There is such a thing called significant spells, that you chant the words to create the effect, thinking of what you need. This can create anything if you have a candle lit nearby. So 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.
inspection; Paul and I pass my room inspection no matter what..the managers doing the inspections feel like passing me and paul.
farron balanced; he gets out a few new vids no matter what quickly.
Pfeifer; This causes the effect of piping in fluid and out waste.
Moose; He doesn't get into an accident no matter what and he and whomever riding with him doesn't get caught by the police for not wearing a seatbealt.
casper; this is where you send calming thoughts and cool feelings.
moose; he doesn't mind what I do or did no matter what.
inspectors; they don't discover any bedbugs in my room or on my bed no matter what.
en
Magic control; The point you make or do controls the moment and you decide when it ends.
whatsapp; it loads no matter what.
inspector; the bedbug inspection for my room turns up no bedbugs..no matter what. I wonder what they were freaked out about?
trump; he succeeds in getting peace with Iran no matter what and quickly. The Iran deal isn't about to collapse no matter what.
focus; the focus is on the moment, think and you know what to do.
en
ok bed bug experts; this inspection comes and looks and does not turn up to find 1 bedbug unless I don't have to pay for the treatment.
Each bug; bedbugs are replaced by fruitflies no matter what.
Spending; spending is curtailed till the necessities are bought, no matter what.
necessities; forever the ncessessities are things you need to buy and nothing else.
spent; whatever I spend or give away I get back 3 times more in funds no matter what.
en
Nix; cut
Tomorrow; they do my room and I have fun for 4 or 5 hours only to return to find things improved..no matter what everything works.
nobody; nobody minds what I did or do no mater what.
Fair; This is fair for what I did.
Moose; he doesn't mind what I do or did no matter what.
I; I seem to care no matter what.
en
Moose; he doesn't mind what I do or did no matter what.
Moose; no matter what he is calm and not hyperactive.
Loomer; Alien look or overlook.
people; they don't mind what each other does no matter what they do or did.
for dnd
Nix; This causes you to cut the problem out by feel.
In focus; think and you do what you need.
Toxicity - Exerpt by Caz
The concept of poison. Many poisons exist in forms, some can be gathered from areas like jungles where they exist as roots or stingers of common animals. Others are sold by alchemists in a purified form in ampoules, some to be applied to a weapon or can be applied in any form. The effects are numerous - paralysing agents, ones that stop the heart, or cause delirium. Radiation poisons exist. They are caused by cursed magical artifacts, the poison is in an area and causes stunning effects, leading to an eventual strong poison.
A good toxicity system should make poisons feel different from ordinary damage. Instead of every poison simply dealing poison damage, toxicity can represent how much harmful substance has accumulated in a creature's body. This works well in both fantasy and modern homebrew settings.
Toxicity Score
Each creature has a Toxicity Score that starts at 0.
Whenever a creature is exposed to poison, disease toxins, radiation, cursed energy, venom, or certain alchemical substances, they gain Toxicity Points (TP).
Different poisons add different amounts.
Exposure Toxicity Gained
Weak venom +1 TP
Standard poison +2 TP
Military/alchemical poison +3 TP
Magical poison +4 TP
Radiation zone (per minute) +1–3 TP
Legendary toxin +5+ TP
A creature can suffer multiple different toxins at once.
Toxicity Thresholds
Instead of using HP damage alone, toxicity builds over time.
1–3 TP – Contaminated
Slight nausea
Disadvantage on Perception checks involving smell or taste
Healing restores 1 fewer HP per die
4–6 TP – Poisoned
Gain the Poisoned condition
Speed reduced by 10 ft.
Cannot regain more than half maximum HP from magical healing
7–9 TP – Severe Poisoning
Choose effects based on poison type:
Paralysis
Hallucinations
Tremors
Muscle weakness
Bleeding
Organ damage
Every hour make a Constitution save.
