The theory 2 is a point you think the magic and the deep blue magic energy occurs to create what you want. This can create anything, so if you need it it is there.
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.
Social security; SS payments aren't missed no matter what. I get my SS payments and not one payment is skipped.
Moose; he doesn't blame me for what I do or did..he doesn't mind what I do or did.
Notice; The idea is to trigger a reaction, that reaction is a point you notice the targets doing.
Then; Then they that notice you will work with you.
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whatever; whatever is wrong with space vessels no longer is wrong with them no matter what.
whatever II; whatever is wrong with the airplanes is no longer wrong with them..no matter what.
SpaceX; whatever they do, they don't scrub the launch and it completes its mission no matter what as soon as possible.
Flashback; this is where you think about something and do what you normally do about it as though you were younger.
for dnd
Whales; This spell causes the targets to not want to move and eat too much. In the end, they gain instantaneously some blubber fat. A unwhales undoes it.
Bubbler; This spell makes the targets noxious with gaseous release. They are so noxious, they are sick to their stomachs. The targets are distracted by sickness, for 1d6 rounds.
Porphius; This causes the targets to act like a dolphin, where they have potion control and lose all extra weight. The targets get very active and willing to help you out.
Beached whales; This effect causes the targets to gain in instantly gained fat. They do not want to move for a long time.
Thinking; The point is abstract, if you think about it it fades away. It can be what you don't like.
About; This causes the targets to receive the blows that they would put on you.
Bloebert; This is where the targets start blowing air through their moths and doing nothing for 1d6 rounds.
Dead bird; This causes your targets to touch a dead bird with Avian flu. Its deadly and can transmit itself on touch to the targets. This sickness passes after 1d10 rounds. As it effects the targets, it causes them to sneeze up a storm and they get targeted for lightning damages. That's as long as they are effected by the flu.
Gettance; This means the targets don't think to do things by feel for 1d6 rounds. They are easily directed by suggestions from you. Their subconsciouses are "hearing" what you say and need and causes them to do it.
Room temperature; This spoken causes the room to be whatever temperature you desire. Mention it to the DM/GM to effect it.
Listerine; Think to apply an invisible force. This force is listerine and cleans anything that you desire to clean.
Edifus; This effect is the only effect you can get from the game, that makes you find food given to you. You describe the food and you get the food that is needed to survive.
Breathing reaction; This is the effect cast with 15% energy. The idea is to trigger a reaction, that reaction is a point you notice the targets doing. The reaction is deadly to themselves, so they are dead by instance and that's breathing suddenly toxic air from energy. The fight is over.
Wrong turn; This is where you went wrong and got bad results. Cast this on the targets, then they suffer energy blows as an attack from a summoned ghost.
Money; The money spell is variety for fun, whatever deal you have is gaining you money for doing things for others. You gain x2 the money for levels 1-9. X3 the amount of money for levels 10-19. X4 the amount of money for levels 20-29. X5 the amount of money for levels 30 on up.
Moneyfus; This effect causes you to gain funds paid by the government. The set amount is determined by the GM/DM. Otherwise, rolling a 1d20+luck means rolling a 5 or below is 300 in funds. Rolling a 6-10 is gaining 600 in funds. Rolling a 11-15 gains you 900 in funds. Rolling a 16 on up is gaining you a lump sum of 1200 in funds.
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