damages are 3x the natural lightning, you normally cast forth. Its effect is either a ball or a few branching lightning bolts. Think its combined with mana or ancient magic, to cause it to be 6x the damages, as the mana is eaten by the white energy to produce a more concentrated strike.
Blue fire; This where you cast forth fire the color of blue at level 15 and above or you use 20% energy, that is combining fire with sulphur and this makes the hottest flame. That deals triple the damage at any target you wish to target and this can be many. You must have sulphur to cast this effect. It can be a ray of fire, a fireball of 30' diameter or suffusive fire that covers the entirety of the body creating 3rd degree burns all at once. This fire can melt what you target with it like a torch or flame thrower, that melts what you target with it easily. Think its combined with mana or ancient magic, to cause it to be 6x the damages, as the mana is eaten by the blue fire to produce a hotter flame.
Blue fire bomb; Its possible at level 15 and above or you use 20% energy to make concentrated blue fire, that is fire combined with sulphur and spreads out in a bomb blast of 50', and creates 4x the damages by magicing the intensity of the blast as you need it to effect your targets. You must have sulpur to cast this effect, as you magic fire upon it and think teleport the suplhur. Thinking to be where you want to strike it with fire. This blue fire bomb is set off by sigil, that you mean to set off the effect. Think its combined with mana or ancient magic, to cause it to be 8x the damages, as the mana is eaten by the blue fire to produce a hotter flame.
Blue lightning; This can be a cast effect at level 20 or above or you use 25% energy. That deals concentrated blue lightning, and it effects as many targets as you want. Its damages are 4x the natural lightning, you normally cast forth. Its effect is either a ball or a few branching lightning bolts. Think its combined with mana or ancient magic, to cause it to be 8x the damages, as the mana is eaten by the blue energy to produce a more concentrated strike.
Healing fire; This is formed by magicing concentration with fire and copper sulfate, that you can imagine is green or think into existence. You must have copper to create this healing flame. Then you heal by working fire, that results in restoring you by feel. Think its combined with mana or ancient magic, to cause it to be 2x the damages healed, as the mana is eaten by the green fire to produce a more concentrated flame.
Cold fire; This flame does no damages, it instead burns with a light blue flame and freezes what it touches. It cannot burn yourself. So in order to make it, magic helium and burn it with magiced chi energy fire as you direct its fire at your targets. This fire freezes 21 times faster that cold air and can put out fires. So whatever you freeze and whatever targets that freeze with its touch get freezing damages x2..don't move and are out of the fight for 1d8 rounds in battle or until you heat them up and thaw them out..
Cold lightning; This can be a cast effect at any level except for levels 1-9. That deals concentrated cold lightning, this freezes the targets 40 times faster than icy air and it effects as many targets as you want. Its damages are none except freezing damages x3 as its the natural lightning, that's formed of cold fire energy that can put out flames. See you normally cast forth this cold lightning, by thinking of summoning light blue energy. Its effect is either a ball or a few branching lightning bolts. Think its combined with mana or ancient magic, thinking to cause it to be 80 times as fast to freeze or act to put out fire, as the mana is eaten by the light blue energy to produce a more concentrated strike.
Other effects; Here are some other effects you can get with fire. If you use Sugar, Sprinkle into fire for tiny sparks. Powdered Coffee Creamer, Throw a handful into the flames above the fire for small sparkly flashes. Flour, you can toss a small amount into the flames to make a flash flame.
Greek fire; This is fire that doesn't get extinguished by water except by smothering it, the reagents are: wax mixed with lamp oil. The wax is in a special container that doesn't melt or break. Start the special wax on fire, and think project it onto the targets. This can be gated by thinking it goes, that's through a wormhole to the targets in mind. The idea though is you have a concept, think you need it and that is where need directs it. That's like where you think of where it goes, and the soul causes a gateway that's a wormhole to where you need it to be. If you use Cold fire or cloth on it, it goes out. This fire burns 3x as hot, so it does 3x the damage on the target. You can use this with additional mana, that makes it 6x as hot and dealing 6x the damages. This is possible at level 13 and above, or you can opt to use 15% energy anytime to cast it.
Bioelectricity; This is magicing your mind and using the movements of potassium and sodium in the body, that generate the electricity of the body. If you target the targets you had in mind, then you create a chain lightning effect that goes from you to the targets that are in a general direction. Levels 10+ can do this easily, otherwise it costs 15% energy. This does x3 the damage normally done. If you use mana with this, its x5 the damages. This effect allows you to generate a charge, that you in a group can light up a lightbulb using it.
Violet light; This amped light uses a violet diamond, that causes the targets to be burned with light energy. That's going through the diamond itself, thinking to form a ray of violet light. This ray strikes the targets and does burning damage.
Last epoch spells
Last epoch spells from https://lastepoch.fandom.com/wiki/Skills. These spells came from the Eleventh Hour Games (c) 2024. Any mention of Ward in the Last epoch list is meaning a number kept by the DM/GM for your character sheet, that allows you not to get hurt as the ward number goes down instead of your health. You may do any one or two of the Last epoch spells at a time. Each spell is a skill in use, so you know this is an idea to use for other games. A skill in use is spell like ability used to create the effect, that's as its a special ability that allows for these effects. 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.
---====General type skills====---
Elemental dome; This is the effect of envisioning through invoking it a dome of selected elements to effect the targets caught in the dome. If you are levels 1-9 you get a 30' dome, levels 10-19 you get a 40' dome, levels 20-29 you get a 50' dome and levels 30- you get 60' domes. You can always leave the dome and survive. This dome can deal damages per round, whatever you want to create in elemental form..
Rune mastery; Think of what you need and trace a simple picture in the air, as you think it will create itself. Then if you describe what rune you traced and what it means to the dm/gm, you make with a runic sigil with a empowered drawing using thoughts as energy. This can create any result, including any element you choose to use to get a result with by feel and ideal. This means, you say "I use the rune mastery spell and draw the rune of prosperity to make 3000 gold appear in my inventory." The gm/dm will tell you if its made or not.
Otherwise for an elemental effect, you could say "I use the rune mastery spell and draw the rune of cold to effect the targets." Then the gm/dm will say if it happened and you roll the cold damages and how much it slowed the targets down. That's basically where cold/ice slows the targets to 1 action per 1d6 rounds as it deals cold and ice damages. Other elements are normally done to either heal or damage the targets. Like earth, that absorbs damage and can knock out the targets. Fire burns. Air blows the targets down. You can cause air platforms to lift your targets or hold them in the air. Airballs are used to shoot holes in the targets.
Water can form in a cup, form as water balls in the air and shoot holes in the targets. The water can become like a wave that overwhelms the targets. Lightning can charge things or shoot forth after forming in the air to strike the targets and electrify them. Lava can form around the targets or on the targets and melt them where they stand. Acid can form on the targets to eat away at them for 1d6 rounds with acid damage.
Poison can cause illness and make the targets either use an antidote, or they will fall prone for 1d6 rounds with poison damages per round. Chaos can create dissolvation of the target by breaking your targets down and they cease to exist except as chaos energy. Void can form attraction to be pulled to an area or suck energy and health to you. This is an example, so think and you know what to do..
Elemental healing dome; This is the effect of envisioning through invoking it a dome of selected elements to effect the targets, that's done by healing them using the elements of those caught in the dome. If you are levels 1-9 you get a 30' dome, levels 10-19 you get a 40' dome, levels 20-29 you get a 50' dome and levels 30- you get 60' domes. This dome can heal damages per round, whatever you want to create in elemental form..
Lava circle; This is the effect of creating as your making a circle around you with thinking its there, and need it to be filled with lava energy. That you create melting or burning effects with feel, thinking of the targets being in the area. The lava effect is done by expending 20% and deals double damage.
Bombardment; This is magicing the element of choice and bombarding the targets, this is with that element you chose to use as you think of damaging the targets caught in the blast range. The blast range is 30' in diameter.
Flame thrower effect; This is in idea where you project fire in a circling motion, that your spirit does by feel. Your spirit does a 360 degree turn around as you project it forth. The effect of projection is per level. Levels 1-9 is with a 20' projection. Levels 10-19 is with 40' projection. Levels 20-29 is with 60' projection. Levels 30- is with 80' projection. This lasts 1d6 rounds and whomever gets caught in it is dealt double the fire damages. This costs 20% energy.
Energy projectiles; This uses 10% energy, that is where you project energy attacks towards the targets. That means you project radiance damages. So think of the effect and you can deal it.
Circle spell; This is where you think of the circle surrounding you, then you create with an idea that you think and the circle does. The circle moves with you as you think it does, because it moves with your aura and is an extension of your will. The circle can be as large in radius as you want it to be. This could be protection that prevents damages from occuring to you, damages to targets, or some element effect. You could heal your allies and damage your foes. So think about the effect and you can do it.
---====Acolyte type skills====---
Bone Curse; Apply a curse to enemies in an area for 1d8 rounds that causes physical damage when their hit. The damage is tripled if you inflicted the hit yourself. This takes 16% energy to cast.
Summon Bone Golem; Summons a bone golem, that has 400% health and your stats. With intelligence it gains 20 Health per point, 4% Increased Damage per point.
With the level it gains 20 Health per level. This bone golem attacks slowly, but has a 15% chance or a 15 and up rolled on a 1d30 to retaliate with bone nova when hit. A bone nova is where the bone golem swirls its bones around itself and causes shrapnel damage to the targets nearby. This takes 20% energy. It sticks around until its desummoned.
Harvest; A melee attack that hits all enemies in an area in front of you, dealing double damage to those that are Cursed.
Hungering Souls; Calls forth five hungering souls that seek out enemies, on hit they deal necrotic damage and then possesses the target. Possessed enemies take necrotic damage over time for 1d6 rounds. Enemies cannot be possessed by multiple souls at once. This takes 11% energy.
Infernal Shade; Target enemy and all nearby enemies take fire damage per each action of 1d6 rounds. Each enemy can only have one Infernal Shade attached at a time. Expires after 1d6 rounds. Max 4 active shades. This takes 20% energy.
Mark for Death; Marks enemies in a target area for death, causing them to take 25% increased damage for 1d8 rounds. This takes 16% energy.
Marrow Shards; Fires sharpened bones from your body. The bones pierce through enemies inflicting physical damage. Instead of Energy, 9% of your current health is consumed to cast this spell.
Rip Blood; Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 10 health when it reaches you. This takes 3% energy.
Spirit Plague; Curses a target with a powerful necrotic damage over time effect which lasts 1d4 rounds. Spreads to a single nearby target on target death. This takes 3% energy.
Summon Skeleton; Summons a skeleton warrior or skeleton archer to guard you. That has your stats and 100% health. You are limited to 3 skeletons at a time. This takes 15% energy.
Summon Volatile Zombie; Summons a Volatile Zombie which trudges towards the nearest enemy. It has your stats and 100% health. When it reaches an enemy or dies, it explodes dealing physical and fire damage to surrounding enemies. This takes 16% energy.
Transplant; Creates a new body for you at the target location, then detonates your old body to deal physical damage to enemies around it. Instead of Energy, 13% of your current health is consumed to cast this spell.
Wandering Spirits; Reveals wandering spirits around you for 1d6 rounds. The Spirits wander at random dealing necrotic damage over time to enemies they pass through. This takes 18% energy.
---====Lich type skills====---
Aura of Decay; Makes the Aura of Decay, which poisons you every round, this lasts 1d6 rounds and leaves a trail of decay. Enemies near you or in the trail are poisoned four times per second. While aura of decay is active you take 50% less Poison Damage.
Death Seal; This is used to remove all Wards and seal your Health preventing it from going above its current value for 1d4 rounds. Deal more damage equal to your percent missing Health and take less damage equal to half your percent missing Health. Think to create it to unleash a Wave of Death dealing damage based on how long Death Seal has been active and your current percent missing Health. This uses 1% energy.
Reaper Form; Take on the mantle of death itself and transform into a Reaper, temporarily gaining the Reap ability. This means you deal 50% health damage of your death and decay energy, that's to the targets with death energy strikes. While in Reaper Form, your health regen does not apply and your health decays over time. That means 10% per round. When your health reaches 0 instead of dying you transform back to your normal form and are healed to full health.
Soul Feast; Feasts on the souls of cursed enemies, dealing necrotic damage to them, and drawing fragments of their souls back to you. The soul fragments each grant 5 Wards when they reach you. Feasts on up to 10 enemies, prioritizing those closest to you. This uses 20% energy.
Reap; This summons a reaper that does a short ranged dash, that deals your melee damage to enemies you pass through and returns heals you for each enemy hit.
---====Necromancer type skills====---
Assemble Abomination; Hold a key and think to channel to absorb minions in a moderate area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed. It has your stats otherwise. The abomination's Health decays increasingly fast over time. That's 5% over 1 round. This uses 35% energy.
Summon Skeleton Mage; Summons a skeleton mage to assist you. They have your stats except for 100% health. You are limited to 3 mages at a time. This uses 27% energy.
Dread Shade; Target minion takes 3% max Health per action for each round the shade has been active, but it and minions around it deal 25% more damage (multiplicative with other modifiers). This uses 20% energy.
Sacrifice; Rips apart an allied minion, dealing physical damage to enemies around it that you would normally deal. Added damage applies at double effectiveness. This uses 25% energy.
Summon Wraith; Summons a wraith that rapidly fades from this world, but will seek and attack your foes while it remains. There is no limit to the number of wraiths you can control at once. They last 1d6 rounds. This uses 20% energy.
---====Mage type skills====---
Disintegrate II; Channel to create a beam of pure energy in the target direction. The beam deals fire and lightning damage to all enemies caught in it. Cost of 10% energy.
Elemental Nova; Casts a nova around you that deals fire, cold and lightning damage. All types of Elemental Nova that you have enabled have an equal chance to be cast. This uses 11% energy.
Fireball; Cast a ball of fire towards the target that turns the target to dust. Added spell damage applies at 125% effectiveness. This uses 3% energy.
Flame Ward; Grants a burst of 400% ward. Then for 1d6 rounds, hits deal 30% less damage to you and cause a retaliatory burst of flames. This uses 20% energy.
Magic II; Think to channel the creator. While channeling you have 100% Increased Energy Regeneration and gain 10 Ward per action. After channeling for exactly one round you gain a burst of 30% energy and 30 ward.
Glacier; Creates three successively larger ice explosions in the target direction. Each explosion deals more damage than the last by 20% more damage per burst. This uses 40% energy.
Lightning Blast; Hurl a bolt of lightning at the target. This uses 3% energy.
Mana Strike; A spirit does a melee attack that hits all enemies in an area in front of you, returning 15% energy if it hits an enemy. This uses 10% energy.
Snap Freeze; Freezes enemies in a cone in front of you. Freeze lasts for 1d6 rounds. This uses 20% energy.
Static; As you move or when you get hit, Static charges up. Think of the Static to discharge what you have built up, striking up to 5 nearby enemies with lightning. 100 charges maximum. Damage is multiplied by the number of charges. This uses 15% energy to cast.
Teleport II; Teleport to target location that you think to seem in. This uses 20% energy.
Volcanic Orb; Casts a fiery orb that spews burning shrapnel in all directions. This uses 30% energy.
---====Sorcerer type skills====---
Black Hole II; Summon a powerful black hole at target location that aggressively pulls enemies and deals double void energy damage. This uses 20% energy.
Arcane Ascendance; Think to prevent movement and drain 25% energy each action from your targets. [Energy drain increases by 5% per action. All Spells cost +5% to cast. 100% Increased Spell Damage and 50% Increased Cast Speed. Also deals Lightning Damage over time to surrounding areas. This uses 1% energy.
Ice Barrage; Opens a rift that repeatedly shoots a barrage of ice shards in a target direction for 5 rounds. This uses 30% energy.
Meteor II; Call a meteor from the sky that deals a large amount of damage upon landing. Added damage is applied at 600% effectiveness damage. This uses 40% energy.
Static Orb; Casts an orb in a target direction that deals lightning damage and pulls enemies that it hits towards it as it travels. At the end of its path it discharges, dealing lightning damage to enemies around it. This uses 20% energy.
---====Spellblade type skills====---
Enchant Weapon; Active: Enchant your weapon with elemental power. Your Melee Attacks deal 50% more Elemental Damage for 1d6 rounds. Passive: Your Melee attacks deal 15% more Elemental Damage. This uses 20% energy.
Firebrand; A Melee Attack which grants you a Firebrand that appears in the air to effect fire damage if it hits an enemy. Each attack effect of the Firebrand increases the size of subsequent Firebrand attacks and adds +25% Melee Fire Damage. This uses 10% energy.
Flame Reave; A Melee Attack that releases a wave of flames from your weapon cleaving through enemies in a cone in front of you. Deals up to 50% less damage to distant enemies. Deals 15 additional Fire Damage. Other added Melee Damage applies at 150% effectiveness damage. This uses 20% energy.
Shatter Strike; A sweeping melee attack that strikes enemies in a circle around you dealing Cold Damage and instantly kills Frozen enemies below 100% Health. This uses 15% energy.
Surge; This is a quick fixed distance dash by your spirit, which hits all enemies in the path with a Lightning Melee Attack. This uses 25% energy.
Diablo IV 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.. 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.
Force bubble; The energy of the aura you project forward and around you with magic upto 40' diameter, this bubble travels with you as your thinking to protect yourself from harm. You and your allies cannot be hit while in this bubble. That is done in effect, yet you can hit inside and outside of it.
Rain of Arrows; Acid and radiance arrows from gated in acid rain, rain down over a large area of 50' diameter.. this happens twice, with each wave dealing damage. This is allowed for after level 10 or you use 10% energy.
Shadow Clone; Your shadow mimics your actions for 1d6 rounds in battle, dealing 60% of your damage.
Smoke Grenade; Throw a smoky concoction made from the soul forming energy at enemies that dazes them for a time.
Concealment; Vanish, gaining an advanced form of Stealth for a time that won't be removed when taking damage. Also makes you Unstoppable, increasing movement speed by 10' and allowing you to move through enemies. Attacking during Concealment will break the effect.
Poison Trap; Place a trap which activates when an enemy is in range of 20', applying Poisoning damage over a time of 1d8 rounds to enemies in the area. This is allowed for after level 12 or you use 15% energy.
Shadow Step; Become Unstoppable, quickly moving by an additional 20' through the shadows to stab your victim from behind for x3 damage. Gain increased movement speed for a time. The shadows are you conveyance by magicing, so each time that you step through the shadows you shift closer to be where you want to be.
Twisting blades; This is using energy of your weapon as you use it, that your soul forms into blades and it goes forth through the targets. Making them take 7% increased damage from you while impaled. Then it hovers in a circle for a round for damage dealt to the targets and you can wait and it comes back through them. That is doing 30% more damage to the targets it hits.
Death trap; This is possible to be used after level 12 or you use 15% energy, that's the idea of trapping in an area of 30' diameter, the targets by shadows to strike them with draining energy, think and energy knives formed by the energy being shaped into knives. This is done for 1d4 rounds or 1d6 actions in battle or until otherwise needed outside of combat.
Poison strike; This is summoning poison essence to strike forth against a target or targets. this lasts 1d8 rounds in battle and effects per round.
Shadow cloak; The shadows serve your purpose and surround you, thinking to take the damages no matter what until you don't need them to do it.
Shadow shroud; This effect can create whatever you want and think to create by the shadows. You cause by will the shadows to surround the targets. They inflict damage on the targets as they feed from them, and in the end cause the affected to explode.
The Army; This is allowed at level 15 or you use 15% energy, allowing you to summon hordes of skeleton and golem enemies (around 1d10 of the skeletons and 1d10 of golems) to overwhelm your enemies. A great choice if you want to stay back and let your allies do the work for you.
Darkness; Darkness spells mostly have damage over time (DOT) effects that can drain enemies' health, along with debuffs of -10 ac penalty to the enemy. That help you and your party members deal more damage. This creates a dark area that you and your party can see through by feel, and others won't see you that would attack you because they would be effected.
