This is where you observe the idea you want and do things to secure the moment. The magic is where you create by focus and think the idea you need, that your soul creates. Thinking about things as you observe things your ready to pounce, so to speak. This means you can create what you need as you intend the idea you want.
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; this spacex launch launches no matter what despite what could go wrong.
spainsat; nothing goes wrong with spainsat.
andrew; he doesn't mind what I do or did no matter what.
spacex; The starlink mission manages to launch easily no m'atter what.
cat control; they no longer overeat.
spacex; they don't push back the time on the launch anymore, no matter what.
spacex; they launch the starlink satellites without a hitch as though the right conditions in weather and equipment were there..no matter what unless not possible.
en
spacex; the wind calms down and allows the launch today and they do propellant load..no matter what.
heart rhythm; my heart rhythm is no longer irratic no matter what.
The Message; //Sets your karma to 1,000/1,000.
for dnd
Mask or ring of absorption; This costs 30% energy and uses an action. Wear a mask or ring and think the attribute, some energy that surrounds you or idea is absorbed as energy into the mask or ring. Think to your mask or ring what you want it to do, then it will do it using that energy as its cleaned by the material. Describe the spell and the effect and whom it effects to the DM/GM for the effect. Like, "I cast Mask or ring of absorption for blesses of the party." W/O quotes.
The things it can do:
If you need speed, its an extra +10' for 1d6 rounds.
If you need attributes you draw from the stats of the targets for 1d6 rounds, draining them as -5 to their stat rolls and +5 to your own.
For curses, its -5 to all the targets rolls except attack, that's -10 to attack for 1d6 rounds.
For blesses, its for 1d6 rounds and +5 to all rolls except attack, that's +10 to attack.
Time effects are speed time for speeding up the targets by +1d4 actions per round, stopping time for 1d6 rounds as you move effortlessly amongst the area, and slow time for slowing the enemy to 1 action for every 1d6 rounds.
You may do instant telepathy, listening mentally and sending otherwise your thought to the person.
You may do telekinesis, lifting with your mind what you want lifted, including people and yourself, and send it to be where you wanted.
You may do clairovoyance, you know whatever you want by feel or vision from your third eye empowered by the mask or ring.
For other things, like incrementing down or up things like weight or whatever. Its in increments of 5.
Otherwise, its an instant elemental effect to the targets by feel.
If you need to cause utility effects, like sleep or wakefulness, then its for 1 day.
Light leap; This makes you as lights as a feather and all you need to do is leap in the air being guided by thought and your hands catch on to lead you to your destination.
Cast iron stomach; This allows you to eat anything and not get sick. Add +10 to your Fortitude roll when you eat.
Distract and go; This is where you present an illusion to the targets near you of 20'. Then, you "go" to get away at enhanched speeds of +10'. They are distracted for 1d6 rounds or 36 seconds.
Distracting thought; This illusion is sent at the targets, that makes them feel good inside and not notice the activity you do. This distracts them for 1d6 rounds. Any loud sound ends the distraction.
Cat leap; This thought makes you light as a feather, then your fingers become clawlike. All that's left is the leap and you can leap far! Add +20' to your movement and +5 to all dex/Agility rolls.
Totemic effect; This is where you cause by spiritual influence, the element or effect to exist in the area you deign necessary to protect. It only effects those that you want effected. The surface of the area is coated with the element or the targets are effected with the effect you would want like healing/sleep/wakefulness etc..basic effects are blessings to allies and curses to enemies. This totem effect puts a +5 to all rolls to you and allies. Also, it curses the foes with a -5 to all their rolls. So, if you are an intruder and enter the area you can get x2 the elemental damages/healing. This lasts until you no longer need it. Also, you need a totem built to reflect the effect you desire from it. Once built, it will do what you need it to do, any distance. Once the totem is destroyed, the effect is gone. Add +10% energy to galvanize the totem, and make it indestructable. Add +20% energy to cause it to focus it and make it deal x4 elemental damages/healing.
Primal fear; This is where you show a sign of strength or break something, thinking to scare the opposition into behaving near you. There is a chance the opposition will run, so roll a 1d6 and if you get a 4-6 rolled they run.
Primal love; This is where you show a sign of liking with a sign of strength. Then, the targets will love you for doing things for them.
Primal reaction; This is where you focus upon your targets and need your primal animal self to come out. Then you get an extra chance at attacks. This allows a +10 to attack rolls and 1 extra action.
Animalism; This is where you focus on your primal self, think and show what you can do as though you were an animal. You get +5 to all rolls.
Finding; This is where you find things that you seek.
Primal aggression; This is where you think to feel primal, think and show your inner urge as you attack the targets. You get a +5 to all strength related rolls.
Primal warfare; This is where you feel the primal need and get the benefit of created effects. Think and make use of the need you feel to fuel your strength and desire. You get +10 to all rolls. This costs 30% energy.
Primal energy; This is where you gather personal energy from doing things called poder. You get +10% energy per action.