Failure:
Gain one level of Exhaustion
or take poison damage
10–12 TP – Critical Toxicity
Every minute:
Constitution save
Failure:
Become Incapacitated
Fall unconscious
Internal organs begin failing
13+ TP – Terminal Toxicity
Each minute:
Constitution save.
Failure:
Gain two Exhaustion levels
Drop to 0 HP
Heart failure
Permanent injury
Death if untreated
Poison Categories
Instead of one poison type, divide poisons into categories.
Neurotoxins
Examples:
Spider venom
Snake venom
Magical mind poisons
Effects
Paralysis
Confusion
Tremors
Memory loss
Hemotoxins
Effects
Internal bleeding
Reduced healing
Necrosis
HP maximum reduction
Cardiotoxins
Effects
Heart irregularities
Reduced movement
Random unconsciousness
Instant death at high toxicity
Cytotoxins
Effects
Flesh damage
Burns
Lost limbs
Permanent scars
Hallucinogens
Effects
Delirium
Fear
Charm
Illusions only victim can see
Metabolic Poisons
Effects
Hunger
Fatigue
Exhaustion
Slow spell recovery
Radiation Poisoning
Unlike ordinary poison, radiation lingers.
Sources:
Cursed relics
Arcane reactors
Magical wastelands
Meteor fragments
Void crystals
Exposure adds Radiation Toxicity.
Stages
Stage I
Skin irritation
Fatigue
Stage II
Hair loss
Reduced healing
Stage III
Necrotic tissue
Permanent Constitution reduction
Stage IV
Magical mutations
Organ failure
Death
Toxicity Resistance
Resistance reduces Toxicity gained.
Resistance Effect
Minor Gain 1 less TP
Moderate Gain half TP (rounded up)
Major Ignore weak poisons
Immunity Ignore nonmagical toxins
Radiation resistance is separate.
Recovery
Natural Recovery
Long Rest
Remove 1 TP.
Bed Rest
Remove 2 TP.
Medical Treatment
Medicine check
Success:
Remove 1d4 TP.
Antidotes
Different antidotes treat different toxins.
Item Effect
Universal Antitoxin Remove 2 TP
Snake Antivenom Remove all Neurotoxin TP
Blood Cleanser Remove Hemotoxin TP
Purification Potion Remove 1d6 TP
Divine Restoration Remove all TP
Radiation Chelator Remove Radiation TP only
Poison Crafting
Each poison has five statistics.
Potency (Toxicity gained)
Delivery (injury, inhaled, ingested, contact, radiation)
Onset (instant, 1 round, 1 minute, 1 hour, 1 day)
Duration
Treatment
Example:
Black Marsh Root Venom
Potency: +2 TP
Injury poison
Onset: Immediate
Effect: Paralysis at 6 TP
Antidote: Marsh Antivenom
Radiation Zones
Every area has an Exposure Rating.
Rating Effect
Safe No effect
Low +1 TP every hour
Medium +1 TP every 10 minutes
High +1 TP every minute
Extreme +2 TP each round
Characters wearing protective gear or using magical wards reduce or negate exposure.
Optional Rule: Toxicity Overload
If a creature gains 5 or more TP from a single source or exceeds 15 TP, it must immediately make a Constitution saving throw (DC = 10 + current TP). On a failure, it suffers a catastrophic effect determined by the toxin's type, such as complete paralysis (neurotoxin), cardiac arrest (cardiotoxin), massive internal bleeding (hemotoxin), or uncontrolled magical mutation (radiation). This creates dramatic moments for especially dangerous poisons without making every toxin instantly lethal.
This system keeps poisons distinct from hit point damage, rewards preparation with antidotes and protective gear, and gives you flexibility to represent everything from jungle venoms to cursed radiation fields using the same underlying mechanics.
Supernatural spirit shift; This is where your God teleports you through the spirit. You and your party, if they want to go, go to somewhere you would rather be and wake up there.
No comments:
Post a Comment