Bone; Bone abilities allow you to use the remains of enemies to summon Bone Spirit minions or set traps.
Blood; Blood magic is done by magicing on your blood and thinking of the effect you want formed wherever its needed. This allows you to create a result using your blood energy or oxygen levels in the blood. If almost out of energy, like it was 10%, you can breath in and out for 1 action or 1 round, this restores your oxygen levels and then your energy is restored. Otherwise you can drain the life force of enemies to heal yourself and party members, and increase your power. It's valuable for clutch moments where you need a big increase in health to stop you from dying. This blood magic allows you to use blood or oxygen levels in the blood, that's safely done without needing a sacrifice.
So if you think to create a result, you need to effect something. Then you get a manifest, that is a creation of what you intend to create. If you use a blood sacrifice, you can draw a Demon to your area by pricking a finger and allowing blood to drip on a candle flame. That's so you can create your needs, if you think of the idea to create. So if you needed it to do things for you. That's formed from energy or talking to get a result. You can also call a Angel, Valkyrie (battle angel) or Deva to be there, that is done by thinking of the angel name and thinking the Angel is there from your Deity. The Deity will send the Angel, Valkyrie or Deva to you and you can get what you wanted.
The Angels can form energy or radiant effects at the target. The increase in health and Energy is +70%. Any blood golems you think to exist, they are perfect distractions in the battlefield. That's as you need energy golems formed from blood energy. The Demons, Angels, Valkyrie, Deva and Blood Golems are with 100% health and your stats otherwise and can form energy attacks. You can form 1d6 blood golems by this effect at once. Once defeated or not needed there, they disappear an as though not there. This is an interesting effect, that doesn't need concentration.
Blood Wave; Creates a tidal wave of blood that knocks enemies back, dealing damage to them.
Bone Storm; A swirling storm of bones appears around you and your Golem, dealing damage over time.
Army of the Dead; This can be used after level 10 is reached or you use 10% energy. Volatile skeletons (about 1d10 of them), emerge over a period of time, exploding around enemies to deal damage.
Iron Maiden; Affected enemies take damage each time they deal direct damage.
Decrepify; Slows targets to 1 action per 1d4 rounds and makes them deal less damage of 25%.
Corpse Tendrils; Veins burst from a corpse, pulling in enemies and stunning them for a period of time along with dealing damage.
Corpse Explosion; Detonate a corpse to deal damage to surrounding enemies.
Bone Spirit; Consume all health of an enemy to conjure a spirit of bone that seeks enemies, exploding and dealing damage upon reaching them.
Bone Prison; Create a prison made of bones that surrounds a target area for a time.
Blood Mist; Become immune to magic and attacks for 1d6 rounds; slows down your movement speed but partially heals you by damaging nearby enemies, that's with the damage done in amount as health to you.
Sever; Specter charges forward and returns to you.
Blood Surge; Draw blood and expel an Area of effect nova; damage is increased by 10% per enemy drained, up to 50%.
Blood Lance; Throw a lance that deals damage for 1d6 rounds, or until you don't need it outside of battle to the target and other lanced enemies.
Blight; Unleash a blight that leaves behind a defiled area. That makes the targets ill for 1d8 rounds in battle, or until you no longer need it outside of battle. Then the defiled area dissipates away. As they are ill, they no longer need to fight due to the illness.
Reap; Sweep an ethereal scythe in front of you, dealing damage. Hitting an enemy with Reap increases your Damage Reduction by 15% for 1d6 rounds or until you no longer need it outside of battle.
Haemorrhage; Burst an enemy's blood, dealing damage. Haemorrhage has a 20% chance to form a Blood Orbs. (Blood Orbs heal for 15% of Maximum health when picked up).
Decompose; Tear the flesh from an enemy, dealing damage per action and forming a usable Corpse with the flesh every 2 actions.
Bone Splinters; Fire 3 Bone Splinters, dealing 1/2 damage from each.
Petrify; Encase all enemies in stone, stunning them for a time of 1d8 rounds in battle, or until you no longer need it outside of battle. You deal a percentage of increased Critical Strike Damage of your weapon to all enemies affected by this.
Cataclysm; After level 10 or you use 10% energy. You can use this. A massive storm follows you for 1d8 rounds or until you don't need it outside of battle, and Twisters knock back enemies, with lighting strikes dealing damage.
Hurricane; Creates a hurricane around you that surrounds enemies and deals damage.
Boulder; Unearth a large rolling boulder that repeatedly knocks enemies back, dealing damage for each hit.
Wolves; Passively, summon Wolf companions that bite enemies for an amount of damage. When used as an active skill, Wolves will magic on an enemy, leaping to them and striking.
Ravens; Passively, Ravens fly above you, periodically attacking enemies over time. As an active skill, the area is swarmed by Ravens, dealing damage over time.
Poison Creeper; Passively, a poison creeper periodically emerges from the ground over a time, applying poison damage to enemies in the area. As an active skill, vines strangle surrounding enemies, immobilizing and poisoning them over a period of time.
Earthen Bulwark; Rocks surround you for a time, ranting a Barrier that absorbs a percentage of your Health in damage.
Cyclone Armor; Powerful winds grant you a percentage of Non-Physical Damage Reduction.
Tornado; Conjure a vortex that moves outwards and curves in a random direction, dealing damage every second it's active. Roll a concentration check and get a 10 or above to keep the spell active per round.
Lighting Storm; Crush enemies between three earth pillars that deal lightning energy.
Wind Shear; Conjure a piercing blade of wind, dealing damage and increasing your movement speed by 5% for 1d6 rounds.
Storm Strike; Electricity will spawn around your weapon, letting you damage an enemy and chain lightning to nearby enemies.
Earth Spike; Sunder the earth, impaling the first enemy hit.
Inferno; Spawn a fiery serpent that burns enemies in an area for 1d8 rounds in battle, or until dismissed outside of battle. This spell can be done at level 12 or above.
Deep Freeze; Become immune for four seconds while encased in ice; continually deal damage and chill enemies for 1d8 rounds in battle; deal extra damage when the effect expires of 1d12+int mod. This can be done after level 12 or 15% energy is expended.
Ball Lightning; This orb slowly moves forward while zapping foes. Damage rate is increased by 200% of your attack speed bonus. Once Ball Lightning hits close enemies 50 times, its next cast stuns hostiles for one second.
Firewall; Create a wall of flame that burns enemies for 1d8 rounds in battle, or until not needed outside of battle.
Meteor; Strike a wide area of 50' and burn the target location.
Blizzard; Cause a Blizzard in an area, dealing damage while continuously chilling enemies.
Lightning Spear; Create a spear of lightning that tracks opponents and strikes each action.
Ice Blades; Conjure blades of ice to slash enemies; 30% chance to make them vulnerable by rolling a 1d30 and getting a 15 or above for success. When vulnerable, they are easy to hit with a -10 ac penalty to the enemy AC. This can be done after level 13 or you use 15% energy.
Hydra; Summon a three-headed Hydra that spits fire; maximum of one Hydra active at any given time. This spell can be done at level 10 or above or you use 10% energy.
Teleport; Transform into lightning, becoming Unstoppable and surging to the target location, dealing damage around you once there.
Frost Nova; Freeze enemies around you for 1d6 rounds.
Ice Armor; This barrier-type effect lasts for 1d6rounds, absorbing 30% of your base HP; 10% of your damage dealt is added to this barrier.
Flame Shield; Cast to become immune (i.e., cannot be damaged and all negative effects are removed) for 1d6 rounds; burns surrounding enemies with its flaming energy.
Charged Bolts; Release five bolts of lightning along the ground.
Chain Lightning; Chains between enemies (up to 1d6 times).
Ice Shards; Launch five shards; +25% increased damage versus frozen enemies.
Frozen Orb; An orb that chills and shoots piercing shards; this will then explode and chill enemies once more.
Incinerate; Channel a beam of fire to burn enemies, dealing more damage over time.
Arc Lash; Generate arc lightning in front of you; every 10 swipes stuns enemies for two rounds.
Spark; Launch a bolt of lightning that deals damage to an enemy then arcs toward nearby enemies, dealing 30% less damage.
Fire Bolt; Hurl a flaming bolt that damages and burns enemies for 1d8 rounds in battle or until you no longer need it to outside of battle.
Frost Bolt; Throw a bolt of frost at an enemy to damage and chill them.
Reaction type spells
You may choose any 1 suitable reaction spell, that is due to the target's attack upon you that you don't like. Otherwise you can cast it and you may if you so desire. Thus if its a reaction, you may interrupt their attack. 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. 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.
Counterspell; This spell can cause the spells of others you target, thinking dark thoughts and to fail and you create with the released energy. This is a reaction that effects spells you don't like, that's on the time of attack.
Counter effect, this spell is a counterspell that causes the target to not effect any spell or do any spell you don't like. This is a reaction that effects on the time of attack.
Interrupt; The idea of focus on the targets and thinking to disrupt the targets activity or mention it and they stop doing it. This can be cast on the moment you detect their behavior or before the moment. This creates distraction for 1d6 rounds. If someone's doing this to you, then think to disrupt them instead. Whatever is done to you can be done to them. If their dead, then you can't do anything like this to them. This is done in idea to interrupt bad behaviors. Think and you know what to do.
Charm, where you in idea think to charm people into doing or believing in what you want. If they make their resistance roll to magic, then they may hate you if you are nearby them. This is also a reaction that effects the targets that attack you.
Charm creature, this is dissuasion where you in idea think to charm the creature into doing or believing what you want. Speaking calmly, they create by reaction what you want. If they make their resistance roll to magic, then they may attack you if you are nearby them. This is also a reaction that effects the targets that attack you.
Unravel, this is where you make the spell or idea you notice undo itself by feel. That's using gated in void energy, and thinking it causes the effect to undo itself. This can be a reaction that effects the spell on the time of attack.
Redirection; This is where you redirect the energy of the spell or effect, to be somewhere else and as you think of the idea you cause it. This can be a reaction spell, as its castable on the same round as the spell attack by feel.
Mirror action; You must have a mirror to cast this effect. Think to a mirror that it causes the action you want repeated, thinking to repeat back the activity at the targets that they did attempt on you. Then it makes the action you wanted to effect them, that's effecting them by feel. This only effects those you want effected wherever they are, as they find the same thing happening to them by some force or person. This is also a reaction that is done on the same round as the atackers turn.
Shield II; This effect causes the attack, including long range attacks, as you think it to miss you. Its a reaction during an attack done at you.
Hellish rebuke; This causes 3d10 worth of damages on the target, that's in a fire energy sent to the target due to reaction to attempted assault.
Destructive wrath; This effect is a reaction to an attack, that's attempted at you or by you. It sends lightning towards the target, thinking to strike with damages upon the targets. This damage is doubled for levels 10-19, tripled for levels 20-29 and quadrupled for levels 30+.
Elemental rebuke; This is a reaction to an attack, that causes whatever element dealt to you as attempted damage. That will effect the target double damages as an element in idea that will effect them, thinking to strike them upon their attack to you.
Radiant rebuke; This is a reaction to an attack, that deals radiant damages to you. Instead it deals radiant damages back at the target, that is double the amount attempted at you.
Instant shift; This is where you instantly upon sensing an attack, as a reaction you shift out of harms way or to somewhere else. Totally being missed by targetive attacks or spell atacks. This works by you sensing danger, then your third eye shifts you to a safe place by feel. The place may seem to appear similar, yet know nothing will harm you there.
Energy conversion; This is where any energy converts into another by what it does. You can convert an energy effect into what you want it to be. As though, a strike turns into a healing effect or somesuch. Otherwise, fire energy or radiant energy into water energy and what have you to do. It also effects those you want effected. This can be a reaction spell, that is done as the effect is attempted at you. This can render you immune. If immune, your not effected.
Cutting words; Distract with words the attackers.
The power; This is where you think of casting forth energy, think and it dazzles by an explosion of light the target who is sending forth an attack. This distracts them or could blind them, that effects who attacks you and makes them miss you.
Antimagic strike; This is where you cast forth an antimagic effect at the target that is casting spells, its a special attack that you do when your spirit senses and your soul reacts to by making this effect on the targets. Resist the effect by your soul not allowing it, this is a 1d20+charisma mod and modifiers check with a 10 or above roll for success. You can cause the antimagic field not to effect you.
Spirit bomb; This is the effect of energy gotten from the creator, that's cast forth to make the targets that are attempting to attack you to be distracted. That's with thought to be effected by distractions of thought and energy damage, that's maybe making the targets lose their turns for 1d6 rounds.
Warding flare; This spell creates what you think as a flare of energy to attack the targets. That effects when there is an attack on you. This can blind the targets and cause them to miss you, that's on attempt to attack you. Warding flare can ignite the grease spell.
Psychic physical reaction; This spell causes by your thought, the energy to be programmed by what you intend the target's body to do. This can be done at the moment of attack on you. It can be a reaction spell on the same round of attack, think and its an effect done at the beginning of an action. This works by the energy and its programming, that is what the brain reacts to by feel. The brain is your physical world level awareness. So if this in effect it is a control spell, and that can control many targets. If your aware of it, you resist it and it doesn't effect you by the soul denying its effects. So roll a resistance roll of 1d20+charisma mod or will check of 1d20+will, that's where you think. As you get above the casters will in amount, you cancel this effect out. If the caster doesn't have any will, its cancelled out by rolling a 10 or above as result on a will check or resistance roll.
Shield reflection; This is where you get a shield, that is energy that reflects the things that hit it back at them. This is a reaction spell that can be done anytime, including on the time of attack.
Shield shift; This is where you think to touch a shield, and cause it to do what you want. That means you can shift to anywhere or cause it to attack the targets with energy damages. Also you can say "hi" and cause them not to attack. This is a reaction spell that can be done anytime, including on the time of attack.
Fractal shield; This shield is cast when you use 15% energy. That is where you use swirls of energy, this will break apart the energy around you or attack into pieces. What you do is summon the energy from the ground in a swirling pattern. That's thought to raise itself from the ground and surround you to protect you. As a fractal pattern, that will deflect back radiance damages at the target or create an energy effect that you desire, this is from what they intended to hit you with. This is a reaction spell that can be done anytime, including on the time of attack.
Psyker spells
These spells are possible with the psyker and those who want to do them to get results. If you have a staff or gemstone in your possession, you can cause double the damages in idea in a magnified effect..that's until you think it doesn't effect you or them as a release for the 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..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.
Probability; This spell treats probability manipulation as a psychic power. Think of what you want, speak the intention and your subconscious forms what you need as though you psychically did it.
Choke n kill; This effect can cause what you think..its where you think to choke the targets and kill them psychically after the action is over. This is done then by the magiced energy in the hand, that you extend and think the throats close of the target as you close the hand. This makes them choke to death, unless you release the fist you formed to choke them within the action time.
Psychic mental scream; This does psionic damage and creates the target as a prone figure.
Bio-lightning; This psychic bolt effect allows you to cast forth a powerful bolt of bio-electrical energy, that leaps from your hand jumping from target to target until all are destroyed.
Future Imperfect; You can gaze into the void to find the best course of action amongst the myriad futures ahead of you. You gain a +10 bonus to all rolls that turn.
Psycholocation; You read the ripples in the void to locate your quarry. You must know who you are searching for, either in person, from a pict-capture, or by their true name. This is a persistent power that can even locate a business.
Warning and preparedness; This causes you to prepare for the battle or attack. So by the creator you take -5% damage from all attacks, and you get a +5 to all attack rolls..
Psychic crippling; This spell causes by magicing bad thoughts with intense feeling at the target. The body to be crippled and only for a period of time.
Psychic physical reaction; This spell causes by your thought, the energy to be programmed by what you intend the target's body to do. This can be done at the moment of attack on you. It can be a reaction spell on the same round of attack, think and its an effect done at the beginning of an action. This works by the energy and its programming, that is what the brain reacts to by feel. The brain is your physical world level awareness. So if this in effect it is a control spell, and that can control many targets. If your aware of it, you resist it and it doesn't effect you by the soul denying its effects. So roll a resistance roll of 1d20+charisma mod or will check of 1d20+will, that's where you think. As you get above the casters will in amount, you cancel this effect out. If the caster doesn't have any will, its cancelled out by rolling a 10 or above as result on a will check or resistance roll.
Magic duel; These are interesting duels. This is an effect that's done any time, its like a psychic duel where you think to your 3rd eye to simulate a fight, project the idea by thinking its projected as you breathe in an out. Think and it appears as though a vision. The fighters are those whom you want to face with yourself. This does no damage, except the point or ideal expression, and making the target think they fought. They see no reason to fight, win or lose. The fight is managed by the subconscious mind, and its known by what you sense. Yet, the experience is not felt after or remembered after the fact. This is used to test what you know, learn new idea and see how powerful you are in magic.
Viewport; This spell allows you to psychically see what is there or happening, think as though you saw a screen that showed it like a video with a viewslider, a fast forward button, a go back/previous button, a stop button and a play button. That means as it goes back or forth it either shows back in time, now in time or forward in time as you imagine it doing so.
Vampiric drain; This spell can be cast at level 10 and above or you use 10% energy, this causes the targets life force to become yours, that's necrotic damages to them as though psychically and vampirically they were touched. All their health and Stamina points are yours, temporarily transferred by the power of the creator. The targets fall unconscious, and all you need to do is cause them additional damages to kill them as they are at 0% health.
Psychic nature; The idea is this is thought as though an alternate future imperfect ability, that the idea is known by what you think to know. The spirit finds out and the subconscious shows you, that's as you think to know it as a realization. Otherwise it lets you know about it, as your spirit finds out and the soul or the area presented by the creator in mind is the source.
Psychoport; This is where you think to shift to wherever you want, so basically your soul shifts you using your subconscious mind.
Trace; This is the ability that allows you to trace a source that you think about knowing. That is where the soul shows you where something came from in glimpses that you remember. Basically, you "trace" a source and know it for what it is.
Detect thoughts; You can know by gnosis, otherwise the ability to know thoughts and energy from the air. You realize by the thought and sense of the energy, whom had the thought and what the energy is in life.
Trace masker; You cause the thoughts about you to be distracted, that's done by a spoken idea with a different tone of voice. The tracer "hears" the thought spoken and you are thought to be someone else. If they don't think about you, then they don't realize it was you.
Lie detection; Tell your subconsious that you can detect lies and then listen to a source. You basically state out loud, that you can "know a lie" and you do by the creator giving you a feeling. That indicates the idea is false, or you think the person is hiding something.
Psyche moment; This is a moment you use your psyche or pinneal gland to create a result of what you want. This is where you create with elements and make a result by feel or idea. Any duration or time of lasting is with a 1d10 rounds in battle/melee or unlimited outside of battle. Otherwise it ends the moment you decide to end it. However, one may note, you can also physically change your body by psyching your subconscious out with making it believe through affirmations what you want it to be like. This uses the moment to create the change and chance a moment of pain if you do. The moment ends when you think it does.
Psychic terrorism; Psychic abilities can work to create terrble things or terrorism to those that do wrong. This ability leaves you scared and unwilling to fight for 1d6 rounds in combat or for unlimited time outside of combat.
Psyche fix; They say that doing good things is in the key to creating good luck or better results. So do what you can and create a positive feeling. This energizes you in a positive feedback that makes you have 100% STP for 1d6 rounds in battle or unlimited time outside of battle. You also fix any thought of a bad problem that may occur with you like diseases.
Psyche dream; This is where you psyche yourself out and cause a dream as you say "Lucid dream" and state what you want the dream to do. Then you can cause physical actions by the right reactions done by the body or item. This means if you present a dream of the opposite moment you "convince" them to create positively, if taken right.
Psyching out; Psyche out your opponent. The moment is where you think of the target and psych him, her or it out as to make them not do what you don't want them to do. Instead you psych them out and cause them to do what you intend them to do. Roll a bluff check with 1d20+bluff core stat mod with a 10 or above. This is used to see if you succeed. As you may be able to punch your fist and have them feel the blow. The effect is instant.
Psi blast; This creates the effect of mentally blasting the targets and causing damage to them by thinking it to exist.
