My magical magick blog
This is my magic blog with idea from people and use is other places of magic, I think this is including some point by Atlantis. See for yourself if the magick is real or not, there's lots of info, to whom that looks for spells and magick of all kinds. This is what I think in idea, that's for no feel or so you feel. So I is the use I cause with feel by use by the third eye manifest. This is the brain focus that is conscious thinking or aware by feel concept. This is a cool point.
Seen use by creative abuse
If you think you're a personal or mental target, stop then think to do something else as long as it's normal. I think i figured out my real illness, If I think to do or write I won't if I panic or if I allow things then I can write the ideal. So I will write as I think or will and I don't have to be there to write it. This is where I think as you want to do things, or work until I don't need to do things as this is use of this. I think this is a blog based off my past life, working with memories that I happen to remember.
Here is an appropriate quote of the day: "Something I realized is that spells and magic don’t work if your soul determines it isn’t best for you or your growth... that’s why some magic works for some people and doesn’t for others. Some can grow wings some can’t, that memory just came to me because I tried to do it." -pup
Just updated; Angel's Magic article.
Click any button to open a new browser window.
Wednesday, December 10, 2025
Timed magic 4
Friday, December 5, 2025
Having it by magic
This is where you get things you want by magic and idea that comes to you. The idea just comes right from the air. Like you think to know or that you know what you need to know, it seems to pop up in the mind. That's how this magic is psychically working by feel. 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.
Think; If it was meant to happen, then it will happen.
SpaceX; they manage to launch the 10-51 launch no matter what. This is done as thought empowers it, the launch happens as though the right weather and equipment conditions. There are no more time push backs.
judy; she needs me to goto the store for her, no matter what.
new neighbor in room 15; he doesn't bother me and I don't bother him no matter what.
en
new glenn; it launches as though the right conditions in weather, ships and equipment no matter what.
new glenn; the hold is over, they launch quickly no matter what.
judy; she doesn't mind what I do or did no matter what.
judy II; she needs me to goto the store no matter what.
focus; the idea is the thing, the thing is gotten by feel.
en
people; they don't mind what I did or do no matter what.
kittymoo; he is more willing to chat, no matter what he thinks to do.
escapade; the new glenn launch of escapade succeeds no matter what, that's as they retry very quickly and proceed to launch without a hold.
ULA; The Atlas V launch is successfully done no matter what, this is thought as though the right conditions with weather and equipment.
whatever; whatever was blocking my effects is no longer blocking it..no matter what.
en
laura; she doesn't mind what we do or did, no matter what.
paul t; he doesn't mind what I did or do no matter what.
scare tactic; the scare tactic did not work, it is no more, no matter what.
scare tactic II; the sounds of a nightmare do not scare me and are ignored.
me too; things happen yet we get over it, things revert to when they were good again no matter what.
en
whatever; whatever the case, I find something to do.
en is fi; paul doesn't mind me and allows what I do without complaint no matter what.
paul t; he is no longer a hardass no matter what.
noone; nobody minds what I do or did, no matter what.
noom; glp-1 energy treatment.
noem = no condemnation.
en
focus; create as you must, this is the way out.
think and go; this is the way to go. this spell causes you to know the way out.
Astarte; This is where the point is as a start in energy.
noone; noone minds what I do or did..no matter what.
wolfheart; he plays to the end of clair obscur no matter what.
en
merrick bank; they deposit the funds I put in and post it as though I had credit no matter what quickly.
judy; she needs me to goto the store no matter what I do.
wess; they don't take hime to jail, no matter what.
No matter; no matter what, things work out in the end.
wesses car; he gets it repaired no matter what and quickly.
en
Supplemental; I get the supplemental 40 dollars from DHS as soon as possible. No matter what.
moose; whatever the case, he doesn't wear me out and I am never tired from helping him no matter what.
moose; I can stand moose no matter what he gives me.
Today; today will be good for me no matter whatt happens.
