This is my magic blog with idea from people and use is other places of magic, I think this is including some point by Atlantis. See for yourself if the magick is real or not, there's lots of info, to whom that looks for spells and magick of all kinds. This is what I think in idea, that's for no feel or so you feel. So I is the use I cause with feel by use by the third eye manifest. This is the brain focus that is conscious thinking or aware by feel concept. This is a cool point.
Seen use by creative abuse
If you think you're a personal or mental target, stop then think to do something else as long as it's normal. I think i figured out my real illness, If I think to do or write I won't if I panic or if I allow things then I can write the ideal. So I will write as I think or will and I don't have to be there to write it. This is where I think as you want to do things, or work until I don't need to do things as this is use of this. I think this is a blog based off my past life, working with memories that I happen to remember.
Here is an appropriate quote of the day: "Something I realized is that spells and magic don’t work if your soul determines it isn’t best for you or your growth... that’s why some magic works for some people and doesn’t for others. Some can grow wings some can’t, that memory just came to me because I tried to do it." -pup
Just updated; Angel's Magic article.
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Sunday, October 5, 2025
Timed spells
Wednesday, October 1, 2025
Madkarna
Madkarna is a spirit that you can mention freely. He acts like a God, if you use his name three times with a request. This spirit can give you anything you so desire and isn't a demon. So use him with care.
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.
affording; I ca easily afford all my bills no matter what.
SpaceX; they manage to get off the launch today without anymore delays..no matter what.
Sanchez; he no longer gets in trouble at work no matter what.
listening; messenger no longer cuts out no matter what.
nusantara; this presents a nuisance to those that state "nusantara".
en
Anti-fail; this causes nullation of failure.
Catch-up; I manage to catch up to the moment and not have to rush.
The end; This is the end point of the moment.
Ashley; she doesn't mind what I do or did..no matter what I do I am not blamed.
Ashley; She manages to fix what is wrong and get things done no matter what.
en
burst; this is a sound burst..that could burst the ears.
enticement; this entices the targets into doing things.
New earth; Everyone works with spirit and their global and individual connections. Versus people not doing that globally normally. It's a positive domino effect.
farron; he decides to negate his step back from the ring of fire quickly..no matter what.
en
spaceX; cloud cover dissipates away quickly over the slc-40 and lc-40 complex..no matter what.
spaceX; nothing violates the launch no matter what.
spaceX; the weather cooperates quickly for spaceX and NSF no matter what.
spaceX; if it doesn't launch, I don't mind.
SpaceX; They don't push back the space launch in time anymore..no matter what spaceX launches easily as though the right conditions existed for the launch.
en
for dnd
Lima; This boosts the bluff skill. Add +5 to bluff related rolls.
Limo; limao, This causes a limo to appear outside down the street as your lying about something. Add +5 to bluff rolls.
Align Chi; Minor rearrangement of furniture/objects to improve energy flow; grants +1 to next Persuasion/Insight check.
Clear Dust; Removes grime or clutter in a 5 ft. cube; +1 minor boost to morale.
Lucky Pebble; Imbue a small stone with +1 luck for one roll (use as Bardic Inspiration lite).
Balance Step; For 1 minute, your footsteps are perfectly silent and leave no trace.
Harmonize Flame; A candle, light, torch, or lantern burns steadily despite wind or draft.
Mirror Ward; Place a mirror that reflects harmful intent, granting +1 AC to the chosen targets.
Flowing Water; Create a soothing trickle of water; allies in range recover some Health during a short rest.
Bagua Blessing; Choose a direction (N/E/S/W); allies moving that way gain +5 advantage on their next saving throw.
Spirit Sweep; Clears a 10 ft. radius of minor curses or lingering necrotic energy.
Lamp of Clarity; A conjured lantern that sheds calming light; allies in range gain +5 advantage on Wisdom saves vs. fear.
Koi's Fortune; Summon a spectral koi fish that circles you; once per hour, reroll one failed saving throw.
Lucky Wind; A refreshing breeze dispels smoke/fog and boosts ranged attack rolls by +1.
Jade Harmony; Stabilize up to 3 dying creatures or targets instantly, restoring 10% Health to each.
Nine Coins Charm; Toss nine enchanted coins; one ally gains temporary Health equal to 2d8.
Ancestor's Advice; Commune briefly with ancestral spirits for a hint or tactical insight (+1d4 on next skill check).
Dragon Vein Pulse; Tap into leyline energy; allies in 20 ft. radius regain half Health and cleanse 1 condition.
Pagoda Shield; Create a shimmering, layered barrier; grants +2 AC to all allies within 10 ft. for 1 minute.
Harmony of Five Elements; Target allies gain resistance to one damage type of choice for 10 minutes.
Golden Laugh of Hotei; Heal half Health and cure frightened condition with contagious laughter.
Flowing Chi Step; Teleport 15 ft. along a waterway, breeze, or leyline line of sight.
Porcelain Tower; Summon a radiant pagoda that projects protective aura; allies inside heal 35% health each round. This costs 20% energy.
Eight Trigrams Seal; Place an energy seal on the ground; creates a zone where hostile magic rolls at -5 disadvantage. This costs 20% energy.
Mirror of Truth; Reflects an enemy's spell back at them (once). This costs 20% energy.
Phoenix Renewal; A fallen ally instantly returns to life with 1% Health, surrounded by warm chi. This costs 20% energy.
Feng Shui Rebalance; You may rearrange up to 1,000 lbs of non-magical objects in a 30 ft. radius into harmonious order; restores all Health to all allies who witness it. This costs 30% energy.
Magical Disguise; This causes you to appear like what you want to appear like, then when your done with the disguise, you appear like yourself.
Magig; Magical disgust happens to your targets. So when you cast this on them, they get so disgusted at you they no longer want to fight.
Magog; This is where you send a nasty odor like a fart in the wind near the targets, then gag them with it. They are unable to do anything for 1d6 rounds.
defined in ancient language
Lima = lying my ass
limo = lying my ass off
lim = limit
limn = no limit
the ancients just knew things psychically, yet they were sometimes wrong.
Thursday, September 25, 2025
Think, focus and do
This is where you think of the effect, focus upon a target and do the idea you intended to do. This even allows you to shift about dimensionally. This also bypasses the conscious mind and causes the subconscious to create what you want. 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.
kat; she doesn't mind what I say and do. I am not in trouble no matter what by her.
no matter; no matter what I do, I don't get in trouble.
finances; no matter what I do, I don't get in trouble financially.
people; they can loan me money easily, no matter what.
hysteria; I am no longer hysteric over funding no matter what.
en
energetic; no matter how much sleep I get I don't make mistakes. I am always full of energy for the purpose of doing things I find to do.
spaceX; the launch goes up and succeeds successfully without any time delays no matter what.
Make Columbine Look Like a Joke; //Empty an entire school of Life... But dude... That isn't how they did it.
JFK Reloaded; //Win $1,000,000 if you can recreate JFK's assassination... But this is impossible.
Paul T.; He or she doesn't try to cheat me out of money, no matter what.
en
pregnant; I am not pregnant, do not act pregnant nor do I eat like I am no matter what.
birth control; I no longer have or hold a child in me no matter what.
fly catching; this is a point you say, "I catch you, fly" and mean a fly. beware the subconscious and what it shows you as it could be opposite.
cosmic ray; I am immune to all cosmic rays no matter how big..this is done by the power of my subconscious mind.
empowerments; any energy empowers me to do things I need to get done.
en
raenok; raphael doesn't get fired nor does his constituents.
concept; if you want a concept, just think about it and it comes to you.
fast metabolism; no matter what I eat, I don't gain any weight. instead, I lose weight quickly and keep it off.
memory; I remember everything no matter what, if I need to remember it.
felony; I no longer do any felonies.
personality; since everything has a personality, treat them with respect or by name and message.
en
for dnd
bank focus; the bank makes it all right no matter what.
the bank; the banking is improved! you get x3 the amount of money you spend or give away.
excellent; this causes by thought your activity to become good. Add +6 to all rolls.
delivery moment; this causes things to be delivered to you that you need. mention it to the dm/gm and its done.
Snail Escape; Climb into your conjured shell and escape a large fall without taking fall damage.
The art of sleep walking; This is where you do things and realize what you do as you are awake yet asleep. Roll a 1d100+luck to determine if you get a successful result with a 50 or above rolled.
Spell guard; This is where your clothes guard you in absorbing the extra attack energy.
Dummy target; This is where you cause an elemental to appear, think and take the extra damages as its a dummy that they target instead.
Big Bang: Causes you to appear out of nowhere even if you don't exist yet.
docs
Doing things as you relax; The idea is just do it and as you do it you relax by the adrenaline release in the body. You think of what you want done before the attempt. It really should be called relaxing by by adrenaline rush, but go figure. Oh yeah, there is a price for this.. the more you do the better you feel..except at the end.. where it all comes upon you as a tiredness.
