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Monday, November 10, 2025

Draining effects

 This is where you use a onyx and a tigers eye and place it on the item to drain of bad energy.  This causes the item to work better no matter the cause. After 1 hour, take the stones and hold them under running water and think "cleanse" and the energy is gone. Otherwise, think of the idea and focus the energy into action, making the effects of your desire as you do things to generate the energy in the first place. The aftereffect is draining feelings that make you feel tired if you overdo it. 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.

Soda Revive; Did you get one of those no CO2 misprints? Use a straw as a catalyst and exhale into the drink making it taste better.

paul's sister; his sister manages to recover and pay paul what he is owed quickly, and by that I am paid what I am owed..no matter what.

paul's funds; he gets his funds no matter what occurs as soon as possible.

normal; the idea is normal and doesn't get you in trouble.

no matter; no matter what, nothing bad happens except for trump.

en

slow digestion; this causes the targets to not need to eat no matter the point.

integrity; its a success in flying around the moon, no matter what.

walmart; they deliver by the time I resceduled, no matter what the point.

get ready; the idea is about to come.

noone; nobody minds what I do or did, no matter what.

en

slow tide; this slows the time around the targets.

don't get caught; this causes you to not get caught by feel.

spacex; they manage to launch from florida no matter what.

spacex; the launch for tonight is no longer set back in time and launches, that's as though it had the right conditions in weather and machinery no matter what.

enn

for dnd

Wis spells; Cast a spell and use Wisdom instead to cast it. Roll a successful wisdom check to get a successful result.

Not Tired; Spend 10% energy to fully restore from Fatigue.

Mana Surge; Spend 10% Stamina to fully restore Energy.

Health Balm; Spend 10% Energy to fully restore Health.

Power answer; Think your query, then your God answers in your mind what the answer is with a cleansing pulse of energy. That restores your status from diseased and poisoned.

Monk Bought Lunch; Spend 10% energy to remove hunger.

Priest's Balm; Spend 5% energy to remove poison, blight, and disease.

Equal strength; Whatever the targets strength, you have an equal and opposite strength. Like the targets can crush an opponent, well you suddenly can magically recover people that are "crushed" and vice versa.

Mend Flesh; You close minor wounds, restoring Health and removing surface bleeding.

Purify Touch; You cleanse a small item or food from toxins or decay.

Vital Spark; A brief surge of vitality grants some creatures/targets advantage on their next saving throw against exhaustion.

Balm Whisper; You whisper soft words of renewal, stabilizing a dying creature/target within 30 feet.

Rejuvenate Bloom; Flowers, moss, or crops instantly flourish in a 5-foot radius, restoring minor plant life.

Cleansing Dew; Mist rains from above, removing disease and granting healing to all allies in a 10-ft radius.

Restorative Veil; A faint shimmer protects your creatures/targets, granting +5 advantage on saving throws against poison or disease.

Mend Spirit; You calm emotional pain and grant temporary Health equal to your Int modifier.

Soothe Pulse; Slows heart rate and stabilizes critical conditions, ending one effect causing exhaustion or panic.

Repair Vessel; Gently knits together wounds, repairing some health or restoring small damaged constructs.

Healing Circuit; Threads of light jump between allies; heal Health, divided as you choose. This costs 10% energy.

Aura of Renewal; Allies within 10 feet regain 1d4 Health at the start of their turns for 1 minute (concentration). This costs 10% energy.

Vital Drain Reversal; You steal fatigue from an ally, transferring exhaustion to yourself. This costs 10% energy.

Restore Pathways; Reverses mild paralysis or limb numbness; ends effects reducing speed or agility/dexterity. This costs 10% energy.

Calming Rain; Summons soothing rainfall; removes fear, charm, and up to 2d8 HP of damage. This costs 10% energy.

Restoration Field; A shimmering dome heals Health each round for creatures/targets inside, lasting 1 minute. This costs 15% energy.

Rebalance Essence; Realigns body and soul; ends curses, poison, or necrotic afflictions affecting ability scores. This costs 15% energy.

Echo Mend; You "record" healing energy, reapplying it automatically if the target takes damage within 1 minute. This costs 15% energy.

Regenerative Pulse; Radiates healing in a 20-ft radius; creatures/targets also regenerate 10% Health/round for 1 minute. This costs 15% energy.

Sanctified Roots; Roots burst from the ground, stabilizing allies and restraining undead in holy light. This deals holy damage to the retrained undead till they are no longer retrained in 1d6 rounds. This costs 15% energy.

Spirit Infusion; Revives a creature reduced to 0 HP with healing and radiant aura for 1 minute. This radiant aura emits light that lights up the area for 30' and inflicts light force damage upon the undead. This costs 20% energy.

Temporal Mend; You reverse time slightly on wounded creatures/targets, restoring it to Health it had 6 seconds ago. This costs 20% energy.

Restorative Communion; You link minds of allies; when one regains Health, all linked regain half that amount. This costs 20% energy.

Sacred Renewal; Dispels all exhaustion on creatures/targets and grants immunity to fatigue for 1 hour. This costs 20% energy.

Nature's Reclaim; Restores a corrupted land; cleanses blight, poison, or necrotic terrain within 60 feet. This costs 20% energy.

Greater Restoration Surge; You channel divine energy, removing all curses, poisons, and diseases in a 30-ft radius. This costs 25% energy.

Divine Reweaving; You reconstruct a damaged body part or organ, restoring full function (restores lost limbs). This costs 25% energy.

Life Bloom; Target reduced to 0 Health erupts in healing petals, returning to life with 50% Health and radiant damage burst. This costs 25% energy.

Purity Cascade; Cleansing waves ripple out; removes magical corruption, restores ability drain, and deals radiant dmg to undead. This costs 25% energy.

Worldheart Invocation; You merge with the life force of nature, creating a 60-ft aura where all allies regain 30% Health each round and death saving throws automatically succeed for 1 minute. This costs 25% energy.

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