The effect of thinking of the gene, then needing it to turn "on" in your body. This causes the genetics that you want. Then, needing the gene to turn "off" deactivates it. Thus saying, your no longer effected by what you don't want to be effected by genetically.
Some spells follows..
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.
People; they don't mind what I did or do, no matter what happens.
Judy; she answers my calls no matter what.
moose; he doesn't mind what I do or did no matter what.
spacex; the spacex crew 12 launch launches perfectly, no matter what as though the correct weather and equipment was there for launch.
moose; he's not mean to me no matter what.
en
spacex; they launch. spacex launches their starlinks in this space launch no matter what, as though the right conditions in weather and equipment existed.
lag; the lag in the spacex broadcast stops and its smooth sailing no matter what after this.
relief; break free what has attached to you and feeds off you like a leech. Curl your hand up and slash near the stomach area..that breaks the link. then your free.
Whenever; whenever I eat, I don't get dessert.
stevia; the need to eat drops after drinking or eating stevia laden items.
en
Instant energy; Well a trick that usually works is to ask the spirits in the land to give you energy from the leylines.
taking it; I can take whatever I am dished and not mind it no matter what.
spacex; the spacex starlink mission is a success and launches no matter what, as though the right conditions existsed in weather and equipment.
moose; he is no longer too suspicious of what I do.
Answer; I do
en
toxic; it is no longer a toxic relationship no matter what.
moose; he doesn't get worse, he gets better.
exercise burn; the burn is not intolerable.
immune; I am immune to mooses statements no matter what.
moose; he doesn't mind me and gives me no harsh words no matter what.
en
people; they don't mind what I do or did no matter what.
tense; tense and untense your limbs..that's the way to relax your body.
tulsa; the pulse cleanses the body and the soul.
rulsa; by rules you have your saved by feel.
ruusa; the ruse is the thing get trusted and your believed.
en
paying for things; no matter what, I will always be able to pay my bills and for basic amenities.
praying for things; pray to your god for the things you need.
paul t.; paul recovers from his weakness no matter what and quickly.
paul t.; paul is is in the mood to pay me and manages to pay me off what I am owed as quickly as possible no matter what.
for dnd
Weapon: Plasma cannon; The plasma cannon can shoot 50' and it deals plasma damage..4d10+focus in seconds (up to 6 or 1 round) damage in a 10 feet radius plasma shot. It's large, it has a power crystal as it's source. It's weight is 5 lbs.
Avatar class
Description: This is when your God chooses to allow you to channel him and make you his Avatar. This has added benefits, of course, so think to use this class as you may.
Ex
Avatar form (Ex); This is at level 20, when you channel your god so much, that you become like him or her. The energy of your God/dess transforms you from within, making you gain +100% health anf +5 to all core stats in mind.
Avatar of the Convergent World (Ex); Level 20 Feature. You may use this feature anytime you like. At 20th level, you become the living axis between nature, civilization, and the unseen spirit of the modern age. As an action, you enter World Convergence for 1 minute. During this time:
Elemental Sovereignty
You gain a +60 ft flying speed and hover.
You have 1/2 damage resistance to all damage, and immunity to one elemental damage type of your choice each round (chosen at the start of your turn).
Your elemental abilities ignore resistance.
Dominion of the Modern Realm
At the start of each of your turns, choose one Domain to manifest:
Sky Domain - Violent winds swirl around you.
Targets/Creatures of your choice within 30 ft must succeed on a Strength save or be knocked prone for 1d6 rounds. Ranged attacks against you have -10 disadvantage.
Grid Domain – You channel power infrastructure.
Lightning arcs to up to 3 creatures you can see within 60 ft (Dex/Agility save; lightning damage, half on success).
Stone Domain – Concrete and earth obey you.
The ground in a 30 ft radius becomes difficult terrain for enemies, and you gain +2 AC.
Tide Domain – Water answers your will.
You regain 20% Health, and enemies within 15 ft must succeed on a Strength save or be restrained by spectral currents until the start of your next turn.
You may choose a different Domain each turn.
Avatar's Will: Once per turn, when you deal elemental damage, you may:
Maximize one damage die, or force one target that failed its save to automatically fail its next saving throw against your elemental abilities before the end of your next turn.
Bridge Between Worlds: You cannot be stunned, paralyzed, or frightened during this state.
Aftermath: When World Convergence ends, you suffer exhaustion.
Ability
Elemental Overdrive; Learning ability level: 1. You channel raw elemental force through your body and the modern world around you.
Activation: As an action, choose one elemental type you can bend (fire, water, cold, lightning, thunder, acid, void or bludgeoning from earth). You unleash a focused elemental strike in one of the following forms:
Line (60 ft long, 5 ft wide)
Cone (30 ft cone)
Single Target Bolt (120 ft range)
Damages:
This is where a damage amount is 1/8 the health at levels 1-9, 1/4 the health at levels 10-19, 1/2 the health at levels 20-29. All the health are at levels 30+, unless your target rolls a 10 or above for a savings throw. That's done by rolling a 1d20+luck or if no luck, then its 1d20 and hope to get a 10 or above. Then its 1/2 the health.
