This is where you create stability, as you think "sustena" and that is done as you feel energy. This is created by the spirit in making what you desire, you think as though you were very stable and not wild by any means. This is a magic in the making.. here are more magic examples.
Some magic:
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.
brownie recipe.. I suggest beating the egg whites first. Also try making the brownies with bread flour.
anti-glut; this effect causes the gluttony to no longer occur..
7 deadly sins; The Seven Deadly Sins are: greed, lust, wrath, sloth, pride, envy, and gluttony.
The Seven Heavenly Virtues; They are: charity, chastity, patience, diligence, humility, kindness, and temperance. Mention it and its done.
Interference; This is where you run interference, so your thinking about the idea to not allow and your subconscious mind. That creates the moment in time where it suddenly stops.
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winds; the winds around the starship from space-x are good no matter what. the winds are no issue.
Things; This means you are free to do what you want.
thought; the thought you think, if needed is done.
Shield talk; This is where you imagine coming upon some shields, think and being able to accidentally touch them with your mind and now you're way past them. The trick is that everything is made of energy and intent, and if you can find the thread of intent that connects a construct to whoever it's still connected to, you can follow that thread back to the source of intent. Usually just saying 'hi' that way gets most baddies to back off. You don't really get attacked anymore, for the most part, so this means you also become oblivious to the times that you do because things bounce off the shields or else find out that 'I know that trick too now'.
tanya; she comes through with the 4 dollars no matter what she gets the cds.
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no matter; no matter what, sam doesn't begin to think I am unallowed at his door again.
quickening; this is the effect of re-energizing yourself. that's as you think and realize what you wanted to write.
tiktok; they don't ban tiktok no matter what.
finding things; saying "fid" pronounced fide will invoke st. anthony and cause him to help you find things easily.
for dnd
Focus goes up with higher vibrations and morale and down when it gets spent training skills. That's when your out of stamina. This means every 1 morale point above 5 there is a +3 to your focus rolls. Every time your out of stamina, your focus rolls can go down -5 with a -5 penalty. Otherwise your focus roll goes down -2 after your stamina reaches 10.
alignment spells; These are spells that have different effects based on character alignment. These spells cost 10% unless listed otherwise.
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 beam; This is where you focus the element associated with your aliggnment to deal healing or damage to the targets. That means Fire for good, Air for neutral, and Earth 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.
Focus stance; You may do this spell 3 times in a game. This is a focused stance that differs whether the Strength, Dexterity, or constitution is higher. The different character choices could be 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. 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 based on alignment. 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.
Focus 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.
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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.
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 where you use swirls of energy, that break apart the energy 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. As a fractal pattern, that will deflect back radiance damages at the target, 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.
deadliness; 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, 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 dommed 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.
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 focused on being vicious to your targets, and you deal double the damage, whether your next spell or attack.
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, that 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, 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.
Forgetful; This is where you cause the targets to fill up on food and drink, making them desist in any other activity.
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.
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