Focus; This effect will work if I think it does.
en
moose; he saves his leg and can walk on it or drive with it no matter what.
no eroticism; this effect causes the need to be erotic to disappear.
trigger words; this is where you think to speak something at the right time and turn off the need of the idea you want to do.
trigger werds; these are trigger points you see that trigger a reaction.
chirping balls; these metallic balls smash together and distract the targets with its sound of chirping for 1d6 rounds or 36 seconds.
en
for dnd
Successful action; What you ask for is if impossible becomes possible. So you make it happen by the power of your faith in your God and He or She uses Angels to do it..This shows the power of prayer. So to show if you succeed, roll a 1d100+luck and get a 50 or above result.
Action of fortune; Your action brings good fortune.
Melting Clocks; Add an hour to an Electronic clock to confuse foes.
King David's Underwear; Survive an entire week... But you need to embarrass yourself if you live. That is a Dead Rising spell.
Ocular eye power; This is where you think to focus upon the area and your eye shifts you dimensionally to someplace safer.
evil good; all evil turns into the good alignment. If they happen to be neutral or chaotic evil, they become neutral or chaotic good instead.
Special boost; These are the seven stats from the Fallout games. Strength, Perception, Endurance, Charisma, Intelligence, Agility/Dex and Luck. Roll a 1d7 to determine the stat roll to boost. The boost comes from a rolled 1d10, what's rolled with the d10 is added to the roll of the stat..
One shot; This is where you kill the target and shift to another dimension to be born again as you want to be born.
Christmas Spaghetti; It summons your favorite food and if cast on food it perfectly cooks it.
Dolly; This creates a moving platform that you summon to the area. You can put whatever you wish on it as it floats by magnetics off the ground. Think to desummon it, to cause it to disappear back to where it came from.
Enning; This is where you think of the end and the moment happens to the targets of your thoughts.
Jenning; She is perfect, she exists somewhere, thin, lucid and beautiful. You run across her as she exists nearby. This thought distracts the targets for 1d10 rounds into doing nothing.
Theory; The thought is known, if you realize what it could do, you know what to inform people of in idea. This adds to the int rolls by +5.
Heavy blows; this causes the blows you hit the targets with have an element of your choice and you deal x2 the damages.
Real life; This combines realism with physical elements..and creates real life on the spot to be and do as you want. This life has 100% health and your stats otherwise.
True to you; This effect causes your behavior to be true to what you do and what you say. +2 Morale.
Thought; the thought abounds and energizes what you want to a degree.
Bubble of warding; Thing your aura energy present a bubble, that protects you from all harm. That basically wards away the danger with waves of energy, think and it causes the harmful targets to not attack.
Chirping balls; These metallic balls smash together and distract the targets with its sound of chirping for 1d6 rounds or 36 seconds.
Focusing ash; This is where you think to focus on the target, think of the effect and create the idea you had in mind by feel. This is where your creating with your thought, acting the part and making what you wish to happen. This causes x2 the healing or damages by expending 20% energy in a cast.
Accountant magic; This is where you focus on the math and create a result, that includes financial needs and elemental creation.
Self-creative idea; This is the writer magic, that you can write anything you want and this could even be in the air and it will manifest by feel or thought. The thought can occur to you that it could have happened sometime. However in real life, this means if you don't intend it it doesn't occur. Its a scale of 1-100, meaning percent wise. You see, get this it's ruled by temperature. The higher the temperature the more the chance. It's in farenheit I believe, anywhere from 1 - 100 degrees farenheit. Once it hits 100%, that's a guaranteed manifest and that's it. So roll a 1d100+temperature in fahrenheit up to 100 degrees for what you think is possible. If you rolled a 50 or above, you get a good result. If its under 50 is a fail. Any damages or healing done by this are energy based, so the effect is where this is instant and lasts until not needed. That can do damages/healing.
Invisible writing; This is where or when you create by focus and write in the air, that uses the fire or heat in the air as a source. That's as your thinking to imprint what you wrote, this is imprinted or etched in the surface of the area. Otherwise you can perceive the idea of what was intended, that's with the "invisible writing" on the wall. This is really patterns that your brain interprets. You can write down what you think is there or do something else. The writing is perceived by the third eye, so think about what it says as you need to know and the spirit reveals what is there to you. If intended, this effect can lead the target's subconscious mind. That's making it do what it perceived as writing. So think and it is a done idea.
