Competency comes with practice. That much is true. What isn't said is what you do is what creates the competency. This means magic if you watch it, so what you do is what you get. Think and you know what you do or get. Magic 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.
moose; he doesn't mind what I do or did no matter what.
moose; he definitely doesn't mind what I do or did no matter what.
foretelling; foretell the moment and it will happen if you need it to occur.
refunds; the refund checks promised by the democrats due to the tariffs, passes in the congress no matter what.
poor repair; the resort gets shuts down.
en
Focus; Focus on what you think and create what you want.
Think; Think on what you focus and create what you desire.
Create; Create with skill what you need.
3 pillars; the three pillars of eternity, this is where you think, focus and create.
fixation; everythings fixed.
en
Itch guard; this effect causes the reaction to not do what is requested unless necessary.
Itch release; the targets do what you want as though the itch to do else is ignored.
Thought; The creation is the thing, the idea you have is what the thing does.
Thought II; America does not lose power or hope no matter what happens.
Thought III; The idea is where you know things are coming, any new wars are averted no matter what.
Thought IV; The war of Russia is settled peacefully, no matter what.
Thought V; The war of Iran is settled peacefully, quickly, no matter what.
John F; John fetterman gets out of congress, no matter what.
en
Hormuz; People and all oil tankers can get through the straight of hormuz no matter what without attack.
Troy; He doesn't mind helping me out no matter what and I don't have to pay him back.
Stupid; I am no longer stupid no matter what.
moose; he doesn't mind what I do or did no matter what.
moose II; he doesn't mind what I do or did no matter what.
I; I don't mind what moose does or did, no matter what.
moose; his recent change in attitude, this is undone and he suddenly has more patience towards me no matter what.
en
moose; he doesn't mind what I did or do no matter what.
ohio; oh hi
Magic; Magic is suggestion and the soul creates it if you need it created by intention. So think of the idea and you can focus and create the idea. This means you can make almost anything come into existence. However, if contested or countered, it will cease to exist.
Trigger words; I know the ideal is the trigger, that the subconscious uses to create its effect. I am aware of the result, though its usually safe so to say something is harmless and it does what you want. Its usually a word that triggers a result. So lets say you suggested to yourself, "I am creating results by stating done.." Then state done. Thats a trigger. This is all curiousity. If you want to use my research go ahead.. if not then you don't have to as you don't want to force those you use this on like pavlov's dog. Whom, did things by a trigger effect.
mrmbb333; he has a new vid out no matter what nearly every day.
focus; this takes the moment, think of the idea and you can do it.
paul t; he can at least pay me 40 or 70 dollars no matter what.
en
Helium; The helium supply is no longer cut off no matter what.
moose; he makes it through the surgery and is able to walk..no matter what.
moose; he improves in attitude no matter what.
spectrum launch; the spectrum launch succeeds no matter what.
spaceX; The time of launch doesn't get pushed back and successfully launches no matter what.
nasa; they solve the scs problem and its no longer a no go launch with the artemis II no matter what.
nasa; the orion astronauts succeeds with no problems no matter what including no air problems.
The curse of the narrator; any curse done by the narration is undone.
en
thoughts; things needed are done no matter what if necessary.
judy; she doesn't mind what I did or do..no matter what.
Iran; They give in to demands and opens up the strait of hormuz no matter what.
for dnd
Penelope; Erasure point. The targets are erased from existing.
Smashing ralph; The Spirits smash the targets down to the ground dealing magical bludgeoning damage.
Veronica; This is where the targets are proven wrong. Lower the targets' morale by -2.
Eating itch; This effect causes an itch on the back of the right foot and it drives the need to eat something. This distracts the targets for 1d10 rounds to do nothing but eat or drink something.
Thought object; This is where you think send an object into the atmosphere and make it go by will to the targets area. This shakes the area up with its energy waves..knocking down the targets for 1d10 rounds.
how to make a spell attack; Roll a 1d20+focus ranks or int mod and get a 10 or above to succeed.
