Enemy magic is like that in the games of your computer. Except all it is, is the person using the creator to make what they want to occur and they have no morality where you might have morality in magic attempts against those that deserve it. This is done by thinking of your need, then either writing the idea to do or stating and needing the effect as you think or imagine the idea to occur. This is where you think of the effect, and the creator makes it happen. Its easy to deflect the enemy magic, all you need to do is sense it and will it to not effect you. Then the creator causes you not to be effected. Simple, right?
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.
amazon.com; the amazon deliveries no longer get pusehed back in time for the delivery time, no matter what I get the deliveries.
inspection; I can pass my inspections no matter what.
charlie kirk; noone blames anyone over charlie kirk no matter what.
energy; the energy is the thing you need to do things and get it done.
entropy; entropy is the enemy.
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Passing; You pass your inspection every time.
Angel hair; This is where you run your fingers through your hair and detangle it..each tangle removed is one problem fixed.
eating; there is no need to eat, no matter what.
paul t..; he doesn't mind that I can't get anymore dip.
Reality; This reality could've been anything, and for some reason it is looking through the eyes of one person at a time.
divinity; this is where you call upon God to do things for you.
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Tamra; she agrees to allow Andrew to pay for my steam game no matter what.
SpaceX; The launch no longer gets pushed back in time nor is scrubbed no matter what as though the right conditions existed for it to launch existed.
avoidance; I avoid violent confrontation, no matter what I do not hurt.
Danese; she doesn't mind what I did or do no matter what.
Paul t; He doesn't mind what I do or did no matter what.
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judy; she needs me to goto the store no matter what quickly.
paul t.; he doesn't mind what I do or did. no matter what.
Anti-delay tactic; this is where you cause no delays in what you do and you have a 100% working system.
weight; look in the mirror and it doesn't come back on me no matter what.
trump; he stops and doesn't cause any trouble no matter what.
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judy; she needs me to goto the store quickly..no matter what.
things; things work out for me no matter what.
things II; things work out for paul no matter what.
things III; jay can come get my things as soon as possible, no matter what.
danny; he handles the thanksgiving meal and people come no matter what.
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no matter; no matter what, I can stand watching dos and other games as though I wasn't burned out of it.
element casting; for elemental casting.. think of the element, then need it to manifest as you state the element name. it manifests where you want it manifested. it works for statement casting.
Getting hungry? Stop wearing rings! Wearing rings slightly increases the rate at which you need food, except for a ring of slow digestion, which greatly decreases it.
Genjutsu II; Genjutsu in another form is similar to ninjutsu except there is no hand signs. its think, focus and create. as long as you eat or drink a little of something, you have enough energy to sustain your effects without getting tired. yes, the more you use genjutsu, the hungrier you can get. you can even use hand signs! there is a rumor that you can achieve eternal energy through charged water. the way of eternal energy is in genjutsu terms, drinking energized water. if you drink enough.. you have enough to do even 9000 steps.
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moose; he doesn't mind what I do or did, no matter what.
government shutdown; the government shutdown is ended by feel.
ashley; she doesn't mind what I did or do no matter what.
for dnd
Orbs; This effect calls upon creation to make 1d6 orbs that can shield you, themselves or attack by beaming the targets with an element of your choice.
Flamethrower; This effect casts forth a beam from your hand, that's a line of fire that cooks the targets in its path.
Blast shield; This is where you get a shield protecting from blasts of many kinds. You get no damages from it.
new ideal
Dedness; Think and you send death and decay energy to the targets as you focus on them. Killing them from within over 1d6 rounds with damage dealt per round. This leaves a deadening feel as it works.
Hoaxness; The fake of the moment. This makes what you do seem real to the targets. Roll a 1d100+charisma mod and get a 50 or above to fool successfully the targets.
Looking on; This is where you cause the targets to avoid your party and stop the need to attack.
Multi-shot terror bolt; This creates a shot of pure energy that shoots from forming in the air and always hits the targets. Once shot, it splits off and follows the trajectories that hits the targets with a 1d20+luck and getting a 10 or above. It consists of any element of your choice. It hits at any distance dealing x3 the damages and causes the targets to be held in fear. This costs 30% energy.
Energy strike; This is a reaction on the moment of attack to cause attacks done by your own energy to not effect you.
Defusement; The moment of attack, the attack is defused and it doesn't effect you. This lasts 1d6 rounds.
Shackles of pain; This causes a link to the target where if you receive damages, the damager receive the same damages.
Magic cold; This effect causes you to be cured of any condition, think and all you have is a cold that cures itself.
Inner light; This is where you find your inner energy and overwhelm the the darkness, that surrounds you with your light shining bright. This blinds the targets by feel for 1d6 rounds.
Feeling energy absorption; This causes the targets attack energy to be absorbed as energy to yourself and then made use of in various ways.
