Paulette Syndrome is where you think to do things and act a woman out as your in part male. The only way to cure this is to drink water as you think to be normal. So think about the idea and you will understand it by feel in life.
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.
Thought control; This is where you see a druggie, that is under the influence. Think of what you want to happen and the thought is perceived by their subconscious mind. It does what you want and makes them do the idea you had.
whatever; people don't mind what I do or did no matter what.
en; This is where you think and say, whatever.
Gambesan; even if I wear it, people don't take notice of it in a bad way..no matter wat.
attack; I no longer feel that everything is an attack no matter what. no matter what I am not a target.
en if it is I in
miasma; this effects the targets by creating uneasiness in feeling.
en
wolfheart; he finds it easier to stream and play games no matter what.
it in en
targeted; anything that targets me targets mice instead.
Bugging; Anything that mentally bugs you turns into a bug of your choice like a cricket.
for dnd
Elden ring: Nightreign
https://eldenringnightreign.wiki.fextralife.com/Nightfarers+(Classes)
Soulblood song; This creates an effect to the target drawn from your blood energy, that's as you draw a rune thinking of the targets. The rune's consciousness creates the effect using your thoughts to do things. This includes any element you think to cast forth.
Charged spike; This is where you think to create a iron spike, that shoots forth to explode in energy dealing x2 the damages.
Focus; This creates what you desire as you think of the effect.
Less weight; This causes the targets effected by this to lower their weight no matter what without feeling hungry or eating after.
Stupidity; This causes the targets to feel like its stupid to do things, so it isn't done. So if they want to fight, then decide not to fight you or your party.
not dumb; This makes the targets realize it isn't dumb so it is done. This creates the effect of creating with life energy, think and your doing what you can with success.
Ground charge; This creates by a charge of energy through the ground, the effect of making energy strikes to your targets.
Lifelink; If your alive I am alive, that's done through a link of energy. Break the link to die.
Bode; This causes the body death of the targets, instantly from sending death and decay energy to the targets hart from yourself.
Bade; This is where you think about the area and make a comment, that is done by feel.
Whirlwind II; This is where you twirl in a circle the energy weapons that does x2 the damages.
Summon giant eagles; These are summoned by thinking to summon the eagles, that's as you whistle and get picked up by them. They fly to where you want to go and release to to get there.
Think strike; This is where you rise up in the air and fall to strike the target from above with your close ranged combat weapon, that's with your weapon damage and x3 the weapon damages.
Huge animal spirit; This is where you summon the spirit of a huge animal that fights by your side. Think and it does what you want. This spirit has 100% health and your stats otherwise. It deals spirit energy as damages at x2.
Summon spirit; Summon Spirit allows you to choose one family member to assist in combat. That is immune to damages and deals normal energy damages.
Think ultimate: immortal march; This skill will first make you and the party immortal for a limited time of 1d10 rounds via the effect "Temporary Invulnerability". They do activity to fuel this effect. If anyone is killed during this effect, their health will instead be zero and they are unconscious, the soul will be drawing in the health of the targets to raise their health by 10% per action. This is making it perfect for the targets' burn as needed when they are at really low health.
Whirlwind attack; This costs 10% energy. That is where you create a horizontal or vertical whirlwind, this blows things at and past the targets in a line dealing wind and shrapnel damage you create with a gesture. That you decide to use and this means wind summons..and if you summon fire upon the whirlwind you make a firey whirl that spreads fire damages to any targets you had in mind in the area.
Marking; Cut foe with dagger or melee weapon of close combat, creating temporary weak point. This is spiritually done at any range by the spirit making the mark. Once they have a weakness, they get -5 to all their rolls.
Magic coctail; This skill allows you to use the combination of elements, that's seen from Elemental use to trigger various effects based on the combination of elements. Depending on which elements you pull out of enemies, that is like the elements of earth and air were used in one action. Then the combination is wind with pelting earth rocks. Dealting x2 the damages. So the amount of elements, that you put into it is how many times the damages dealt of energy. What the elements combine into is up to the DM/GM to decide.
Single shot; Fire powerful ranged attack that surpasses sound and ignores defense. The shot that is shot with this skill will fly straight through any number of enemies and any type of terrain. So this skill is best used against multiple enemies or multiple bosses that are close to each other.
Energy revive: This is where you focus energy into the party member, reviving them perfectly.