Saturday, September 20, 2025
Cold magic
The cold or sinus reaction magic is where you get a cold and think to hold it i on a sneeze. Then on an in-drawn breath the cold releases internally and you don't need to sneeze anymore. You may need to repeat this though. The other secret to this is not to rub the bottom of your nose. Then after the snot dries up, you keep the cold from causing you to sneeze.
More 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.
wolfheart; he does clair obscur for the game next he streams no matter what.
news9; they help as they can..no matter what.
us; this is the state of mind that is there to live in with kamala as president.
starship; the spacex starship curse remains broken.
help; news9 deems me worthy of their help..no matter what.
en
circle; circumnavigate the globe, and leave happy.
afford; I can easily afford all my bills no matter what.
rest easy; think to sit relaxed and be ready for anything.
testing; this tests a condition, to see if it exists.
flying disclaimers; this effect causes the targets to be distracted by formed physically remarks that fly at them..
Foocubi of the Yellow Skulls; Roll a 1d10. If the roll is 5 or higher then a demon will be summoned to do all your chores.
en
for dnd
Diocese; This effect leaves you happy, and the targets are happy as well. It causes a moment of realization, that makes them not want to fight.
Flying disclaimers; This effect causes the targets to be distracted by formed physically remarks that fly at them..like a flying participle.
Foocubi of the Yellow Skulls; Roll a 1d10. If the roll is 5 or higher then a demon will be summoned to do all your chores.
Angel servant; Roll a 1d20 and if you get a 10 or above then an angel will be summoned to do all your chores.
Wealthy; The act of kindness gets back wealth x3 more than normal.
Wealthiness; The act of giving or spending money gives you back 3x the amount of money you gave.
Ambiscuous; This causes the moment of an ambiscade, the targets are surprised and don't go first.
The health; The health you have is doubled by the creator. As they say health is sometimes weight. Yet, you halve the effect of poison.
Con boost; This causes energy to surge in the body and you get +10 to your constitution rolls. However, your body puffs up and become immune temporarily to poison.
Give up; Through the fire and the flames we carry on. Give up on purpose to gain an extra turn...
Combined healing; This is where you wee and direct divine interference to heal with hatred/love energy. That means x3 the healing.
Solar clones; This is where you focus upon the area, and think any near sun sends 1d6 energy clones to do what you want. They have your stats, 100% health, and deal solar radiance as damage/healing to your targets. They disappear upon dismissal.
Anti-attack shield; All attacks are repelled back to the sender.
Electric fog; This effect is where you combine bio energy with water particles in the created fog, then it effects the targets as a burst of light blue flare up to make electric fog dealing x2 the damages. This costs 20% energy.
Monas Lux; Generates a radiant sphere of light, proportioned exactly to the golden ratio. It goes through the air to where you want it to go.
"Light in perfect harmony with the cosmos."
Tetractys Shield; Creates a protective barrier shaped like a tetrahedron, granting defense proportional to the caster's level squared.
"Four points of power hold fast against chaos."
Harmonia Resonantia; Aligns the vibrations of nearby objects, targets or creatures, calming aggression or hostility. Fight over.
"All discord bends to the music of the spheres."
Numeris Bind; Binds a target according to numerical constraints; for example, "seven steps" or "three heartbeats."
"Counted, constrained, controlled."
Ratio Tempus; Alters the flow of time in a small area using precise proportional measurements however you wanted.
"Moments expand and contract in perfect measure."
Pentacle of Proportion; Creates a five-pointed geometric sigil that balances energies in its vicinity. Your party gets a +5 to all rolls.
"Five points, five elements, perfect equilibrium."
Phi Strike; An offensive spell where the damage follows the Fibonacci sequence with each successive strike.
"The attack grows naturally, as life itself does."
Sacred Spiral; Summons a spiraling pattern of force that pushes enemies outward while harmonizing nearby allies with +5 to all rolls.
"Everything that spins echoes eternity."
Divine Angle; Adjusts angles of objects or pathways to exact geometric precision for perfect efficiency.
"The straightest path is measured by the mind, not the eye."
Chorus of Primes; Summons ethereal voices that resonate only in prime-numbered intervals, confusing enemies for 1d10 rounds.
"Only those attuned to unity can comprehend the melody."
Polygonal Prism; Creates a prism of light in any polygonal shape to refract energy, disorienting foes for 1d10 rounds.
"Every side speaks in perfect order."
Harmonic Echo; Reflects magical energy back at its source using ratios of frequency.
"Let their own power teach them balance."
Arithmetic Wave; Generates a wave of damages whose intensity is determined by a sequence of numbers chosen by the caster.
"Numbers are the tide; the tide is your weapon."
Geometer's Grasp; Alters the physical dimensions of an object or area according to geometric laws.
"Measure twice, alter once."
Cosmic Lattice; Creates a grid of energy aligned with the stars, enhancing spellcasting accuracy.
"Every point a star, every line a path."
Proportionate Step; Moves the caster or an ally exactly the distance needed to avoid harm or gain +10 advantage.
"Stride in perfect measure; stumble never."
Quadrivium Bind; Restrains a target using the four classical Pythagorean elements (fire, water, air, earth) in perfect balance.
"Bound by the wisdom of fourfold truth."
Harmonic Vision; Reveals hidden patterns, ratios, or sequences in a space, making complex structures or codes visible.
"The world's secrets are written in numbers."
Celestial Resonator; Taps into the resonance of planets to enhance spells or manipulate luck. This causes a +5 to all spell and luck related rolls.
"As above, so below, so within."
Infinity Sigil; Draws a symbol of endlessness that slowly restores energy or health over time. This costs 40% energy.
"The loop of eternity nourishes all in its path."
Nunchucks are treated as a specialized form of the club, a simple melee weapon, according to the Player's Handbook.
1d6 bludgeoning damage, 10/20 range, a cost of 10 gp, a weight of 4 lb., and the Light and Finesse properties.
Shurikens They deal 1d4 damage, are classified as slashing damage, and have a range of 20/60 feet.
You can draw and hold up to three throwing stars in each hand, but must make a separate attack roll for each. Thrown, finesse, the same ability modifier used for a melee attack with the weapon is used for the ranged attack and damage rolls..
The club is a simple melee weapon in Dungeons & Dragons 5th Edition, dealing 1d4 bludgeoning damage, range is 5/10 feet and weighing 2 lb. It is classified as a light weapon, allowing it to be used for off-hand attacks, and is typically used with one hand.
The club costs 1 sp and is considered a standard item.
Monday, September 15, 2025
krage effects
Wednesday, September 10, 2025
The Soros
The sorrows are what the Soros means, its just missing a few letters. So sorrow as may be, this is a point you think about. Think and the sorrows dissipate from what you do.
Some spells follows:
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.
ancient jumping trick; this is where you hold weights and jump, yet when you jump you jump farther. That's about 10" more.
money burner; this causes the target/s to burn through their money.
delay; this delays the moment of anything you dislike till you no longer think to dislike it.
vindictus; this causes feelings of vindication as you do things to those you feel deserve it.
starship by spaceX; This is a "successful" launch and all directives are accomplished no matter what.
SpaceX; This Starship launch has the right conditions and launch, no matter what occurs.
en
paul; he doesn't feel like calling the police on ricardo or losing things no matter what.
paul; he finds what he lost no matter what.
the wait; this is where you make the targets wait unless unneccessary.
for dnd
Advanced Clair Obscur spells in DnD Homebrew style by SH and ChatGPT AI.
Advanced Oblivion Mural; You paint a mural on reality itself. All enemies in 200 ft. are drawn toward it, forced to live out a surreal "scene" of your choosing, taking psychic damage each round for levels 1-9. That's x2 the damage each turn for levels 1-19. That's x3 the damage each action for levels 20 and onward. This costs 40% energy.
Advanced air cannons; This causes cannons of air to shoot high speed void energy particle shots at the targets. You get 1d10 cannons and 3 shots each cannon normally. Each shot deals x2 the energy blow for levels 1-9. Its 6 shots each cannon and x3 the energy blow for levels 10-19. Its 9 shots each cannon and x4 the energy blow for levels 20-29. Its 12 shots each cannon and x5 the energy blow for levels 30 onwards. Your targets can "dodge" the shots, if your targets are making their dodge rolls for no damages..the cost for this is 50% energy.
Gleam of the Hidden; Create a thin shaft of light that illuminates invisible creatures or objects but plunges everything else in shadow.
Veil of Half-Light; You shroud an area in a dim twilight, where creatures count as both lightly obscured and lightly illuminated.
Twin Mirage; You conjure an illusory double of yourself made of light, and a shadow-double beside it; enemies can't tell which is real.
Obscure Luster; A bright object appears dull and unremarkable, or a dull object shines faintly with an alluring glow.
Shadowglide; You slip into a shadow and reappear from another shadow within 30 feet.
