Ro-gain effects are where you think of hair growth, rub your head with essential oil. Then wash it. This is effective in causing hair retention. 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.
jay; he comes up with something to give to angela for her birthday..no matter what.
people; they don't mind what I do or did no matter what.
maduro; he gets indicted and no incompetance keeps him free.
noone; nobody minds what I do or did, no matter what.
erg; elaborate reality game.
arg; alternate reality game.
en
The end; noone minds what I do or did no matter what.
dee; he is a good thin man to appear like.
thus; the idea is the thing, you know what to do.
then; the point is done if you need anymore, then ask.
maybe; whatever happens I am prepared for no matter the point.
maybe II; as language goes, I am aware of things that people speak of by feel.
en
lifehacking; creating fun and action with the statement and need by the feel of things and the statement can be written down for recreation.
Danese; She doesn't mind what I do or did no matter what..also no matter what she answers my calls and knocks at her door positively.
Paul; He doesn't mind me calling him and he pays me what I am owed no matter what..whatever the case, he remains my friend.
Judy; She needs me to goto the store no matter what I do.
high IQ; think and you know what to do.
en
for dnd
Communication shield; the aura keeps you from hearing the wrong stuff.
Commotion shield; this is where the spirit protects you from any commotion you don't want effecting you.
Shield; nothing effects you that you don't want. That's as though hitpoints. These are described as the amount your shield can be hit until its gone. You get ward points as hp.
Hyperactive; This is a body condition where you have more energy than activity. You get +70% temporary energy and x2 the effect.
Tea summons; This effect is where you summon tea in a cup made right, that stimulates you and keeps you awake on the drinking of it for 1d6 hours. The tea cup disappears after your done with it.
A bottle of joy; This effect summons a bottle that has a top and it appears in your inventory. Whatever drink you wish it to have it holds or if you no longer need it to hold the drink it doesn't. Energy +50%.
Directed energy; This is a reaction that can be done anytime, sometimes as you sense the energy. Think of what you want and need it. The energy should do it by its consciousness understanding your need.
pretender class
Ex
Master of the Long Con (Ex); If you spend at least 24 hours embedded in a group under a false identity, you gain advantage on all checks against that group and can issue commands as if you were a trusted leader. If revealed, enemies suffer disadvantage on their first attack or check against you due to shock and disbelief.
Conman (Ex); At level 20, the energy boosts your will and you get what you need. You get +5 to all core stats and +50% health.
ability
Elemental False Flag
You can summon by thinking to the consciousness of energy what any elemental effect you want on your targets. This will disguise elemental destruction as someone else's signature. When you deal elemental damage, you may change all evidence, sensory cues, and magical residue to match a different creature, faction, or elemental source of your choice (dragon, mage order, corporation, cult, storm anomaly, etc.). Investigators have -5 disadvantage on checks to trace the effect back to you. Magical detection identifies the damage as originating from the chosen source. Creatures/Targets damaged by the effect have disadvantage on their first Insight or Investigation check related to the event.
Once per short rest, you may also change the damage type of one elemental effect you cause to another elemental type you know, as long as the visual and environmental effects remain convincing.
Modern Flavor Examples:
Lightning damage appears as a power-grid overload
Fire damage looks like an industrial accident
Cold damage resembles cryogenic failure
Acid damage mimics chemical sabotage
and etc..
The damages/healing in amount are:
1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d12+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Fabricated Credentials; You can produce flawless digital or physical credentials on demand. As a bonus action, gain advantage on Deception and Persuasion checks involving authority, employment, or access for 1 hour. Magical and technological verification treat the credentials as legitimate unless they beat your Deception rank with a 1d20.
Confidence Exploit; Your certainty disarms suspicion. When you fail a Deception check, you may reroll it and take the new result. If the reroll succeeds, the target also suffers disadvantage on Insight checks against you for 1 minute.
Social Engineering Protocol; You instinctively manipulate systems built by people. You gain proficiency with hacking tools, forgery kits, and disguise kits. When interacting with security systems, locks, or bureaucracy, you may use Charisma instead of Agility/Dexterity or Intelligence.
Borrowed Authority; When impersonating a role (officer, manager, doctor, technician), you may issue short commands as if affected by command. Targets must be able to reasonably believe your authority. Uses equal to proficiency bonus per long rest.
Narrative Control; Once per short rest, when a creature questions your actions or motives, you can immediately redefine the situation. The creature must succeed on a Wisdom save or accept your explanation as truth for 10 minutes, treating contradictory evidence as coincidence.
False Flag Operation; As an action, you may frame another creature or faction for an event you caused within the last hour. Investigators have disadvantage on checks to trace the event back to you, and the framed party has -5 disadvantage on social checks related to the incident for 24 hours.
Media Manipulator; You understand the modern attention economy. When an event involving you becomes public, you may choose the narrative: hero, victim, or authority. Gain advantage on all Charisma checks related to that event for 24 hours and reduce any infamy or legal consequence by half.
Identity Cache; You maintain multiple airtight personas. You can switch identities during a short rest, completely changing name, appearance, voice, and digital footprint. Magical attempts to identify you reveal only your current persona unless cast at a higher level than your class level / 2.
Plausible Deniability; When caught in the act, you can shift blame instantly. As a reaction, force a creature within 30 feet to make a Wisdom save or believe the situation is a misunderstanding, delaying hostile action against you until the end of their next turn.
docs
new diet; eat less portions and drink more water. if you have you eat more, eat a little more and that's all.
recipes and potions
chocolate mocktale; apple cider, chocolate stevia, ICE drink (any flavor), vanilla extract. Mix and enjoy!