This is where you think to control yourself and do what you think is interesting. You could end up anywhere, so 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.
right medicine; this is where you take in medicine and become immune to all damages, diseases and illnesses as though you cured it all and you seem to get the right medicine or dosage.
thin; This effect is where you thin up and whenever you want.
money II; no matter what I can always get money enough to cover my bills at least double or triple that of my bills.
politician; no politician is elected by feel if corrupt. no matter what.
gurutvaakarshan uthaana oopar = gravity lift up in hindi.
en
uttar aur dakshin dande barf thanda; this is hindi for.. ice cold in north and south poles.
am vam lam; think to create. you can create anything with this idea.
for dnd
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 focus 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. Tey lover morale by -2 for the targets you had in mind.
Aether song; This is one song to produce an aetherial shield.
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.
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 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 restore.
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.
other spells:
Ionic lightning; This calls forth bright ionic discharge flashes from the planet's upper atmosphere, that can be directed by will and pointing a finger or wand if you want. Thin of the targets and deal energy damages to the targets you wanted to effect by this energy.
weapon: Batarangs. Ranged Weapon Attack: +12 to hit, range 30/90 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage plus one of the following effects: Knockout Gas (1/day).
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