Intimidation in magic doesn't work, it simply doesn't. All you achieve with it is getting denial sooner. Intimidation only cancels itself out. So why do it? I think most people don't want to face denial and if they knew this, they wouldn't attempt intimidation. More 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.
paul t.; he doesn't mind what I do or did no matter what.
humid; the humidity is cool and things aren't so moist.
thermal overheating; the laptop overheating problems no longer consist.
laptop; no matter what, my laptop works.
accidents; no longer am I having accidents.. no matter what.
perpetual; things that are a problem are no longer considered except to solve them.
immunity; This effect is where you aren't effected by any attack or effect that you don't want to be effected by. This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks despite the wounds no matter what unless you don't need or want to live.
for dnd
Slime balls; Think to form a ball with the essence of slimy and filthy water in the air and need as you think send it to your targets. It splits off in the air as it moves through space or air. It's your will holding it together and what it hits is what you need it to hit. This causes sickness in the targets, or a splash mark on the surface of the target like a wall. This happens as you pinch your forefinger with the thumb and releasing it.
Sky cube; This is a regulative energy in the shape of a cube in the sky powered by the sun. Its energy regulates the thoughts and brain patterns of your targets to do what you wanted..
Temporary immunity; This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks.
Temporal immunity; Think of the idea and if you don't like it, its undone by the power of the creator. That's if you need it undone by time undoing the idea as if now.
Will do; This is where you will the effect and then create the result by feel. This includes viewing some area you can sense out, or otherwise control to your satisfaction. You can create almost any event with one action and your use of free actions after the fact. Roll a 1d100+luck with a 50 or above result to get success.
These spells are for those that want to play with ghostly effects..generated by SH, Kittypoo and <a href="http://www.chatgpt.com" target="_blank">ChatGPT AI</a> (c) 2025.
Natural ghost effects
Freezing scream; This scream freezes the targets in their tracks for 1d10 rounds.
Ghostly imprint; This is where you cause by spirit imprint a mark on the target that takes things from you. The moment they give it back or give/sell it away the mark fades away. If there is a mark on the targets, then you can cause targets to do anything you want.
The pull; The pull is where a ghostly spirit arm pulls the targets towards the area intended about 10'. The targets can't get out of the grip until you decide to end the grip effect.
The push; The push is where your spirit spushes the targets towards the area intended about 10'.
The hold; This is where your spirit causes the targets to be held in place for 1d10 rounds. They are held in fear till the hold no longer lasts.
Cold Spot; Create a sudden drop in temperature in a 10 ft. cube. Creatures inside must make a Con save or shiver violently, giving them -5 disadvantage on their next attack roll.
Whispering Walls; For 1 minute, faint ghostly whispers echo from walls or floors. Only chosen targets/creatures hear them, possibly sowing paranoia.
Flicker Flame; A candle, lantern, or torch flickers wildly. The light briefly reveals spectral shadows, forcing nearby creatures to make a Wisdom save or be unsettled (-5 disadvantage on Perception until start of your next turn).
Phantom Footsteps; You create the sound of footsteps approaching, receding, or circling a target. If used in combat, the targets/creatures must succeed on a Wisdom save or waste their reaction believing something is near.
Eerie Knock; A spectral knock echoes at a door, chest, or wall. If directed at a creature, they must succeed on a Wisdom save or believe someone unseen is trying to get in (-5 disadvantage on Insight and Investigation for 1 minute).
Grave Chill; One creature must succeed on a Con save or take cold damage and be unable to regain health until the start of your next turn.
Phantom Caress; A ghostly hand touches a creature's shoulder. On a failed Wisdom save, the target is convinced they are being followed and frightened until end of their next turn.
Possession Flicker; Force your targets/creatures to make a Charisma save. On fail, for 1 round you can make them drop or mishandle an item as though a ghost jerked their arm.
Poltergeist Toss; Telekinetically fling a loose object (up to 10 lbs.) at a creature within 30 ft. The target must succeed on a Dex/Agility save or take magical bludgeoning.
Dreadful Reflection; This costs 15% energy. A target who looks into a reflective surface sees themselves as a corpse. On a failed Wisdom save, they are frightened until the start of their next turn.
Spirit Writing; This costs 15% energy. Messages scrawl themselves on walls, parchment, or floors. You may dictate them or leave them random and disturbing. Targets witnessing this must succeed on an Int save or believe the words are a direct message from the dead. The DM/GM make up the messages.
Wailing Moan; This costs 15% energy. A ghostly scream erupts in a 20 ft. cone. Creatures make a Wisdom save or take psychic damage and become frightened until end of their next turn.
Haunted Slumber; This costs 20% energy. Several sleeping targets/creatures suffers violent ghostly dreams. On a failed Wis save, the sleepers wakes exhausted, gaining one level of exhaustion.
Spectral Attachment; This costs 20% energy. Place a ghostly tether on your targets/creatures. For the next 10 minutes, the creatures/targets hears phantom voices calling its name and occasionally feels tugged by unseen hands, imposing -5 disadvantage on concentration checks.