Voiding out; This is where you cause the targets to be shifted into the void of space itself and that is effectively ending the conflict, think or feel and the recovery is interesting, you may get things that you think back to you and you have from the void. Like whatever you want to come to you and you find..otherwise you could void shift to another planet as you void yourself and shift through the void. This is instantaneously done through a gate, that you imagine opening and closing. You know when you do this, when you walk through the gate in your mind. Then, as the area or body gets cold, you then feel what's there where you wanted to go. However, you see what is there before you feel it. This is truly an effect of what you think, so feel free to use this and do what you want creatively!
Psychic bomb; This is where, that you set off as you imagine or think your throwing a bomb of death energy, that's thrown by gesture at the targets and in turn this collapses and decapacitates them as they are active and do things. So, basically the targets you want to target are all knocked out. When the subconscious does this, its usually surprising so think to effect those you need to effect and noone else. This can work within moments or 10 to 20 minutes. So if there is a timeframe, then that is where the subconscious creates this effect. The effect can also take out the insect plague. It seems that every bug that effected, it becomes intense and goes through a phase that makes it die off. This triggers by the energy sent forth to the other bugs.. to kill them off in turn.
Then or now; This is where and when you think of an idea to do, then it is done and the creator does it where needed as though now. That's as though a "This it then." were stated at the time its actually done.
Psychic mine; This effects the area of 40', that causes the targets that you intend to effect to be stunned mentally. Otherwise you can cause the thought placed mine to make any elemental effect..that can even be done through ants or objects.
Psyche Aura effect; Some auras are the effect the air has on us by the fire wave, the aura sends forth this fire wave and breaks down the area air so we can breath it.. It is a combination of fire from the body and air from the surroundings. See as it breaks down the aura around us.. it separates the elements. So in effect, it can be directed at the targets.. and all trace elements you magic into existence. That effects the targets with concentrated trace elements directed by the soul or spirit to its targets.
Electropulse aura; Turns salt and potassium into electromagnetic energy pulses. That causes the device you target with the mind direction, to not work.
Government inducement spells
These spells are for those that want to act like government psychics, this is where you state a word and what you intend to occur for the word is done. When you use an unheard "h" in the word or phrase, you halt the action it does with what you list. This is what you can normally do to those you don't like. Don't do it though, as it can lead to problems with the body. People can get nasty, if angry. So basically if you can use the targets as energy, you get almost any result done by feel.
This means you magic on the targets and think they are a source, then attempt to use them as energy as you attempt a spell. The energy is siphoned by the subconscious from their bodies. Its known by the amount of heat in the air, if you have it too low you could freeze or not get a result. If you don't want it happening to you, think to block the caster from using you as a source of energy. This is using a counterspell to make them stop by the subconscious stopping it. It can be done at any time and any day.
When its there as heat energy, that's where you feel warmth. Then, you can use it again to get what you want. How this works, you can think of the town as though an energy source and state a need or result. This causes the source, which is the town, to share its energy 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. 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.
Deadliness; When you use up 2 actions to deal a even more deadly blow, that's the next time you get a blow on the target. This means you deal double damage the next time you attack and hit. use up 4 actions to deal triple the damages.
Interference; This is where you run interference and cause the targets due to your own actions to not want to attack, think and if that happens you both win the fight.
Dnd; This effect causes you to roll a dice and it can be any dice, then you get a result that you mention. This cancels out the failure of the die roll and if you roll a 1, you reroll.
Doom; This spell causes whatever you say, however its meant as a doomed or fated moment on the targets.
It spell; This makes the word "it" to become a hit upon the targets, that's done of a spectral blow that disables the targets. Think and it causes said targets to not want to fight due to disability.
Couple; This causes the moment of a spirit child that fights by your side. The child is a fey that has your stats and 100% health.
Hellman; This causes the targets to get frightened of you due to hell visions. They want to run away and no longer fight you.
Ugh; This causes the targets to become undecided and not want to attack you. You win the fight and that is the end of the combat.
Ahh; This causes the body to recover its full health as you think to be better. This costs 15% energy.
Vicious; This causes you to become magiced on being vicious to your targets, think and you deal double the damage, whether your next spell or attack. This costs 10% energy.
Whell; This causes wellness on you and your party and hell visions on your targets. They become frightened of you, as they want nothing to do with you and leave you and your party alone.
When; This causes your targets to connect to the void source, then you see them have too much of it as they suffer fatalities.
Fatality; This is cast using 20% energy. THat causes your targets to suffer from targeted blows, this will deal triple the damages or critical hits for 1d6 rounds.
Bad influence; This is thinking bad thoughts against the targets and willing something to go wrong for them. THat means you cause them to miss their turn and get a mishap on themselves. This means you make them do a mishap and they deal damages against themselves.
Alright; This idea that comes to the targets minds causes them peace and prosperity, that's as they do things as though everything is alright.
Third eye bash; This causes the third eye by envisioning the blow to their third eye, thinking to become malfunctioning in idea as though its them that does it.
Deadly; This is where you make your next attack or spell against the targets you had in mind, think and cause them to suffer radiance damages as well as the normal damages dealt to them.
Guidance II; This is where you think to create a better action, so you suggest to the mind of the targets what you want and the subconscious creates what results you wanted.
Forget; This erases the minds of the targets of what you don't want them to do. That means, you cause them to do something else instead of violence. If in fact, they had violence on their minds. Its like, they decide to not attack you, due to the fact they don't remember to attack.
Rememberance; This causes you or the targets to remember what you forget to remember.
Playact; This is where you act the part, then the targets follow the leader to do what you desire them to do.
Dumb II; This is where you cause by spiritual influence the targets to become dumb, hate and make mistakes that cost them their lives.
Dumhb; This is where every mispelled word is giving you a result you desire, that's as the targets get bad at doing things and you create what you call by making what you wish.
Enh; Every thought, you make a log of the idea you would do. This is useful so you know what the enemy will do. You receive a vision of their log they write in their minds, that's as you think to know it.
Ennh; This spell stops those you want stopped. They literally have no actions per 1d6 rounds. This also heals whomever you want to heal, that's if its due to the circumstances by the creator doing the healing fully, instantly. This costs 10% energy. Mention that you cast this spell, think and mention whom you want to be healed.
Inflict; This is where you think to create a result of infliction, then wounds start to appear on the targets by feel. This deals energy damages.
Infliction; They the targets inflict on themselves damages per round, that's done of their own heinous attacks against themselves.
Run; This clears the parties minds as it can cause a mail carrier to run, it incites attacks of the people nearby the targets so they get attacked by a mariad of things.
Stohp; This causes the target to stop what they are doing and do what you want instead.
Wait II; Think and you cause the targets to pause what they are doing, as they think of things they can do in their minds.
Go; This causes the targets to go do what you desire as long as its desirable or reasonable.
Gone II; This is where you create a motion and make the area clear of your targets, that's where no matter the point of expression you get a result.
Gone III; This is where things are gone, they think and the targets notice the effect. THis allows anything on them to go missing, and that includes the weapon.
Town spells
These spells are for town, so basically if you use the town as energy. The town 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 town as though an energy source and state a need or result. This causes the source, which is the town, to share its energy 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. 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 % and if enough heat is restored its alright to use again. 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. 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.
Town portal; This is where you think about the area to go in town..this uses the town's buildings energy and you appear and shift there by the power of the creator. You don't appear to shift into dangerous spaces.
Building location; You know where you go and look and you find the buildings you need, this is without having to ask someone and its psychically known.
Rain spell II; This spell causes rain to fall and make the crops better and weather as you want it to occur.
Sunny spell; This makes the sun peek out by feel, you get a sunny day if you need it by the creator making it happen..
Universal translation; This where you hear or read the languages used and understand, or know how to respond by the creator translating for you.
Economy stimulus; This spell stimulates the economy. The creator makes a magic field around the town, that reduces scarcity and increases productivity. It causes you to have lower prices all around and higher quality goods and a better selection.
Futuristic; This spell makes a town more futuristic and it will offer good technology for sale.
Progress; This spell makes the targets think good as you need them good. This works as you feel good you think better and as you think better, the targets use the thoughts as energy and think good as well.
Feel: This spell causes the target to feel good about something, think to do and they agree with you with a charisma roll.
Agreement; This spell causes you to seem to agree so the target agrees. You always seem to get the deal. This uses a charm roll with a 10 or above rolled as success.
Realization; This spell causes you to relax by the feel of energy or Ohm currents. You realize the name of the town or world. This is where the calmness and relaxed state lets the spirit find out and send to your soul, that you realize its thoughts from the idea sent.
Church prayer; This is a prayer that creates what you want. Using the creator as the source that makes the God request create what is desired. There is no limit to this spell.
Gohd; This blocks the effect that you don't need that's created by some God. It translates to "hold god", that makes the effect mentioned not occur by him.
Exploration; This spell allows you to explore the town or area and you don't get in trouble.
Relax; This word spoken makes you relax by feel. You get +5 to all your rolls.
Disguise; This spell causes you to make your appearance adjust by the energy consciousness you think to program, so think of the person or being and you appear like someone you see or saw. That's as the energy picks up on the idea to form and you get a result.
Intent; Think of the idea where you think and create what you need, that's done by your soul creating what you desire or want as a need is there.
Knowing things; This is where your targets including arguements, they are killed by a spiritual force and you can think to stop it. This happens if you intend it to occur, otherwise nothing happens..or you realize what you need to know.
Consciousness; This is where you shift your awareness to that of another body. Then instantaneously, when done you shift back.
Powering up; Think of energy generating the electro current, that is spread from your hand or spirit hands. Think of the device and its possible to power your device like phones or computers.
Luck roll; If you need to know or get to a place, you can know and get to it by a luck roll that has a +5 bonus to it.
Spirit manifest; This can create wherever you want the spirit manifest, that you direct by magic and creating with the spirit arms and hands. This can create a real manifest, that's as though you physically did it and the spirit body can do things separate. That is energy sent from yourself to create a result. Think and you know what you can do.
Warp; The warp energy is the energy projected by the spirit hands, thinking to create extra speed bursts. Think of the idea and you can be very fast, that's as though guided by the soul to not run into things.
Soul items; This is where the soul creates the items you need, think and you happen to find it wherever it is sold cheaply or nearby you.
Getting answers; This is a spell that causes charm to the person and they give a good answer. You must pass a charm roll to cause this effect as a success. Also, you have a bonus to your charm roll of +5, thinking to help you out from your soul and spirit interactions with them.
Flatulence; The spirit body does things on its own, think and it creates the spell for you without you seemingly doing it. This can physically cause you to flatten your stomach and you get a farting sensation, that makes what you have in mind.
Flat line; This causes the person on a machine support to die by heart attack.
Sage; This makes the evil in the area disperse.
Ability; This is the energy manifest from thinking of the effect, think of the need and you get a result by the soul creating the idea like an end result.
Teleportation; This is where you shift to somewhere else, thinking of where you need to go and willing the idea to happen. It takes practice and when its done, there usually is a black out or a flicker of energy.
Jail shift; This is where you think of jail and sending the person there in spirit, the body usually finds itself there by feel. Release is if you think "your released" and they shift back.
Gahd; This is what causes God to dismiss what isn't liked. Otherwise, whatever the element it is its God dismissed.
Then if; if you need help you got help, this is an idea in itself.
Instant judgement; This is where you send energy to the target, then need it to cause what you say. So as you say a judgement, the energy causes what you want the targets to do.
Crowd control; This causes you to have a magnetized voice, then as you speak you sooth the crowd and cause the mob to be under your control. They will do as you need or feel to do. This requires a point you think, so you use a charisma roll or a charm roll on a 1d20 and get a 10 or above.
The spirit rite; This is a secret ritual, thinking of the idea and you magic with your spirit and know with the soul realization. You basically, think to create an effect and the spirit or soul does the rite in instant time. Then you get a result without actually seemingly doing it, that's with a moment in time and in an instance.
Thinking; THink it and it is formed. That's it, the effect is formed as you think its formed, and not any time after. So think and you know what to do. That's like thinking to hit, and the hit is done by energy itself.
Enchantment effect; This effect is where you think of the effect to get, then you use an item for magic. This is where you create the result of it by holding or thinking about the item. The items energy conscious creates the result using your energy combined with it's own. The item will do things as many times as you want the item or items to do an effect. So think and you can create what you want as a need. This means as you think a space concept, you can cause the space craft to work better. If you wanted a fireball, then you create the fireball to effect the area you desire. However, each use of the objects energy, that makes it less reliable. The usage of it's energy, lessens the objects life energy.
The object starts as 100% life or full repair, then the object lowers in life 1d6% each magic use. So if the object goes to 30%, the object will need repair or has a possibility of breaking. This possibility is calculated by a 1d20+luck and getting 9 or below. Once the object has 1% life, the object will break. So to repair the object, think energy goes from you to the object as you think "repair". As you do this, you cause the object to repair itself or you can take the object to a shop and pay money to have the item repaired. After each repair, the item's energy goes back to 100% after 1 minute of magic. This is the energy restoration effect, and that works no matter the point. That's if you have the area or town's energy to cause the item to work. The point is your magic and the objects activity. Think and you know what to do.
Heart magic; The magic of the heart. This magic creates any result. It starts by creating results from calming yourself, thinking calm thoughts. Then, thinking of the heart as a source, you draw forth the energy from the heart. This goes to your aura, that means you can create the effect you desire. This includes healing, after your done with the effect you put back the energy from the area or town. This means you send energy to the heart and the idea is done. This is wild magic at its best as it even works with low magic.
Heart magic II; The magic of the heart chakra. This magic creates any result. It starts by creating results from calming yourself, thinking calm thoughts. Then if you think, thinking of the heart chakra as a source, you draw forth the energy from the heart chakra. This goes to your aura, that means you can create the effect you desire, thinking of what you want and needing it. This includes healing, after your done with the effect you put back the energy from the area or town. This means you send energy to the heart chakra and the idea is done. This is wild magic at its best as it can work with low magic. This has less wear on the heart, when you restore your heart chakra, that's done through the flow of energy to the heart and its restored while it works. This can even restore the heart from heart palpatations. You can heal yourself with use of this idea. So think of the idea you need and you can do it.
Thought magic III; Think of the effect, then will the idea into creation.
Jemp; This is where you summon the energy in the body, thinking to jump to cross dimensions to a space by name or idea you think and then jump up, forward or backward. Think to see the world as you need to see what's there. You get the idea from the energy information as to what is there. This is where you create what you intend and then jump back, if you need to return think of the space and do the jump. Then, the energy of the space shifts you there, as it determines what you need. That's done by perceiving the thoughts in the energy you send to the space..The effect is instant and you know the space your in by the creator having you know what the space information is instantaneously. This is as though you were one with the creator and knew what he or she knew. Avoid the battle plane though, its rather dangerous.
Dungeon Spells
These spells are using energy drawn from the area, think and its magiced into creating whatever you think is necessary or want. So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+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.
Go up; This is where you become energy and go up a level. Then you solidify and are able to take on things you find.
Go down; This is whre you become energy and go down a dungeon level. Then you solidify again.
Find entrance; This is where you find out the entry point to the level as though autonavigated there by the creator.
Surface teleport; This is where you and your party shift as energy through a gate to the surface, again that's near the surface entry point.
Dungeon gate; This can teleport you anywhere you want to go within the dungeon itself.
Finding things; This is where you find treasure or items, that's as though you sought them out intuitively. This even lets you find food.
Surprise; This effect is where you get to go first and surprise the target.
Location; You always know where you are in the outside area and dungeon.
Spotting; This spell shows you by the 3rd eye vision, the area you are about to enter.
Instant meal; This spell causes the vision sent by the creator, thinking to cook a meal that you see is there instantly. This meal counts as a meal you'd eat and is sustenance.
Darksight; This is where you and your party is aided by the 3rd eye so you see in the dark easily.
Heightened senses; This is where you use your third eye senses. The third eye allows you to see and sense what's there. You even sense if there is any monsters in the area.
Sensation; The point of knowing through your senses, you know what's coming.
Area summoning; You can summon anything you want, if its from the area you think about. This can even summon food as provisions.
Desummoning; This is where you think of the item, person or thing and wish it away as you dismiss it in your mind.
Burst; This causes the bodies you target to burst into ashes. This is from internally experiencing extreme cold and heat instantaneously. Leaving their stuff behind. So you always get their stuff, once their dead.
Ashes to ashes, dust to dust; This is where you think about turning the targets into dust after stating the spell. The spell is, "Ashes to ashes, dust to dust" and the target if a vampire, ghost or ghoul, turns to dust.
Ashes to ashes turn into dust; Think this, "Ashes to ashes turn into dust" at the targets and you cause the targets into dust. Leaving their stuff behind.
Unn; This spell if stated as "Unn" pronounced as "un" without quotes causes whatever you don't like to be undone as though erased from existence.
Umn; This spell pronounced as "Umm-n" causes you to be consuming the problem as energy, and undoing what you don't like as you do things. This can cause thinness as you think of the idea as a source and do things.
Rolling my eyes; The moment you think is dismissed from the minds you are connected with by feel.
Exactly the point; This causes what you wanted, so by thinking about things, that's what you need as you know exactly what to do about things.
Ummm; This causes the targets to go their own way as though a maybe moment, thinking to leave you alone.
Unm; Pronounced "Un-m" this spell causes the undoing or dying of the target as they experience a bad moment and then turn to dust.
Innate; This is where you think about the idea, and it is created by the spirit with intuitive soul guidance.
In; This is where you think about the idea and nothing bad seems to happen.
Out; This is where you send from yourself to an object, that includes energy programmed to do what you don't like. This allows you to not feel pain or not need to eat as you send that energy to somewhere else.
Think out; The point you think in your stomach, you cause less weight by feel.
En enn; This spell causes you to end the targets life by causing fate to snuff it out by feel. Otherwise, it ends the effect you dislike.
Feeling things; This effect is where the 3rd eye allows you to see the effect. You can feel what the target goes through, as they are healed or attacked. This allows you to feel the attack, that the targets go through so you understand what occurred. If you don't need to do this, then you can stop your 3rd eye by telling it to stop then it does stop.
In enn; This is where you end the need or feeling by which you don't want. You send the feelings you have at your targets. This effect can make your targets feel so good, especially if cast with feelings projected that they won't want to feel much else. The targets are still for 1d6 rounds while this spell lasts.
Ihn end; This causes your targets to be effected by energy that you use your 3rd eye senses to see, they suffer extreme death that is hidden from sight.
Clearance; This spell the creator allows you to have that detects the life in a dungeon to make sure it is cleared.
Magic locks; There are magic locks that require keys and this is a detect key spell. Keys could be fun to find. So this reveals to you whom and what has it.
Magic coins; This is a spell that converts dungeon loot into gold coins, that appear in your coin stash or you add to your money amount.
Mass flee; This is a spell, that causes all the remaining enemies to run out of a dungeon. This can be a dangerous spell to use until near the end. This spell could fill the dungeon with smoke, that the targets perceive. That's causing the enemies to try to flee towards the entrance, where a trap could be laid. It could be countered by enemies putting on gas masks. Certain enemies wouldn't be bothered by smoke, like fire breathing dragons.
Magic trap; This spell can set a trap for the targets you want effected, that's with radiant or elemental damage traps.
Digging; The digging spell is used to make a short tunnel to bottleneck enemy groups, escape down a level, or up a level with flight, and create unexpected paths through walls to traverse a dungeon. It can also damage enemies made of stone.
Capture; This is a spell that let us capture the dungeon boss or some target, thinking for a better bounty reward. Your choice, either hold monster or person, paralysis or turning them into stone will work for as long as you want.
Energy damage; This is a spell that does a damage to everyone in the dungeon, but only if they are enemy targets. That's done by thinking to the area, the idea of dealing damage to all your enemies, then the area consciousness does it. It would alert everyone in the dungeon that magic is being used against them, so I think it would be a good spell to cast as soon as the cover gets blown. Then there's the idea of enemies over time, finding ways to counter the spells. So eventually the enemies could rough each other up a bit, so the spell won't work against them.
