This effect is where you create an effect by writing it down, then the spirit makes understanding why it occurs. This is earned by doing actions and thus, can be recreated by thinking it is recreated and you know what it is. So think and you know what to do, that's as it is directed by gaming into play and reality. This includes horrendous sounds by thinking the spirit or angels makes the sound. They do what they feel you need. That's how beings work, they feel your need and create the idea into reality. Interesting, right?
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.
delivery; THe delivery speeds up by feel no matter what and I get the delivery I ordered.
musk; musk no longer helps the republicans no matter what.
omni; the effect is in the past, the present is where you take notice of it.
omna; holy name
omne; holy negation
omno; omnicient know-how
omnu; creator's right
omny; holy denial
paul t; he doesn't mind what I did or do no matter what.
spacex; the starlink 6-100 mission is a success as it launches successfully as though the right conditions with weather and equipment no matter what without delays.
moose; he passes his inspection no matter what.
Me; I pass my inspection no matter what with flying colors.
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for dnd
These are spell ideal from SH, Kittymoo, Caz, Kio and Ben.
Teamwork; This effect is where the allies look "over your shoulders" and help with supplying energy to create an effect. Depending on how many allies join in, makes the effect. Its x2 per ally on healing/damage that's added to your own effect. Like its 2 allies then added to the damages is x4 the effect.
Egress; This effect is where you leave an area. The targets leave and combat over. You can enter the area after as a checkpoint.
Deia; This is your God that you call for protection. Nothing bothers you or damages you for 1d10 rounds.
Force negation; This negates any energy blow at you as it is a point you react to by what you sense, you redirect outside energies at other outside forces - sort of like the stereotypical water-mage/bender doing better near an ocean or fire-bender having an easier time near the mouth of an open volcano, except you'll use every element and then stop to ask the spirit of a dandelion if it could give your spell a kiss for good luck. The power-word-kill equivalent is using the enemy's own energy against them.
Expanding power; This expands your energy by 50% each time you cast this spell. It costs 10% energy to cast. Its expanding your own power or ability to perceive things largely. Start with a little marble swirling with energy (red, blue, idk, start with red for some reason) and blow it up to the largest thing that you can possibly imagine. It grows and grows and expands and expands until it encompasses the known universe. Zoom out and start over. Treat that huge new thing as if it were now once again the size of a marble. Then, keep growing it. Its like starting at subatomic scale and zooming out, until the multiversal structure of the cosmos becomes evident (you can just do it in an empty blank black void tho, like in its own parallel universe).
Astral vision; after casting this spell, you can view at any distance anything you wish to view. This uses a "third eye" technique described in a book. It claimed it opened the eye for the astral sight, allowing one to see the astral plane in reality or in their dreams, the ether etc. it was about breathing in imagined green-red mists in the environment and then breathing them out slowly, imagining they would pass through your third eye on your forehead, "opening it up" like unclogging it, and the mist breathed out from there being green. slowly you would turn the place from red or red-green into completely green, breathing in green mist and breathing out green mist (from your third eye) until it opened up. However, with techniques like that you can substitute out any colors and forms, that 'feel right to you' and it still will work right for you..
Flurry of blows; This is where you cause snow to fall and when it falls, each flurry of snow deals cold damage to the targets and healing to you and your allies.
Fury of blows; This is where you create a storm of blows, that hit the targets for x4 the energy damage. This costs 40% energy.
Healing blows; You heal per each blow to you. This lasts 1d10 rounds.
Healing blows II; You heal per each blow to you as the blows seem intense. That heals x2 the damage to you as you take them. This lasts 1d10 rounds. This costs 20% energy.
Healing blows III; You regenerate x3 the damages per each blow to you, think and you regain lost limbs in a moments notice. This lasts 1d10 rounds. This costs 30% energy.
Mortal hit; This is where you cause upon the targets, a hit that kills with one attack. The hit can be any hit, that hits the targets. Think and you do. This costs 30% energy.