Peace inducement; This costs 15% energy. This is where you think peace and send out your energy. That creates a peaceful idea in intended moments. The peace of the moment is what causes the targets to not want to be aggressive or fight. There is a 50% chance that you will succeed. As rolled by a 1d100, that is successful if over 50.
The history; This costs 25% energy. The history is realized and things are known including the special idea. Any pointed out idea may be used for an idea. So think and you know what to do with what is possible.
The point by magic; This costs 25% energy. This is where you intend to do things and write it down then speak the idea you intend. This creates what you want by feel or thought in life. This is instant and lasts until not needed. That can do damages/healing x3.
Monday, December 1, 2025
Timed spells 3
Tuesday, November 25, 2025
Thought spells III
These are some thought up spells in a list version 3..enjoy!
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.
bad luck; bad luck is just bade luck no matter what.
luck; I get good luck today, this day I get my 2-dollar bill.
paul t; he doesn't mind what I do or did no matter what..
paul t.; he doesn't mind in sharing his food no matter the point.
paul t.; he doesn't mind discussing his personal finances with me no matter what.
en
spacex; they launch this next batch of starlinks no matter what, as though the right conditions existed in weather and machinery to launch without time delays and set backs.
The effect; things work out for what I do or did..no matter what.
The action; the act is to pay me what I am owed..easily and knowingly.
the way; the way is clear, I can easily afford all my monthly bills..no matter what.
en
whatver; whatever occurs, I don't mind what happens to me nor what I did no matter what.
paul t; he gets a new payee quickly and I get paid what I am owed no matter what.
paul t.; he is no longer somber and too serious in attitude, no matter what he is joyous.
things; things work out in the end..
focus; think of the idea and it is formed..if needed.
en
Physical movement; Put forth the effort in movement or actions and some body does the correct movement to get what you need done. It doesn't matter what distance the body needs to go and do things, its like in an instance as the subconscious mind suppresses time. That makes it quickly happen and it does things right. This works for clones as well, where you create the movement it does by doing things yourself. Like going to the bathroom on time, this is do some small action and it does the deed on a toilet seat somewhere as though it were a coincidence in timing.
doctor; he will see me and join the video chat by 3:50 pm or as quickly as possible no matter what.
spacex; it continues with the broadcast no matter what as quickly as possible.
ULA; AtlasV launches without delays and successfully as though no problem existed with the weather or machinery no matter what.
en
for dnd
light casting; the effect of a normal cast, that effects as you might want.
heavy casting; this is a reaction of the body with the effect of sudden weighing less, about 10 lbs less, and doing extra damage/healing with the cast. that's x2 the norm with an extra 10% energy added for levels 1-9 and can last 1d6 rounds. that's x3 the norm with an extra 15% energy added for levels 10-19 and this can last 1d8 rounds. that's x4 the norm with an extra 20% energy added for levels 20-29 and this can last 1d10 rounds. that's x5 the norm with an extra 25% energy added for levels 30 on up and this can last 1d12 rounds.
Fatekeeper spells; Think of the effect and will it to exist. Gestering with symbols to create the effect more effectively. Adding traced in air sigils, these are images believed to have empowered thought. Traced in the air by the hand or finger, this causes x2 the effect. You may cause any elemental effect by this idea. Like, focusing wind and lifting the targets off their feet. Then, with a mental nudge with wind you push them off a ledge of something. You could lift an item off the ground to smash against the target for magical bludgeoning damages. Otherwise, you form fire on the targets as they are in sight. In the case of defense, think an earthen wall of energy protects you swirling up from the ground. This absorbs psychic, physical attacks and other energy effects cast at you. THink water moisture is focused to surround the targets, then freeze them solid. One blow will shatter them. This is what you possibly can do with it. This idea came from the game Fatekeeper: dark messiah.
Antiverminator; this sets some energy in action to rid the rooms of mice.
Exactor; this causes the targets of the spell to create for you exactly what you want.
Energy; this effect is where you think about the targets of the idea and draw from them energy that makes you capable of doing things.
Break; this is where you think about the energy causing a pause in action. The targets don't do anything for 1d6 rounds.
Miracles
Faith based miracles are where you think of the miracle you ask from your saint, angel or God. You can ask them for anything, including the effect of being paid. That uses Devotion, the more devoted to your God the more points by prayer to him/her you made of devotion itself. This means you can get even better effects, the more points of devotion that you have. That's if you intended to cause healing or damage to those you think deserve it. Think to ask for a miracle as you need one.