Grace points; These cost 15% energy, they are points of energy the area conscious creates, they act like campfires yet you can set or see by thinking them there. They are instant rest with all your stats restored, all energy and health as well. They also create a saving point, that you can make use of. All stats are restored, think and if you die you can respawn back with full stats, health and energy at a grace point. You can travel instantly between any two grace points. This works no matter the point. You never need to die again. Each time you access a grace point, if you have enough experience then you can do a level raise in-game. During a grace period, you may choose to chat by thinking of the person and talking. They can receive the messages and you can "hear" a reply back psychically. This can be anyone you want to talk to at any distance no matter where they are. Finally, each time you enter a grace point, time is frozen except for the party itself. It unfreezes after you think to unaccess and that means thinking to "leave" one.
Alt spells; This is where you think about the effect of what you want to happen. Will it to occur. The energy creates the results as you need it. This costs 10% energy.
Bleed; The bleed effect is where you cause the targets to bleed to death, that's done by your weapon shooting forth blood energy waves that strikes the targets. Otherwise you create bleed damage to the targets with built up bleeding effects, the bleed build up is 1d20+arcane ranks that is added up per each hit as a build up to 100% bleed. Then each hit causes extra bleed damage, that knocks out the target and causes them to be prone or not move after 1d5 rounds. Those creatures without blood don't bleed like beings or ghosts. It can also cause machines to leak oil too. So much so, that the machine malfunctions with a roll of a 51 on a 1d100+luck..otherwise nothing happens.
Golden runes; This summons energy into the shape of a golden rune that appear in your inventory. Each golden rune weighs 0 lbs. If you "think to eat them", you increase experience by 500 exp per rune. Per level, starting with levels 1-9 you get 1d6 golden runes per spell. Levels 10-19 get 1d8 golden runes. Levels 20-29 get 1d10 golden runes. Levels 30- get 1d12 golden runes.
Potion of energy; This is in sight and trapped where a potion is energy in a spirit flask that appears in your spiritual hand. Its refilled by the creator filling it up. Think and that does what you want, including restore all energy and restore all health. The spirit flask can be destroyed by another spiritual attack. Yet from it's particles it also reforms itself right back in the spiritual hand. Everytime you need to be healed or energy restored, it drinks from it. This lasts 1d10 rounds in battle or 1d10 hours outside of battle.
idea
0% health; This is where your spirit commands your soul copy or soul to enter the body and revive them fully.
more spells:
Sealer cause; This effect causes the targets to be sealed against intrusion. No intrusion can effect you or the targets of this spell.
Clean energy; This effect clears programming from the energy you feel. That gives it a clear feel, that's where you don't feel bad or good you just feel better without bad effects from things.
Comfy; Until next long rest gain +1 Faith and Morale for each chair you sit in. Also gives the option to summon a ghost who was in the chair this whole time. In Feng Shui chairs are a bit ghosty. Ideally you make a square or rectangle with the chairs.
Miasma; This effects the targets by creating uneasiness in feeling.
Condemnation; This spell is cast by stating, "enm" or "em" thinking of the target. That makes the target condemned for every act they do. It effects the public opinion of the targets and their reputation is ruined. They no longer are asked or needed to do anything. This effects 1d10 hours.
Two Horseshoes; With 2 horseshoes, Satan can't get in the house.
Infernal Compassion; Pacifies Evil alignments with a passage from their own book. They no longer want to fight you or your party.
Energy wave blade; This is where you think of the idea to form a wave of energy and make it sharp like a blade. That means the creator causes it to slice through your targets. Giving them energy piercing damages.
Healing Wave; Overheals an entire planet 150% max HP. This does not increase weight. This costs 30% energy to cast.
Ult. healing wave; This effects the entire planet by restoring fully the structures and its peoples health and energy fully. This costs 40% energy to cast.
Ult. illusion; This causes the effect of what you have in mind to be seen as its an illusion created by the matrix. The illusion is seen as a vision, so it creates what impact you want created. No damage can be done by this spell.
Rabbit's luck; Say "Rabbit, Rabbit, Rabbit" when you wake up for good luck all month. This adds +5 to all your luck rolls.
Illness concept; This is where you can set upon the targets an illness made of concepts. That's like you describe an illness and they the targets get it.
Mental sanity; This is where you feel sane, then you are sane. You get a +6 to all rolls.
Clear sailing; This is where you cast upon the targets a blessing, that causes them to receive a +6 to all rolls.
Stop tank; This is thought an effect of creation, where you call upon the targets a stopping effect madeby the creator. End of attack.
defined in ancient language
rhetorical = a statement that's not answerable