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.
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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.
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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.
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