Specter; The specter appears near the targets and is taken as a giver of bad omens.. -6 to all rolls for luck to them. If the targets have no luck, like monsters, then their luck starts at 0. The caster isn't effected by this.
The rhetorics; The idea not meant to be answered. This is where you state something and its taken rhetorically, thats stated in such a way its ignored. So you are ignored this round, unless you want to be talked to or responded to. THen you are, eventually. State, "The rhetorics" without quotes to activate it.
Focus; Think, focus and create.
Heart cure; This is a non invasive procedure that corrects the heart. You get +5 to your Constitution rolls.
Irrhythmia; This causes the targets to colapse with irratic heart conditions.
Bite of the Wild; Range: Self. Effect: Your teeth or claws grow feral for 1 round. Melee spell attack deals magical slashing or piercing damage.
Earthen Pulse; Range: 30 ft. You stomp, sending a tremor through the ground. The targets/creatures on the ground must succeed a Dex/Agility save or take magical bludgeoning and be knocked prone.
Whisperleaf; You whisper to nearby plants. They convey faint sounds, letting you eavesdrop within 30 feet through vines, grass, or roots.
Scent of the Hunt; Gain advantage on Wisdom (Perception) checks involving smell for 10 minutes. You can detect invisible creatures within 10 feet if they have a scent.
Spark of Life; You conjure a pulse of natural energy to stabilize a dying creature and restore health if they succeed a Con save (DC 10).
Primal Roar; Area: 20 ft radius; Enemies make a Wis save or are frightened until end of next turn. Allies gain +10 advantage on their next attack from the invigorating sound.
Stonehide; You harden your skin like bark and stone. Gain +2 AC and resistance to bludgeoning damage for 10 minutes (Concentration).
Call of the Alpha; One beast or primal spirit within 60 ft must make a Wis save or become friendly to you for 1 minute, treating you as a pack leader.
Vine Lash; Create a whip of vines (reach 15 ft). Melee spell attack; Magical bludgeoning + Grapple (escape is a strength save).
Ferocity Surge; Touch a willing creature/target. It gains +10 ft speed and +1d4 damage to melee attacks for 1 minute.
Totem Spirit; Costs 10% energy. Summon a spectral animal (bear, wolf, or eagle) that grants nearby allies small bonuses: +1 AC, +5 ft speed, or +5 advantage on Perception checks.
Earthen Grasp; Costs 10% energy. You command roots and dirt to seize an enemy for 1d6 rounds (same as Maximilian's Earthen Grasp but flavored with primal nature).
Nature's Retaliation; Costs 10% energy. Reaction Spell. When hit by a melee attack, the attacker takes 2d6 piercing damage from sudden thorns.
Hunter's Instinct; Costs 10% energy. For 1 hour, you gain +10 advantage on attack rolls against one chosen creature type and can track it unerringly.
Windstrider; Costs 10% energy. Enchant your feet with the swiftness of the gale. Double your jump distance and movement, and ignore difficult terrain.
Primal Surge; Costs 15% energy. You and allies in 30 ft gain temporary health = your Int mod + level, and +5 advantage on Strength and Dexterity checks for 1 minute.
Aspect of the Predator; Costs 15% energy. Transform partially into a beast (fangs, claws, eyes). Gain +10 advantage on attack rolls, darkvision 60 ft, and +2 AC for 10 minutes.
Thornstorm; Costs 15% energy. Area: 20-ft radius. Razor-thorns swirl violently, dealing magical slashing damage (Agility/Dex save for half) and turning the area into difficult terrain.
Wild Healing; Costs 15% energy. Natural energies surge to heal up to as many creatures/targets in 30 ft for x2 Health. Leaves and light bloom around them.
Primal Call; Costs 15% energy. Summon a beast for 1 hour. It obeys spoken commands instinctively, acting on your initiative. This beast has your stats and 100% health otherwise.
Rage of the Earth; Costs 20% energy. Area: 20-ft radius, 60 ft range. The ground erupts in jagged spikes. Each creature/target must make a Dex/Agility save or take x3 bludgeoning and piercing damage and be restrained.
Spirit of the Hunt; Costs 20% energy. Summon an ethereal wolf that hunts your foes, attacking each turn for force damage. It lasts for 1 minute (Concentration).
Nature's Wrath; Costs 20% energy. Lightning, wind, and stone crash in fury. Choose up to three creatures within 60 ft; each takes x3 mixed damage (Dex/Agility save half).
Avatar of the Wild; Costs 25% energy. You assume a hybrid form of primal fury. Gain +4 to your Strength rolls, +2 AC, and regeneration (5% Health/turn). Melee attacks deal 2d8 extra damage for 1 minute.
Genesis Storm; Costs 25% energy. A storm of creation and destruction sweeps a 60-ft radius. All creatures/targets take x4 lightning or radiant damage (your choice), and plant life instantly sprouts or withers depending on your intent.