Modern Interaction Bonus: If your element is supported by nearby infrastructure, the attack gains a bonus effect:
Fire (near fuel, engines, neon, heat sources): +1d8 damage.
Lightning (power lines, electronics, vehicles): The attack jumps to one additional creature within 15 ft of the original target.
Water/Cold (rain, plumbing, snow): Targets' speed is reduced by 10 ft until end of their next turn.
Earth (concrete, asphalt, rebar): Targets knocked prone for 1d10 rounds.
Thunder (urban density, enclosed spaces): Targets/Creatures have -5 disadvantage on the Dex/Agility Save you can do to dodge.
(DM decides if environment qualifies.)
Overdrive Surge (Optional Risk Mechanic): After using this ability, you may choose to overcharge:
Add +2d8 damage.
You take force damage equal to your proficiency bonus and cannot use Elemental Overdrive again until the end of your next turn.
Imprint; Learning ability level: 1. You can imprint or interr any information to go into the minds eye of the target.
Elemental Sync; Learning ability level: 3. You attune to the dominant element in your environment. As a bonus action, you sync with your surroundings for 1 minute. Choose the most prominent element nearby (DM adjudicates): Air (open sky), Fire (heat/light sources), Water (rain/plumbing), Earth (concrete/stone), or Lightning (power grid/electronics).
You gain: Resistance to that element's damage type.
+1d4 bonus to damage rolls of spells or abilities using that element.
Urban Conduit; Learning ability level: 3. You can channel elemental power through modern infrastructure.
When touching:
A power line or device -> deal lightning damage instead of normal elemental type.
Plumbing -> extend water-based abilities by +30 ft.
Concrete or asphalt -> treat it as natural earth for your abilities.
Open air above city streets -> gain +10 ft flying speed until end of turn.
Passive: You ignore nonmagical difficult terrain in urban environments.
Avatar State: Controlled Surge; Learning ability level: 5. As an action, you enter a focused Avatar State for 1 minute:
You can use two different elemental abilities on the same turn (one action, one bonus action).
You add your Wisdom modifier to elemental damage rolls.
You shed faint elemental aura (dim light 10 ft).
After it ends, you gain exhaustion.
Reactive Counterbend; Learning ability level: 5. When you take elemental damage (fire, cold, lightning, thunder, acid, bludgeoning from earth), you can use your reaction to:
Reduce the damage by 1d10 + level.
Redirect half the prevented damage to a creature/target within 30 ft.
Atmospheric Override; Learning ability level: 5. You subtly manipulate local weather in a 60 ft radius:
Suppress heavy rain or create light rainfall.
Increase or decrease wind speed (strong wind rules).
Raise or lower temperature enough to impose -5 disadvantage on extreme-weather saves.
Lasts 10 minutes. Concentration.
Digital Spirit Interface; Learning ability level: 7. You perceive the "spirit" within machines.
You gain:
+5 Advantage on Technology checks (or Arcana for tech in your setting).
You can cast detect magic at will, but it detects power sources and data signals instead of magic.
As an action, you can overload a Small or Medium device within 30 ft (Con save or disabled for 1 minute).
Elemental Reconstitution; Learning ability level: 7. When reduced to 0% Health but not killed outright, you dissolve into your active element and reform at the start of your next turn:
You regain Health equal to twice your level.
Targets/Creatures within 10 ft take elemental damage (Dex save half).
The damages in amount are:
1d6+Charisma mod with every 2 focus ranks for the health of levels 1-9.
2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.
3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.
4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.
Multiphase Bending; Learning ability level: 9. You can combine two elements into hybrid effects:
Examples:
Fire + Air = Explosive blast (extra 2d6 thunder).
Water + Earth = Restraining mud (target restrained, Str save ends).
Lightning + Water = Chain surge (jump to 3 additional targets).
Earth + Fire = Magma strike (ongoing 2d6 fire for 1 minute).
You can apply one hybrid effect per turn.
Spirit Network; Learning ability level: 9. You can sense emotional or elemental disturbances across the country.
You always know when large-scale elemental magic is used within 1 mile.
You can telepathically communicate with creatures you've damaged with elemental abilities within 300 ft.
You cannot be surprised in urban environments.
True Avatar Ascendance; Learning ability level: 11. You fully awaken as the bridge between worlds.
For 1 minute:
You gain a flying speed of 60 ft.
1/2 damage resistance to all damage except force and psychic.
Once per turn, when you deal elemental damage, maximize one damage die.
Enemies within 20 ft have -5 disadvantage on saves against your elemental abilities.
spells:
double take; this is where you come up with funding and pay only to be paid back. all the while you use the distraction of the moment to get your money back.
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