Clarity in Darkness; For a brief time, you and allies gain blindsight in darkness, but suffer -5 disadvantage in bright light. This costs 25% energy to cast.
Dazzling Eclipse; A burst of light and shadow blinds foes looking at you, while allies see perfectly through the mix. This costs 25% energy to cast.
Tenebrous Chains; Shadows extend from nearby light sources to bind enemies in restraining grasp for 1d6 rounds. This costs 25% energy to cast.
Refraction of Truth; A beam of refracted light reveals illusions and lies in its glow, but conceals allies who step outside it. This costs 25% energy to cast.
Mirror of Shadow; Create a dark reflection of an enemy that attacks them with their own abilities (shadow damage type). This costs 25% energy to cast.
Halo of Dusk; A twilight aura surrounds you; radiant damage you deal becomes necrotic, and necrotic damage you deal becomes radiant. This costs 35% energy to cast.
Obscurant's Mantle; You become both brightly lit and heavily obscured—enemies cannot target you directly, but you’re visible everywhere. This costs 35% energy to cast.
Shroud of the Eclipse; Day becomes night in a 200-foot radius; allies gain +5 advantage in stealth, but all saving throws against radiant effects are at -5 disadvantage. This costs 35% energy to cast.
Spectral Spotlight; A floating beam of light follows your targets, making them unable to hide and vulnerable to shadow-based attacks. This costs 35% energy to cast.
Stain the Light; Transform radiant energy into necrotic decay, corrupting healing spells in the area. This costs 35% energy to cast.
Twilight Dominion; You seize control of the battlefield's lighting; all areas shift between bright light and magical darkness at your command each round.
Duality Incarnate; You split into two forms: a being of pure light and one of pure shadow, each able to cast spells independently for 1 minute. This costs 45% energy to cast.
Total Obscuration; All sight within a mile is negated—only tremorsense, blindsight, or magical perception function. This costs 45% energy to cast.
Solar Abyss; A burning star of darkness erupts, dealing both radiant and necrotic damage in pulses that grow stronger each round by +30%. This costs 45% energy to cast.
Clair-Obscur Ascension; You ascend as a being of chiaroscuro, gaining immunity to light/dark effects, and once per round you may convert radiant damage to necrotic (or vice versa). This costs 45% energy to cast.
Eternal Eclipse; You plunge a region (up to 10 miles) into endless twilight until dispelled by a wish or divine intervention. This costs 50% energy to cast.
Judgment of Contrast; You judge creatures in your sight; those who embody truth shine with radiant blessing, while deceivers are consumed in shadowflame. This costs 50% energy to cast.
Anamorphic Veil; Reality itself warps in chiaroscuro around your targets: corridors twist, objects shimmer, shadows reach—teleportation, sight, and sound become unreliable. This costs 50% energy to cast.
Oblivion's Dawn; A destructive wave of dawn-shadow light annihilates constructs, undead, and illusions, but scorches mortals too that are your targets with half damage. This costs 50% energy to cast.
The Last Flicker; You snuff out all light sources, magical or natural, across the plane for 1 minute—only your chosen torches and light of radiance remain lit. This costs 50% energy to cast.
Friday, September 5, 2025
Conclusion
This is where you say what you think about the idea and recapitulate the moments that are expressed. So think, study and write. This means you will do the magic of ending your thoughts and making the point you wanted. Why is it magic? This leads to a clear mind and better thinking.
Some magic follows..
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.
paul t; instead of 70 on the 23rd, he doesn't mind to pay me 100 or 110 dollars as he promised earlier..no matter what.
wolfheart; he plays clair obscur no matter what.
^7; This spell causes great luck to be with you and the kitsune spirit is what causes it.
inspection; I pass the inspection for my room today, no matter what and easily.
election rules; the republicans and trump don't rewrite the election rules no matter what.
no matter; I am not tired.
focusing II; think and the creator guides the targets and you to get what results you need.
focus; in focus you do well no matter what.
en
fruit fly halt; this causes energy to kill the fruit flies no matter what. this lasts 30 minutes to an hour.
paul t; He no longer cheats me out of money situationally, even if he's good at it no matter what.
unlisted; the unlisted things are remembered, and eventually put in writing.
enn
for dnd
Witcher ability
Dimensional shifting; This is where you perceive other dimensions upon thinking of the idea, then teleporting there. You may teleport back if you so desire by the power of your soul.
Phasing step; This is where you think of the area to be and will yourself to be there. Your spirit phases you there by a phase step. This includes allowing instantaneous strikes.
live action
So for spells if you cast one, you make the gesture and that's all you need to do for a casting.
other spells
Ultra Dispel; Every time your character blinks they dispel one target until next long-rest.
Omens; This is a sign of what's to come that's immediately understood and stops all need to fight. Sorta like a column of light coming down during a thunderstorm or a face in the clouds.
Black mist; This effects what you need, it does what you want or it forms as a blackness on the memories that you want effected. Fight over.
Hi ki; This is where you summon high energy from the creator and can do endless things and you get a x3 to your next bit of damages or healing dealt..
Poppet; This creates by the creators energy what elemental effect that you want. This can create 1d6 effects for levels 1-9, 1d8 effects for levels 10-19, 1d10 effects for levels 20-29 and 1d12 effects for levels 30 and above.
Botch; This creates what you think mistakes done by the targets, that kill them through botcheralism. The moment that the mistakes happen, the targets (DM/GM) rolls a 1d3 and on a 1, nothing happens. On a 2, they do a mistake with no bad results. On a 3, they die.
Beer Blunder; Target has to roll a 1d2 if they roll a one then their next attack automatically misses.
Sheolgorath; The daedric prince of madness comes to serve you and do your deeds. He defends you and does what you want by manipulating the moment. He has your stats, deals magic fire damage and has 200% health, he deals x2 the damage and healing. He leaves when not wanted.
Creator moment; This is where you make or create a moment that seems to be real.
Transfer Alchemy; Turn anything into anything.
Spark of Vitriol; You conjure a fizz of acidic foam, dealing 1d6 acid damage on hit. On a miss, the target’s armor corrodes slightly, lowering the targets AC by -1 until the start of your next turn.
Minor Infusion; You touch a mundane object (like rope, bread, or water) and it takes on a harmless alchemical property: glowing faintly, fizzing, smelling fragrant, or hardening slightly.
Fume Puff; Create a puff of colored smoke that lightly obscures a 5 ft. cube for 1 round. Great for mischief or signaling.
Alchemist's Flame; Summon an energy flask of summoned fire. Then throw it. On hit: fire damage. On miss: splashes for half damage in 5 ft. radius.
Quicksilver Step; Your body feels unnaturally light; gain +10 ft. movement speed and +5 advantage on Dexterity saving throws for 1 minute.
Panacea Draught; You brew an energy glowing tonic. A creature that drinks it regains 1d4 health and gains +5 advantage on the next saving throw against poison or disease.
Mercurial Touch; Transmute a weapon into a quicksilver-like form, causing it to deal force damage instead of its normal type for 1 minute.
Noxious Vapors; Create a 10 ft. cloud of greenish fumes. Creatures/targets inside must succeed on a Con save or be poisoned until the start of their next turn.
Stone to Slurry; You soften 5 ft. of stone, turning it into mud or clay for 1 hour. Great for sabotage or escape.
Philosopher's Radiance; This costs 15% energy. You emit golden alchemical light, healing allies in a 20 ft. radius for normal Health recovery while dealing radiant damage to undead.
Explosive Concoction; This costs 15% energy. You hurl a volatile mixture that explodes in a 10 ft. radius for x2 fire damage. Creatures/targets failing their Dex/Agility save also burn for fire next turn.
Alkahest Ray; This costs 15% energy. You conjure the mythical universal solvent, firing a dissolving ray that deals acid damage and ignores nonmagical armor or shields.
Homunculus Brew; This costs 20% energy. You craft a tiny temporary homunculus familiar from alchemical reagents. It lasts for 1 hour, obeys your commands, and has the stats of a homunculus servant with 100% health.
Transmuter's Ward; This costs 20% energy. Coat an ally with shimmering metallic essence. They gain resistance to one damage type of your choice (fire, acid, poison, cold, or lightning) for 10 minutes.
Elixir of Eternal Flame; This costs 25% energy. You summon a swirling orb of alchemical fire that follows you. As a bonus action each turn, you can hurl a firebolt effect with fire damage. Lasts up to 10 minutes.
Core spells
These spells draw their power from the core of the planet and effect what you want upon the targets you had in mind. Generated by ChatGPT AI and SH. Feel free to make use of them.
Core elementalism; This costs 40% energy to cast. This causes the point of creation in idea to make what you think. It uses the core of the planet to power its effect. Think about it and you can form any element, including electricity and its thinking to be upon the targets with x4 the elemental damages of choice, instantly.