For miracles, the amount of damage/healing you can achieve is (devotion points)x([1/3 level, drop decimal][d6 for levels 1-9, d8 for levels 10-19, d10 for levels 20-29, and d12 for levels 30 and up.]+wis mod). So if you had 5 devotion points and were level 11, and had 5 wis mod. Then, you would have 5x(3d8+5) in damages/healing possible or 5x24=120% in amount. If you asked for a stat change, you get the rolls related to the stats changed by +5 for blessings and -5 for curses. THe time of effect is relevant here, this effects the duration or length of time some miracle can effect or until not needed unless otherwise noted.
That's as depicted on the character sheet. Oh yeah, you just cast it with a talisman. What is a talisman? A sock with a bar of soap or a stone in it. You can also make use of a medal, amulet or medallion of any design. It doesn't really matter, as long as you have one on you somewhere. If you intend to use it, hold it and think of what you wanted, then state to the dm/gm your ideal to do. The energy of your thoughts go through the talisman, then as you think what you need gets created by your God. Just remember, more decoration may be needed on your talisman to indicate what it does..
Some miracles
These are some miracles that you can do, if you wanted to get an effect using a Talisman and faith of devotion. Ideal from <a href="http://www.chatgpt.com" target="_blank">AI</a>, SH and Kittymoo.
Part 1
Saint Christopher; He grants safe passage, you must use a catalyst for this miracle. So if you had to go through a Bandit Highway, DMZ, or warzone you just cast it with a talisman. Saint Christopher always grants you safe passage. This uses Devotion instead of Intelligence.
Successful action; What you ask for is if impossible becomes possible. So you make it happen by the power of your faith in your God..This shows the power of prayer.
Tibetan Prayer Wheel Toy; Turns energy into Faith. Every used 10% is +1 devotion point.
God Delusion; Use all your devotion of faith to ignore godwrath from any diety until next long rest... Now we won't have to worry about that pesky God for awhile.
Divine Resurrection; A beam of pure celestial light restores a soul to life, body renewed and mind cleansed of all corruption. Revives a creature dead up to 1,000 years, cures all diseases, curses, and aging.
Heaven's Mandate; The voice of the heavens speaks through you. All creatures within 1 mile must make a Wisdom save or fall prone in reverence or fear. You may command them once, and they obey.
Eternal Sanctuary; You create a holy bastion outside time. You and allies enter a radiant demi-plane immune to scrying, decay, or harm until you choose to return.
Judgment of the Fallen; Your eyes burn with divine justice. Undead and fiends within 300 feet are disintegrated unless they succeed on a Charisma save.
Worldheart Bloom; A barren wasteland erupts with divine life. You transform a 1-mile radius into fertile paradise: rivers flow, forests bloom, and corruption fades.
Time of Grace; You reverse the ravages of fate. All damage, aging, and harmful effects suffered in the last 24 hours by you and allies are undone.
Light of All Souls; Your presence becomes a beacon of eternal compassion. Every intelligent creature within 1 mile loses hostility, gaining clarity and empathy. Violence is impossible for 1 hour.
Divine Storm; A radiant tempest of justice crashes down. A 500-foot radius storm of lightning, radiant fire, and thunder strikes your enemies, sparing the faithful.
Celestial Genesis; You create a new being of divine power. Summon a celestial champion born from your own faith, lasting until dismissed. It has your stats and 100% health.
Ascension; You transcend mortal limits. For 1 hour, you gain divine form: flight, immunity to damage, and the ability to command elements and spirits.
Tears of Mercy; Holy water falls from your eyes. Revives all dying allies within 300 feet, cures disease, and grants regeneration for 1 minute.
Voice of the First Dawn; You speak the word that began creation. Choose one effect: create a mountain, sea, or sky passage - reshaping terrain for miles.
Chains of Blasphemy; You bind those who defy the divine order you speak. Targets (up to 5) who have broken oaths or desecrated holy ground are bound in radiant chains; only true repentance frees them.