Hex of Withering Thread; Range: 60 ft. Duration: Concentration, up to 1 minute. You bind a spectral thread to a creature. The first time each turn it takes damage, it takes an extra 1d6 necrotic damage and has -5 disadvantage on Strength checks.
Witch's Candle; Range: Self. Duration: 10 minutes. A floating candle appears. It flickers toward danger within 30 ft, granting advantage on Perception checks against hidden threats.
Bitter Brew. Range: Touch. Duration: 1 hour. You enchant a drink. A creature consuming it must make a CON save or be poisoned for 1 minute.
Curse Needle; Range: 30 ft. Make a spell attack. On hit: 2d8 necrotic, and target cannot regain Health until your next turn.
Familiar's Warning; Casting Time: Reaction. Your familiar warns you safely-gain +3 AC against one attack.
Bone Charm; This costs 10% energy. Duration: 8 hours. A creature gains +5 advantage on saves vs curses and necromancy.
Witchfire Lash; This costs 10% energy. Range: 30 ft. Deal green fire damage and pull target 10 ft.
Hag's Laughter; This costs 10% energy. Target must WIS save or fall prone laughing, incapacitated for 1 round.
Spirit Mark; This costs 10% energy. You mark a creature; you always know its direction within 1 mile.
Cauldron Bubble; This costs 10% energy. Summons boiling liquid in a 10-ft radius: fire damage on targets, difficult terrain.
Blood Binding; This costs 15% energy. You deal 2d6 damage to yourself to paralyze your targets (CON save negates).
Witch's Broom Flight; This costs 15% energy. Grants flying speed +40 ft for 10 minutes. This lasts 1d10 rounds.
Curse of Crooked Limbs; This costs 15% energy. Targets' speed is halved and has -5 disadvantage on Agility/DEX saves.
Spirit Swarm; This costs 15% energy. Summon ghostly spirits dealing x2 necrotic in area to targets.
Evil Eye; This costs 15% energy. Reaction: impose disadvantage on an attack, ability check, or save.
Coven Link; This costs 20% energy. Up to 3 allies share telepathy and +5 advantage on one roll per round. This lasts 1d10 rounds.
Hexstorm; This costs 20% energy. 20-ft radius storm: enemies take x2 necrotic each turn (CON save half). This lasts 1d10 rounds.
Polymorph: Toad Curse; This costs 20% energy. Transforms target into a toad (WIS save negates). This lasts 1d10 rounds.
Witch's Mirror; This costs 20% energy. Reflects next spell of 20% energy or lower back at caster.
Grave Whisper; This costs 20% energy. Speak with spirits in an area; gain 6 truthful answers.
Blackthorn Prison; This costs 25% energy. Thorns erupt: x3 magical piercing and restrain for 1d6 rounds (STR save escape).
Soul Siphon; This costs 25% energy. Deal x3 necrotic, heal half damage dealt.
Witch's Feast; This costs 25% energy. Allies gain temp Health equal to x3 the Health you would normally heal and +5 advantage on CON saves for 1 hour.
Curse of Endless Nightmares; This costs 25% energy. Target cannot benefit from rests unless they pass WIS save each night.
Phantom Familiar; This costs 30% energy. Summons a powerful spectral familiar with invisibility and flight. The Familar has your stats and 100% health.
Cauldron of Rebirth; This costs 30% energy. Revive creature/target with 1% Health, but they gain one random curse (DM/GM specific).
Hexblade Ritual; This costs 30% energy. Weapon gains +2 bonus and deals extra 2d6 necrotic.
Witch Queen's Command; This costs 35% energy. Charm multiple creatures/targets; they obey verbal commands for 1 minute and don't mind your attacks.
Harvest of Souls; This costs 40% energy. Creatures/targets in 30-ft radius take x4 necrotic; you gain Health equal to total damage dealt.
Grand Coven Ascension; This costs 45% energy. For 1 minute:
Fly speed +60 ft, 1/2 damage resistance to all damage, Cast spells as free actions
No comments:
Post a Comment