Core Spark; You ignite a spark of molten rock, dealing fire damage and causing stone or metal objects to briefly glow red-hot.
Gravitic Pull; You create a minor gravitational tug, pulling a loose object or creature 5 feet closer to you.
Seismic Ripple; You stomp or strike the ground, sending out a tremor that destabilizes footing in a 10-foot radius. Roll a 10 on a 1d20 to cause your targets fall down.
Molten Touch; Your hands glow with inner heat, dealing fire damage on a hit and potentially softening metal or stone.
Magnetize; Infuses your target with magnetic force, pulling metal weapons toward or away from them.
Core Echo; You sense vibrations in the ground, granting tremorsense within 20 feet for the duration.
Eruption Burst; A geyser of magma erupts in a 10-foot radius, dealing fire damage and knocking creatures prone for 1d10 rounds.
Mantle Shield; You conjure a thin protective field of molten rock that absorbs fire and bludgeoning damage.
Subduction Grip; The ground pulls creatures downward, restraining them as if swallowed by tectonic plates.
Magma Weapon; This costs 15% energy to cast. You infuse a weapon with molten essence, causing it to deal fire + magical bludgeoning damage and melt armor.
Core Pulse; This costs 15% energy to cast. You release a radial wave of seismic energy, pushing creatures away 20' and damaging structures 15%.
Pressure Crush; This costs 15% energy to cast. Gravitational forces bear down on your targets, dealing heavy bludgeoning damage and possibly paralyzing them on a rolled 10 with a 1d20.
Lava Veins; This costs 20% energy to cast. You draw molten streams up through cracks in the ground, creating difficult terrain that burns creatures and targets.
Inner Fire; This costs 20% energy to cast. You ignite your targets/creatures' inner essence with core heat, granting them fire resistance and dealing fire damage to attackers.
Tectonic Shift; This costs 20% energy to cast. You shift a section of terrain (30 ft area), creating cliffs, trenches, or raising stone walls.
Planetary Chains; This costs 25% energy to cast. Gravitational shackles form around your targets, reducing their speed to 0 and forcing Constitution saves each turn to break free.
Mantle Torrent; This costs 25% energy to cast. You summon molten rivers to flood an area, dealing damage over time and reshaping terrain.
Core Implosion; This costs 25% energy to cast. You collapse space inward at a point, crushing creatures/targets in a 20-foot sphere with immense gravity.
Volcanic Wrath; This costs 30% energy to cast. You erupt like a living volcano, sending a cone of magma and ash outward for massive fire/poison damage of x3.
Gravity Well; This costs 30% energy to cast. Creates a 40-foot zone where gravity intensifies, reducing movement and pulling everything toward the center.
Molten Rebirth; This costs 30% energy to cast. If reduced to 0% Health, you may explode in molten energy, revive at 1 HP, and deal AoE fire damage.
Planet's Fury; This costs 35% energy to cast. Massive shockwaves shake the battlefield, collapsing buildings and knocking all enemies prone within 100 feet.
Mantle Storm; This costs 35% energy to cast. A storm of molten rock rains from above, creating lasting fiery craters dealing upon your targets x3 lava damages.
Core Ascension; This costs 40% energy to cast. You channel planetary essence, gaining flight, fire immunity, and an aura that burns creatures/targets near you with x3 fire damages.
Planet's Heart; This costs 45% energy to cast. You call forth a fragment of the world’s molten core, creating a cataclysmic explosion of lava, seismic energy, and crushing gravity that reshapes the land permanently. This deals x5 lava energy damage.
Monday, September 1, 2025
Intimidation
Intimidation in magic doesn't work, it simply doesn't. All you achieve with it is getting denial sooner. Intimidation only cancels itself out. So why do it? I think most people don't want to face denial and if they knew this, they wouldn't attempt intimidation. More 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.
paul t.; he doesn't mind what I do or did no matter what.
humid; the humidity is cool and things aren't so moist.
thermal overheating; the laptop overheating problems no longer consist.
laptop; no matter what, my laptop works.
accidents; no longer am I having accidents.. no matter what.
perpetual; things that are a problem are no longer considered except to solve them.
immunity; This effect is where you aren't effected by any attack or effect that you don't want to be effected by. This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks despite the wounds no matter what unless you don't need or want to live.
for dnd
Slime balls; Think to form a ball with the essence of slimy and filthy water in the air and need as you think send it to your targets. It splits off in the air as it moves through space or air. It's your will holding it together and what it hits is what you need it to hit. This causes sickness in the targets, or a splash mark on the surface of the target like a wall. This happens as you pinch your forefinger with the thumb and releasing it.
Sky cube; This is a regulative energy in the shape of a cube in the sky powered by the sun. Its energy regulates the thoughts and brain patterns of your targets to do what you wanted..
Temporary immunity; This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks.
Temporal immunity; Think of the idea and if you don't like it, its undone by the power of the creator. That's if you need it undone by time undoing the idea as if now.
Will do; This is where you will the effect and then create the result by feel. This includes viewing some area you can sense out, or otherwise control to your satisfaction. You can create almost any event with one action and your use of free actions after the fact. Roll a 1d100+luck with a 50 or above result to get success.
These spells are for those that want to play with ghostly effects..generated by SH, Kittypoo and <a href="http://www.chatgpt.com" target="_blank">ChatGPT AI</a> (c) 2025.
Natural ghost effects
Freezing scream; This scream freezes the targets in their tracks for 1d10 rounds.
Ghostly imprint; This is where you cause by spirit imprint a mark on the target that takes things from you. The moment they give it back or give/sell it away the mark fades away. If there is a mark on the targets, then you can cause targets to do anything you want.
The pull; The pull is where a ghostly spirit arm pulls the targets towards the area intended about 10'. The targets can't get out of the grip until you decide to end the grip effect.
The push; The push is where your spirit spushes the targets towards the area intended about 10'.
The hold; This is where your spirit causes the targets to be held in place for 1d10 rounds. They are held in fear till the hold no longer lasts.
Cold Spot; Create a sudden drop in temperature in a 10 ft. cube. Creatures inside must make a Con save or shiver violently, giving them -5 disadvantage on their next attack roll.
Whispering Walls; For 1 minute, faint ghostly whispers echo from walls or floors. Only chosen targets/creatures hear them, possibly sowing paranoia.
Flicker Flame; A candle, lantern, or torch flickers wildly. The light briefly reveals spectral shadows, forcing nearby creatures to make a Wisdom save or be unsettled (-5 disadvantage on Perception until start of your next turn).
Phantom Footsteps; You create the sound of footsteps approaching, receding, or circling a target. If used in combat, the targets/creatures must succeed on a Wisdom save or waste their reaction believing something is near.
Eerie Knock; A spectral knock echoes at a door, chest, or wall. If directed at a creature, they must succeed on a Wisdom save or believe someone unseen is trying to get in (-5 disadvantage on Insight and Investigation for 1 minute).
Grave Chill; One creature must succeed on a Con save or take cold damage and be unable to regain health until the start of your next turn.
Phantom Caress; A ghostly hand touches a creature's shoulder. On a failed Wisdom save, the target is convinced they are being followed and frightened until end of their next turn.
Possession Flicker; Force your targets/creatures to make a Charisma save. On fail, for 1 round you can make them drop or mishandle an item as though a ghost jerked their arm.
Poltergeist Toss; Telekinetically fling a loose object (up to 10 lbs.) at a creature within 30 ft. The target must succeed on a Dex/Agility save or take magical bludgeoning.
Dreadful Reflection; This costs 15% energy. A target who looks into a reflective surface sees themselves as a corpse. On a failed Wisdom save, they are frightened until the start of their next turn.
Spirit Writing; This costs 15% energy. Messages scrawl themselves on walls, parchment, or floors. You may dictate them or leave them random and disturbing. Targets witnessing this must succeed on an Int save or believe the words are a direct message from the dead. The DM/GM make up the messages.
Wailing Moan; This costs 15% energy. A ghostly scream erupts in a 20 ft. cone. Creatures make a Wisdom save or take psychic damage and become frightened until end of their next turn.
Haunted Slumber; This costs 20% energy. Several sleeping targets/creatures suffers violent ghostly dreams. On a failed Wis save, the sleepers wakes exhausted, gaining one level of exhaustion.
Spectral Attachment; This costs 20% energy. Place a ghostly tether on your targets/creatures. For the next 10 minutes, the creatures/targets hears phantom voices calling its name and occasionally feels tugged by unseen hands, imposing -5 disadvantage on concentration checks.
Ghostwalk; This costs 25% energy. For 1 minute, you partially phase into the ghost realm: Move through walls and objects as if difficult terrain. Speak into people's minds with haunting whispers. Enemies within 10 ft. have -5 disadvantage on saving throws against being frightened.
Wailing Echo; You emit a spectral wail; creatures of your choice within 30 ft must make a Wisdom save or be frightened until the end of their next turn. Undead are immune.
