Focusing gems are what you'd hold as its a normal gemstone you think to for getting a result. Overcharging it will crack it internally. So be careful with this result.
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.
SpaceX; Space X gets success in its launches as though the right condition exists in weather and systems no matter what.
Subconscious; Ask a question and wait for the subconscious to come up with an answer.
Finger lash; This is where you think about summoning fire and projection of it is wave your finger at the targets to fire lash them.
The thought effect; This is where you create your thoughts, as you need to do something and make what you think is necessary.
Finger trace; this effect causes the targets to see a dark line or writing, that exists where you trace your finger in the air. That's directing fire energy to appear as the dark line or writing, where you think it to be.
Ray tracing; take a light, focus it with magic energy to burn in a wide swath the area or some targets.
Energy tools; This is where you can think of the tool, and energy forms it in your spirit hand. Think to make use of it wherever you want it to effect. The type of tools can be any tool, including a power saw, torch, lighter, light or screwdriver of your choice. If a torch or light, the spirit gives off a light in a 30' diameter. Any energy power tool is powered by the spirit.
Spirit hands; This makes use of your spiritual arms and hands, including your extra 2 spirit arms/hands, thinking to create magic with what you intend to make exist.
Strip a being; This is where you strip a being of things that it shouldn't have. Such as power tools, lighters, and energy weapons or energy knives.
Think thanks; This is where you get an effect on those you target, that's as you thank the spirits including friends that you intended to effect.
Think an effect; This is where you think of the idea, then your spirit creates it by feel physically.
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Reputation hitting; This can ruin the rupute of the targets and cause them to not be acceptable to the requests, they can think or they aren't allowed near the area..
Thought hit; This transfers your thoughts into action, and the targets are hit with 1d6 energy blows. This costs 25% energy to cast.
Think a kid; This causes an illusion of a kid that the mind reacts to as though there. You can make any requests, then they will respond to you as though the kid requested it. In any way, you get your way.
A hid hit; This effects the targets where you hid in plain sight, then they get hit with spell after spell until satisfied. You get 1d6 spells off as though one were cast.
Un-ill effect; This allows you to use your sanity as though an energy source and you ge off an effect on the targets that you think or mention to the DM/GM. Such as any elemental effect you wish to cast forth. Any effect forces sanity upon the targets.
Kangaroo Carrier; What mad man would use a mortar in a jeep?
Enduce from an orbital; This is a space satellite that allows your thoughts to be enducive to your targets from above. This means you use the orbiting satellite from space, thinking to create what you think with the targets you had in mind doing the things to themselves. Like making them attack themselves or not want to fight you and your party. This is using a vision enduced by the satellite as though an effect, that makes combat over. The orbital has to be overhead for this to work right. You psychically know when they are there in the space around the planet. This is usually within a few seconds to a few minutes. The ISS is almost always overhead, so you can make use of that orbital in space to get things done. This is just a fun little spell that can make things easier for your fight. If you roll a 50 or above on a 1d100+luck then its there where you can make an effect with it. Using the ISS makes the roll unnecessary. If its daytime, its often harder to know when a satellite is above you. So the 1d100+luck applies for this as well. Cloudiness can block out its effect since its line of sight. This is doing an unusual effect when it works. This works if you want it to work.
Orbital beam; This works if its not cloudy, yet the targets receive a beam of damaging light. That come from the Orbital and it does deal energy damage. This also works when its overhead. So you know when the orbital is overhead if you roll a 50 or above on a 1d100+luck. Using th ISS as an orbital makes the roll unnecessary. If its daytime, its often harder to know when a satellite is above you. So the 1d100+luck applies for this as well. If you focus your emotions to create the beam its a emotion beam, that deals x2 the damages. This costs 25% energy.
UFO strike; This is where you raise your arms like a Y, then think a UFO that means it will come to be over the targets within a second. This is where you cause the UFO to send a scorching ray to pulse down, that's towards the targets and it deals x3 the energy damages. This costs 30% energy to cast.
Freebird; Plays a very long song that is either easy or hard depending on Luck and Creativity... Then they tractor beam you up and take you away... To the next rock concert.
