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Saturday, June 14, 2025

Thought focus III

 This is where you think of the idea to create and the spirit uses the energy of the source to create what it is. 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.

memory; if you focus upon the idea, then think of what you want to happen. you remember it after the brain memory surges and you create with some knowledge of the idea you want to work with by feel.

do; if in do you create.

The downloads; The torrent downloads completely and quickly no matter what.

Resetting; The d/l count doesn't keep resetting no matter what.

If reverse; if reverse it doesn't do the opposite unless necessary.

the torrents; no mater what, they download completely uncorrupted very quickly.

wrong; if I do anything wrong, I don't want to eat. no matter what.

right; think and do. this effect is creative with the idea that exists.

each; to each their own.

bann; Ban the fascists, save the books.

lafay; he doesn't mind what I did or do, no matter what.

Disruptive movement; This builds up as movement energy that you move around to build. Think about the targets and you direct, that energy to create a disruptive influence on the machines. This can make even a tv not work right.

for dnd

Takimatonga; This puts the targets in their own time and space. They disappear from where you are in game, think and reappear where you think they should be in another universe. Fight over.

Tripping; This spell causes your targets to trip and fall suddenly. The thing is, as they fall they go in their minds to somewhere else. Think to return when you want to be back. They remain off their feet for 1d6 rounds.

Spiritual drink; This is imagining a soda in your hand. Imagine it opening and think you drink it. +2 morale.

Spirit chalk; This is where you imagine a chalkboard and your holding chalk. Scrape it across the chalkboard and you distract the targets for 1d10 rounds.

Spirit effect; Think you do something or get something spiritually, then its created and you get it sometime else. Like flavor tasting, think you tasted it and sometime else, you actually do.

Red-eyed; This is causing the energy of the eyes to shift in color, so that it changes to red. This causes fear in the targets, thinking to make them not attack you for 1d6 rounds.

Eye color change; This is where you think of the eye color you want, then will your eyes to change their color to that.

Pseudo-science; This is where you think, focus and create. You think of the effect, focus it into existence and create it as though an effect. This is illusion though, so think and create as you want it shown to the targets' minds eye.

Thinking the cast; Focus an effect at a wall or surface, then the dark mark that forms will create wherever you want what you desire. That's done by the conservation of energy or change from one energy form to another. This works by the energy of the mark, its consciousness creates with its energy what you wanted. This includes elemental effects and utility effects. Where fire burns, lava melts, earth blocks, air transfers, water overwhelms as a wave and cold/ice effects by slowing the targets down to 1 action every 1d6 rounds. Void absorbs, poison kills slowly per round over 1d6 rounds and acid dissolves or burns per round over 1d6 rounds.

Proclaiming; This spell allows you to proclaim another spell before the cast. It can form up to 3 spells to create an effect that you wanted. Since you proclaim before you cast, you can get whatever effect you want.

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Thought magistrate; This effect causes the targets to hallicinate the moment, where they are in front of a judge and get judged to not fight. They react by no longer wanting to fight. Fight over.

Thought ghost; This is where you think send the spirit to some area to "haunt" the targets. Then recall it back. This I think causes fear in the targets, so they fear to do anything for 1d6 rounds.

Integris; This is a dimensional hospital, that your sick partry members can go to and get healed fully. Think and you cause it to happen.

The construction; This effects the targets by giving them a delusion of being in a construction. This distracts the targets from doing things for 1d10 rounds.

To construction; This causes the targets to believe they are about to do construction. This triggers the moment they act the part out. So they do nothing to you. That's for 1d6 rounds.

Wellness; This is where you cause the sick patient to become "well" and they recover from all wounds.

Goods; This is where you think of the item and the creator makes it so you find it nearby.

Delusional control; This effects the targets by making them see a delusion or illusion, and they think of things to do. Suggest to them what you want and they agree to do it.

Focused effect II; This creates the effect of using something. That's using Thaumaturgy to make an effect somewhere else you wanted by doing something here, thinking to cause an effect like the feeling of a sword in the target's back.

Projection; This is where you think of the area or people and will, thinking to send your spirit to explore the place they are in by feel. Dark matter energy causes the effect. You always know what is what and what the targets are doing.

Projection II; This is an item projection that effects the targets by you holding an item, then thinking of the effect you want to generate from the item's energy. This can be any elemental effect or whatever else you wanted, that's like the feeling of a sword at the target's back. Its created by the item's consciousness, using its own energy and your thought as energy and direction. This can even create another you, that does what you want. However, if the item gets destroyed, the other you disappears. The other you has an energy form of your weapons, your stats and 100% health. Think and it is gone.

Noone; This causes by thoughts sent to the targets, that noone talks that you target with the counter thought. This causes spoken spells to not be cast.

Countering effect; This makes it so whatever you don't want is not done to you. Including attacks.

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Disruptive movement; This builds up as movement energy that you move around to build. Think about the targets and you direct that energy to create a disruptive influence on the machines. This can make even a tv not work right.

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