This is where you think and focus on not doing as you need to do something else. This is an eradicature, or not allowing unnecessary things. This I think allows you to cut out the things that distract you. So you get more genious thoughts. So think and do as you must,
Some spells
Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for idea with the effect and that's use of the trigger word and look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think, so if you don't mind I think I will go and do what I need. However, what you don't want to happen won't occur, except by ghost. These are the things I think are possible here.
travis; he doesn't mind what I did no matter what..he allows for the expenditure and allows me to do what I want or wish.
travis 2; he doesn't mind it gone..no matter what.
stacie marie; stacy butts decides to talk or text to me no matter what if I need her to.
en
Biden; the democrats leader improves in memory and health as he unages to a point of 10 years younger. Biden has no further gaffes..no matter what.
IM-1 lander; it gets launched and lands successfully on the moon. no matter what it has no problems.
moose; he doesn't mind what I do or did no matter what.
moose; he no longer thinks I am a lier or catches me lying no matter what.
en
thought; the point is done, accept what was done and enjoy life for what it is.
Biden; his memory improves no matter what. he doesn't develope psychosis, no matter what occurred.
Whatever; Whatever causes my weight to go up no longer causes it to go up, instead it causes it to go down fast and stay off me.
for dnd
Meta ability:
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.
This includes:
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-.
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-.
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.
The ability to charm the narrator of the story to get a favorable outcome.
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.
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.
The effect of a bonus to intelligence, this makes the effect of creating with the concept. You can add in to your effect and focus rolls the intelligence mod.
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.
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.
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.
The ability to enter a characters imagination, thinking to see how a certain event they were involved in occured through their eyes.
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.
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 most their health. This can overheal the target by a bit 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 you.
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.
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.
Specral void; This is darkenergy and what can pull your targets together by feel. That's as it sucks energy from them with its dark energy.
Etherial magic
This effect is using alcoholic drinks and focus, 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 focus to create what you need with double the intensity. Whatever you need is served to the targets by the spirits that your served. 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.
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, and as you want it created by the power of the spirits by what you do.
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 focus 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.
Thoughtfire; the thought projected forth catches fire and scorches the targts 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.
Moving around; This is a spell that makes the target have to keep moving around, spending all of their actions.
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 focus 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 focus; This uses a crystal, any crystal, that you use as a focus 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.
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 focusing 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.
defined
nerf; this is where you ruin a good thing.
Diet; this is where you lessen your weight no matter the point in life.
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