Ghostwalk; This costs 25% energy. For 1 minute, you partially phase into the ghost realm: Move through walls and objects as if difficult terrain. Speak into people's minds with haunting whispers. Enemies within 10 ft. have -5 disadvantage on saving throws against being frightened.
Wailing Echo; You emit a spectral wail; creatures of your choice within 30 ft must make a Wisdom save or be frightened until the end of their next turn. Undead are immune.
Spectral Shackles; This costs 15% energy. Ethereal chains bind a target’s spirit. On a failed Strength save, the creature’s speed is reduced to 0 and it cannot teleport or become incorporeal for 1 minute.
Haunted Step; Your footsteps leave chilling echoes. For 1 minute, every time you move, hostile creatures within 5 ft must succeed on a Wisdom save or suffer -5 disadvantage on their next attack.
Ectoplasmic Drip; You summon ghostly slime that clings to weapons or armor. The targets/creatures hit by it suffers -5 disadvantage on Strength checks and saving throws until the end of your next turn.
Fading Touch; Your hand passes through flesh, chilling the soul. On a melee spell attack hit, the creatures/targets must succeed on a Constitution save or take necrotic damage and lose their reaction until the end of its next turn.
Spirit's Lament; The battlefield fills with whispers of the dead. Hostile creatures within 20 ft must make a Wisdom save or take psychic damage and be unable to willingly move closer to you for 1 minute.
Corpse-Light Lantern; You conjure a small, floating will-o’-wisp–like flame that sheds pale light. The flame can flicker menacingly, granting you +5 advantage on Intimidation checks.
Ethereal Grasp; A ghostly hand emerges from the ground and grapples a creature. The hand is incorporeal and can restrain even creatures immune to being grappled, though they can still attempt Strength saves to break free.
Possession Flicker; This costs 25% energy. You briefly slip into another creature's/target's body. For 1 round, you control its movement but not its actions. A Charisma save negates.
Soul Lantern; You trap a fragment of a recently dead soul into a spectral lantern. For the next hour, you can ask it 3 questions as if under the effect of speak with dead, but the spirit is anguished and may resist. So roll a 1d100+luck and get a 50 or above result to hear its answer.
Misty Wraithform; You partially phase out of existence. For 1 round, attacks against you have -10 disadvantage, and you can move through creatures/targets as if they were difficult terrain.
Banshee's Breath; This costs 15% energy. You exhale a chilling spectral mist in a 15-ft cone. Creatures/Targets must succeed on a Constitution save or take cold and necrotic damage, plus be unable to speak above a whisper until their next turn.
Lingering Haunt; This costs 20% energy. You anchor a location with a spectral echo of yourself. For 1 hour, whenever your creatures/targets enters the area, they hear ghostly whispers and must succeed on a Wisdom save or suffer -10 disadvantage on their first attack roll in that space.
Eternal Shackles; This costs 30% energy. You bind a creature's/target's soul to its body. If it dies within 1 hour, it cannot be resurrected except by wish.
Unnatural ghost effects p1
Wail of Echoes; Range: 30 ft. Effect: Your targets/creatures must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Spectral Touch; Range: Touch. Hit/Damage: Melee spell attack. On hit, necrotic damage and target's speed is reduced by 10 ft. until start of your next turn.
Haunted Flicker; Range: 30 ft., 10 ft. radius. Effect: Creates flickering spectral lights for 1 minute. Invisible creatures or targets in the radius must make a Dexterity/Agility save or be outlined (as faerie fire) until end of your next turn.
Grave Whisper; Range: 30 ft. Effect: The targets/creatures must succeed on a Charisma save or have disadvantage on their next attack roll before the end of its next turn.
Phantom Step; Range: Self. Effect: Teleport 10 ft. to an unoccupied space you can see. If you appear adjacent to a target/creature, it must make a Wisdom save or be frightened of you until end of its next turn. Scaling: +5 ft. distance per +5% energy used.
Eerie Chains; Range: 30 ft. Effect: Target must succeed on a Strength save or be restrained until end of your next turn.
Spectral Lantern; Range: 30 ft. Duration: 1 hour (concentration). Effect: Summons a lantern that sheds dim light (20 ft. radius). Reveals invisible/ethereal creatures within 10 ft.
Haunting Presence; Range: 30 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: Creatures/Targets in the area make a Wisdom save or suffer -5 disadvantage on Wisdom checks and saves. Re-roll save at end of each turn.
Phantom Grasp; Range: 60 ft. Effect: A ghostly hand grapples your creatures/targets. On a failed Strength save, the creatures/targets are restrained. Escape make a Will save of rolling a 1d20+will and getting a 10 or above.
Ghostly Veil; Range: Self. Duration: Concentration, up to 1 minute. Effect: Gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.
Ectoplasmic Blast; This costs 15% energy. Range: 60 ft., 15 ft. radius sphere. Effect: Targets/Creatures make a Agility/Dexterity save. On fail: x2 necrotic + x2 cold damage, half on save.