Holy Paradox; You merge two impossible truths. You can make the impossible occur for 1 minute (e.g., make light into solid, time flow backward, or water burn).
Infinite Benediction; Your touch spreads blessings like wildfire. Every ally within 1 mile gains +2 to AC and saves, +5 advantage on all rolls, and immunity to fear for 24 hours.
Starlight Revelation; You call the wisdom of the cosmos. Gain instant understanding of any question or mystery; the truth is revealed by the stars themselves.
Wrath of the Seraphim; Six blazing wings unfurl from your back. You become a living weapon of divine fury, dealing radiant damage to all foes within 100 feet each round.
Miracle of Transcendence; You shatter the barrier between gods and mortals. Your allies gain divine ranks temporarily - their weapons count as artifacts and they can cast 1 miracle each.
Soulweave; You mend the tapestry of existence. Repair a broken artifact, restore destroyed land, or even re-stitch a severed soul.
Final Benediction; Your life ends in glory and renewal. You die in holy radiance, but your death blesses the land: crops flourish, peace endures, and your allies are immortal for one year.
Aegis of the Eternal; A radiant dome forms, sealing away harm and despair. A shimmering barrier covers a 1-mile radius for 1 hour. Within it, allies cannot die, and time halts for all hostile creatures.
Aegis of the moon; A radiant dome forms from the moon, sealing away harm and despair. A shimmering barrier covers a 1-mile radius for as long as you like. Within it, allies cannot die, enemies are prevented and time halts for all hostile creatures.
Divine Eclipse; The sun and moon obey your call. You summon a celestial eclipse that empowers the faithful and weakens evil. Allies' spells double in potency; fiends and undead are blinded and silenced.
Seraph's Choir; Thousands of unseen angels sing through you. For 10 minutes, all allies gain maximum healing from all sources, and your words deal radiant damage to evil creatures each round.
Thursday, November 20, 2025
Offset magic
This is where you think to set off an effect and the balance is setting off something else. Like you want some luck.. this sets a machine to turn off as it was working and you get a bit of luck. Things like that happen all the time. So think and you know what to do.
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.
The line; The data flows over the line allot more easily and quickly, despite the weather or raininess no matter what.
spacex; spacex launches as soon as possible no matter what as though the right conditions in weather and equipment existed..
Lafay; he gets his CDs and gets home without a hitch.
delivery; my delivery of the 2 dollar bill reaches me no matter what and quickly.
democrats; they cause the shutdown to end no matter what.
en
good luck; I have good luck from this point on no matter what.
for dnd
Instant travel; This is where you can make use of a map, or if you don't have one you don't have to use one. What you do is think of being somewhere, need to be there and your subconscious mind slips you into an automative mode of travel. That causes you to move more quickly, then you don't actually think of moving or doing things as its in automation mode. Since your not thinking, this takes no energy as you don't get taxed or winded from it. What does happen is you end up where you want, that's very quickly done as you need to be at the destination. THen you start thinking again. So think and you know what to do as it seems like your instantly there.
Jamaic; This is where you think of the effect and the rain creates the effect that you need. That is an idea from the area I suspect of the Jamaican island. This allows x3 the effect. Like ice and hail at the targets or some utility effect like wakefulness and sleepiness that occurs when needed..
Jamai; This is where you focus upon the storm's consciousness and think instruction to it. The storm forms the effect of the programming, that's done by feel. All thats needed is the statement of the effect you need. This can form any one element on the targets.
Penguins; These cute little animals appear as an image near the targets as a ghost. This distracts the targets for 1d6 rounds.
Attunations; This causes the planet or area vibration to adjust us, thinking to agree more and observe otherwise througth the energy in the air. The targets agree to do what you want.
Core energy; The planet core directed causes electrical energy on the surface. That powers any device. This is not enough to charge people to deadly energy, its enough to charge devices though your hair might stand up.
Focused ore energy; This effect uses core energy and by crystals, that you must have of any type, you focus it at the targets. You cause them to become prone and they do nothing for 1d6 rounds.
Soothing Touch; You channel a gentle pulse of warmth through your hand, healing a touched creature/target. If they are frightened or charmed, they can reroll the saving throw.
Petal Balm; Small glowing petals swirl and mend minor wounds, restoring Health and cleaning dirt and blood.
