This is where you think about the idea and the subconsciousness presents in a vision what it'd be like if it were used or true. So basically, you already knew.
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.
finding; by saying "fid" w/o quotes you find things easily.
holt; She doesn't mind me for what I did.
The focus; the focus is what creates the idea as a form of manifest.. the more progressed the 6th toe or 6th finger is developed the easier it is to form the idea irl. This includes transformation of one thing to another and a shot as a form of elementalism.
Ideal; Think of the point, you see it and its phased out of existence..leaving no damages behind.
Idea; The point is a idea you observe..think and you know what to do with it.
Focusing; Whatever the problem, the linux OS is installed as quickly as possible..whatver causes the OS to not install no longer causes it to not install.
andrew; he isn't upset at me or in a bad mood towards me no matter what..he didn't mind what I did or do.
moose; he doesn't mind what I did or do no matter what.
Accidental discovery; Your soul causes you to discover a feature accidentally.
cough; the horrible coughing is gone no matter what as quickly as possible.
terra; her needs are answered by the Gods and she knows they returned..she gets her pieces back no matter what.
payments; I can easily afford the payments for klarna no matter what.
for dnd
Analog Dunk; This causes the signals to be crossed as unhearable or scrambled, as you focus water on the communication wires or as you focus energy to the water molecules in the air between the targets. Making communications unknowable for 1d6 rounds.
Ingenuity; You can always sense what is needed whenever and wherever it is desired.
Nastiness; You always know what is nasty before it occurs and avoid it.
Cancel crush; this is where you think about cancelling out an effect or illness as you bite down on food. This cancels out anything that you need cancelled.
Taunting totem; Think of making a totem of energy, that distracts the target for 1d6 rounds.
Poison skull; This calls upon a energy skull that appears to effect the targets, then they get poisoned for 1d6 rounds with each round dealing poison.
Grasping hands; This causes the targets to be grasped by invisible hands, that creates slowness in the targets. They slow to 1 action per every 1d6 rounds.
Voodoo; The idea is what you think, then the magic of voodoo bends to your will and creates it. This is where you think and get things done.
Voodoo attack; This spell creates a moment of energy, that you direct and cause magic damage with feel with pain and unconsciousness on the targets.
Phantasmal Force; This spell creates an illusion so convincing that it can trick the mind into believing something dangerous is happening (even causing physical damage). It’s all about messing with perceptions, making it highly creative.
Ray of Sickness; A ray of toxic energy hits a target, sickening them and causing nausea taking them from the battle for 1d6 rounds. It’s not just damage but also creates an opportunity to inflict the poisoned condition in a very odd, visually gross way.
Teleportation Circle; You can open a portal to another location—but the circle must be created using a sigil sequence known to the caster. It's a unique way to explore the world and make connections between distant locations.
Wall of Thorns; This spell creates a 20-foot-high wall of magically animated thorns that can block movement and damage those who try to break through. The unusual part is the tactical play—it can turn an area into a natural barrier and cause painful hindrances. This deals thorny damage and lasts for 1d6 rounds.
Hideous construct; This is created evil by your focus to do damage and the mind to make a floating sphere, that causes hideous actions to be centered upon your targets. These are anywhere from energy attacks and suggestions that they hurt themselves. The sphere lasts until it is dismissed. This does physical and psychic damages.
Indomitable attack; This is where your wish creates the effect of a hideous attack that is energy based and it deals x3 psychic and physical damages.
Like a ticking timebomb; This is a point you think about that builds up and builds up, until it explodes in the faces of the targets. This deals fire damages of x2 the normal amount.
Jinn particle effect; This is where you think of the area and meet and tell of something that they later tell you.
darkmatter:
Voidflare:
Description: Unleashes a concentrated beam of dark matter energy, disintegrating everything in its path with devastating power. The beam tears through reality itself, causing rifts in space-time.
Effect: Deals heavy damage to enemies nearby, this causes temporary rifts in space that distort time around them, slowing foes to 1 action every 1d6 rounds.
Singularity's Grasp:
Description: Summons a small, swirling black hole that pulls enemies and their objects toward its center, distorting gravity.
Effect: Enemies are drawn to the center, immobilizing them for a short time before the black hole implodes, dealing damage.