For postmodern: Planetary beam; This uses a supernova beam of radiation, that is sent forth to strike a planet and cause it to be disrupted. The planet literally erupts in volcanoes and kills off all inhabitants. End of effect. This costs 50% energy to cast.
Postmodern: Terraform; Well while you were blocking up rocks with your M80s, I made like 1d100+Luck mod planets that are level three in Ecosystem. Then I gave them all a free Monolith so we have more buddies.
Postmodern: Planet Buster; One Q bomb that can destroy any planet. Sent from a ship to do the deed.
Spirit strike; This is where you ball your spirit hand in a fist and thinking an elemental energy surrounds it. Then make a quick strike that extends forth the spiritual arm temporarily and hit the target. Then like a snap back, the spirit arm comes back to normal length. This deals damages of the element you chose to strike with by feel.
Spirit strike II; This is where you ball your spirit hand in a fist and thinking an elemental energy surrounds it along with focused emotional energy. Then make a quick strike that extends forth the spiritual arm temporarily and hit the target. Then like a snap back, the spirit arm comes back to normal length. This deals x2 damages of the element you chose to strike with by feel. This costs 25% energy.
Double spirit palm strike; This is where you raise your spirit arm and hand, leave it in an open hand and think strike with focus the spiritual palm. The spirit arm extends forth and strikes 2 times then unextends back to normal length. That's with its palm against the nose or sensitive spot. This knocks back the opponent 10'. It also deals x2 energy damage.
Spirit grab; This is where you reach out and extend the spirit arm to "grab an item" or "grab another spirit". The spirit arm extends outwardly and gets what you want, then unextends back to normal length. If you grab the spirit from the target, you cause them to collapse and this makes them prone to do nothing physically for 1d6 rounds..
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In idea there's un-ill, you know this in effect can restore thinking and create whatever you desire. So think and you get what you want.
room 9; the person that lives in room 9 forgives me and doesn't mind what I do or did no matter what.
thoughts; This is where you focus and get results.
get along; I can get along with everyone no matter what.
no matter; I don't mind what people do to me no matter what.
Decending on a Point of Flame; Half-Way 'Cross the Universe comes Lucy in the Sky...
Ozzy Osborne; He uses your computer while you're asleep because he thinks it is cool.
Hydroponics; A very clear word only Slackers truly understand... Makes hunger look like a joke and if you stare at it... Your Room looks better and you become more Creative.
Miracle at the County Faire; He leaned back and RIPPEN through the ceiling.
Summon Butterly; This is a level one Summoning spell... If you can't cast this... You just suck. It makes friendly butterflies... If they are hostile it is because you sacrificed love.
temperance; this causes the energy you receive to be tempered and balanced enough that you lose your excess weight and don't blow up with too much energy. where the weight goes is to the ground and the fat disappears. so this makes it where no fat is gained. as no matter what I lose all my fat and unwanted weight, that's as it gets drained as essence to the ground of the planet by gravity quickly. so the weight is quickly gone.
mention; if this is chris is mentioned it changes to this isn't chris. if or its chris is mentioned then its or its not chris.
broke; this is the starving artists diet, where you don't have enough to buy food.
I am not be; This means in ancient, "I am not obese".
I am not ov be; I am not morbidly obese.
exercise; I get enough exercise no matter what.
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70s Jesu; Beats almost all songs on Expert with the band Don't Forget the Fries.
Jesus; This spell of command causes all dangers to leave you alone, that's like a holy presence is there. This causes you and your party to shift by teleport to a safe alternative place without the dangers in mind. Make a friend each time you cast this on a person... You free a random soul from Purgatroy and if cast enough times you can slip right past a Bandit death trap.
420; This is usually the best time to gain altitude... Also when college kids tend to start parties.
God; The spell that causes your God or thought in the Creator as idea is expressed as a source to appear nearby, this uses your words and is a summons and it makes your deity aid you or smite your foes.
Aura of God; This is castable at levels 10 and above or you use up 10% energy where you attain the God aura, redirecting energy from your God to your aura and thinking of what you want to create. The energy causes it to be created.
Charity; Give up an extra idea or action to win with seven more.
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Hunger; I don't feel hungry any longer a no matter what.
eating; I eat less a no matter what the hunger.
Subatomic mop; This effect is where you use a mop effect on the subatomic level and break down the dirt on the floor, that's without even having to do the mopping.