Spirit vendor; This is a spell that helps, if you forgot an item like a crowbar and you have to get past a boarded up door. That means a spirit vendor shows up and sells things like a magic vending machine for dungeon kits or needed items. The vendor disappears to whence it came after your done. Yet, what it sells you, you find it in the area magically.
Dungeon siege; This is a spell that lays siege to a dungeon. It blocks the exits and speeds up time to weaken enemies, that makes them damaged by energy every minute you need this spell to work and they age 10 years. That's making them use up their supplies. Then it opens the entry points and you can have fun.
Magic talking; This is a spell that makes an enemy talk about everything they know about the dungeon or what you want to know.
Magic mouth II; This is for dungeons, where you think of a voice that discusses what you want. Its expressed by the soul copy, that is created for a purpose. So make the purpose to have the item or wall create a voice that's heard. Then if it asked a question, the answer determines what is done. Guided into manifest by it telling the energy consciousness, what it wants to occur. That's like you are asked do you want to proceed? Then, if yes is stated, the way is opened for you to go.
Gateway; This is imagining the energy splitting open near you, that is forming a large oval you can walk through. This gate allows you to go where you think to go. Remember, where your spirit goes, your soul goes by feel. THen, the body goes where the soul is eventually. You can make a gate to go somewhere within the dungeon or outside the dungeon, like a town. This is all that there is to know about it.
The breakdown effect; This is where you break down doors, locks and chests by drawing energy from it, then as you attempt to break it down your using its energy as a source. this uses your weapon and the items energy to do the job.
Vision; The vision is of what is there, that comes from the dungeon itself. The thid eye gives you the vision, using the dungeon as a source.
I in out; This is scrysight where the third eye exists a copy of itself, that's where you want to see what is there. The copy sends info, as though a form of vision to your eye. After its done, it dissolves into nothingness.
Social spells
These spells can be used to work with and control the audience as though the audience and interactions were a source of energy and you directed the source by need and 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.. 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.
Social gain; This spell causes you to gain a good idea of what to expect. WHere, you could gain things as they stand and cause yourself to be rewarded by feel. Think and you get a +5 to your charm and charisma related rolls.
Social reward; This spell causes you to be rewarded in some manner per social interaction.
Incentive; This spell makes what you do seem reasonable. That makes it so targets get a reasonable reply, that's to cause them to accept what you offer and you get something good in return.
Extra charm; This is a charm spell that makes anyone, even hostile enemies like you more. They do what you want. Add +5 to your charm rolls.
Better deals; This is a spell that lets you perfect the art of mercantilism to get better deals from shops and traders.
Fame; This is a spell that makes the caster more famous. Add +10 to your charm and charisma rolls.
Defame; This is a spell that reduces fame if you want the crowd to go back to ignoring you. That negates the +10 to your charm and charisma rolls gotten by the fame spell.
Social standing; This is a spell that lets the player know their social standing, that's with different people. That is a number over their head only they can see or something.
Social standing II; This spell causers you to know by intuition what your standing is with different people. The social standing just comes to you.
Morality; This spell causes you to raise your morale by +2 through getting better results and showing good morality. You can only use this spell per long rest.
Morality II; This spell costs 10% energy. It causes you to raise your parties morale by +3, that's through getting better results, completing things and then showing good morality. You can only use this spell per long rest. High morale means better fighting usually. Even in survival situations. If you have a high morale when things look bleak from the outside in, there isn't much stopping you from turning a survival situation into a thriving situation..
Audience spell; This is a spell that lets you speak to a large group of people at the same time. Like to warn them of a goblin invasion or epidemic.
Dialogue; This is a spell that lets the caster know how different dialogue choices, that will make the person they speak to react.
Charm monster, where you cast this on your target/s, even if a monster, then you cause them to be friendly toward you.
Friend spell; This is the moment in time, where you cause the friendliness of the target. That is thinking your making friends as you talk. This works with the moment, where you consider the point of expression and know what to say to get a result. Add +5 to charm and charisma rolls.
Relation; This spell is where you relate things to something else, think and get what you wanted by need or expression.
Relationship; This spell causes your target to think that your somehow related to them. Add +5 to your charm and charisma rolls until the time of a long rest.
Convince, this spell creates a charming effect by thinking to be convincing, this is a good reason the spirit conveys as your talking to those you need to convince. The target/s end up believing in what you want and doing what you intend. There is a 1d100+charisma mod die roll, that's successful if you roll a 51 or above.
Charm, where you think to charm people into doing or believing in what you want. This is also a reaction that effects the targets that attack you.
Sociex; This causes the targets to become unwilling to talk and not do things to you for 1d10 rounds.
Socialist; This spell causes the targets to want to talk to you and be friendly by feel until you no longer need it to happen.
Character attacks; this is where you think of the target and character assassinate the target, ruining their reputation and making them look bad. Put a -5 to the targets charm and charisma rolls. The targets you character assassinate, they lose interest in assaulting you.
Angellic protection; This causes angel wings to surround you and you raise your AC by 5 and you get +5 to your charisma and charm rolls in effect.
Social combat; This is debate where you attack in the point by the idea being expressed. The sound of your voice deals damage in idea or directed speech. That's where combat is the area of chat being directed at another, if its with a purpose to expose or cause blame where it belongs. This is where it gets hurtful, so think and you know what to do. The combatant that wins is the one that says the last comment, and the loser stops talking and leaves you alone.
Social peace; This is the end point, where you think calm and create calm of the nerves of the other and make them at peace. You win the fight, as you they leave you and your team alone.
Incidental magic; This causes what you think and need to happen, that's as though an social incidence, explained idea or example creates the idea or point of expression. This means that you need something, some activity occurs to make the result you desire as though an incidence happened by willing it.
Barr actions; This effect causes magic manipulation, thinking to barr the actions you don't like as they think to do them..as though you thought barr retaliation strikes and they magically feel like not doing them..
If in it; This in effect causes the actions of the other not to be an attack, that's as if they leave your party alone in doing the idea of a hit.
Trust; This effect causes you to be trusted with the idea and actions you might do, thinking to create with a point or expressed idea and you get what result you desire. This adds a +5 to your charm and charisma rolls.
Incident spells
These are the spells empowered by fate, thinking to create with incidence what you wish to occur. 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.
Nasty rebuke; this effect is then where words or actions are taken against those, that sometimes do things to you. When you get attacked, think and this effect is rebuke against that assault. You can deal double the damages back as you use the energy of the attack, along with your own energy that you send to make them pay. If you don't feel like rebuking the targets for their assault, then the moment passes you by leaving you unscathed as the attack fades away into nothingness. This causes people that are rebuked, to make peace and if not dead. Then they get along with each other, pretend to be nice and you are left alone.
Nasty letter; This is where you think to note down everything the person did wrong, think and write in letter form pointing out what they did. That causes the recipient of the letter to reform or ignore the points of expression. Roll a 51 or above on a 1d100+luck for reform, and 50 or below for ignoring it.
War; this spell creates peace as they war with themselves in their mind. They lose interest in physical warfare and fighting and you win the fight..
Peachy; peaceful as you are, your demeanor makes you cause calm by how you feel. Your feeling is projected forth and the targets lose interest in fighting. They stop fighting.
Incident II; This is using an incident proves to the fighters, that they should seek peace. This is an incident similar to war. You win as they no longer seek to fight.
Victor; this is a spell that brings decisive victory without any bloodshed Art of War style.
Resolution; this causes the subconscious to make the targets respect each other and resolve to not fight you and your team.
Rebuilding; this is a spell that aids in the rebuilding process afterwards. Mainly it makes things happen.
Signs; Your subconscious makes the right sign to create the result you desire. This takes some interpreting yet I think is where your causing signs cause peace, so the sign of an olive tree is present in the combative minds. This causes calm and peaceful interactions instead.
Sanctuary II; this is a spell that makes anyone in an effected area roll a will check, they have to get a 15 or higher on a willpower check to initiate a hostile action.
Transform II; This is a spell that turns an enemy's ammunition into flowers or whatever you want it to be..
Psychology; This spell causes the targets to not need to fight, as their minds present a psychological statement which makes them not attack.
Fight simulation; this is doing a spell, that turns a fight into a simulated fight. so you can show the enemy how bad, they will get beaten if they choose to fight. In the end, the opponents choose not to fight. If you roll a 51 or above on a 1d100+luck you cause them to stop fighting.
Obvious ideal; You pan out your frame of view, and think of the hidden connections things might have. Things become obvious by what you observe.
Magic whittling; This is where you turn a log or block of wood into anything you want made of wood. It makes ladders easier to get.
Weird spell; This kills all your enemies with fate and by the power of fate, they can be killed or damaged. So this spell uses fate to kill the target, however they will die. See that's if you want to kill them. Otherwise, nothing happens.
Fate spell; This spell is castable at level 10 or higher or you use 10% energy and causes fate to effect the targets, that's anyway that you intend them to be effected. Mention the fate spell and what you want it to do, then its done. That's like killing off the need to eat, or making them die on the spot by fate itself with a natural condition like a sudden heart attack.
Real thought; This is thinking about things and they happen by feel. That's if you need them to occur in happenstance.
Happenstance; Think of the moment and as you speak about it, the subconscious creates the moment as a point you express. This uses conscentration, where you happen to go into a trance state called a stance. Then, thinking by mention, you create the effect easily. Add +5 to your magic and effect rolls. You wake up from the trance by a sound of a bell.
Sharing damages; This is doing a spell that shares the damage between two fighting groups, so they can't hurt each other without hurting themselves.
Force; The moment you magic on the targets your indomitable will overcomes their ideal effect. Then reason makes them think to give in to your will. Make a will roll and get a 10 or above to get this to work.
Do; Its in idea that you do, so you create with a point of expression and make with the subconscious to cause what you need to occur.
Advantage; This is using a spell, that gives defenders a huge advantage over attackers. The creator helps you win. You get a +10 to your attack and damage rolls.
Fate II; This effect is where you think to do things as a point is expression done by fate. This spell costs 10% energy.
Effected; Whatever the cause, you aren't effected by the effect made by others.
Pain; This is where you magic the pain the targets have by magic, then they leave the area. THere has to be some sorta pain they feel, first. If not, then this won't work. Ghosts have the pain of death, so they leave if you magic on them and cause them to feel it.
Peaceful petition; This is doing a spell that petitions a war god to stop the conflict, that's done through the help of a peace god like Pax.
Pendulum of Peace; Cast this deep in enemy territory to initiate a peace talk by the power of the creator, that's between two opposing forces under a large pendulum that starts pointed towards war, but slowly shifts to peace as the talks progress. This completely resolves the current conflict until fate intervenes again. Requires level 15 to cast or 15% energy to cast.
Goes does; This is an effect that creates peace where you think it will effect. You win, the fight ends prematurely.
Worse II; The saying, "things could be worse.." is associated with this. That is where the creator makes things worser for your opponent with incidents done by feel, think and its better for you. So you may add +5 to your allies and your own rolls. You may deduct -5 to your opponents rolls as a penalty done to this idea.
Victim; This is the victim spell. That creates like a person wounded and they appear like a victim in the idea. The target gains +4 to their charisma and charm rolls. That's as though things go on their side.
Betterment; This is where you get over the attack or wounding in an instance. The incident is gone from your mind and you heal all wounds.
En; The point of expression you need to end, this is ended by stating "En" w/o quotes. That is where En is meaning at the end, as its with nowhere near that bad of incident.
Blacklisting; They can do what they want, blacklisting happens anyway by this spell. This is denial of service in doing an attack, that is done on purpose. This can be used against service providers or hackers that did things against you.
Improvement; This is where you and your allies improve by feel. The moment a positive incident happens, this is where you start to improve by what is done. Add +5 to all rolls.
Inn; This is where you go and stay as there are no incidents things improve drastically. Add +3 morale.
Onn; This is where you get and turn on a machine and it is in a moment that it works. This works with credit card machines and computers. This works because your soul energy causes it to work, that's as you magic on the machine and will it to work..
Enn; This is where you create a point or expression and end the moment as a true end. A true end is where things end that you don't like, think and they don't start up again.
Enshrouded spells and effects
These spells came from what the game called "Enshrouded" shows and can be used anytime. The creator makes the effect as you think and need the idea. FYI, melee is short ranged arrack. Some of this gotten from https://deltiasgaming.com/enshrouded-all-skill-trees-and-playstyles-classes/. Enshrouded game made and (c)ed by Keen Games. 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.
Viewership power; The power is in your hands, magic it by statements and if heard or known about. Its done if you need it done by the power of the subconscious mind.
Death shroud mist; This is where you summon the energy of the mist of death to come and effect your targets, that's in a 40' radius from where its cast to. This mist lasts 1d6 rounds and effects by damaging them per round, that's if enshrouded by proximity in the mist. This mist is easily dismissed by the caster, blown away by the breeze or breath of fresh air. If dismissed, it disappears.
Think raise; The energy of the creator raises your stats per every 2 levels. THat's done by every 2 levels as 1 extra for the amount. Each amount is points for your core stats. So if you had a level 16 character, then you can get 8 points to spend on stat raises. Once cast, this spell is always active as each 2 levels after the initial cast is 1 extra point. You can wait until you are high level to cast to get a bigger bonus.
Think effect; This is where you think you created an effect and the creator does it.
Long range power attack; This is where you create the point of extra power, as you project your energy towards the enemy with a long range attack. Add an elemental effect to your attack.
Runes; The runes are what improve the effect, this is where you have for each 1 rune for 5% damage increase.
Force projection; This is where you cause energy to be projected and that does damage to the target.
Blaster; This is the effect of sending forth energy that's concentrated energy, thinking to blast apart the targets.
Water; Drink clean water and you heal quickly (like 10% more per round than usual) with stamina increase of +10 stamina.
Mushrooms; This improves endurance by adding +5 to stamina and +10 to health after eating one.
Fire view effect; This is where you see a view of people and their energy source. So with this view comes the ability to draw in their fire or add to it as its a source and strengthen your own or their own. You choose how much you get or give as energy % from what the dm/gm says is there.
Stat allowance; This makes your charisma or dexterity core stat (whichever is more), as though each mod point you have be a +5% damages.
Respawn; This effect allows your character to be alive again with all its health, that's as though it didn't die off and you can choose where your character is to appear at.
Mana charge; This is where you magic mana energy and get a magical effect on the targets, that means you project forth energy and create an attack of immense damages of x2 the damages. This costs 10% energy.
Spirit; Increases your charisma attribute by 1. Increases Energy by 20 per Attribute Point.
Counterstrike; After receiving damage there is a 20% chance to inflict the same amount of damage to the attacker. This is a magical attack.
Intelligence; Increases your Intelligence attribute by 1. Increases Magic damage by 5% per Attribute Point.
Begone!; A magic-powered punch that pushes and stuns hit foes. Replaces your unarmed attacks as long as you have the necessary mana available: This requires 30% energy.
Terror; on a critical hit with a spell, the target will be stunned for 1d4 rounds.
Arcane Concentration; you will gain one charisma point added to your effect die roll for every two levels of the charisma.
This Is The Way; when attacking with a magical weapon all damage is increased by 10%.
Arsonist; All fire damage is increased by an additional 10%.
Necromancer; When killing an enemy with a magic weapon, you have a 10% chance to summon a friendly fire wisp with 100% health and half your other stats.
Iceman; All ice Damage is increased by an additional 10%.
Thunder; All Shock damage is increased by an additional 10%.
Pyromaniac; All Fire damage is increased by an additional 20%. This costs 10% energy.
Lightning; All Shock damage is increased by an additional 20%. This costs 10% energy.
Sub Zero; All ice Damage is increased by an additional 20%. This costs 10% energy.
Frost; When receiving melee damage, the attacker will be slowed down for 1d6 rounds.
Radiant Aura; All fell foes within 10 meters take 1% fire damage per intelligence per action.
Sun Aura; All fell foes within 10 meters take 1 additional fire damage per intelligence per second.
Wizard; Then, when attacking with a magical weapon your critical hit chance is increased by 10%. Represented by lowering the 20 needed for a critical hit to 15.
Chain Hit; on a critical hit with a magical weapon, the attack will automatically hit a second enemy with 15 meters for 5 shock damage per intelligence.
Mass Destruction; A critical attack with a magic weapon will hit all enemies within 20 meters of the target for 2 shock damage per intelligence.
Healer; Health gain from healing spells will be increased by 10%.
Healer 2; Health gain from healing spells will be increased by 20%. This costs 10% energy.
Water Aura; All players within 15 meters regenerate 1 health point per round for every point of your intelligence.
Healer 3; Health gain from healing spells will be increased to a total of 300% health. Cost: 30% energy.
Healing Revive; Revived players will heal 25% of their health instead of 10%.
Waters of life; all players within 15 meters regenerate 1 additional health point per intelligence.
Martyr; When you are killed by An enemy, all allies with 50 meters will heal30% of their max health.
Absorb; When you suffer magical damage, you have a 10% chance with a 8 rolled on a 1d10 to generate 1% energy for each health point lost.
Blink; Replaces the Dodge Roll with a Short Range teleport.
Blink Attack; Blinking into an enemy triggers an explosion that deals fire damage in a small range of 20'. Damage and Energy % cost scale with the intelligence attribute.
Emergency Blink; You can blink while being stunned. This will break the stunned state.
Wand Master; 30% Chance or a rolled 70 and above on a 1d100+luck to spawn an additional wand projectile.
Sting; repeated wand damage is increased by 20%.
Shiny Plates; Physical Armor gains 10 AC more armor points.
Battle Heal; when dealing critical damage with a melee or close ranged weapon you will heal 5% of your maximum health.
Constitution; Increases your constitution attribute by 1. Increases Health by 50% per attribute point.
Warden; When there are three or more enemies within 20 meters you suffer 15% less magical damage
Tower; when there are three or more enemies within 20 meters you suffer 10% less physical damage.
Strength; Increase your strength attribute by 1. Increases Melee damage by 5% per attribute Point.
Earth Aura; All Damage against players within 10 meters is reduced by 10%.
Thick Skin; You will gain One constitution for each two levels of the charisma. Increases Health by 50% per attribute point.
Battle Heal; When delaing critical damage with a melee weapon you heal 5% of your maximum health.
Jump Attack; When equipped with a melee weapon you can perform a jump attack which deals 50% more weapon damage in a small blast radius of 25'.
Vigorous Detection; you gain 30 stamina when you parry an enemy's attack.
Blood Warrior; Spawn a health orb after defeating an enemy with a Sneak Attack or Merciless Attack. Gathering the orb replenishes 10% of your health.
Bash; Your parry Bashes the enemy for 20 blunt damage.
Relentless; Dealing critical damage with a two-handed weapon increases your critical chance by lowering the critical hit number rolled by 2 for the next hit.
Various other spells from DnD amongst others
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. So for the spells that work damage per second, this is where you take actions and each action is worth 1 second for levels 1-9. 2 seconds for levels 10-19. 3 seconds for levels 20-29 and 4 seconds for levels 30 and up. That create results on the targets in this case.
Exorcism Strike; It is like a long ranged martial arts move with three easy steps. You decide the steps, like three movements.. or something.. Yet, this creates a hit and with one hit. They are exorcised and that means no spirit or demonic possession, so they act normal after this point and no longer want to fight.
Lightning blast; This blast will create what you want, a stream of lightning directed to the target by the hands. It does per level, at levels 1-9 6 hp per second. Levels 10-19, 12 hp per second magiced. Levels 20-29, 24 hp per second streamed. Levels 30 onward, 48 hp per second streamed. Per each action of magic, its 6% energy used up.
Health drain; This energy you get from the enemy. Magic on them and think energy comes to you. The amount done is in energy and health you drain from them. It does per level, at levels 1-9 6 hp and energy % per second. Levels 10-19, 12 hp and energy % per second magiced. Levels 20-29, 24 hp and energy % per second streamed. Levels 30 onward, 48 hp and energy % per second streamed. Per each action of magic, its 6% energy used up.