Spectral Shackles; This costs 15% energy. Ethereal chains bind a target’s spirit. On a failed Strength save, the creature’s speed is reduced to 0 and it cannot teleport or become incorporeal for 1 minute.
Haunted Step; Your footsteps leave chilling echoes. For 1 minute, every time you move, hostile creatures within 5 ft must succeed on a Wisdom save or suffer -5 disadvantage on their next attack.
Ectoplasmic Drip; You summon ghostly slime that clings to weapons or armor. The targets/creatures hit by it suffers -5 disadvantage on Strength checks and saving throws until the end of your next turn.
Fading Touch; Your hand passes through flesh, chilling the soul. On a melee spell attack hit, the creatures/targets must succeed on a Constitution save or take necrotic damage and lose their reaction until the end of its next turn.
Spirit's Lament; The battlefield fills with whispers of the dead. Hostile creatures within 20 ft must make a Wisdom save or take psychic damage and be unable to willingly move closer to you for 1 minute.
Corpse-Light Lantern; You conjure a small, floating will-o’-wisp–like flame that sheds pale light. The flame can flicker menacingly, granting you +5 advantage on Intimidation checks.
Ethereal Grasp; A ghostly hand emerges from the ground and grapples a creature. The hand is incorporeal and can restrain even creatures immune to being grappled, though they can still attempt Strength saves to break free.
Possession Flicker; This costs 25% energy. You briefly slip into another creature's/target's body. For 1 round, you control its movement but not its actions. A Charisma save negates.
Soul Lantern; You trap a fragment of a recently dead soul into a spectral lantern. For the next hour, you can ask it 3 questions as if under the effect of speak with dead, but the spirit is anguished and may resist. So roll a 1d100+luck and get a 50 or above result to hear its answer.
Misty Wraithform; You partially phase out of existence. For 1 round, attacks against you have -10 disadvantage, and you can move through creatures/targets as if they were difficult terrain.
Banshee's Breath; This costs 15% energy. You exhale a chilling spectral mist in a 15-ft cone. Creatures/Targets must succeed on a Constitution save or take cold and necrotic damage, plus be unable to speak above a whisper until their next turn.
Lingering Haunt; This costs 20% energy. You anchor a location with a spectral echo of yourself. For 1 hour, whenever your creatures/targets enters the area, they hear ghostly whispers and must succeed on a Wisdom save or suffer -10 disadvantage on their first attack roll in that space.
Eternal Shackles; This costs 30% energy. You bind a creature's/target's soul to its body. If it dies within 1 hour, it cannot be resurrected except by wish.
Unnatural ghost effects p1
Wail of Echoes; Range: 30 ft. Effect: Your targets/creatures must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Spectral Touch; Range: Touch. Hit/Damage: Melee spell attack. On hit, necrotic damage and target's speed is reduced by 10 ft. until start of your next turn.
Haunted Flicker; Range: 30 ft., 10 ft. radius. Effect: Creates flickering spectral lights for 1 minute. Invisible creatures or targets in the radius must make a Dexterity/Agility save or be outlined (as faerie fire) until end of your next turn.
Grave Whisper; Range: 30 ft. Effect: The targets/creatures must succeed on a Charisma save or have disadvantage on their next attack roll before the end of its next turn.
Phantom Step; Range: Self. Effect: Teleport 10 ft. to an unoccupied space you can see. If you appear adjacent to a target/creature, it must make a Wisdom save or be frightened of you until end of its next turn. Scaling: +5 ft. distance per +5% energy used.
Eerie Chains; Range: 30 ft. Effect: Target must succeed on a Strength save or be restrained until end of your next turn.
Spectral Lantern; Range: 30 ft. Duration: 1 hour (concentration). Effect: Summons a lantern that sheds dim light (20 ft. radius). Reveals invisible/ethereal creatures within 10 ft.
Haunting Presence; Range: 30 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: Creatures/Targets in the area make a Wisdom save or suffer -5 disadvantage on Wisdom checks and saves. Re-roll save at end of each turn.
Phantom Grasp; Range: 60 ft. Effect: A ghostly hand grapples your creatures/targets. On a failed Strength save, the creatures/targets are restrained. Escape make a Will save of rolling a 1d20+will and getting a 10 or above.
Ghostly Veil; Range: Self. Duration: Concentration, up to 1 minute. Effect: Gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
Ectoplasmic Blast; This costs 15% energy. Range: 60 ft., 15 ft. radius sphere. Effect: Targets/Creatures make a Agility/Dexterity save. On fail: x2 necrotic + x2 cold damage, half on save.
Poltergeist's Push; This costs 15% energy. Range: 30 ft. radius centered on you. Effect: Each creature/target of your choice makes a Strength save or is pushed 10 ft. and knocked prone for 1d6 rounds.
Tormented Screams; This costs 15% energy. Range: 30 ft., 30 ft. cone. Effect: Creatures make a Wisdom save. On fail: x2 psychic damage and frightened until end of their next turn. Half damage on save.
Possession Veil; This costs 20% energy. Range: 30 ft. Effect: Several creatures/targets makes a Charisma save. On fail, you control their actions for 1 round (like dominate person). Undead are immune.
Spectral Army; This costs 20% energy. Duration: Concentration, up to 1 minute. Effect: Summon 3 ghostly warriors (AC 15, Health 100%, +5 to hit, necrotic damages). They act on your initiative and vanish at 0% Health.
Haunted Ground; This costs 20% energy. Range: 60 ft., 30 ft. radius. Duration: Concentration, up to 1 minute. Effect: Area becomes cursed. Enemies inside take necrotic damage at start of their turn and move at half speed.
Ethereal Chains; This costs 25% energy. Range: 60 ft. Effect: Targets makes a Charisma save or becomes bound. They cannot teleport, go invisible, or become incorporeal for 1 minute.
Revenant's Curse; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: All targets and creatures are marked. Attacks against them by you or allies have +5 advantage.
Wailing Storm; This costs 25% energy. Range: 60 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: At the start of each of its turns inside, your targets make a Constitution save or takes thunder + psychic damage.
Unnatural ghost effects p2
Phantom Host; This costs 30% energy. Range: 90 ft., 40 ft. radius. Duration: Concentration, up to 1 minute. Effect: Summon a swarm of spirits. Creatures/targets of your choice in area take x2 necrotic damage at start of their turn and must make a Wisdom save or be frightened.
Soul Drain; This costs 30% energy. Range: 30 ft. Effect: All targets make a Constitution save. On fail: x3 necrotic damage and its maximum Health is reduced by half the amount until long rest.
Ectoplasmic Form; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Effect: Become incorporeal: fly 60 ft., pass through walls, resistance by reducing 1/2 all damage except force and radiant.
Haunting Dominion; This costs 35% energy. Range: 60 ft. Effect: Works as Dominate Monster but spectral. Targets are possessed by ghostly force that make them do what you want.
Spectral Eclipse; This costs 40% energy. Range: 300 ft., 200 ft. radius. Duration: Concentration, up to 1 minute. Effect: The area darkens. Enemies take x2 necrotic damage at start of turn. Undead allies gain +2 AC and deal necrotic damage.
Ghost Apocalypse; This costs 45% energy. Range: 1 mile radius, centered on you. Duration: Concentration, up to 10 minutes. Effect: A spectral army rises. Enemies take x2 necrotic damage at start of turn, must save or be frightened for 1d6 rounds, and undead allies gain resistance to all damage and +5 advantage on attacks.
Whispering Shade; Target hears ghostly whispers only they can hear, giving them a -10 disadvantage on their next attack or skill check. Creepy, unsettling, and subtle.
Wraithstep; You briefly become incorporeal, allowing you to move through up to 10 feet of solid objects or enemies without provoking attacks of opportunity.
Phantom Grasp; A spectral hand claws up from the ground, restraining a target for 1 minute unless they succeed a Strength save.
Ectoplasmic Shroud; This costs 15% energy. You cloak yourself in ghostly energy, gaining resistance to nonmagical weapon damage. Enemies striking you must make a Wisdom save or become frightened for 1 round.
Haunting Vision; This costs 15% energy. You conjure an illusion of a terrifying spirit. All creatures in a 20-foot radius must succeed on a Wisdom save or be frightened for 1 minute.
Soul Anchor; This costs 20% energy. You tether a creature's soul to its body. If they are reduced to 0 HP, they instead drop to 1 HP, but they suffer -5 disadvantage on all rolls until healed.
Howl of the Restless Dead; This costs 25% energy. You unleash the scream of countless spirits. All enemies in a 30-foot cone must succeed on a Constitution save or take psychic damage and be stunned until the end of their next turn.
Spirit Convergence; This costs 30% energy. You call forth wandering souls to aid you. Three ghostly allies manifest (similar to Spiritual Weapon or Unseen Servant) and act as spectral attackers or protectors for 10 minutes. They have your stats and 100% health.
