This is the ending of an idea, think of the point and you get fate to do what you intend. This works no matter what you think, so think and know what you do. That is the point in regard, that is oftentimes ignored. Think and you know what to do.
Some spells follow..
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.
will; he gives in and refills the keurig kiosk no matter what quickly.
concept; will no longer proves resistant to my suggestions no matter the point.
will II; he no longer excuses his need to refill the kiosk. no matter what.
arbitration; suing cases that should not be gotten out of won't be gotten out of.
Paul t; he doesn't unfriend me and always remains my friend no matter what.
en
Paul t; he doesn't get terse with me and always remains friendly no matter what. I don't get an arguement.\
for dnd
virtual reality; the reality is perception and perception is what we perceive. this spell causes the targets to create a new reality in their minds with suggestion to themselves, what they want to see is seen by their minds. so instead they are fooling themselves into behaving and not wanting to fight.
Doppler shift; this shifts the targets or what you don't like into another dimension. Roll a 1d100+luck to determine what occurs.. if you get a 50 or above result you succeeded or if you got a 10 and above on a focus check you succeed.
Weightlessness; this makes your weight seem to be 1d10 lbs.
The 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 do as they share your stats. 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 uses it as energy.
objects:
Invisibility shield; It exists to make you unseen by bending light and creating no sight of yourself if your a target. It hides all your body including clothes except for the items you hold. This weighs 5 lbs. This shield extends from top to bottom, 6 feet in length and covers your entire body.
Knockout darts; This is fired by a dart gun and instantly knocks out the target. There is a constitution check made for natural tolerance.
Kill darts; This causes on the dart hit to kill the target with spasms. by a deadly toxin, that reaches the heart and kills the victim..there is a constitution check made for natural tolerance.
spells for game:
Focus IV; Focus energy into your aura and think cast it to effect the targets.. this causes the effect of energy shooting forth from your aura as you need it to "hit" the targets. This includes shooting forth void balls or void energy beams in idea.
Energy circles; These circles can create by circling in an area and absorbing energy from the ground to shoot it forth as an energy beam and it also provides protection. This protected point protects you from being effected by anything you don't want effecting you. That ends with a moment and the thought that the circle disappears. The thought continues to control the moment in time until otherwise dismissed.
Lightning stack; Think to cause energy strikes that the creator makes fall upon or streak near the head of the targets. The higher the level, the more stacks you have and things you stack are dealing more damages. This means 2 stacks deal double damages, and etc.. So with levels 1-9 you have 1 stack of normal damage. Levels 10-19 you have 2 stacks of 2x the damages. Levels 20-29 you have 3 stacks of 3x the damages. Levels 30- you have 4 stacks of 4x the damages.
Element stack; This is where you think about the energy forming the element as it changes into the element and falls upon the head of the targets. The higher the level, the more stacks you have and things you stack are dealing more damages. This means 2 stacks deal double damages, and etc.. So with levels 1-9 you have 1 stack of normal damage. Levels 10-19 you have 2 stacks of 2x the damages. Levels 20-29 you have 3 stacks of 3x the damages. Levels 30- you have 4 stacks of 4x the damages.
Geisting; Ghosting a place isn't that hard. All you need to do is think of the place and need to project yourself to be felt there spiritually. Some geisting is not allowed. As, this has a spooking effect, that causes the targets in the area to leave frightened.
Ethanol spell; This is 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 x2 damage or healing and +5 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.
Items:
Ethanol bottle; Its C2H5OH AKA Ethanol. As a central nervous system depressant, ethanol is one of the most commonly consumed psychoactive drugs. Despite alcohol's psychoactive, addictive, and carcinogenic properties, it is readily available and legal for sale in most countries. You get x7 damages and a +7 to all rolls while under its influence.
yet more dnd spells:
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.
Mark and shift; This is where you mark the idea onto something and shift your body to other places, that the mark is about in resemblance.
Mark and go; Thisis where you mark something down and cause it to be done by either you or the target you had in mind.
Mark and do; This is where you mark the idea with some intention to be done, then your soul or spirit does the deed you wanted.