Healing; This is where you summon energy to cause 6 hp heal per second for levels 1-9. Levels 10-19, 12 hp per second restored as your magiced. Levels 20-29, 24 hp per second restored as your streamed. Levels 30 onward, 48 hp per second restored as your streamed. Per each action of magic, its 6% energy used up.
Death threat; This summons death and decay energy, that targets the targets and does 10 hp per second against them for levels 1-9. Levels 10-19, 20 hp per second magiced. Levels 20-29, 40 hp per second streamed. Levels 30 onward, 80 hp per second streamed. Per each action of magic, its 10% energy used up.
Elemental blast; This summons the element to cast forth in a stream, that effects the targets health per level. It does per level, at levels 1-9 6 hp per second. Levels 10-19, 12 hp per second magiced. Levels 20-29, 24 hp per second streamed. Levels 30 onward, 48 hp per second streamed. Per each action of magic, its 6% energy used up.
Angel Investing; This is OP. You do good things and that is doubling money that you get or have. Add +3 morale to your morale stat on your character sheet.
Damage spores; This spore that you get from some dimension is summoned through gates and causes illness feelings with sickness damage that leads to half the health of the targets disappearing.
Spore heal; This spell causes gated in spores to heal completely and gift the target with 100 additional health.
Spore animation; The dead body is embued by gated in spores, that cause the body to seem alive. They seem to have full health.
Spore control; This spell causes the targets to have gated in spores that you control them with by feel.
Summoning spores: Glowshroom spores; These are spores and are the reason fungus is here to stay. They light up the area and increase your magic, that's as you get a +5 to all your rolls. They go to where you want them too.
Zombie spores; This causes the spores you summon by gate to be infused with chaos and break down the targets' body as it effects them. In the end, you cause the dead body to be animated for as long as you want. This effects only as long as you need it to effect and after that the zombies fall to the ground, dead. The health and stats of the zombie is the health the creature normally has.
Chaos creation; This spell uses the chaos of the moment to create what you need as though the material and object came out of imagination using chaos energy.
Chaos blast; This summons the element of chaos to cast forth in a stream, that effects the targets health per level. It does per level, at levels 1-9 20 hp per second. Levels 10-19, 40 hp per second magiced. Levels 20-29, 80 hp per second streamed. Levels 30 onward, 120 hp per second streamed. Per each action of magic, its 20% energy used up.
Chaos healing; This causes the effect of creation with chaos to break down the illness and healing energy to help the body recover.
Streaming effect spell; This uses the effect you want as an extra action to this spell being done. Its an idea that's per second set by action in magic, there is a certain amount of energy % used up per action after you set the spell. So, if you do the action to create an effect its per magiced action afterward, that it effects. Each action is a 1-6 seconds determined by 6/(number of actions) and drop the decimal remainder. You get additional effects, that is done at the cost of the energy %. This is so many actions where you magic the effect to exist. So do a magic or concentration check to detail success. So, if you know you have 3 actions per every 6 seconds or round. THat means its 2 seconds for each action. So for 2 actions after the original action, you get a stacked and extra effect amount. Each amount is either healing or damages. Announce to the GM/DM what you want to happen, so you set the action in play. Like, "I use an action to cast an elemental effect of lightning, for an additional 2 actions that are 2 seconds each."
Oil intensity flare; This is where you summon oil to cover the targets, think and increase your damages by 3x as you think to summon fire to set them ablaze. This lasts for 1d10 rounds or until put out. That deals damages of fire per round.
Ashes; This reduces the targets to ashes and leaves the items they may have behind..of course you may get a will save, so if you make your save roll, you get no damage from this.
Bezerk; You look calm and sane yet are bezerk or raging and healing at double your normal rate. What can happen is you striking at any nearby targets with double the damages, that makes you dangerous to be around. This enraged state lasts for 1d8 rounds.
Calmness spell; This is a spell cast by the spirit, the spiritual influence is what calms the feral nature or any stress disappears as you think calm thoughts. On touch with a calm thought, the target is calm. Once calm, your always calm.
Feral; This spell causes you to attack the target spiritually with chaotic thoughts. Then they turn feral or easily wanting to attack and that's even themselves. Done by feel.
La grande; This plasma ball comes gated in from the sun as a huge firey plasma ball and effects an area of 100', that happens with melting of items and fire damage to any enemy in the area. Any item can burst into flames within 100' of this.
The inversion field; This is like the antimagic effect, where you invert the energy field of the targets by thinking it is inverted. That's of the target or targets, and you cause whatever they do to be against themselves. This lasts until they kill themselves by actions that they do, when that is done and they die the energy reverts back to normal.
K; This effect upon statement intending the ancient meaning, kills the motion or idea you want killed instantly. This can even end the targets life within 1 action or instantly if you intend it to do so. Normally, it can be used to kill off the need, if the need was there to attack something.
Internal mana bomb; This netherese bomb is castable at level 10 and above or you use 15% energy. That's made of mana fed by your God, or the infinite creator and uses a soul copy. This mana soul bomb resides in your soul copy, that creates as you think it does where you want. The soul copy goes to where you desire and what you wish is created by it..an explosion so great it decimates an area and turns your targets to dust in a radius of 120'. After the explosion you can reform as energy either solid or energy form your body. That's as your soul clone can become energy and solid at will, that's from the release of energy. This is done as your an energy being that can be solidly formed. Yet in energy form your untouchable by attack, and solid or energy formed you recover all your health on transformation. Think and the bomb is restored to pre-exploded state, that's in a soul copy formed by your soul. This is creating it for such a purpose as the soul copy contains the reformed bomb in itself. This is a dramatic effect. So use at your own risk.
Soul copy; This is the effect of creating an energ form of you by the soul creating a soul copy for a task, that means it can go to where you intend it to go and it can do what you want it to do. It has your stats, it also can do any spell that is allowable at your level. This soul copy dissolves into nothing energy, that's as it is no longer needed. When it becomes nothing, it forms into a usable void ball that upon throwing somewhere. It can suck the targets you wanted into an area of the void ball, that dissolves upon thought activated use..
Incineration; This spell turns your targets into dust however you want this to occur, the creator does it.
Mass grave; This is where you state, "mass grave" as you state or think of your target. That causes the targets to be killed in some manner and buried in a mass grave.
Black tentacles; This spell causes the target's withing 30' radius, thinking to be entangled in black tentacles that traps the targets so they can't move. That will deal bludgeoning damage per action or round for 1d6 rounds in battle, or each minute until not needed outside of battle. Make a dex or strength check to get out of the tentacles.
Hex; This makes the targets get worse results by a -5 to all attack rolls and ac. They miss their turn in missing 1d6 actions being missed. They are easier to hit by feel.
Breath of wind; When you breath out magicing you cause a wind by thaumaturgy, that blows the targets back 10' and blows away the air toxins and scents.
Breakage; This creates an effect of whatever you target will break down. That includes weapons and machines. When you cast this on a target that lives, then it breaks their mind and leaves them out of combat.
Ray of fear; This is where you magic and create with a ray of energy, that creates by thinking the energy makes fear.
Ray of wounding; This creates a wound that's deadly to the target, that's by a ray shot forth to do so.
Morph; This changes the target's form into what you want it to be. That is the change of the figure entirely.
Moonbeam; Create a luminous radiance that can inflict damage upon any creature that comes within range. You can move the moonbeam by will and thinking it moves to a new location you need it to move to deal damage.
Thorn Whip; Hit a target with a whip of thorny vines that spring up from the ground, thinking to deal Piercing damage while also bringing the target closer to you by 10'.
Trap; This spell is where you embue the nature of some element, and a condition that triggers it to effect the target and paralyze them. That's for 1d6 rounds in battle or until you no longer need it to effect them. This trap spell can effect those you want effected, also it is not to effect you. Like "This effect effects those besides me and my allies."
Defense; This spell causes energy to defend you in any way you need help by defense. It reduces any damages by 1/2. This lasts until 1d6 rounds in battle passes you by, or you don't need it outside of battle.
Giant form; This causes you to grow in height when you state what height you want to become. It lasts until you can't eat your height up.
Embue; Allow energy to give you an ability that you choose to have. This only lasts until you sleep.
Sanctity; The targets or yourself cannot be attacked or targeted with spells unless they attack.
Silence 30'; This silences any sound you don't want to be heard in a 30' diameter.
Spiral bolt; This is where you form a spiral bolt cast by the spiralling of your hand at a target. It counts as radiant damages.
Disguise; This disguises you with energy cloaking as though another person, you basically appear differently and anyone else you want disguised is disguised as well. By will its dispelled.
Void balls; This creates balls of void energy that draw in a target or targets to an area where you intend them to be.
Flying; This spell causes you to be able to fly, at the speed of 30' at will by inertial energy cancelling out gravity, then your will directs where you go by will where you want to go. That makes gravity do what you want. This lasts until you don't need it.
Mage hand; This creates with an idea to form a hand in the air to do what you want by feel.
Magic mouth; This spell lasts 1d6 rounds in battle or until you don't need it outside of battle. It causes a mouth of magic to form a voice that is "heard" by the third eye, that hears it gives this effect as a vision.
Ray of frost; This is where you call upon the energy of cold, you make into a ray to hit the target and think coldness effects the target/s with freezing.
Mage armor; This spell is cast by thinking energy goes to the aura, and protects against things that would effect you that you don't want. It increases the AC by +5 for levels 1-9, +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-. The effect doesn't stack. Meaning you can't cast it within the round over and over again, that's after casting it and still get the AC increase.
Cloud of daggers; think of a cloud of energy, that forms by feel and causes energy daggers to form and attack the targets in mind.
Ray of sickness; This causes a disease to effect what you think the target should have including sickness.
Knock; This spell unlocks any lock you target.
Influence; Think of the energy and feel its effects as you need the target/s to do things.
Ice storm; This is causing a energy storm of ice to effect the targets in an area of 30'.
Freedom of movement; This frees the stunned or paralyzed victim to become able to move again.
Scorching ray; This is where you magic fire, and cast it forth as a ray attack.
Energy shots: art of war; These are radiant damage enhanced magic missile that you can use at level 10 or above or you use 10% energy. This energy missile splits off into 1d10 of them to attack the targets, they deal 1d20+magic core stat mod (the int mod or intelligence mod from your character sheet) damage each. That's done by selecting the target and how many effect the targets, that's to create what effect you want as your thinking it into existence.
Insect plague; this calls upon the target area a allot of insects that causes damages to the targets by infliction.
Disintegrate; This is causing what you think is turning the body to dust.
Witchbolt; This spell creates by energy a lightning effect, that you direct to the target/s by the power of the creator.
Uncaring; This effect is where you feel that things aren't important and state what you know. That puts people off and causes them not to care.
Caring; This is where you feel things are important and state something, then its concern and care put to the idea.
Concern; Think and know whats what, this is a point you realize by the idea you know.
Black hole; This blackhole is where you think a singularity into existance, and it sucks whatever is in the area into itself like a black hole that your soul makes nonexistant.
Divine intervention; This is where you call upon the creator or God, thinking or feeliing to intervene for yourself on the behalf of yourself to effect what you may effect.
Contingency; This is where you cast one spell with others after the main spell..thats in a chain of events that you name after the fact. So cast it, name the spells you want to do. You can name up to 5 spells you want to effect all at once.
Blink; This is a spell that allows you to shift at will and you end up where you want to be. All you need to do it think your soul shifts you, then as you blink your eyes and will yourself there. Your there. This spell is instant and there is no distance, that is limiting you.
Witches bolt; Think to call forth fire as a point in expression is stated. Then, imagine or think it is splitting off, and hitting all the targets you want to hit. That's if there are many targets. This spell lingers until 1d6 rounds in battle goes by, or 30 minutes outside of battle passes you by feel.
Thunderwave; This is where you think of energy forming lightning in a wave of energy, that creates what you intend as though a wave is cast forth from the aura through the water particles in the air and effects all the enemies in a wedge shape projectory.
Stroke; This causes by energy programmed with your thoughts to do so, the person or targets will have a heart attack and stroke that makes them unable to move for the rest of the battle.
Shit; This is where you cause the target/s to need to shit and if they resist, they take a crap in the pants or on the ground. They are distracted for 1d6 rounds in battle or 1d10 minutes outside of battle.
Mastery; The mastery spell causes you to master your own luck amongst all things, thinking about the idea causes you to master your thoughts and that reflects in what you do. So add +5 to all rolls for 1d8 rounds in battle or 1d10 hours outside of battle.
Camoflauge; This spell is where you think of camoflauging or hiding yourself in plain sight, think of the effect and your thoughts instruct the energy consciousness. That creates a blending in of the area, you are not seen with thinking to not be revealed. This lasts 1d8 rounds in battle and until you don't need it outside of battle.
Decency; The decency spell makes an image due to the soul causing the idea to pop up in the brain of the target/s, that makes them do decent things. This lasts until you remind the target of things that were done. Then, they act or react to create a better point.
Torn; This spell creates a doomed feeling in the body, thinking to twist the stomach and make it feel bad. It lasts until you don't need it to effect thye target/s.
Comply; This spell is a stated "Gorudo" at the target, thinking to force the target/s to susist and do something else.
Complication; This causes unnecessary risk complication in the thoughts of the target/s, and they think to comply or stop what they are doing.
Sinistar; This causes a sinister feel in the body as you think to the energy consciousness, to implant a star in the body or bodies of the target/s. This miniture star is felt, then reacted to and disappears as you think to not bother people. That's due to the creator making a result.
Forgivance; This causes energy by your thought projection, thinking to forgive and that means you create forgivance in the other as you make a result or do things to cause the need to forgive.
Worse; This causes the situation for the targets to get from bad to worser. They receive -5 to all their rolls as long as this spell is in play.
Guilt; This causes by thought suggestion, the subconscious mind of the target/s to feel guilty of their actions. They desist and do something else other than deny you your wish.
Concentrated effort; This is using both eyes, and magicing in upon a target or targets. Then, thinking about the idea to manifest, and by the power of your two eyes you get 2 doubled in effect amount effects.
Manipulation; This is where you think to use the right words and make a person do things by feel. There is a 50% chance that it would succeed. Roll a 1d100+luck and get a 51 or above for success.
Fear; The target or targets affected by this energy you send forth, that makes them fearful as you program with your projected thoughts. They do things out of fear of things to come or death. So they run away from things that are done. This lasts 1d6 rounds in battle or until 1d10 minutes pass them by outside of battle.
Spirit trap; This spell causes energy through suggestion to trap a spirit or spirits in the mind of the target/s, that's done by any object influencing the moment that you hold at the moment. That's causing them to stay still, you get their energy of STP or MP and they do not move for 1d6 rounds in battle or until you no longer desire to trap them.
Mass elemental ball; This is where you use 30% energy to magic energy to form what you want. That's as you gate it in, this is where you think and need the creator to create 1d10 balls of some element in the air for targets for levels 1-10 and 2d8 balls of some element in the air for targets after level 10 is reached. This is done after 1 action in battle, or 10 seconds outside of battle. They strike the target/s unerringly, and deal damage per each elemental ball. This can be earth, water, ice, air, fire, poison, acid and any other element. These elemental balls can and will create damages, that's as you select how many and what targets to hit with them. This is all for fun, so enjoy the idea yopu want to do.
Mass sleep; This is where you cause target/s to sleep by soothing waves of energy. Thinking to program it with the thought of sleep. You cause all the target/s to goto sleep. This can be a single individual or many. Roll a 1d100+luck to check if its a success, that's with 51 or above rolled.
Mass wave; This is where you exerience a flood of energy, that is directed at the target/s and can cause them to collapse or break their minds. Roll a 1d100+luck to see if it succeeds, rolling a 51 and above is success. Roll a 1d100 to see if its a collapse or breaking their minds. This is where a 1-50 rolled result causes the targets in collapse. 51-100 rolled is a broken mind and collapse of the body.
Mass shift; This causes the target/s you think about to be effected, they shift to where they dimensionally are placed elsewhere. That's as everyone you want effected is shifted by feel.
Mass transformation; This changes the mass of the target/s to be something else. Whatever you decide them to be, they are in real life (Game real life).
Mass dilemma; Think of the idea that is like a plague or illness, and think it effects the target/s. Then it will effect what you want onto them, thinking to create what condition you want them to have.
Mass confusion; Think of the confusion of chaos, then will it to effect your target/s. What you think makes them attack themselves. This has a 50% chance to succeed, so roll a 1d100+luck and get a 51 or above for success.
Redirection; This is where you create a confusion in the target/s, thinking to them confusing thoughts and then redirect them to something else.
Thinking; This is where you use area energy to cast forth a a "thinking" wave, that effects the target/s into thinking about things and then there is no need to fight.
Influence; This is where your thoughts program the energy near the target, then you cause manifest waves by the energy going in the direction of the target/s. They literally can do what you think, that is like feeling the need to goto the bathroom or piss and they do.
Reconditioning; This is where you condition the brain and mind to do what's right by area energy influence, or influenced by thought area energy that are in a wave pattern. This means that no need to fight can come up, that's as the effect is done.
Grease; This is where the area in mind becomes slick as though the floor was greased, and causes falling to or slipping across the floor.
Extra spells of idea, movies and old games
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.
Insightful mdo; This is a spell that creates in idea what you want with knowledge from what the soul or spirit knows, that means you realize what you want to know and the need is fulfilled by the spirit with feel. This spell can create anything, and its done in creation with nothingness energy by the power of the soul or spirit. This can create anything from the spirit or soul creating what you desire. Including weightlessness or you being an energy form, that isn't effected by weapons.
Fear language; Think of inciting fear and speak, then you provoke fear as you magic and speak. That means your projecting forth energy causing fear in the targets. They are out of combat for 1d6 rounds.
Deep magic; This is breathing in and out, thinking to be in trance. Think of what you want and suggest it to your self and you more easily get things done. Hear a loud noise to 'wake' up. Add +5 to all rolls till this effect wears off.
Rite of recall; This can make use of a lit candle. This causes the memory essentially to be recalled as a memory that is there.
Fire burn; The energy creates a burning effect, that makes one shotting the target happen to burn up the target into ashes. This effect works well even on ghosts and apparitions.
Fire transform; This causes fire energy to suffuse the targets and change the targets into something else.
Fire will; This spell causes fire energy to make the targets do what you want, that's as you magic on the targets and will them to do it. That creates a result by the spirit causing your will, and this uses the soul to create what you desire.
Despair; Lose your whole stored inventory, but gain 2 stat points. This does not effect your bag of holding or ring of holding inventory.
Meditation; This is where you magic and think calm thoughts, you meditate no matter the point. Breathing in and out, you calm down and if you listen to music. You create a restoration of energy to 100% and health is restored for long meditation. Half health is restored and all energy if you short meditate.
Mastering; THis ability allows you to master or keep calm the targets you want to master in idea. They don't strike out as though it were a natural thing. Fight ended, you won.
Prevention; This is where you think of what you want, thinking that's a will causes the idea and if you don't need it your subconscious causes it to not exist or effect you.
Bark skin; This is where you think about the skin temporarily hardening on its surface. Then the skin is harder to cut through. See its like you give yourself a barklike skin and its hard like the sole of your feet. This adds +3 AC. This effect doesn't stack, meaning you can't cast it within the round over again and get even more AC once cast..
Strength of ten men; This is used with 10% energy used in idea, where you increase in strength by the subconscious making the creator cause your character's strength increase. That's an increase by +10' to your speed. There is also +10 to strength and strength related rolls.
Strength of five men; This is used in idea where you increase in strength by the creator making your character's strength increase somewhat. That's an increase by +5' to your speed. There is also +5 to strength and strength related rolls.
Strength of iron; This is used with 20% energy used up in idea, so you increase in strength by the creator making use of iron particles for your character's strength increase. That's an increase by +15' to your speed. There is also a +15 to strength and strength related rolls. Due to the iron controlling chaos, and making with your thoughts. This is making you as strong as a dragon. Add to your attack and effect damages or healing, +25% for levels 1-9, 50% for levels 10-19, 75% for levels 20-29 and 100% for levels 30-..