Ghostwalk II; This costs 35% energy. You and up to 3 willing creatures shift partially into the Ethereal Plane for 1 hour, able to pass through walls and remain unseen by most creatures. You can interact with objects faintly, like poltergeists.
Shadow at the Door; Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: You manifest a faint humanoid silhouette at the edge of a doorway, stairway, window, or corridor. Creatures/Targets who can see it must make a Wisdom saving throw. On a failed save, they believe something is watching them and suffer -5 disadvantage on Perception and Insight checks until the spell ends.
Saturday, August 30, 2025
A Homebrew DnD Spell System Cheat Sheet
This is a cheat sheet made from my homebrew dnd game..systems.
Spell System Rulebook Cheat Sheet
1. Core Concept
Magic is cast through focus + willpower + subconscious suggestion.
No memorization of spell lists is required and no spell slots needed.
You imagine or declare the desired effect -- subconscious interprets -- energy manifests.
2. Energy Costs
Every spell consumes a percentage of your Energy Pool (%):
1% -- Cantrip-level (small, minor effects).
5% -- Normal effects.
10% -- Uber / powerful effects.
Uber-tier effect: healing and damage are doubled.
3. Casting Requirements
Action cost in battle: 1 Action or 1 Round (up to 1 turn).
Action cost out of battle: 1 minute of uninterrupted focus.
Daily limit: Up to as many successful spells per day as you have energy.
4. Resolution (Dice and Focus)
Most spells require a Focus/Magic Check:
Roll 1d20 + Focus Ranks.
Roll a 10 or higher = success.
Arcane Skill Check may replace Focus if applicable.
If dice are used:
Dice roll determines success or effect magnitude.
Example rolls: 1d8, 1d10, 1d20 depending on spell intensity.
5. Mechanics of Willpower
Strength of will = strength of effect.
Stronger belief/focus = stronger manifestation.
Example: If you command someone to leave with intent, the energy makes them leave.
6. How to Cast a Spell
Declare/Visualize what you want to happen.
State or imagine the intent clearly (subconscious takes over).
Focus Check: Roll 1d20 + Focus ranks.
10 or higher -- success.
If successful, spend the Energy % cost.
Effect manifests:
If energy is like heat -- feel warmth.
You can channel heat, freeze, or direct it into targets.
Apply outcome (damage, healing, change, etc.).
7. Special Notes
Shapeshifting / Polymorphing: requires 1 Focus Roll to succeed.
Body energy defense: if your subconscious knows an attack is bad for you, you are not affected.
New Spells: If not on list, you can invent one.
Requires a Focus Check or Arcane Skill Check.
Optionally roll a d20 to determine damage/healing output.
8. Limits and Balance
Only 1 or 2 spells + 1 special ability active at once.
Extra effects may require multitasking ability.
Max as many castings per day as you have energy.
9. Flavor / Philosophy
The subconscious is the real spell engine.
Imagination is the gateway.
Spells manifest through symbolic thinking: energy = heat, wind, spirit, etc.
Willpower check = soul's authority where your soul either allows it
if the effect doesn't harm you, or it doesn't if the effect does harm
you.
Monday, August 25, 2025
Thought progress
The thought you have progress creates the moment of peace in your mind, so that is the magic of progress as you think the progress is good. 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.
payment; I can easily afford to pay for all my bills no matter what.
Arrival; you get arrived what you need despite the shipping.
focus on need; upon focusing, you no longer need to eat.
thought focus; upon the thought, the extra weight dissipates or goes down.
thoughts; this is better decisions all around.
en
judy; she doesn't mind what I do or did, no matter what.
yellowstone; The caldera sensors are back online and showing whasigns there are.
rent; the rent doesn't go up no matter what. if it does, it doesn't go up too much.
influence of energy; this is where you think of what you need and the energy influences it into existence as it picks up on what you want.
energy; energy is either produced by generators or created by the body. able to be directed by thought to create what you wanted.
space launches; Everyone's space launch will succeed, no matter what. that's as though they have the best conditions in weather and devices.
en
spacex; I don't worry they decide to launch anyway, despite the weather no matter what.
focus; the effect is done if you need it done.
Hill 192; Put a Big Mac on top of a hill and watch the Allies wipe them out to get it.
spacex; they launch the crew 11 mission successfully today no matter what.
cigs; the marijuana cigs drop to the ground, lost.
heroes; think of the moment and be a hero to solve a problem.
en
enn
spacex; they no longer push back the time. Think and it progresses past the "wiating" or waiting and they launch perfectly no matter what, that's as though the right conditions and weather existed to allow the launch.
spaceX; The kuiper satellites get launched by feel. This is where they have the right conditions in weather and machinery for launch no matter what.
success; succeed in something, then you create a success by good luck.
all about the battlefield; This trick is where you cause the creator to shift you about the area of the battle as you go about.
judy; she recovers and gets gets better quickly no matter what.
judy; she trusts me enough not to need receipts no matter what.
Activity stoppage; Stop the flow of water by turning off the valve, reconnect the drainage then think and you convert the energy released by its stoppage. Then it stops the activity of the targets, unless you need them to do things. They literally stop in their tracks and halt for 1d10 rounds or 60 seconds.
SpaceX; They launch as soon as possible today, the kuiper mission launches today and there is no more holds on the time as though the right conditions and the right weather existed no matter what.
Kuiper; they have luck in launching no matter what even if competitors to starlink.
en
overspenditous; I am cured of overspendititious and can easily pay off alll my bills no matter what.
Ashley; she doesn't mind what I do or did no matter what.
Reciprocal; Things turn back into themselves.
The mail; paul t gets his mail no matter what.
cashapp; paul t. pays me today, no matter what I get paid.
The package; moose gets his package of his daughter's backpack today no matter what as soon as possible.
pauls sister; she allows him to buy his own food no matter what.
YunExpress; They deliver and deliver quickly no matter what. I receive the package that I ordered.
en
fixed; the buying of tools is legal and cheap. the buying of weapons are legal and cheap. no matter what.
enn
for dnd
Ring of the elements; this ring has one big quartz gem that is surrounded by tigers eye, ruby, aquamarine, amethyst and black onyx gemstone. Focus on creating the element of choice and you deal the element damage.
sand shield; this is where you focus sand particulates in forming a shield, that absorbs extra heat and any element sent at you.
sand protection; sand particulates are focused at the area and prevent any twisters and tornados.
soul protection; this is where the creator protects the soul and body of the targets.
residual haunting; this causes a repeat of what happened before.
maxxing agility; Think to convert energy into action, this causes you to get more agility. think to make your dex/agility roll with a +10.
cratomancy; this is where you think of using boxes and barrels. then you get the effect of +5 to your rolls.
stat maximizer; think of it, the energy responds and you get improved stat responses. this is a +5 to all stat rolls.
magnetic shields; This is where your aura makes your body magnetic, think and it will repulse effects that you don't want.
thought shields; this is where your thoughts charge the aura and repel what you don't like including weapon strikes. drink water to relieve the thought tension that may cause headaches.
soda: drink a soda to restore 60% lost energy.
Black Desert Online is a sandbox-oriented fantasy massively multiplayer online role-playing game (MMORPG) developed by Korean video game developer Pearl Abyss and originally published for Microsoft Windows in 2015.
Here are some spells by them..usable in this game.
https://www.invenglobal.com/blackdesertonline/skill/9 Sorceress
https://www.invenglobal.com/blackdesertonline/skill/29 Wizard
https://www.invenglobal.com/blackdesertonline/skill/32 Witch
Psychic Hunter Spells
A psychic hunter is a hunter of people and creatures that uses psychic abilities to do the idea. All their abilities are spells that take 15% energy unless otherwise noted to cast.
Mindtrack; Focus on a target’s psychic imprint within 300 ft., learning their direction and approximate distance for 1 minute.
Thought Snare; Lay an invisible mental trap in a 10 ft. radius; the first target entering makes an Int save or is Stunned for 1 round as psychic pain erupts.
Instinctive Dodge; Briefly read an attacker’s intent, gaining +4 AC vs. that attack.
Mental Beacon; Mark a target’s mind for 1 hour; you always know its location within 1 mile and can communicate telepathically.
Psychometric Reading; Touch an object to receive flashes of its past owners, events, or locations tied to it.
Predatory Focus; Heighten senses through psionics; +5 advantage on Perception, Investigation, and Insight for 10 minutes.
Phantom Shot; Imbue a bullet, arrow, or dart with psychic force, dealing normal magic damage + psychic damage and possibly disorienting the target.
Mind Silence; Suppress telepathy, psionics, and magical mental communication in a 20 ft. radius for 1 minute.
Mind slayer; This causes energy presuures on the targets that ake it hard to think and leaves them mindless. That means they do nothing the rest of the fight.
Fear Pulse; Emit a psychic shockwave; all targets and creatures in 15 ft. must make a Wis save or be Frightened for 1 minute.