Mend Flesh; You knit together a small cut or bruise; target regains Health and gains +1 AC against the next attack before your next turn.
Restorative Bloom; A flower blooms at the target's feet, releasing a burst of pollen healing up to two creatures/targets within 10 feet.
Kindred Pulse; You and one creature/target share life energy: you can transfer up to 1d10 of your Health to them instantly.
Healing Chime; A resonant bell tone echoes, healing 1d10 Health and removing the shaken or frightened condition.
Serene Veil; This costs 10% energy. A veil of light surrounds a creature/target, healing and granting +2 to Wisdom saving throws for 1 minute.
Wound Thread; This costs 10% energy. You conjure spectral threads that stitch up wounds; heal and end one bleeding effect.
Vigor Surge; This costs 10% energy. A burst of energy heals and grants +10 feet of movement until the end of their next turn.
Blessed Regrowth; This costs 15% energy. You cause new life to flourish in your ally's body, healing them and regenerating one lost finger, toe, or small appendage.
Healing Prism; This costs 15% energy. This costs 15% energy. A radiant prism splits light into restorative beams healing up to 3 creatures/targets within 30 feet for normally restored Health each.
Aura of Renewal; This costs 15% energy. You emit a 10-foot aura that restores normally healed health per round for 1 minute (concentration).
Life Surge; This costs 20% energy. A wave of divine vigor surges through a creature, healing x2 health and curing one disease.
Heartbond Revival; This costs 20% energy. Link with an ally within 60 feet; when they take damage, you can choose to take half instead and both heal normally healed Health.
Rejuvenating Winds; This costs 20% energy. Whirling air restores vitality, healing all allies and yourself within 20 feet for normally healed Health and ending exhaustion.
Purity Rebirth; This costs 25% energy. Holy light purges poisons, diseases, and curses from all allied creatures/targets, restoring x3 Health.
Echo of Mercy; This costs 25% energy. When an ally within 30 feet drops to 0% Health, this spell automatically triggers to heal them norm,ally healed Health as a reaction.
Vital Bloom Field; This costs 25% energy. You create a 15-ft-radius area of healing flora that lasts 1 minute. Creatures/targets who start their turn there regain normally healed health.
Celestial Restoration; This costs 30% energy. A burst of starlight heals x3 Health for creatures/targets you choose and grants them temporary flight (30 ft.) for 1 round.
Soul Reforge; This costs 30% energy. Reconnects the spiritual essence of a creature/target, restoring x3 Health and ending charm, fear, or paralysis.
Reviving Radiance; This costs 30% energy. Emits divine light that heals yourself and all allies in 30 feet for x3 Health and blinds/hurts undead for 1 round the same amount of damage healed.
Phoenix Mend; This costs 35% energy. Flames of rebirth envelop a creature/target, healing x4 Health and cleansing all negative status effects.
Ethereal Renewal; This costs 35% energy. You pull restorative energy from another plane; heal yourself and all allied creatures/targets for x4 Health, even if they're unconscious or petrified.
Regenerative Bloom; This costs 35% energy. The target gains regeneration (10% Health per round) for 1 minute and regrows a missing limb over that time.
Mass Spirit Mend; This costs 40% energy. Spectral spirits swirl through the battlefield, healing up all yourself and all allied creatures/targets for x4 Health each and granting resistance to necrotic damage for 1 minute.
Harmony of Life; This costs 40% energy. A song of pure life energy harmonizes the area; yourself and allies within 60 feet heal x4 Health and gain +5 advantage on death saves.
Sanctuary of the Eternal Heart; This costs 40% energy. Creates a glowing dome of vitality; any creature/target inside heals 20% Health at the start of their turn for 10 rounds.
Divine Genesis; This costs 45% energy. You summon a burst of creation energy that fully restores Health to yourself and all allies within 60 feet and revives those who have died within the last minute.
Lifestream; This costs 45% energy. You channel the raw current of life itself; heal one creature/target to full Health and remove all conditions, curses, and diseases.
Rebirth of the World Tree; This costs 45% energy. You plant a radiant seed that erupts into a colossal spectral tree instantly, healing all creatures/targets including yourself in a 100-foot radius for x5 Health and restoring withered land and flora.