Event Horizon:
Description: Creates an area of utter darkness, where light and magic are nullified. Only those attuned to dark matter can see and move within it.
Effect: Creates a zone where all light and magic are absorbed, preventing enemies from casting spells and giving the caster an advantage in combat.
Matter Collapse:
Description: Causes the very matter or objects around a target to lose its stability, causing it to implode or disintegrate into a mass of dark energy.
Effect: Deals significant damage as x3 the dark damage to a single enemy by causing a localized collapse of matter, reducing their health drastically.
Dark Matter Shield:
Description: Envelops the caster or a target in a shield of dark matter, making them nearly invulnerable to physical or magical attacks.
Effect: Grants a temporary shield that lasts 2d6 rounds, see that absorbs incoming damage and reflects a portion of it back at enemies.
Graviton Surge:
Description: Manipulates gravity within a target area, either increasing or decreasing the gravitational pull, causing devastating effects.
Effect: Either pulls enemies into a concentrated area, causing damage as they collide, or forces enemies to float (your choice), making them vulnerable to all attacks.
Black Starfall:
Description: Summons a cascade of dark meteors imbued with dark matter, raining down from the sky in a storm of destruction.
Effect: Deals massive area damage, causing enemies caught in the meteors' impact to suffer burn and force damage over time of 1d6 rounds.
Dark Void Binding:
Description: Conjures chains made of dark matter that trap an enemy within an inescapable void, rendering them unable to move or act.
Effect: Binds an enemy in place, immobilizing them for a period of time while draining their health and energy.
Entropy Burst:
Description: The caster accelerates the natural decay of matter around them, causing everything within a certain radius of 40' to break down and disintegrate.
Effect: Causes decay and destruction to enemies and structures within a radius of 40', reducing their defenses and causing them to take more damage over time.
Dark Matter Infusion:
Description: The caster infuses themselves or an ally with dark matter, temporarily boosting their physical strength and magical potency at the cost of their life force of 30% energy.
Effect: Provides a temporary but powerful boost in strength and magical ability by adding +5 to all magic and strength related rolls, but causes ongoing damage to the caster or recipient until the spell ends.
Unn
guns
Portal gun; This gun weighs 5 lbs and is small. It can open portals using the right frequencies, that goto where you want to go. Anyone in the area you want effected gets shifted to another dimension if hit by it.
The effect; create peaches from any material, including bones.
multitasking; There is a -1 penalty to your intelligence rolls for each additional action done per each round above 1d6 actions. There is no penalty for DM/GMs.
The spell actions; Per level you can do a certain amount of spells at once. Levels 1-9 is 1 spell per action. Levels 10-19 is 2 spells per action at once. Levels 20-29 is 3 spells per action. Levels 30 on up is 4 spells per action. This spell is possible by expending 10% energy. There is a -1 penalty to your intelligence rolls for each additional spell per each action.
Sleepoff; this is where you think about the addiction and sleep it off.
Self-care; you begin to feel like you're indecisive and cause chaos damage uponst the targets.
Resolve; you feel like you don't have to do things and relax and as you realize this feeling..you cause your targets to not feel like attacking. If you resist the spell, you cause them to attack instead.
Chaos roll; This causes the targets to act chaotically due to focused chaos upon them. Roll a 1d4 to see what they do. The 1 rolled means that you don't get attacked except they attack their party if any. The 2 rolled, it means you cause them not to do anything for 1d6 rounds. The 3 rolled causes them to attack themselves. The 4 rolled causes them to attack you and their party if any.
Diminishing shield; Just like the quarter shield, this shield causes you to resist the effect and diminish it over 1 action till it ceases to exist. This costs 25% energy.
Quarter shield; This effect causes diinishment to any effect you don't want effecting you by 25% per action done.
Morphic energy; This spell causes a morphic field to be heard, think and it programs what you wanted programmed to do an effect you describe to the DM/GM. State "I cast morphic energy to create the effect I need. [Describe the effect here]." Thinking to cast it with 25% energy expended..
Differential spell; This makes the item you hold or see and target to be "special" as by voice you describe your need, and it creates it using its own energy. This costs 25% energy to cast.
en