Subatomic dish washing; This is where you think about the dirt in the sink breaking down on subatomic level. That's as you wash the sink and its dishes and watch the dirt on the surface wash away.
Hydroponics; Make free food using Water and LEDs... Watch out! You might have to add some solution A and B! And if you aren't hungry... Well use it as decoration... That Basil isn't going anywheres.
Mind fall; This effect causes the minds of the targets to make them fall to the ground. They can do nothing for 1d10 rounds.
The Industrial Revolution; Make peace with the machines in the third movie... Without them we would have fewer Humans.
Mind master; This is where you think about the energy mastering the targets minds. What you suggest is what they do as it goes right to the subconscious mind.
Brainiac attack; This attack is done by you focusing and thinking about attacking the targets with brainwave frequency. It is a selective frequency that singles out your targets you had in mind, this causes the targets to drop to the ground stunned. It lasts for 1d10 rounds. Interesting focus; This is where you think about the idea to make thought of as sent to the targets. It effects the targets by distracting them for 1d6 rounds. They do nothing to you and allow what you want to do with them.
Judge Judy; This is where you appear in the minds of the targets as a judge the respect, then you judge them by feel to get them to do what you desire.
Head of lettuce; This is where you get lettuce and touch it where you want to effect the targets, that's done by sending your thoughts into the minds of the targets themselves. Use the lettuce afterwords or throw it away, your choice..
Milkshake; This effect causes a milkshake to be made, it does what you want it to do to the targets that drink it in their minds.
for dnd
The lighter; This effect causes flames to appear on the target item or target foes igniting the targets like a lighter would. The target foes receive burn damage for 1d6 rounds each turn. This costs 20% energy.
Spectral gun; This causes a gun to appear in your free spirit hand, that you can target your targets with spiritual gunshots that deal energy damage.
Spectral void; This causes the effect of void made by your spirit to fill the targets and kill them from within. The void sucks life from the target as it fills them for 1d6 rounds.
Feeless; This spell causes the targets to not be effected by energy effects. That's as you focus void in the body and that draws in the energy of the effects. This lasts for 1d10 rounds.
Turn to dust; This uses the 7th dimension to destroy the body from within and the end result is they are turned to dust as though ice and fire caused self-combustion.
Tainted grail spells:
https://www.youtube.com/watch?v=8lL6eAUqlX8 and https://taintedgrailfoa.wiki.fextralife.com/Magic
Blood transfusion; This is what uses a hand and focus, then the targets' blood energy is transferred to you as energy. 75 STP is drained from the targets to do this.
Blood transfusion II; This is what uses a hand and focus, then the targets' blood energy is transferred to you as energy. 75% energy is drained from the targets to do this.
Burning Ember; This spell causes you to call fire in the hand, that you cast forth to effect burn damages. Focus this effect to make a fireball effect.
Firebolt; This effect is where you call fire in the form of bolts that shoot off to strike the targets with x2 burn damages. This costs 20% energy.
Wolf's call; This summons a wolf to be at your side and defend you. It has 100% health, your stats otherwise and teeth and claws to attack with.
Healing spell; This uses your healing skill to determine how much is healed.
Healing spell II; This spell causes you or a friend to heal x2 the normal healing.
Ice shard; This spell causes your targets to freeze for damage and slow down to 1 action every 1d6 rounds.
Phantom touch; This spell causes you to brush off the targets nearby and you won't get any damages.
Great spectral sword; This spell make a ghostly sword in your spirit hand, that you can attack with energy blows.
Mother's touch; This causes fast regeneration of the party. Your party now regerates energy and health at a rate of 3d12 per minute.
Hailstone; This spell causes hailstones to fall upon the targets dealing ice damages. It also slows down the targets to 1 action per every 1d6 rounds.
Virulent bolt; This poisons the targets per round for 1d6 rounds.
Necromantic call; This summons a skeleton to attack your enemies. Depending on your choice, you can call into existence three types of skeletons. A mage skeleton, A warrior skeleton, and an Archer skeleton. A mage skeleton can cast energy effects uponst your targets. A warrior skeleton can attack in close ranges with a spectral sword that deals energy damages. An archer skeleton can cause arrows of force to fall upon the targets, dealing energy damages. Each skeleton has 100% health and your stats otherwise. They last for 1d10 rounds.