Echo Sense; You sense “echoes” of movement and thought in a 60 ft. radius, ignoring invisibility and concealment.
Cerebral Sniper; Channel psychic energy into a ranged attack, dealing additional psychic damage and preventing concentration.
Mental Shackles; Bind a creature’s mind; on a failed save, they cannot willingly move more than 15 ft. away from you for 1 minute.
Hunter’s Premonition; Glance into the immediate future; gain advantage on all attacks, saves, and skill checks against one creature for 1 minute.
Thought Erasure; Erase the last 1 minute of memory from a creature on a failed Int save.
Neural Overload; Overwhelm a creature’s brain with excess sensory input, dealing x2 psychic damage and possibly incapacitating them for 1 round. This costs 20% energy.
Mind Barrier; Project a psychic shield around you and up to 3 allies; each gains resistance to psychic damage and immunity to charm for 1 minute.
Astral Pursuit; Project your consciousness to chase a target’s spirit form; lets you track through any terrain or plane for 10 minutes.
Psychic Suppression Field; In a 30 ft. radius, psionics and psychic spells are weakened — enemies’ psychic damage is halved, and saves are at advantage.
Brain Lance; Fire a concentrated beam of psionic power in a 60 ft. line, dealing x3 psychic damage to all in path. This costs 30% energy.
Mind Dominion; Seize full mental control over your targets or creatures for up to 1 hour (Int save negates, legendary resistance applies). This costs 40% energy.
Cerebral Ping; Send out a mental pulse in a 30 ft. radius; detect all conscious minds, even hidden or invisible, for 1 round.
Neural Tripwire; Set an invisible psychic cord between two points. When crossed, the target takes psychic damage and you instantly know their location.
Target’s Burden; Load the mind of a creature with intrusive thoughts and paranoia, giving them disadvantage on Perception and Insight for 1 minute.
Intuition Surge; Predict an enemy’s next move; impose disadvantage on one attack or ability check of -5.
Pain Echo; Inflict a psychic wound that resonates — targets take x2 psychic damage immediately, then repeats normal damage at the start of its next turn.
Hunter’s Mirage; Project a false image of yourself into the target’s mind; attacks against you have disadvantage for 1 minute or until you attack.
Shadowed Psyche; Cloak your mental signature, making you undetectable by telepathy, mind reading, or psychic tracking for 1 hour.
Mindbreaker Bolt; Strike a target with a psychic-laced projectile that swerves to hit the target; on hit, they take normal weapon damage + psychic damage and must succeed a Con save or lose their next reaction.
Predatory Synchrony; Mentally link to an ally; you and they can share line of sight, advantage rolls, and damage bonuses against one target for 1 minute.
Soul Pin; Anchor a target’s soul to their body with psionic force; prevents teleportation, planar travel, or phasing for up to 10 minutes. This costs 30% energy to cast.
Bee Dance; Give coordinates to a location without talking, just a long dance on where to fly to as you point them out to others.
docs
Should I tell you exactly how to make wine and hard cider in a week?
Step 1: Get the Baker's Yeast and as much juice as you can keep on the counters and maybe closet.
Step 2: Make some room by pouring a glass of each jug and drinking it for yourself.
Step 3: You just add the yeast... Even the tiniest amount will work to each jug... Then you just screw on the cap loose to the CO2 can escape... That is about it too, just wait a week and you'll know it is working when bubbles appear.
You can shake it like a mofo, even put it in your closet... You can even let it age for months or even years... But one week and the wine and hard cider is just done. And it will look exactly like Juice so it has stealth.
Then there is mixed water with grape flavored packets..and let it ferment.
Now if it is too acidic like Lemonade you will have to add some Baking Soda or the Yeast won't make it.
Wednesday, August 20, 2025
Spells list 2
This is a second spells list that you may peruse.
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 the effect or trigger word and look to read the definition that the subconscious does by feel. So you know what it does.
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 that you like as though you will the effect to exist.
So if given enough time, the effect happens for the energies will surge and do the idea for you. This is done in effect by what is what where you think. Think the ghost dismissed after offering energy to it and the creator makes it so.
House; I gained back my house, so I now live here all I need to do is inform my family of this.
Tripod.com; they finish up with what they do and restore service quickly no matter what.
Ashley; she manages to get her new phone no matter what..and quickly.
Whatever; whatever is the cause it doesn't exist now.
Waittress; she doesn't work there anymore no matter what she thinks.
Minding; I don't mind what happens to me no matter what.
En
Sophia; she doesn't mind what I do or did..no matter what.
String-along; think about it and you know what you need to do.
Eih; eat your fat.
There; this is there.
E; is/are am/will
The designated; think and you know what is going on.
En
Encer; this means fatigue is cured.
People; they don't mind what I do or did.. no matter what.
Focus; this is where you focus energy to a butterscotch chip and eat it creating extra energy.
Things; things happen that I want no matter what..
No matter; no matter what people don't mind what I do.
En
WwIII; this doesn't happen no matter what.
Sickness; I get over my sickness no matter what quickly.
Headache; I no longer have any sign of headaches no matter what.
Focus; upon focus you think about it and it was generated by feel.
T; it, he, she, the
Hi; hello
Donations; Julian or codey brings the donations no matter what and quickly.
En
Maga; they no longer take trumps word for things as defacto fact. No matter what.
Disguise; no matter what I no longer appear like a fat person. I appear like a thin person instead.
The tiredness; people never get tired of the news and what Trump does. No matter what we don't get worn down.
Down time; this is where you are asleep yet awake and relaxing.
Dawn; this makes you live forever.
Thinking; this creates a point of time to make a moment that ends when you want it to end.
Un dog; think and you know what to do.
En
Mistake; mistaken idea aren't done.
Escape; I escape by imagination and find myself in a better place.
Overwhelmed; I no longer get overwhelmed no matter what.
SpaceX; they get successful launches no matter what they do..as though the right conditions are there at the launches..
Dph; I think DPH even showed up in the luck page as Daytripper. Like in DND terms.. +3 Luck Temporarily..
+3 Luck
+3 Charisma
-2 Strength (for 10 minutes).
Takes about seven to become addicted.
Really the only downside is hallucinations and lowered STR.
DPH is Benedryl... Basically extremely unaddictive... Polar opposite of tobacco.
Iron; the iron deficiency no longer effects me..no matter what.
Th; thinness with no problems..no matter what.
En
Katrina; she passes me anyway for what I did no matter what..or I find some places to move to..
Angela; she agreed to allow me to store my totes at her house..with Jay..no matter what.
Working; Things work out in the end.
WW3; whatever trump does he doesn't cause WW3.. no matter what.
Situated; things are situated satisfactorily and quickly I get what I need.. no matter what.
En
Energy; energy no longer overwhelms me no matter what.
SpaceX; they manage to launch the rocket no matter what and quickly.
Vids; I am not vid out, I can easily watch the video that I decided to watch no matter what with no tiredness. I will watch videos without burnout.
I get it; I get my orders for Walmart no matter what..
I paid it; I paid for klarna and all my bills no matter what.. easily.
En
Angela; she is no longer sick and gets over any illnesses no matter what.
Jay; he comes over tomorrow or today no matter what.
Incredible; this is where you think about the energy and it's set by you thinking about the idea to do.
Jebus; he stops bidding on the storage unit and lets them win it..
Will; he gets over his cancer no matter what quickly.
En
Demo; demolition of the building.
The ability; the ability to know things is the ability to do things. Amazing if it happens.
Inspection; the inspector from housing authority passes me anyway no matter what.
The big beautiful bill; the trump budget bill will not pass no matter what they do..
Paul t; he ca afford to pay the money I am owed no matter what. I get the money for the service I did for him no matter what the point.
Compensate; I am well compensated for what I do or did.
En
Freed; I freed the lone Jedi and now await rewards.
Electrify; this is where you think about the moisture gathering in the air around the targets and electrify it by thinking energy goes to the moisture.
The goose; the new waittress with the glasses either quickly quits or gets fired no matter what.
Nso; they don't have room inspection this month no matter what.
News 9; the signal no longer breaks apart and stays steady no matter what.
En
Moose; he gets his package today as quickly as possible and I get to keep the money he gave to me.
I; I do not have to pay moose back no matter what.
Intimate focus; This is where you think about things and focus upon getting things done.. +5 to all rolls.
Chunky; This is where you think about the weight and the targets become it..with a -5 to all their rolls.
Considerable; A spell to cause your targets to consider you and not attack no matter what.
Coincidence; Ironic as it may sound, this is where things happen for your need and it happens to your targets.
Popular; Whatever you want and need becomes a popular idea to do.
Fireworks; The display of fireworks becomes a release from this world to the world you desire to be on.
Display; What you think about us what the targets understand by feel.
Empathy shield; This causes you to not feel what you don't want to feel.
Psychic info; This causes you to know what you need to know as if you learned it.