Flying; This is where you gather up energy and its inertia in your body that allows you to think up and away. You can fly to wherever you want to go at 40' per second. This spell lasts till next game.
Teleporting; This is where you think of the moment you need to be somewhere. Then, you are there by the power of the soul causing the creator to shift you as you need to teleport. This spell is instant, so think of the area to appear in and your there.
Power up; Think of the creator's energy, then imagine a white light filling you up with life. This restores your lost energy and things light up in the area from the aura energy waves. Make your Energy% +50% and STP 100, unless its already infinite upon casting.
Vortex; If you think of it a vortex is energy swirling from various things. So think of water energy in the air swirling, and you created one by the subconscious making it be there..this can deal damages to the target/s or it can even shift you. That's where you trace in the air the circled forefinger above your head. This is done with thinking of the area, and allowing it to port you by needing it to bring you places.
Hypnosis; This is where your soul hypnotizes the person or target/s. It causes them to go into a tranced sleep. So thinking to create with a point or expression, this where you cause them to do what you want and that is done by their subconscious mind. That's until your soul breaks the hypnosis by waking them up from their tranced sleep.
Rockfall; This is where you create a gate to a rocky area of mountains, that is overhanged with rock. Then, cause by magic the rocks to fall down the mountain through the gate from over the targets position. This buries the target/s with rock, so they are stuck there and frozen in positiion for until they are unburied.
Avalanche; If the target is near the mountains area that has an overhanging snow bank, or a gate is made in the pathway of the snow fall. You can cause it to tumble down over the targets position by a loud soud in the area. That's burying them in place and they can't move as they're frozen there. That lasts until they are unburied or fire melts the snow where they are at.
Energy strike; This is where you send forth a pulse of light generated by your god or the creator, that appears like a red beam. That's hitting with a bright red light of radiation..instantly damaging them with laser radiation or using a empowered laser pointer.
Mosquito tornado; this effect is where millions of Mosquito are gated in as they form a tornado formation that goes where you intended. the effect damage is stinging damage to the target/s.
Lava sweep; The Lava gated in to an area sweeps forth to go into an open area close to the target/s. This lava burns everything with melting heat. It does so much damage, its triple the heat damage to the target/s.
Tornado fire; This is a tornado of fire that goes out by burning itself out, that's after 1d6 rounds in battle or 1d10 minutes outside of battle. This is so intense, it does double the damage if it hits.
Lava bombs; This is gated in lava balls 65 cm big, that rolls into the area at the target/s after falling down. These balls are very hot. So hot, they do double the normal damage.
Mutation, this is gating in radiation from some atomic effect in some dimension to the area of the target/s. Then, because of the radiation they are willed to mutate. Think of the atomic bomb, then think of the mutation like an extra limb or oddity of the body. Think of the mutation and you cause, that specific effect on the area of the target/s. The soul closes the gateway to the radiation, of course. So you won't be exposed.
Fight, this spell causes by you thinking and needing the result of a fight. You to get that result. Say your result is the target/s fight amongst themselves, then that's what they do for 1d6 rounds in battle or until otherwise needed outside of battle..
Need, this spell causes by you needing something from the target/s to give it to you.
Dancing, this spell once done by the soul by thinking or needing, the effect that is done of causing the target/s to dance. This causes the target/s to dance uncontrollably for 1d6 rounds in battle or until you no longer need them to dance outside of battle.
Hideous laughter, think if you must, yet your spirit causes the target/s start laughing until 1d6 rounds in battle pass them by in life or until you no longer need them to laugh outside of battle. This means they are distracted from doing anything, so they are aware of life and no longer want to attack.
Transferrance, this is where you transfer what you want from the target/s, that's including their health and energy upto 40'.
Loudness, this is where you think loud and it becomes loud in a zone or area by feel of 10'. This is the opposite instruction from the silence zone spell. Think to form a green chi ball and think to it "make them heard", then you create the effect by throwing the loudness chi ball at the target area.
Flesh to stone; this is where you think to the target/s "turn to stone", and their subconscious starts turning to stone as they are still after that point.
Stone to flesh, this is a spell that you cast on a stoned target or targets, that's with a thought of "turn to flesh". Then, they are turned into flesh from stone, that's from the subconscious doing the deed. Otherwise, they start moving again as they are a living stone form.
Weightless, this is where you are weightless and seem to have less weight. Think of the body weight lessening, and state or need the effect. Then, you lower your bodyweight by the power of your soul.
Silence zone, this is where your energy makes people in a zone or area silent of 10' diameter. Think to throw a chi ball that you form by imagining green chi energy forming itself into a ball, and thinking to it "make them quiet", at the area that you want effected. You are immune to this spell, btw. Because, its the subconscious that can block out the effect if you know of it and don't want it.
Immunity, whatever you dislike that would hurt you, your immune to by feel even if its evil.
Incarceration, this is where you create in the target/s mind a jail scene. Think of the moment and intend them to be incarcerated in their mind as they do things bad and the subconscious creates that in their mind's eye. This ends as if it never happened where they don't do bad idea.
Sun strike, this is where you think and magic on a thought, thinking to cause the sun to do what you want it to do. This case is where you need it to strike the area with intensity, that you wanted targeted by a plasma strike. The plasma strike will hit the atmosphere and cause fire damage, that's as your targets fall asleep for 1d6 rounds in battle or 1d10 hours pass them by outside of battle. On a cloudy day, this effect fails.
Translate, this is where you think to know what is said or written, that's when the creator translates it in your mind and you know what it is that was said.
Truth seeker balls, these balls are then formed psi balls that as you think form in the air. So think of forming the psi balls in the air and program them to seek the truth. Otherwise they are to make the truth happen and come out. This programming is done by thinking of the psi balls and stating, "Do what I need. Seek or make out the truth. Then, magic and let it be known to the right authorities." You can create 1d8 psi balls without problems.
Seek and create, this is where you seek the target or targets trace with a chi ball. That's thought formed in the air, that you instruct to seek out the target/s and create whatever condition you intend them to have. That's like finding the target/s and creating wealth or crippling as a result.
Learning balls, this is where you magic on the air and imagine an energy sphere form. Then, instruct it by thinking to it, the idea of learning what you want the target/s to learn as it repeats it to them in their mind in their own language.
Trip, this spell is cast by thinking a tripping effect catches the feet of the target/s, and the target/s drop to the ground unaware that it would happen. The end to the effect is not needing it to happen and occur.
Rememberance, this spell causes you or a target to remember what they can about things and you "read" them by insight that comes to you of what they know.
Trace, this is where you think of the idea and it comes to you of what you need to know, that's about the idea or person that you now know did things.
Liebe, this spell is a love feeling that runs its course in the body. State "liebe" w/o quotes, and you have the feel of love by the subconscious creating it.
Hassen, this is a stated "hassen of [what you want effected]" w/o quotes, that creates a hatred of the target/s by the subconscious mind that is either avoided or changed by feel. That is using an effect of many types on the target/s, since what you hate you can effect or hurt by energy magic.
Leben, this is a spell that is cast by stating "leben" w/o quotes, that reveals life as it would be and if you did anything wrong you would be imprisioned until released from jail or a freedom spell is cast.
Freedom, thinking of freedom makes you feel free for life, that you think to use to free yourself from an entrapment spell.
Entrapment, this causes you by thinking of entrapment to make the target/s trapped. That's where they are in a energy crystal, that goes into the planet. If a freedom spell is done, then they are freed and back to where they were.
Entanglement, this spell is done by thinking energy creates a plant like growth, that creates underbrush within one round or action and then this tangles itself with the feet and you trip and fall.
Magic missile, this is where you magic energy into a chi ball that you magic gated in elemental energy into as you think compress it and it is thrown against a surface or target/s. As it goes through the area to hit the target, it splits into 1d10 balls of charged radiant energy. That strike the target or targets for 2d6+int mod damage each, this is for damage per each ball that goes to the target/s and hits unerringly.
Freeze target/s, this freezes the target/s into not doing anything. So they only unfreeze after you think the spell fades away. This is in effect, by thinking about the cold energy and it spreading about the target/s. As it takes form, it freezes them..this includes freezing cars or slowing them down due to the cold energy. That's so you can cross the street without being hit.
Mimickry, this spell is formed as you think to mimick the attacker. The subconscious creates what effect you decide to do that they do to you.
Incendiary cloud, that is where you call a cloud of intensified fiery particles that descends upon the targets you have in mind.
Charm monster, where you cast this on your target/s, even if a monster, then you cause them to be friendly toward you.
There is a spell of coma effects, where you cast a person into a coma state or a state of not moving. Yet they aren't effected, if you decide to break the spell or the caster dies.
There is froth, where you enrage or work up the area target/s and then cause them to make mistakes.
Stinking cloud, this is where you magic on farting into the area of the target/s and they are sick or distracted from the cloud of putridness. They are are so sick they do nothing for 1d6 rounds in battle, or until the cloud disperses outside of battle and that's after you don't need it..
Dimension door, this is where you imagine the area as a place and think of a portal forming with the right frequency or humming sound heard. Then walk through the gate and your there. If you wanted to return, then you create another gate thinking of the place you left. Then walk through and your back.
Confusion, this is where you confuse the target. That's making them think one thing and you do another. Yet they have a 50% chance of attacking their allies or otherwise they ignore you. This is with a 51 or above result on a rolled 1d100 for success.
Frost, where you think cold effects the target or item and cools down the heat of the moment.
There is lightning, that is magiced from the air and goes to each of the targets from the formation of energy at the palm of the hand..
There's also Blur self, that causes you to not be attacked as they can't really see your form.
The thought cloud, where you think of things that you want and it forms in a bubble in the air or around the target/s. That's as earth is magnetically pulled to surround the target.
Immobilizing them as you think it surrounds them.
Bubble of force, where the target or targets get surrounded by a green energy from the heart. This causes them to think they did something, when they did not as though your subconscious controlled a vision. That they perceived, so by thinking about it you change the vision. This bubble ends as you think to "pop" it out of existence. This bubble of green energy prevents them from attacking you.
Finger fire, this is where you cast forth fire, as you point your finger at someone and fire forms as though your finger formed a line of it.
Levitate, where you cause your target's to levitate or de-levitate.
Invisibility, that's causing the matrix to make yourself invisible where you aren't detected even though you move. True sight can see the invisible idea, person or item.
True sight, this is where you use your third eye to see what really is there. That's done by thinking of seeing with the third eye, then willing it to see and share its vision with you.
Poison cloud, this is where you think of the poison gated from somewhere that is spread through the air of the target/s. This effects them by dealing poison damage to the target/s for 1d6 rounds in battle or until they cure poison outside of battle.
Atomic cloud, this is castable at levels 10 and above or you use 20% energy, where you think of atoms rubbing together and desintegrating the target/s.
Force back, this is where you think of energy physically pushing back the target/s 1d10 feet. The soul forms what you think should be formed. As always, think its not done and it stops effecting the target/s or area by feel.
Hold, this spell causes the energy you gated in to "hold" the target/s still for 1d6 rounds in battle or until not needed.
Hold monster, this spell causes the monster to think and not do things by feel. That lasts for 1d6 rounds in battle, or until not needed outside of battle.
Animated body, This is where you have the spirit animate the body and act as if alive again.
Exploding body, this is where you create the body gasses due to energy you put into the body, thinking to cause it to expand rapidly enough to explode in the area near the target/s. That is dealing shrapnel and energy damage to the target/s themselves.
Animate skeleton, this is where you think to use the soul copy to cause the skeleton to be animated.
Animated exploding body, this is where you use the spirit and soul copy to animate the body. At the right time it explodes near the target or targets, that's done by rapid gas expansion. This does shrapnel and energy damage.
Power word create, this is where you create what you think should be created, that's by the words you state and the thought you have. That instructs the soul and spirit to create it.
Erase, this is where you erase the effect or idea by telling your subconscious and it doesn't manifest by intent.
Healing, this is where you heal the damages that's done to you by magicing energy through the body and the wound disappears as you think or need to heal.
Bath, this is where you clean yourself by magic and create the cleanliness with water moisture. The effect of your body being washed by feel or idea that you know.
Cleanse, this effect is cast when you think of the water moisture, that goes and cleanses the surface of whatever you don't like.
Paladin spells
Paladin spells are where you think to channel your God or the creator energy and use his or her energy, thinking to create a result with idea that you intend and stating your purpose or intention that the subconscious does to do things with the Deity energy. So anyone can do a spell, paladin-like, if they have a Deity. Some of this list are my idea, however most are from here @ https://bg3.wiki/wiki/Paladin/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.. 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.
Laying of hands; This is where you magic energy on the palm of one hand, then place it on the shoulder. Then place the other hand on the other shoulder. Then, you will energy to heal the person, thinking it goes from one hand to the other. Passing energy through the body is healing it or freeing the person from what traps it.
Attunation; Think to absorb the energy as a source you want to attune to. So think as you are near it, that means you gain a benefit from the energy of +5 to the rolls using the energy source. This allows you to control those effected by the source, that's as you need to do things and suggest to the targets. See what you desire is done as you suggest the idea at least mentally and at most physically stated.
Dark control; After you attune to darkness, you can think to create results with control of the dark urges. This spell controls the dark urges in people and attackers, if they occur. You can make the attackers drop dead or they do what you want..
Light control; This is where you can attune to light energy, then control how light appears. Like, if you wanted it to shine brightly or with less intensity. This can deal damages to the vampire, the more brightly it shines, the more it is done.
Elemental control; If you magic upon the energy of the element, then your aura absorbs some of it and you can control it. If it effects you or what it does to your body, you can cause it to do something else. As though instead of hurting you, it heals you. So think of what you want, and you can get the idea done.
Command; This spell causes the target/s to be commanded, and that means they do what you want like Army commanding its soldiers. This works instinctively, where you command them. They do it without thinking, as though compelled by your energy cast by the aura to do what you want.
Compelled Duel; This is a enchantment spell. This spell allows spellcasters to compel an enemy to ignore other targets and attack only the spellcaster. Force an enemy to attack only you, giving it Disadvantage against other targets.
Divine Favour; This spell allows spellcasters to empower their Weapons to deal extra Radiant damage. Your prayer empowers you with divine radiance. Your weapons deal an additional radiant damage.
Divine Smite; Divine Smite allows a you to expend a Spell to deal additional Radiant damage with a melee weapon attack. Your weapon emanates divine might as you strike, dealing an additional 2d8 Radiant DRS damage by feel.
Heroism; This spell allows spellcasters to instill themselves or an ally with courage. The affected creature cannot be Frightened and gains Temporary Hit Points. Make yourself or a target immune to Frightened and gain 10 Temporary hp for levels 1-9, 20 temporary hp for levels 10-19, 30 temporary hp for levels 20-29 and 30 temporary hp 30 and up.
Daylight; This is where daylight cast forth, allows spellcasters to dispel darkness by summoning a sphere of light or enchanting an item to shine like the sun.
Protection from Evil and Good; This spell allows spellcasters to surround themselves with magical protection that causes them to not be effected by Aberrations, Celestials, Elementals, Fey, Fiends, and Undead.
Searing Smite; This spell allows spellcasters to cause their melee weapon to flare with white-hot intensity, searing their targets on hit. Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra fire damage and radiant damage.
Bright spell; This is a spell, that shines really bright light on an enemy like faery fire. It deals extra radiance damages and blinds them.
Shield of Faith II; This spell allows spellcasters to surround themselves or an ally with divine protection and gain a bonus to their Armour Class. Surround a creature with a shimmering field of magic, that increases its Armour Class by 2 and your Deity takes the damages the protected would take. Range: 18m / 60ft Concentration At higher levels. Casting this spell at a higher level grants no additional benefit.
Thunderous Smite; This spell allows spellcasters to cause their weapon to ring with Thunder as they strike, pushing targets away and potentially knocking them Prone. Your weapon rings with thunder as you strike, pushing your target 3m / 10ft.
Wrathful Smite; This spell allows spellcasters to channel their wrath through their melee weapon, possibly Frightening their target on hit. Your weapon absorbs your wrath as you strike, possibly Frightening your target.
Branding Smite; This spell allows spellcasters to cause their weapon to gleam with astral radiance, allow them to mark targets with light, preventing them from turning Invisible.
Lesser Restoration II; This spell allows the spellcaster to cure an adjacent creature. Cure a creature or person from being Diseased, Poisoned, Paralysis, or Blinded.
Protection from Poison; This spell allows spellcasters to grant a creature or target they touch with protection from Poisonous effects. Touch a creature to grant it protection against Poisonous influences.
Blinding Smite; Blinding Smite allows you to expend a Spell to deal additional Radiant damage with a melee weapon attack and possibly blind their target..
Crusader's Mantle; This spell allows spellcasters to imbue their allies' weapons with holy power, causing them to deal additional Radiant damage. Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional radiant damages.
Warden of Vitality; This spell allows spellcasters to heal allies repeatedly with Restore Vitality. While this aura lasts, you can cast Restore Vitality as though to heal yourself or nearby allies by hit points.
Death Ward; This spell allows you the spellcasters to prevent a target from dying. Protect a creature or target from death. The next time damage would reduce it to 0 HP, it remains conscious with 1 Hit Point left.
Staggering Smite; This spell is only available for those that want to use it. It allows spellcasters to cause their weapon to attack their victims minds with Psychic damage as they strike.
Destructive Wave; This spell allows the caster to create a massive shockwave, that damages all creatures or targets that you target and can possibly knock them prone. Create a shockwave of either divine or malevolent thunder, that damages nearby creatures and possibly those you target.
Dispel Evil and Good; This spell allows spellcasters to protect themselves from Evil and Good creatures, think and it allows them to break Enchantments on allies.
Light shield; This is a spell that infuses an aura with light energy to make a shield, that protects against three attacks.
Searing light; This is a spell that uses searing light that damages the target with radiance and makes to remove debuffs the party could get. Like poison, silence, or diseases.
Undead prevention; This is a spell that can be cast on fallen enemies, that prevents them from turning into undead.
Holy spell; This is a spell, that blesses weapons with ability to deal holy damage. This is a holy light, that can dispell demons from the area.
Freedom II; Your free by the power of your deity of any condition or paralysis.
Turncoat spell; Lose your diety, but gain 2 saving rolls PER TURN until battle is completed, then gain status 'exhuastion'. Which makes small and long meditations fail until it expires.
Bogus; This causes the moment not seem to occur by the power of your deity, that's as though the damages were halved or it didn't happen at all. That's as though you dismissed the idea. Think and by dismissal, you create with the subconscious mind what you wanted instead.
Divine strike: magic; This is where you think of the idea you need, then desiring it causes the right actions to be done. That's as though in a hit with your Deities energy, you cause release of the energy and concentration held to make the effect and you create what you want. That's as though upon release of the energy it is done, that's by the soul absorbing the energy of the strike. That causes the soul to do the things you wanted. This makes results, that you create by magic and making the caster do what you intended. This is using the Deities energy to cause what you wanted, that's using the soul as guidance and divine energy in a strike to create results.
Faith spells
These spells are either created by the creator or your God..this is where a cleric can create with faith as their deity will create what they want. Mosty by their ability to channel their God's energy, that's as they pray to create their need as they think of it. This is where you know of the effects by your soul, that's causing you to realize it by feel or idea. That is where ideal realization can then come to you, see then you know what to do. This is a list of ideal, that you can do with this. 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.
Spirit; Increases your charisma attribute by 1. Increases Energy by 20 per Attribute Point.
Spirit II; This spell costs 10% energy. It causes you to get an additional effect that costs no action and guidance. Add +7 to all rolls.
Holy; This causes better healing by restoring half the health with the power of the creator. That's per attempt of the spell.
Holy II; This costs 20% energy. It causes much better healing by restoring all the health with the power of the creator.
Angellic form; You turn into a massive angel that starts reviving en mass those you want revived, think things to exist or harming those of half their health that you intend to hurt by the power of your will and the creator.
Anti-death ward; This ward is where the soul wards away death and destruction from your presence. While protected, you aren't effected by death and destruction that occurs.