Poltergeist's Push; This costs 15% energy. Range: 30 ft. radius centered on you. Effect: Each creature/target of your choice makes a Strength save or is pushed 10 ft. and knocked prone for 1d6 rounds.
Tormented Screams; This costs 15% energy. Range: 30 ft., 30 ft. cone. Effect: Creatures make a Wisdom save. On fail: x2 psychic damage and frightened until end of their next turn. Half damage on save.
Possession Veil; This costs 20% energy. Range: 30 ft. Effect: Several creatures/targets makes a Charisma save. On fail, you control their actions for 1 round (like dominate person). Undead are immune.
Spectral Army; This costs 20% energy. Duration: Concentration, up to 1 minute. Effect: Summon 3 ghostly warriors (AC 15, Health 100%, +5 to hit, necrotic damages). They act on your initiative and vanish at 0% Health.
Haunted Ground; This costs 20% energy. Range: 60 ft., 30 ft. radius. Duration: Concentration, up to 1 minute. Effect: Area becomes cursed. Enemies inside take necrotic damage at start of their turn and move at half speed.
Ethereal Chains; This costs 25% energy. Range: 60 ft. Effect: Targets makes a Charisma save or becomes bound. They cannot teleport, go invisible, or become incorporeal for 1 minute.
Revenant's Curse; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: All targets and creatures are marked. Attacks against them by you or allies have +5 advantage.
Wailing Storm; This costs 25% energy. Range: 60 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: At the start of each of its turns inside, your targets make a Constitution save or takes thunder + psychic damage.
Unnatural ghost effects p2
Phantom Host; This costs 30% energy. Range: 90 ft., 40 ft. radius. Duration: Concentration, up to 1 minute. Effect: Summon a swarm of spirits. Creatures/targets of your choice in area take x2 necrotic damage at start of their turn and must make a Wisdom save or be frightened.
Soul Drain; This costs 30% energy. Range: 30 ft. Effect: All targets make a Constitution save. On fail: x3 necrotic damage and its maximum Health is reduced by half the amount until long rest.
Ectoplasmic Form; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Effect: Become incorporeal: fly 60 ft., pass through walls, resistance by reducing 1/2 all damage except force and radiant.
Haunting Dominion; This costs 35% energy. Range: 60 ft. Effect: Works as Dominate Monster but spectral. Targets are possessed by ghostly force that make them do what you want.
Spectral Eclipse; This costs 40% energy. Range: 300 ft., 200 ft. radius. Duration: Concentration, up to 1 minute. Effect: The area darkens. Enemies take x2 necrotic damage at start of turn. Undead allies gain +2 AC and deal necrotic damage.
Ghost Apocalypse; This costs 45% energy. Range: 1 mile radius, centered on you. Duration: Concentration, up to 10 minutes. Effect: A spectral army rises. Enemies take x2 necrotic damage at start of turn, must save or be frightened for 1d6 rounds, and undead allies gain resistance to all damage and +5 advantage on attacks.
Whispering Shade; Target hears ghostly whispers only they can hear, giving them a -10 disadvantage on their next attack or skill check. Creepy, unsettling, and subtle.
Wraithstep; You briefly become incorporeal, allowing you to move through up to 10 feet of solid objects or enemies without provoking attacks of opportunity.
Phantom Grasp; A spectral hand claws up from the ground, restraining a target for 1 minute unless they succeed a Strength save.
Ectoplasmic Shroud; This costs 15% energy. You cloak yourself in ghostly energy, gaining resistance to nonmagical weapon damage. Enemies striking you must make a Wisdom save or become frightened for 1 round.
Haunting Vision; This costs 15% energy. You conjure an illusion of a terrifying spirit. All creatures in a 20-foot radius must succeed on a Wisdom save or be frightened for 1 minute.
Soul Anchor; This costs 20% energy. You tether a creature's soul to its body. If they are reduced to 0 HP, they instead drop to 1 HP, but they suffer -5 disadvantage on all rolls until healed.
Howl of the Restless Dead; This costs 25% energy. You unleash the scream of countless spirits. All enemies in a 30-foot cone must succeed on a Constitution save or take psychic damage and be stunned until the end of their next turn.
Spirit Convergence; This costs 30% energy. You call forth wandering souls to aid you. Three ghostly allies manifest (similar to Spiritual Weapon or Unseen Servant) and act as spectral attackers or protectors for 10 minutes. They have your stats and 100% health.
Ghostwalk II; This costs 35% energy. You and up to 3 willing creatures shift partially into the Ethereal Plane for 1 hour, able to pass through walls and remain unseen by most creatures. You can interact with objects faintly, like poltergeists.
Shadow at the Door; Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: You manifest a faint humanoid silhouette at the edge of a doorway, stairway, window, or corridor. Creatures/Targets who can see it must make a Wisdom saving throw. On a failed save, they believe something is watching them and suffer -5 disadvantage on Perception and Insight checks until the spell ends.