En
Timing; this allows you to get the time of the idea and things that you need to know will occur to you. That's if you want them to occur.
Hedgehog; This causes the targets to become a hedgehog shape and as they scamper off you won.
We transfer; it manages to transfer it's files without problems and there's no resets no matter what.
Proxy; replacement of something. Otherwise a stand-in.
Heat stroke; I recover from it very fast by the power of the creator.
En
Illusion of working out; this illusion is where you seem to work with the system..
Nea; no, know, gnow
Hai; yes ..
Inspection; I pass my inspection no matter what.
Content; think about it and you can get to know the content of things.
SpaceX; they launch successfully no matter what as though with the right conditions in weather and machines..
En
Paul t; he no longer blames me or Ricardo no matter what I or he does.
Paul t; he no longer ever gets mad no matter what.
Paul t; he always listens to reason no matter what.
Paul t; he finds his missing items no matter what quickly.
Paul t; no matter what happens Paul doesn't get arrested despite the threats.
En
Amazon; they arrive early and I get my packages no matter what.
Electric jolt; think about generating energy and touch the target to jolt them.
SpaceX; the weather clears up no matter what.
Mortal kill; this is where you think about the energy and direct it by stating what you want. That means you kill the targets that are mortal instantly.
Mortal shell; this is where you think about the energy and direct it to make the targets mortal.
Improved Sanctuary; the subconscious makes it where you can attack and not be attacked no matter what.
En
Friday, August 15, 2025
Weaving spells
Weaving in idea. This uses rounds or 6 second bouts of activity. That is not the wording version where you add a topic to your things, that you speak and come back to the topic again. This is use of a weaving ability, that is when you use a free action to cause energy to do what you intend. The ability is what you use when you focus the energy of the air and body thinking to swirl it around the body and on focus, there is some effect to create what you intend by what you think and the energy forms. This is including the elements themselves, as you think, focus on an idea and create as you feel it is created so you know it's there. Thinking of a knot in the weave causes the effect to be sustained, that's until its loosened and unknotted by energy being woven at the knot. This can create almost any effect, that you imagine or think about and that's thought in the energy weave. That creates it by what idea you do. However, it's just one clever way to do a manifest. You can even heal yourself or others easily with it.
What is possible is gating with the weave of energy, this is with gating that you can use as the "gate weaving feat" using frequencies or this way by thought and imagination to open gates. Think of the area and imagine an oval in the air expand until it is the size of your body and walk through. The soul is the conscious mind awareness that will make you shift and the spirit will tell you what is occurring. Normal shifting is mentally done, so your soul is where your consciousness is by feel. Then with gating you shift your body and soul, and as your consciousness shifts with the soul, the spirit creates what you intend to create. Thus, you get to be where you intend to be. So what you have to do with gating, then is to make certain your not in an area that would kill you. However you can shift back, so with gating you could end up right behind the target, and then shift to somewhere else after taking it out by feel.
See with a weave and gating, you could find yourself anywhere or you can open a viewing gate where you view the area by a gateway that shows the area, that's before you go there and the spirit allows you to see it with a vision. You can cause an effect through an open gate, this is done by saying or thinking of what you intend for there. So think and you know what to do and by feel you know what it is there. If you can't survive there, again, you can always shift back. This is in use by what is a point from the past and future lifetime.
You can also teleport anywhere using gating, all that's needed is to imagine the gate and you walking through it to another place and time, then the soul causes you to shift your body there in a blink of the eye. This is using the energy consciousness to detail things. The body always manages to find the where and what the spirit went and did. Yet time is a point you make and say as a concept you need in life as its idea. So think of a point in time that you open a gate to and your there at that time. This is known as the idea of gateway creation.
If you succeed in gating you will have shifted physically, think of where you want to be or see and say where and that is using gating. Then you create a gateway to wherever you want to be at the time you decide to be in the point. Then as you think to exist in the area your in the area. This is an effect of weaving energy and that means you use gating by feel and focus in on the place and time with the energy of the area making a link. This link is broken, when you think it is gone. That is done by a statement to the gm/dm, that 'I focus a gate to exist and I use it to shift to an island.' or somesuch.
So with weaving, that allows you to combine the elements listed in the runic ability, this is used as a energy weave but you don't have to draw the rune. You state "I weave this element for the effect I want [describe the effect to do in use]." and then its done as an action. Each weave does different things. There is wild, fire (light, sight, heat, air energy), water for hydrating yourself or making whirlpools in the water area (they draw down the targets the whirlpool catches in its grip.), air (barrier, all enemy zone or lightning), earth for absorbing effects, life (body energy or chi, heal, bless and life), nether (death, void, negative, evil) and astral plane to weave together or separate for effects. The woven together effects are fire and earth for lava or brimstone that actually deals double the damages and it melts things as well, fire and water for greek fire +2 rounds burn damage (unkillable fire) or heat, water and air for cold or ice, wild and any other create unpredictable nature that explodes dealing double the elemental damages.
Air and earth can create webs, that transfer energy to you from the targets or hold the targets in place. Earth and air or water also reduces the size of things, that's done by the earth pushing out all excess air or water. Air and water can be used to enlarge things. Not really bad is astral for a character specified wide area effect that use effects many or one, life and any other but nether for element healing, nether and all elements but life for that effects as damage to even magic immune creatures, astral and all elements but wild for dream element effects that effect as if you were next to the enemy, nether and life for pain (dazing), wild and astral for domination (control) or compulsion, air and nether for darkness effect (blindness) or a black hole that deals damage per extra round that you concentrate into existence, air and fire for nova that is instant but doubles damage and that's effecting all enemy.
Nether with life and astral or all 4 basic elements with spirit or ether create a time weave that allows one to change time faster, slower or stop time. This is a known effect of it. The range is where there is a target. The target can be many targets. Combine all 4 base elements (Earth, wind, water and fire) or use Aether energy for an ideal creation weave. This can create anything, anywhere you need or want it created. If you focus upon the idea of the 6th dimension, then will to channel it you cause it to be woven and directed at the targets. The targets get the effect of it by things around them, as the things are lifting off the ground to impale them for instant death. Earth and spirit used together produces an improved healing, that heals the body of any wounds, illness and diseases. This I think will work for reenergizing the item as well. Usage of earth, fire and spirit together causes electrical energy effects. This is what is shocking the targets by will.
Light energy is fire energy focused into existence as light, that will cancel out any dark energy there is as it creates with light what you will into existence. Dark energy effects will create what you will by the absence of light in the area. Figment energy is used as you channel the idea you have from imagination into existence from fig energy itself. Aether energy is all elements in one element that you send forth to effect what you want. Its opposite is fig energy, so they counter each other. Physical is siphoring or drawing energy from objects or bodies that can be living as a source, that's useful to effect what physically can be done by feel. You can extract from the physical body whatever you want, that's in the body and deposit it anywhere else by this means.
That's like creating movement or halting something or your targets, that's in the midst of doing something and sometimes its in mid-air if physical and air is used. Any use of physical energy, this will cause degradation of the items used. They start at 100% energy, if they reach 10% they are irrepairable and they destroy themselves at 0% energy. If at 0% the object becomes unusable as energy. Each use costs 10% energy, if using an object as energy itself. The DM/GM keeps track of the object's energy, think to ask or if the items get to 10% and 0% and he/she will inform you of its level of energy.
Physical and earth will cause a quicksand effect, halting the targets movement as its drawing the targets through the ground. It can also create gravity effects of making things lighter, heavier or normal in weight. This is causing whatever gravity effect that you wanted uponst the targets. Fire and physical elements combine with the body for energy itself that the body receives. It has potential for causing weight loss of lbs. This is where it can restore lost energy to the items themselves. Physical and air combine to cause as light as a feather in effect. Any earth and physical combined with an element makes for that elemental resistance and halving the damages done by that element.
If you combine all basic elements with physical, this causes halving of any base element damage as it causes resistance. That's to all base elements such as earth, wind, water and fire effects. Cast upon yourself makes you resistant to all base elements with half damages from them. Physical and water will make something heavier. Physical, fire and spirit makes things blow up and deal shrapnel damages. Physical, water and spirit makes things not explode. If you combine all basic elements with physical and spirit, this causes immunity of any base element damage. This is all in an effect, that you create by will or feel alone. Think and you know what to do.
The physical element counter is Thauma or magic energy that can create what you think as you feel the need for it. Thauma and Physical counter each other naturally. Divine energy is useful to create with your God's source or the Creator, this forms what you will as you think about and need the effect. When you focus Divine energy or God's energy that's with or without an Element, this causes an overwhelming force that overwhelms the targets' resistances and immunities as you can choose to deal allot of damage or heal allot with it. If you focus energy with the thought of cancellation at the target, then you cancel out the targets effects. Think and you know what to do with this. If you want to "cancel" this effect out, don't focus upon the need and need the effect to disappear and the effect disappears.