Turn Undead; This makes the undead fight for the better Necromancer as they have control over them.
Damage spell; This spell causes damage to the targets you had in mind as you heal by the same amount of damage.
Repair; Think of the moment and the item or person repairs themselves. They work by feel.
Repair II; This costs 20% energy to cast. Think of the moment and the items or people repair themselves that you had in mind. They work by feel.
Harm II; This is a spell that damages the targets for their full health. The spell costs 30% energy to cast.
Heal II; This is great as it heals the full health of the party. Yet costs 30% energy.
Sacred flame; Think to pray for a flame to be made and effect the targets. This does double damages to undead.
True magic; This takes 15% energy to cast. You can create any effect as they use a spell prayer to create with their Deity what they intend. This includes elementalism, where you create the element from gated in energy by their soul from the void. What they don't use their soul gates back to the void. This includes magiced elemental effects like the magic ability, that you gate in with energy forming what you want, where its earth, air, ice, lava, water, fire, void, poison, acid. All true magic effects are double the length for effects. Per level its x1 the damages/healing amount for levels 1-9. X2 the amount for levels 10-19. X3 the amount for levels 20-29. X4 the amount for levels 30-.
Power word reflection; This effect reflects whatever effects you want. That's where you state "reflection" and as it bounces back to the target. You take no damage.
Ghost summons; A ghost of a friend or enemy can be summoned to do things for you as it can absorb the negative energies, think and cast an effect you "give" it some energy to cast or do what you want at the targets. It can also cast anything to make a result that can do things, heal things or damage things. This is the effect that creates what you intend. Think to dismiss the ghost, that's as you no longer need it to be around. This ghost has your stats and 100% health. Dismiss the ghost to return it to the astral plane, so it no longer needs to be a poltergeist.
Faith hit; This is where you convert by thinking it is converted. The energy of faith and your deity. Making a true effect. This can be any effect. So in a faith hit, you create with life energy and make the energy do things by feel. At least it distracts the target, that's for 1d6 rounds and they are dazed so they do nothing.
Recycling spell; This causes by thinking of the form, the targets to polymorph and they become that form. First its spiritually done and then its physical. This is until they do good, and think to leave you alone. So they get to be their form they want to be again. This is a form of karmic punishment, so think and do what you must. Its an alternative to hell, where the "bad" person earns the form they want to be. You or the creator can cause the person to be released by thinking "release" from the polymorphed shape. This is doing an interesting polymorph indeed. That's done by telling the DM/GM, that you use the Recycling spell and on what targets you want to transform into a form you want that is named. Like, " I use the recycling spell to transform my foes into a fly.." Its that's easy. So think to use this if you must, as when tranformed they leave all their gear behind..
Healing spell II; This is a spell that allows healing per level the effect of: levels 1-9 of 1d10+healing skill, levels 10-19 of 1d20+healing skill core stat mod, levels 20-29 of 1d30+healing skill and levels 30- of 2d20+healing skill core stat mod for healing amount. This will require a healing check as you get 10 or above as result on a 1d20+healing core stat mod to see if it worked.
Guidance; Your God or the creator gives you guidance in what you do.. you get a +4 to your rolls until you rest.
Creation energy; Think or need something and the energy consciousness creates the idea, where you intend it to be created. This lasts until you no longer need it. Describe the idea to the DM/GM that you want and it is possibly done.
Praying; This is where you think of what you need, and state out loud or under your breath what you desire, remember your God is what creates it. Like world peace.
True heal; this uses the creator to make the target or targets healed fully.
Healing junct; This effect is where a healing energy falls upon you, thinking to heal you of whatever is wrong with you.
Armor of faith; Believe your Deity will protect you and your spirit is bolstered by the Deity absorbing the damages, that's increasing the chance of success by the God you follow. Where the spirit is who will do this as it does in effect following your will. Any damages are diminished by a certain amount. Per level, levels 1-9 the damages are diminished by 25%, levels 10-19 the damages are diminished by 50%, levels 20-29 the damages are diminished by 75% and levels 30 and up the damages are diminished 100%. It only goes down as much as possible.
Faith weapon; This is where you use your faith by expression, then God creates an effect as though a weapon that creates what you needed. Though this is including wounds to the heart, an idea, making the targets leave you alone, stop fighting, causing fire, harm or healing on the target.
Faith effect; The effect of faith and your God is where in idea you think of a need, believe it will effect the targets and the person or people that can do things for they respond.
Cloth effect; This effect creates with the power of clothes and faith, that's what you think or need into being created. Including, an armor effect that wards away damages and attacks..this is where you ward away the damages and not feel it.
Prayer circle; This invokes with a group of casters, your God to create what you want as you intend it to exist and speak as a prayer. That does double the effect.
Slay living; This spell does 1/2 the health of the target/s by the power of the creator.
Living spell; This is where you create a living or some body/ies to be alive again. That's done by the creator, reanimating the dead as though they never died.
Revive, where you cause a person to revive themself by the power of your soul and spirit.
Raise dead; This is the moment your God or the creator makes the person, that died come back to life and appear where you want them perfectly fine.
Raise mummy; This spell creates a mummy out of the body, with the power of the creator to animate the dead that can paralyze and kill your targets. It has what stats you have except for 100% health and can't fly.
Raise winged undead; This causes a winged zombie to form out of the dead body to create with its wings and make movement. The zombie can paralyze and give rot to the targets it touches or hits. It has what stats you have except for 100% health.
Animate zombie; This spell causes an effect of the body you target to become animated by the creator, and zombie like with greater strength and ability to cause on touch more zombies. It has what stats you have except for 100% health and can't fly.
Spirit guardian; This spell is where you summon a guardian angel to protect you by causing your aura to become charged with fire.
Guardian of faith; This causes you to summon a guardian being by thinking its there, and the soul causes it to exist that does what you want.
Glyph of warding; This wards away danger as it can exist and do what you want to intruders.
Animate dead; This is where the creator makes the dead animated and do what you want. It has what stats you have except for 100% health and can't fly.
Spirit weapon; Think of the idea weapon to form and your spirit is creating it by feel. It can fly at 20' per second and do what you want. However long it lasts, its immune to all damages to it and does half-level+d8+int mod in damages, that's with your BAB as its attack bonus..this is the ultimate distractor as the targets that are hostile will attack it instead of you. This can last 1d6 rounds in battle or until you don't need it outside of battle.
Guided bolt; This is where you think to guide the path of the magic bolt, that you summon from needing the point of a bolt to hit the target/s.
Resistance; This spell causes you to be immune to the elements, thats by the power of the creator.
Make undead; This spell causes living dead or vampires out of the living or a fresh body by the power of the creator, when you think of a target and need the creator to raise undead like vampires, zombies or undead.
Create or destroy water; This spell creates water from moisture in the air that forms where you intend it to form and also can destroy water as you target water in the area to turn back into moisture air particles.
Protection from good and evil; You are unaffected by good and evil, as this wards them from hurting you for 1d6 rounds in battle, or until not needed outside of battle.
Light; The light spell creates a ball of light from a soul copy, that dissipates away even shadows upon not needing it and goes where you need it to go, and lights the area you want to see.
Healing word; This heals anything or anyone of damages as you state "heal" and need it, then your deity causes the wounds and illnesses to heal.
Mass healing word; this is a concept usable for levels 10 and above or make use of 10% energy. Think to use energy by instructing it's consciousness into creating what you want. So it can heal any group of allies into better health by stating "mass heal", then you cause you and your allies to heal up..by the power of your deity.
God magic; If you want to overwhelm your target's defenses, think you channel your God or the creator and seem like your deities' avatar. Then you think to channel your God's energy at a target from your aura, thinking to overwhelm them and make them unresistant to things or vulnerable. This overwhelms them and they are prone for the time of 1d6 rounds in battle, or until you no longer channel it. They are easily effected by what you want to effect them by feel. THat's like, they are resistant to fire. After magicing your God's energy at the targets, they are rendered unresistant. This does not effect immunities.
Creator's spell; This is castable starting at level 10 or make use of 10% energy, where you think of what you need. Feel it exists and the creator causes it to exist. Feel it doesn't exist and don't need it and it ceases to exist. The things created literally disappear. This is a displacement effect to the point of shifting items, that's by thinking it shifts to where you want it shifted.
Hand of doom; Think of a shadow hand, that hovers over the targets heads. This shadow hand causes a concussion and explosion of energy, that's set upon the targets as a force making the targets unconscious. Then it disappears.
Hell; State "hell" w/o quotes 3 times and think of the person to cause the targets soul to be shifted to hell, that's done by the power of the creator and you get the effect of no enemies standing. This causes the targets to be out of the fight as their consciousness has left them..and they are dead. That's if you want to do this until you say "and that's not known" w/o quotes. Then you cancel out the effect.
Heaven; State "bless" or "heaven" w/o quotes 3 times, thinking to send the person or targets to heaven. This creates the effect to make them shift their soul to heaven by the power of the creator, think and they have no consciousness from here. This drops them from the fight and kills them on the spot, until you say "and that's not known" w/o quotes.
Zone of sweet air; This is with the effect of the creator doing your thought you need at the moment. It makes a fresh sweet air zone, that is fragrant of essential oils you like. This will effect the area of 50' and clear the air of bad stenches and nasty effects.
Aura of healing; This is where you think of healing and your aura causes you and your allies to heal.
Aura of harm; This causes by thinking of it, the creator to make your aura cause harm upon the targets you don't like.
Shackle; This spell binds the targets to the ground or some object spiritually, that's done by the power of the creator doing the need. To release the shackles, think them released and the creator releases you from your bounds.
Wormhole, this is where you think your God or the creator forms a wormhole singularity. That shifts you and others to the area that want to go to where it links you to by a white hole, that happens to be where you intend to go. This is instantaneous in transhifting you, that's unforming you as your energy and reforming you from energy where you want to be by feel. The singularity unforms itself, when you think it's unneeded. So think and you know what to do.
Animate item; This causes the item you target to be animated, and do things on its own. Done by the power of the creator, until not needed. This item has 100% health, and 16 ac with natural material as armor and it uses your BAB as its attack bonus.
Jesus; This spell of command causes all dangers to leave you alone, that's like a holy presence is there. This causes you and your party to shift by teleport to a safe alternative place without the dangers in mind.
God; The spell that causes your God or in the Creator as idea is expressed as a source to appear nearby, this uses your words and is a summons and it makes your deity aid you or smite your foes.
Brought; This spell causes you to create what they did to you to them.
Aura of God; This is castable at levels 10 and above or you use up 10% energy where you attain the God aura, redirecting energy from your God to your aura and thinking of what you want to create. The energy causes it to be created.
Aid; You temporarily increase your health and gain an ability to hit with a +5 to your to hit rolls. That's until a rest or next game. They increase in health by +10 with levels 1-9, +20 for levels 10-19, +30 for levels 20-29 and +40 for levels 30 and up.
Bless; This spell makes you and those you cast it on, thinking to feel good as the effected will get a +5 to attack rolls and resistance to magic. That means you can hit better and reduce magic damages by 50%.
Special ghoul summoning; This spell can cause by thought to the creator, the creator to make appear 1d6 ghouls. That appear and follow or strike the targets, you want to attack and they know whom to attack by you thinking of them. That's as you need to strike them down, so they do it. They have your stats and 100% health. They can transform any target you intend to strike into a ghoul. That's upon a strike that hits. They can eat a corpse to restore all of their health.
Age reduction; This spell can cause you to reduce your age as you cast spell effects. This means you can reduce the aging you get, that's done by the creator reducing your age. So if you happen to get subdual and nonlethal damages, that's 6 months reduced per every spell cast with this. You can make 1d6 spells by this effect each time you cast age reduction. You can't cast Age reduction as one of the 1d6 spells though.
Hell junct; This is where you think of hell and your spirit visits it upon the targets by channelling hell itself.
Angellic call; This is a spell that causes your guardian angel to come and fight alongside you. It has 100% health and your collective stats otherwise.
Divine strike: lightning; This is where you create a thunder strike by feel.
Divine radiance; This is a spell that causes radiance of the dawn in the area and it kills vampires, shadows and undead.
Soul retribution; Whenever an evil aligned character casts a spell, this activates. Every roll the evil aligned char rolls with -1.
Chicken vengeance; Spawn as many chicken zombies as chickens or small livestock, that you want played. Each chicken has +1 to dice rolls in every circumstance and 100% health with half your stats otherwise.
Meta magic spells
This is the magic of the mind, that makes use of the realm of imagination or other dimensions using the figment element. The figurative element, It is basically just the dream/idealization world. Not a true painting of the world, it only consists of beliefs. Areas nobody remembers aren't painted and the world only consists of lucid creature's beliefs. The figuritive world. A figuritive element, say an imaginary friend like a Jackie Chan tulpa you created can beat the shit out of a ghost that is haunting your ass for example. Basically the sum of all being's memories. A giant dream junkyard dimension. As opposed to the dimension where spirits go. This works by imagination and need, that the thauma or magic then picks up on and creates by feel.
Its easily countered by the Aether effect. Aether or felt influence, there is manipulation by the energy of the soul represented with the spirit by thinking about it. Think of what you need and you get it. You can see what you will into existence, this is created by feel from imagination energy. So think of what you want and you create with the mind's energy to make what you will and need come into existence. There is a limit, the limit is what you think there is. Otherwise it doesn't exist, if you think it doesn't exist. This results in a quotient of chaos. Each thing done with the mind is with the chaos quotient +1. The chaos quotient number is what the DM/GM maintains. This quotient is doing things in use with a Wisdom roll, this is a rolled 1d20+Wisdom mod+other mods.
A successful roll of the Wisdom is with a 10 or above with nothing bad done, and you get what you want. A failed roll is a 9 or below result, where you don't get what you want. That's with bad results coming your way, where you can't help thinking about it. Think about it. Each failed check is summoning something to exist. That is a creature or monster with the quotient number, added to their to hit roll and damages. Low level characters would imagine lower level monsters more often. Otherwise, the characters will fight monsters they fought recently because it is in their memory. Once the chaos quotient is used up, it goes back to 0. 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.
This includes:
Mimicking cloud effect; This is where you can think to magic as you state what you want. Thinking to open your mouth or doing things and using thaumaturgy, that causes the clouds to appear like you opening your mouth or doing what you want to do. This is a neat visual effect.
Perception increment; An ability that increases perception so much they see better in reality. This improves perception by +5 for levels 1-15 and +10 for levels 16-.
Ability improvement; An ability that references how everyone strives to get bigger numbers in DnD. They will it, they get a +5 to all rolls for levels 1-9, +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-.
Mental shift; A spell that breaks a mental wall to make a tactical retreat. Imagine the characters retreating behind the mind's eye, almost like they have access to a new dimension.
Narration; The ability to charm the narrator of the story to get a favorable outcome.
Paradox; A spell that causes a paradox due to the in game mechanics. This makes glitches in the matrix, where you think of the idea and it happens if you need it to occur. One paradox is the players seeing a character do one action, then go back and do a different action because of a reroll. Another paradox is creating 3 of you that look alike and do exactly the same thing. Then there's stopping the motion of something as you think to look. Whatever you think of you can use.
Int inc; See, if the intelligence increases past a certain point the character might figure out the true nature of their reality. So the player gets +5 to their intelligence related rolls for levels 1-9. There's a +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-.
If the character has a high strength, a strength above 17, they can lift the dice for a reroll.
Int bonus; The effect of a bonus to intelligence, this makes the effect of creating with the concept. You can add in to your effect and magic rolls the intelligence mod.
Dimensional hop; There is a dimension hopping ability, think of the plane to be and let your spirit pull you there as though you "hopped" to the dimension through a portal. You can use portals to change dimensions.
Chaos production; The ability to use chaos to produce a random object, that fits a stated pattern. For example if you said tool or item, then the chaos will produce a random tool or item that you need.
Item conjuration; The ability to conjure any item out of thin air with the restriction, that it will dematerialize when you don't need it to be there.
Imaginary area; The ability to enter a characters imagination, thinking to see how a certain event they were involved in occured through their eyes.
Imagined crystalization; The ability to open a doorway to a realm, where imagination crystalizes into items based on the character's stat modifiers and usage of a Wisdom roll. Again, this is a rolled 1d20+Wisdom mod+other mods, where the good successful check is with a 10 or above rolled and a bad check is a 9 or below rolled. A good Wisdom roll gets good items. A bad Wisdom roll gets a bad idea to manifest. This can be weapons, that use the character's highest modifier as a bonus. Otherwise, its whatever they imagine crystalizes into reality.
Aether spells
So with aether or felt influence, there is manipulation by the energy of the soul represented with the spirit. The spirit is the emanation of the soul energy through the body particles with this. The thought you have is sometimes realization brought about by the soul with insight, this is where the spirit is creating things you need or want by what you think. The spirit does things by influence, so if you create the point you make by idea or expression. This is a known effect, where the spirit knowledge is used to create it by what the soul reveals.
That's if you need to know and the subconscious is making you aware of the point. If not, then things are normal and the idea is what you think. There is an aetherical plane, too that has all elements in it. The spectral elements come from there. So don't get them confused. The point is made as simple as this, to get how someone or something died or lived, then think to the spirit of the dead bones or dead body and ask it to tell you how it lived and died. This is an effect that the soul reveals to you by insights on what the body did. 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.
Here are some things you may do with this..however, you may create whatever result you wish to create, this is with the power of the soul and spirit.
Spectral manifest; This is doing a manifest of whatever you want as you think of the idea and need the soul to create the effect. It costs 10% energy to cast.
The aether ghost; This is where you use the ability to summon a chill of ghosts, that do aetherial damage to the area and targets you desire to haunt. That means they come, deal spiritual damage and leave.
The song; This is a haunting song that prevents enemies from running away.
Spectre touch; This is a teletouch of the mind, that causes the targets to be drained of energy and vitality. You gain 1/2 the targets energy and health.
Wall pass; This is using the ability to turn into energy and pass through walls.
Spectral drain; This takes 20% energy to cast, yet drains the targets of all the energy and vitality the targets have. They collapse to the ground, dead.
Latency; This is doing a spell, that absorbs the latent life energy in an area. Half the energy of the area is given to you by feel.
Nightmare; This is a fear spell, that makes enemies have to run away from the caster.
Thinking weapon; This can summon a spectral sword or weapon of choice, it can be any weapon that thinks for itself and ignores half of the target's AC. It also flies and goes to attack for you the target. It is undestroyable and goes to where you need it to go. Its damage is spiritual damages.
Spectral heal; This is doing a spectral healing, that costs 10% energy gets healing done from the creator of the targets for all their health. This can overheal the target by a bit by absorbing creator energy, so they have 25% over max health. So someone with 100/100 health would be written 125/100 hp.
Reporting wisp; This uses a spell that summons a wisp, that can pass through walls and fly that scouts an area and reports by telepathy where enemies and items are.
Ghost friend; This is a spell that befriends ghosts by you offering energy and then asking requests from it. See if you do a quest for the creator or your Deity, then ghosts won't be hostile anymore.
Giant spectre; The ability to summon a giant skeleton, that emerges from the ground and uses a femur as a club..it has 100% health and your stats otherwise. The club does 1d8+strength mod damage.
Attack drain; This is the ability to have attacks drain energy instead of health, because the attacks phase through the targets.
Spectral push; This is using the ability to push the target's spirit away from their body, and they have to make it to their body to be able to move again.
Pirates; The ability to summon a ghost ship full of pirate ghosts, that form over the area and fly in to fight for the caster. You can summon 1d10 pirates to come to your aid for levels 1-9, 1d20 pirates for levels 10-19, 1d30 pirates for levels 20-29 and 2d20 pirates for levels 30-. This effect costs 30% energy. They have 100% health and your stats otherwise. Their ghost sabers and guns take in a lot of life energy when they connect. Each hit heals the pirate the amount done in damages.
Spectral earth; This cools down the area as you think of the area targets, that smothers or makes pass out the targets in its energy.
Spectral lava; This lava effect burns all targets and melts things in the area around them.