Chi Whisper; You sense whether an object or area feels harmonious or disrupted. Grants +5 advantage on Investigation or Insight checks related to the location.
Balancing Touch; When you touch a creature or target, you may grant +1 to AC or saving throws until the start of your next turn.
Flow Spark; You release a harmless wave of energy that illuminates an area, showing hidden currents of air and movement.
Harmony Step; For one round, your movement ignores difficult terrain created by natural obstacles.
Minor Alignment; You can shift a small object (like furniture, stones, or tools) up to 5 feet into a more “balanced” position, possibly revealing hidden features.
Energy Channel; Create a 10 ft. aura where allies regain 1d10 Health at the start of their turn if they’re below half health.
Shifting Corners; Alter the "lines" of a room, creating a minor illusion that hides a doorway, corner, or window.
Still Water; You calm a body of water, dispersing ripples and granting creatures/targets +5 advantage on Stealth checks near it.
Breath of Balance; Creatures/Targets in a 15 ft. cone make a Con save or become calmed (as Calm Emotions, single target).
Protective Placement; Place a symbolic charm (paper, sigil, stone) that grants +2 AC to an ally as long as they remain within 10 ft.
Flowing Barriers; Create invisible walls of energy that redirect ranged attacks, giving allies half cover in a 20 ft. line. This costs 10% energy.
Mirror Lake; A surface (floor, wall, or water) becomes reflective, revealing hidden or invisible creatures. This can even reflect a medusa's stare back at itself. This costs 10% energy.
Compass Sense; You always know true north and detect magical "imbalances" in a 30 ft. radius. This costs 10% energy.
Balance of Two; Link two creatures/targets. When one takes damage, the other can choose to take half of it instead. This costs 10% energy.
Quiet Arrangement; Rearrange furniture, stone, or terrain in a 10 ft. cube to create harmony. Creatures inside gain +2 to initiative rolls. This costs 10% energy.
Dragon Vein Surge; Draw from a leyline: allies and yourself in a 30 ft. radius gain +1d6 to attack rolls until the spell ends (Concentration, 1 min). This costs 15% energy.
Circle of Harmony; Create a 20 ft. circle where enemies must make a Wisdom save or be unable to attack allies unless attacked first. This costs 15% energy.
Reflecting Chi; The next spell of 10% or lower cast within 30 ft. is reflected back at the caster. This costs 15% energy.
Equilibrium Bond; Up to three creatures/targets share damage equally among themselves for 1 minute. This costs 15% energy.
Wind Door; You open a passage of flowing air that lets you walk through one solid wall up to 10 ft. thick. This costs 15% energy.
Shifting Compass; Alter the battlefield subtly. Each round, you may move one enemy or ally 5 ft. as if they were "drawn" to new lines. This costs 20% energy.
Fountain of Stillness; Create a 15 ft. zone of serenity. Inside it, creatures cannot rage, frenzy, or panic. This costs 20% energy.
Mirror Placement; Place a magical mirror. For the duration, one ally may redirect an attack targeting them to another creature/target within 15 ft. This costs 20% energy.
Stone Dragon Lines; Raise lines of stone from the earth that create pathways, obstacles, or fortifications (as Wall of Stone, but flowing patterns). This costs 20% energy.
House Spirit's Blessing; Designate a building. While inside, allies gain +2 to saving throws and resistance to fear. This costs 20% energy.
Dragon Gate; Create a shimmering portal. Allies who step through gain +5 advantage on their next attack or saving throw. This costs 25% energy.
Heaven-Earth Alignment; Choose two points in the sky and earth. A massive energy beam connects them, dealing x2 radiant damage in a line. This costs 30% energy.
Celestial Balance; Reset all buffs/debuffs in a 60 ft. area (removes conditions, but also ends beneficial magic). This costs 35% energy.
Eight Trigrams Seal; Trap a creature inside an octagonal energy barrier. They cannot leave until the barrier is destroyed (Health = 150, immune to non-magical damage). This costs 40% energy.
Grand Harmony; For 1 minute, all allies within 60 ft. have resistance to all damage, +2 AC, advantage on all saving throws, and heal 20% Health at the start of each turn. This costs 45% energy.
Large wasteland tequila; Replaces 90% of caster's Intelligence with Strength and a small amount of Charisma. This lasts 1d6 rounds.
Evil Cleric's Deal; Give up fermented beverages that ferment heedlessly for 24 hours freely and you can double your current Luck and Charisma rolls... If you break the vow you must pass a Constitution save.
Seeing Double; Causes your targets to have crusty eyes for 1d6 rounds. It takes one turn to clean them.
new ideal
Complex; The complexity gets hard to bear for the targets, this distracts them for 1d10 rounds.
Backup source; Whatever you hear and need to know is backed up by a secondary source of information.
Surprise; No surprises pop up and things go as planned.
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