Mortal blow; This costs 20% energy as you focus upon as a point upon the weapon and strike the target. This strike kills the targets in one blow.
Mortal blow II; This costs 30% energy as you focus upon the targets as a point and think strike the target. This strike kills the targets in one energy blow.
Treasury hit; This effect hits the treasury of the targets, thinking to deal for x3 the money charge as damage. Think to kill the targets and you get a money drop that's x3 the normal amount.
I don't know; This causes the targets to repeat your words and state "I don't know", that's making them not kill the moment of an attack you deal to them. I don't know means "I kill in it what I kill now" and can kill what makes you stop things from working. Safely used as you state "I don't know", that's as you think to not kill what helps you out.
I know; This causes the targets to stop what they are doing, think and act better. They no longer want to attack you and your party, no matter what you do. I know means " I kill now" and can be used by stating "I know" thinking to stop what you don't like that your doing and start doing something normal right after.
K; This effect upon statement intending the ancient meaning, kills the motion or idea you want killed instantly. This can even end the targets life within 1 action or instantly if you intend it to do so. Normally, it can be used to kill off the need, if the need was there to attack something.
G; This means God, good and bless, think to use this to bless you and your party with the statement, "I cast G;". Think and you and your party are getting the benefit of a +5 to all rolls, that's except attack rolls that are with +10. This lasts 1d10 rounds.
Ke; This is where you focus your energy upon the vermin and bugs, thinking to rid yourself of them. This drives away all vermin and bugs from the area, safely.
Pinneal knowledge; This where you think to activate your pinneal gland and you become psychic. Thinking you know makes you knowledgable because of this. Add +5 to intelligence based rolls and knowledge all roll results.
Recovery; This is where you recover in a moments notice by feel from what ails you. All diseases and poisons disappear from effecting you.
Death n decay; The death energy of the cells can be focused to cure diseases..as you focus out all your death and decay energy from your body. The disease disappears.
Trial n stoppage; This is where you try something and the body builds up resistance to the effect. So basically, it didn't seem to happen. Cast this on your targets, then they try things and stop wanting to do it. Fight over as though they stop and its a delayed reaction.
Stop and start; This is where you start doing things that seem interesting that you want after stopping what you don't like. Think and its done. Add +5 to all intelligence and wisdom based rolls for 1d10 rounds.
Madness spell; This effect causes the madness to effect your targets, think of what they see and they don't see reality again. They see what you want them to see, instead. This distracts the targets so they don't react to you and your attacks for 1 hour. That costs 30% energy.
Slippage; This effect causes the effect of slipping by what you state, that's as a suggestion into their subconscious mind with a conscious statement. The targets you do this to, automatically do this instead of what they planned.
Back-breaker; This effect is done through the thought of the persons'/targets' back breaking as you will it to occur. They collapse to the ground or can't get up from where they are, that's for the remainder of the fight that they are outta the fight. Fight over.
Spelling effect; Think of the effect, then need it or will it and it occurs as the idea just happens. This is effective for elemental effects, sleep/wakefulness and blessings/curses. Any blessings are a +5 to all rolls for the allies and yourself. Any curses are -5 to all rolls for all targets.
Room shift; This is where you make use of the outer soul body and shift to your oversoul's inner room, that's opening the door, entering and waiting as the oversoul body moves about and goes places. When you sense its safe, you "teleport" out of the inner room by opening the door room and walking out to the outer world area. That you appear in and do things as you want. The items you get shift with your soul body, that you want to go with you. This is instantaneous.
Instant en; Think and the end is done..instantly. That you need to occur. This causes the targets to perceive the end, even though it never occurred. They end their need to fight you and your party, then fight over.
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additives
Magic resistance can be handled with a 1d100+Will with or without enchanted gear. Roll a 50 or above to counter the effect. Feel free to reroll with a Bonus action.