Spectral fire; This causes the area to warm up and create burning on your targets.
Spectral air; It can transfer any stink from the area to the targets. This can nauseate the targets, making them disgusted for 1d6 rounds. They are unwilling to fight after being disgusted with the stink and nausea.
Spectral ice; This is using a spectral ice attack, that slows enemies down so it takes twice as long for them to do things. The targets slow by going to 1 action per 1d4 rounds.
Spectral rain; This is a spectral rainstorm that reveals wandering spirits.
Spectral lightning; This is lightning, that phases through walls and jumps between people.
Spectral hail; This causes a hail storm, that makes damages in a wide area to targets of 100'.
Spectral poison water; This is where spectral poison mixes with spectral water and forms spectral poison water. This poisoned water falls like rain at the targets, and kills them with double intensity in the area.
Spectral poison; This can poison the targets with ethereal poison that needs an antidote to cure or the targets die by poison damages per round.
Spectral acid; This effect causes acidic energy that eats away at the targets per round.
Spectral void; This is darkenergy at its best, think and its what can pull your targets together by feel. That's as it sucks energy from them with its dark energy.
Etherial spells
This effect is using alcoholic drinks and magic, thinking to create with the spirits what you desire from the etherial plane or the plane of spirits. The effect of this is amazing, it can numb you as you do the effect with double the damages and healing. All you need is a little bit of alcohol and magic to create what you need with double the intensity or double the effect damage, except for "the magic" where you get x3 the effect damage instead. So whatever you need is served to the targets by the spirits, that your served. If sober, you get clear of all alcohol negative effects after being sober for 1 hour. If sober you deal normal damages, that's with or without a nonalcoholic beverage. That's instead of the x2 or x3 damages. This is doing an effect in itself, that lasts twice as long than 1d6 rounds. That means 1d12 rounds instead of 1d6 rounds in battle with double the damages again its except the magic, see if you have a crystal you get triple the damage instead of x2. 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.
Self-creation; This is where you do things as you think it will work and create, that's with the energy of the moment. This creates what you want where you want, think and as you want it created its created by the power of the spirits with what you do.
Etherial elements; This is the negative elemental energy formed of any element from the etherial plane of existence. This is where you get Urban blight and diseases from summons of an etherial element as you think of those effects. THe spirits produce these effects from the etherial energy. Think to magic the element of choice into existence and it s the negative form of it as you think it exists by the spirit forming it. That takes shape, so think to create with the idea and the spirit will create it. These negative elements can deal a decent amount of damage, as it uses negative feeling and emotions to help create them. So think of the idea and need it, then your emotion is used as a base for creating the element in itself.
Ethanol spell; This is costing 20% energy as a spell based around the chemical formula for the stuff. Chemical formula spells. Its C2H5OH AKA Ethanol. That is the stuff some people choose to drink. Watch out for their nasty cousins Methanol and Propan-2-ol. You get a -5 to your rolls by using them. So for using ethanol you have a x7 damage or healing and +7 to all rolls. You can cast whatever you need to cast by thinking about the point, tell the dm/gm that your character did ethanol and what you want to manifest is manifested.
The magic; This uses a crystal, any crystal, that you use as a magic and when you cast an effect. You create with more potency. You get triple the effect amount than usual and no bad effects of alcohol..this takes 20% energy.
Cone of fire; This costs 10% energy and is the ability to shoot a cone of fire, that comes from the mouth that takes alcohol. This you spew out of the mouth as you light it. It produces a cone of fire. The range is 10'.
Be weak; This is power word weak, that causes the target to become half as strong. There is a -10 penalty on the targets rolls you target with this.
Bug draining; This is the usage of bugs and flying insects as energy to create results. You draw 10% energy from them as you cast your result.
Energy source; You can make use of your problems as though a source of energy. Think the problem or idea is a source. Then you use 10% energy up of the problem or ideal health. As you use it up, it disappears from existence.
Catching bugs; This is where you easily catch the bugs or flying insects, as you speed up with magic and do the catch.
Spitfire; This is where you create fire by spitting alcohol and setting it on fire as or before it reaches its target. This does not work, if you don't have alcohol.
Thoughtfire; the thought projected forth catches fire and scorches the targets you had in mind.
Elemental weapons III; This is 1d6 weapons the spirits create, then being undestructable it deals elemental damage that effects the targets. The energy consciousness creates the right element to effect the target with it upon hit.
Energy effect; This effect creates energy in the area by the spirit channeling the energy from the etherial plane. Add 50% energy to your Energy amount.
Recharge; This effect causes the Etherial plane to recharge you and your allies in energy, that is fully recharged and only in necessary amounts. This effect costs 10% energy to cast in game.
Yeast reversion; This is the ability to convert fermentable sugars from food into alcohol with hasted yeast.
The spins; This is a spell that gives the target the spins, so their accuracy is reduced by -5 to their attack roll.
Drunken transfer; This is the ability to transfer the negative effects, that's of being drunk from the caster to the targets.
Effect transfer; The attributes you have are transferred to an object by touch, that you don't like by the spirit that goes through everything.
Moving around; This is a spell that makes the target have to keep moving around, spending all of their actions.
Knowing; You know what things are and how they work, that's known by the spirit that goes through everything sharing it with you in visions.
Positivity; This is a spell that makes positive effects such as increased mood, better sociability through reduced inhibitions helping with anxiety, and reduced perception of pain. Morale +2 and a small charisma boost too..of +5 to charisma based rolls.
Energy transfers; This is the idea of creating energy effects, that's done by the spirit transferring one attribute with another. Whatever attribute you want, its there temporarily.
Dizzy spell; This is a spell that causes dizziness and confusion on an enemy, so they stumble around and swing their weapon haplessly hitting anyone near.
Falling over; Your targets get unstable footing and being unbalanced they easily fall over.
Fall asleep; Your targets are rapidly falling asleep at awkward times, so this is a spell that makes the targets fall asleep until they get attacked.
Memory loss; The targets will lose a bit of their memory of the events that happened. They won't recall why the battle started in the first place. So they lose interest in fighting. Its a -2 penalty to the intelligence rolls.
The hangover spell; Your targets have to make an intelligence save, thinking to make an action or their head will ache and they will be distracted from the fight. But it goes away, if they drink some salted water.
Improved health; The targets become healthier, as though to reduce the risk of heart disease and strokes. Add +30% health.
Lowered regen; The bad liver you give the targets is represented by lowered health regeneration. 1d10 less per round.
Unaging; This is where you think to create effects using your aging as a source..so instead of aging, the spirit causes you to unage instead.
BAC; This is doing a spell that effects how much alcohol there is in the blood, which gives different effects based on a dice roll. The effects are BAC or per mg of alcohol in the blood. Roll a 1d30 and these are the results. 1-10, a BAC of about 50 to 250 which is mild intoxication in most people. 11-20, 350 is coma in the victim. 21-30, a BAC of 500 that says they died.
BAC II; This decides how well the targets do. It is a 1d20 with magic mod that at 1-5 boosts targets charisma, 6-10 they stagger, get double vision, and get reduced coordination of -5 to their Dexterity rolls, 11-17 puts them into a coma and they become knocked out, and 18-20 they have to make a constitution save to decide the fate of their liver and if they live.
Hair of a dog cure; This is a spell that makes use of the hair of the dog cure for a hangover. Once you target your targets with this spell, they no longer have a hangover.
Ugly beauty; This spell can make ugly things look beautiful and beautiful things appear ugly of the target.
The effect II; You only need to say "reverse", think and whatever you don't like is reversed as though reverted to be a better idea.
Nystagymus; This spell is causing nystagmus which is difficulty magicing the eyes, so a spell that makes a target unable to read, so they can't use scrolls or read things clearly. It could cause a mechanical enemy to freeze because they can't read their code.
Self-reflection; This effect makes people less self-reflective. So its a spell that makes the caster or target, they do not show up on reflective surfaces like mirrors or cameras.
Alignment spells
These are spells that have different effects based on character alignment. These spells cost 10% unless listed otherwise. The different character choices are mapped as an alignment too. Any good act will create with the good alignment. Any neutral act will create with the neutral alignment. Any evil act will create with the evil alignment. 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.
Psalm spell; This spell costs 10% energy. It causes beings and your party on the light side to be healed x3 the amount or any good alignment gets healing by x2 the healing. Any neutral alignment gets normal healing if on your side and normal damages if against you and not in your party. There is damage dealing to those weak to light by x3 the amount or any evil alignment by x2. Also, it can be used to tell between the living and undead. Because it will always heal allied living targets while damaging undead.
Karma beam; A spell that does light radiant damage if you're good, physical damage if you're neutral and dark negative damage if you're evil. Also chaos uses stronger, but fewer dice while law uses many, smaller numbered dice for the damage roll.
Elemental alignment beam; This is where you magic the element associated with your aliggnment to deal healing or damage to the targets. That means Fire energy for good, Piercing Air beams for neutral, and Bludgeoning Earth energy for evil.
Fruit pump; Eat some fruit and those that are good feel better as though healed of all ailments, those that are neutral are feeling creative as though energized and that means +10 to your energy per fruit. Those that are evil are gifted with what they want.
Figurative or aetherical; This is an attack that deals spiritual aetherial damage if your Intelligence is higher than Charisma and figurative dream damage if the Charisma is higher than Intelligence. The good deal damage all at once and the evil deal the damage over time. For neutral it is 50/50. That means roll a 1d100+luck and get a 50 or above for success.. Also, this means instant damages for good people, damage every 2 actions for neutral people and every round for evil people with double damages.
Magic stance; You may do this spell 3 times in a game. This is a magiced stance that differs whether the Strength, Dexterity, or constitution is higher. Good will have the highest stat raised 2 points, neutral the lesser two get half the boost, and evil takes away points to add to the highest stat 2 points. These are temporary points.
Hellish rebuke; This spell is only allowed to evil characters. It raises hell on the targets and the suffer 2000 deg F fire damages.
Neutral rebuke; This is where the character changes the mind of the targets, that's done by pointing things out and causes them to not want to attack. This can only be done by a neutral character.
Evil rebuke; This is where the targets receive mental damages, that's done by statements of neurotic causing things and the targets get the damages. This can only be done by an evil character.
The fianchetto move; This is where you do a move that causes them to not have a move and you deal damages if they are not taken. Only a cleric can use this. The good cleric can cause the targets to be taken to heaven. The neutral cleric causes the targets to be taken to purgitory. The evil cleric would cause the targets to be taken to hell.
Sidestepping; this is a spell that lets the user sidestep a friend or foe, that's done in different ways based on alignment. The good character can move right past them in one turn deftly like they are moving through a crowd in half of the time as usual, the neutral do a baseball slide under them making them prone, and evil goes over them and gets a free attack.
Battlechess; This is where you think to cause them the targets to play battle chess in their minds. The targets play themselves unless there is only one. Then, your soul copy plays them in their minds. The good player causes them to lose. The neutral player causes them to win against each other and lose to you. The evil character causes them to lose however they play. Once this spell is cast, they seek attention elsewhere and leave you and your party alone. Yet, when playing it, per move they deal damages to themselves, that are radiant damages.
Base jump; This is when people jump off of cliffs, airplanes, and towers to parachute to the ground. 1 in every 257 end up going sour. If your good, you make the jump. If your neutral, your damaged. If your evil, your killed if you roll a 9 or more after rolling a 1d100.. Otherwise, base jumpers use wingsuits or parachutes to survive a fall from an object.
Mountain spell; This is a spell that creates a different type of mountain terrain, that's based on alignment in the area of the targets to the target's perception. A good character can create a mountain with a peaceful water spring covered in grass and maybe snow. Neutral characters create a rocky plateau where all is fair and equal in terms of terrain, while evil characters create an angry volcano ready to erupt at any time with lava covering it.
Bazaar; This spell causes your market deals to be done. If your good, you have 1/2 the price. If you have neutrality, you pay a normal price. If your evil, you pay double.
Healing effect; This is a spell that can be used when low on health that heals everyone in your party back to full health. If you're evil you do negative healing, which damages everyone that isn't evil. If you're good then the good and neutral characters get healed as normal. If you're neutral then everyone in the party's HP gets set to the average total current HP between everyone in the fight.
Magic regaining; This spell causes whatever you lost to be regained, unless you no longer need it. Only neutral players may cast this.
Awards; You get rewarded by your efforts, think and you do things in idea to get what you want. If your good, you get a +2 morale boost and you get what you want. If evil, you get nothing of what you wanted and -2 morale boosts. If neural you get what you wanted and no morale boosts.
Effectivity; This spell makes double the radiance damages on those, that are evil and not in your party. Good alignment, there is no effect to them. Neutral alignment, there is normal radiance damages.
Neopets; This causes the pets you have to effect the targets near them. Good targets, they get +5 to all their rolls. Neutral targets, they get calm and peaceful. That's as they decide to not attack you or your group. Evil targets, they get possessed and deal damages to themselves, that's as the pet is nearby them.
Angel or demon; Think of the idea of summoning a guardian force and your soul does. If your evil, you summon a demon. When you summon a demon, roll a sanity check. That is a 1d20+will, this makes certain on a rolled 10 or above that you remain sane from contact with the demon. If not, you can strike anyone nearby or lose your turn. That is an additional 1d4, this is where a rolled 1-2 will be strike out and 3-4 is lose your turn. You can always reroll the sanity check. So if your good, you summon an angel. If your neutral, you summon a valkyrie or battle angel. These beings have your stats except for being with 100% health.
Other interesting spells
These are spells that AI created and are very good in what they do. Use them with care as they are extremely powerful. 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.
Conjuration
Summon Greater Celestial
Energy cost: 35%
Effect: Summons a powerful celestial creature (like an archangel or a solar) to fight on your behalf for 1 hour. The celestial has twice your health and your stats otherwise. It is fully loyal to the caster, and it's a powerhouse in both combat and healing. It can even grant the caster temporary divine protection, making them nearly invincible during the spell's duration.
Pocket Dimension
Energy cost: 40%
Effect: You can conjure a pocket dimension where you and your allies can rest, heal, or hide for up to 1 month without aging or being disturbed. The dimension is protected from scrying and external magic.
Summon Archdemon
Energy cost: 45%
Effect: Conjures an archdemon that has your stats bound by your will for 1 hour. The demon has near godlike powers, including the ability to cast spells, regenerate health, and influence mortal minds.
Conjure Reality Warp
Energy cost: 45%
Effect: Summons a tear in the fabric of reality itself, allowing you to bend space and time. You can alter the environment (create terrain, change gravity, distort time) within a 100-foot radius.
Familiar of Unmatched Power
Energy cost: 35%
Effect: Summons an incredibly powerful familiar that acts as both a companion and a sentient weapon. It has your stats except it can be any form and has 100% health. It can cast spells, fight, and take damage on your behalf. It can also possess objects, grant you senses, and regenerate health quickly.
Summon Primordial Beast
Energy cost: 40%
Effect: Summons an ancient primordial beast, such as a titan, dragon, or elder creature of the deep. This creature is bound to the caster and can act as a servant or protector for 1 day.
Summon the Void
Energy cost: 50%
Effect: Summons a rift to the void, pulling forth creatures of darkness and annihilation. These creatures can drain life force, disrupt magic, and cause permanent environmental damage. Yet they are unkillable and have the caster's stats. They do as the caster wants.
Conjure Timeless Space
Energy cost: 35%
Effect: Creates a bubble of timeless space around the caster and their allies, where time does not pass. You can rest, heal, or wait without concern for the outside world.
These spells would undoubtedly disrupt the balance of any campaign, but they're perfect for exploring extreme, high-stakes scenarios or when you want to test your players with an over-the-top magical challenge!
Destruction
Cataclysmic Blast
Energy cost: 50%
Effect: Unleashes a massive explosion of pure destructive energy in a 500-foot radius, obliterating everything in its path. The blast causes fire, lightning, and force damage, and everything caught in it must make a saving throw or be obliterated (taking maximum damage). Structures and terrain are reduced to rubble.
Voidstorm
Energy cost: 45%
Effect: Summons a storm of pure void energy that rains down chaotic destruction. It deals force damage every round to all creatures in a 300-foot radius, warping space and causing disorientation. It also creates rifts that allow small void creatures to spill out and wreak havoc.
World Breaker
Energy cost: 50%
Effect: The caster can cause a targeted area to collapse, creating a massive rift in the earth. This causes everything within a 1-mile radius to be swallowed by the crack, dealing immense damage to structures, creatures, and the environment. The ground itself becomes unstable and difficult to traverse for months.
Fire of the Gods
Energy cost: 40%
Effect: A column of divine fire strikes a single target, dealing x2 fire damage. The target is set ablaze, causing 5d10 additional fire damage each round for 1d10 rounds. Any creature caught in the radius must make a saving throw or be severely burned.
Final Requiem
Energy cost: 45%
Effect: Causes a massive wave of necrotic energy to sweep across a 500-foot radius, instantly slaying creatures with fewer than 100 health. For those with more health, the wave deals 8d10 necrotic damage and prevents any healing for 24 hours.
Meteor Shower of Annihilation
Energy cost: 40%
Effect: Summons a barrage or 1d6 of meteors from the sky, each one dealing bludgeoning damage and fire damage in a 200-foot radius. The meteors create craters in the ground and leave behind scorched earth.
Tornado of Despair
Energy cost: 35%
Effect: Conjures a massive tornado that rips through the battlefield, dealing bludgeoning damage every round to creatures within a 300-foot area. In addition to the damage, the tornado pulls creatures toward the center, potentially crushing them against the ground or other obstacles.
Plague of Destruction
Energy cost: 45%
Effect: Infects a 500-foot area with a toxic plague that deals poison damage per round. The plague also causes extreme disorientation, making creatures in the area unable to cast spells, move effectively, or coordinate their actions.
Lightning Apocalypse
Energy cost: 40%
Effect: Summons a storm of endless lightning bolts that lasts 1d6 rounds and strike at your targets within a 500-foot radius. Each lightning bolt deals x3 lightning damage, and creatures struck must make a saving throw or be paralyzed for 1d10 rounds.
Destruction of Reality
Energy cost: 50%
Effect: Tears open the fabric of reality itself, creating an unstable rift. Creatures within a 100-foot radius must make a saving throw or be disintegrated. Those who survive are thrown into a chaotic, shifting reality for 1d6 days, during which time does not pass normally, and they suffer from severe hallucinations and madness where they strike their allies.
These Destruction spells are powerful tools of annihilation that can quickly turn the tide of any battle. They should be used carefully, as they can reshape the world, destroy entire cities, or obliterate adventurers and enemies alike!
Other
These spells came from AI, Kittymoo and SH.
Skeleton ultimate; This is a spell that costs 10% energy and makes you not die, but get revived if you get killed.
Skeleton ultimate II; This costs 20% energy and is a spell that makes you not die, but get revived with full energy and health if you get killed.
Perfect luck; As you need it and focus on good luck, your subconscious creates it..add +13 to your luck rolls.
Perfect kill; This spell costs 40% energy and 3 actions. It causes the targets to be hit with earth dust that blinds them, cold air that will freeze them and slows them down to 1 action per 1d6 rounds, white fire that burns them for x2 damage, acid that is gated in to coat them dealing 1d6 rounds of acid damage and 1d6 ice spheres that shatter in the area on the targets.
Astral effects and spells
Doing things in the astral plane, this is think your there and your there and you can create anything there. Think your here or back in the normal plane and your here. The soul shifts you there, and back to wherever you want to be. This is using another dimension in idea, thinking to create a result is forming it there and where you intend it to be formed, including here. So since it takes 3 times the effect to form it, as you wanted here think of what you want to create, think and feel it is 3 times the effect like a tornado or gale force winds to form a strong wind here. This means that you create what you form, where you want it and when you want it. So think of the effect as it could be any effect, if you need it in idea and want it as a point of expression is stated. Its formed as you intended. Especially if you make it 3 times as strong in the Astral plane, only to form it here as normal force. Think and you know what to do. The damage and healing amount is up top yet x3 on the astral plane, so think and you create what you want by what you feel is right. 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.