Merlin's thorn; Generates 7 energy projectiles that you shoot from your hand at the targets in fast succession.
Summon light; This spell causes a light in the area that hangs around until not needed.
Scorching blaze; This spell deals x3 fire damage uponst your targets. That means it costs 30% energy to cast.
Nature's salvation; This is a more powerful healing spell, that heals x3 the normal amount.
Listless touch; This slows down the targets to 1 action every 1d6 rounds and aids your party by blessing them with +10 to all rolls for 1d6 rounds.
Weary's breath; Slows down the targets to 1 action every 1d10 rounds.
Pestilent spear; This causes a spectral spear in your spirit hand, that casts forth poison upon the targets. This is x2 poison damage that strikes the targets every turn for 1d6 rounds.
Spectral calamity; This summons in your free spiritual hand a magic sword, that deals x2 the energy damages uponst your targets.
Summon keeper; Summons a keeper that effects energy damages on the targets. This keeper has your stats and your health. He is immune to elemental attacks as he absorbs the element as extra energy for himself. He does as you need him to do.
Soul salvage; Removes targeted Summon and restores your health based on its current health and the Mana Cost of its initial summoning.
Abhartachs calling; This deals Explosion damage in a 40' area around the exploded body. It explodes a random nearby corpse, dealing damage and applying Bleed to enemies in the area. Continuously Heals you from a random nearby corpse.
Flame torrent; Blasts all enemies in melee range. Focused it creates a stream of fire, burning everything before you.
Ghost of Broc Meala; Orders your summoned Ghost to attack a specific target. As a summon you summon the Ghost of Broc Meala to fight by your side. She has your stats and 100% heath, she deals energy damages.
Life Transfusion; This is projectiles that falls on the targets heads. That deals physical energy damage on the targets, it uses 10% Health. If you focus it for extra actions, it shoots projectiles that applies Bleed damage per round for 1d6 rounds. It continuously drains health from the target, healing you instead.
Rumpolt's Revenge; Summon that takes 15% Health. It condensates cheese from your own blood into a solid state in front of you. Focused it Slowly turns the target into cheese in 1 round.
Scorching Pathway; This deals fire damage, it creates a horizontal burning wave of fire, which pierces through all targets. This is a 30' wave increasing in width and damage by +20' and +20% through each action used.
Thunderstorm; Designates up to 10 areas of impact, inhibiting your energy regeneration in the process. Calls down lightning strikes on all designated areas, increasing damage dealt by +20% with each additional action used for its charging.
Winter's Crone Wrath; This deals ice damage as it shoots a spread of Chilling projectiles that falls upon the targets' heads. Focused it shoots a spread of Chilling projectiles, dealing +10% bonus damage per each additional action used.
Did you know that in DND, "when you're asleep, you're(/a person is) considered 'automatically-consenting' (to spell-effects that require the other person/npc's consent)"? Like for example a polymorph or mindreading spell, that requires consent would auto-succeed on a sleeping target.
Water splash; This causes water moisture to condense and wind to splash the targets with it. Waking them up from a dream.
Fire splash; This causes the targets to feel fire splash across them, startling them from the gated in fire of the elemental plane of fire. they lose concentration on their spells and then forget about what's wrong.
Lava splash; This causes lava energy from a gate to splash across the targets, burning them with x4 damages.
Poison splash; This causes poison energy from a gate to splash across the face of the targets. Dealing poison energy to the targets for 1d6 rounds per each and every round.
Acid splash; This is where you summon by gate, powerful acid to shoot forth into the target/s face and eyes. That's doing acid damage in idea that can damage or eats away the flesh of the target for 1d6 rounds in battle or 1d10 minutes outside of battle. That is where each minute is 1 round of damage. Also you blind the target/s, so they can't see you to attack.
Windy blow; This causes blows to land across the targets bodies and they come from air itself.
Windy glance; This is where the wind causes a glancing blow to the targets.
Dust blow; This is where the air blows loose earth as dust near your targets, then your will makes it blow in their eyes. Blinding them for 1d6 rounds.
defined in ancient language
annex = colonize
takimatonga = in their own time and space.