Part 4 of spell listings
Kittymoo and SH effects
These are spell ideal from SH, Kittymoo, http://nextspaceflight.com and AI. Feel free to use them.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. The additions by spell buffing to the die roll for additional value added/subtracted is capped at being stacked to +20/-20. No removing the cap. That means no more than +20 can be added to the result roll by spell buffing at any given time. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing.
Part 1 of Kittymoo and SH spells
The First Garfield Comic; Cast this to conjure your pipe back if you miss it somehow... Does not work on a Monday.
Fid; This helps you find things quickly by the statement of "fide" to your subconscious.
Catatonia; This causes the condition that's an unmoving state of the target for 1d10 rounds, that makes them not respond to their environment and appear awake.
Rasta review; This effect creates what you think, a review of the idea in writing. Somewhere, someway, somehow.
Rasta Revive; Spend half of your Health to revive a dead person to half health.
Weapon charge; This causes the weapon to be charged and ready, thinking to release the charge as a wave of energy. That's as you use it, it causes x2 the energy damage. This can be situational, so be careful with how you use it.
Resta insta; This effect causes the effect of making an instance of rest, the creator makes you restored in health and energy and any spells requiring rest to cast you may cast again. This costs 20% energy.
Resta; This causes the arrest of the targets by cops within moments that come upon them.
Release; The release from arrest and jailing, for clearing your name.
Management; This effects people that are unruly, their minds perceive something. That makes them behave with a little of your energy.
High speed; This effect causes the idea of high speed in the allies and yourself, as well as any machines nearby without burning them out. Add +20' to your speed. This speed burst lasts 1 hour.
Paperwork; This effect causes the work to be done within moments and freedom to do what you want.
Passage; This spell makes you pass the inspections coming up with a rolled 10 or higher by a 1d20+luck. This is not a death passage in idea.
Geminid showers; This is where you call upon the sky to gate in geminid meteor showers, thinking to strike the targets with x4 the heat damages by several meteors hitting. The gate closes by feel.
Musical attack; This effect is using music to assault the ears for deafening effects and energy damages.
Musical attack em; This effect is used to create with music and condemn the targets with a written em that pops up and disappears by feel.
Thought element; This is where you summon an elemental ball using both hands and both spirit hands, think and that makes x4 the element damages of your choice.
Himself; He that works does well. This is a blessing upon the targets. Add +5 to all rolls.
Himself II; This causes the targets to be themselves and get bad results. That means its a curse upon themselves. The more they try to be themselves, the worse it goes for them. Subtract -5 from all their rolls.
Formation; This is formation by thought, think and its done. This can form anything you want, simply by thinking of the idea and item that you need. You can form any one medium or small item, that suddenly is listed in your inventory. This happens by casting this spell and rolling a 10 or above with a 1d20+luck. Roll a 1 and you create nothing.
Energy thought; Your energy works as you approach with the thought. The aura energy creates it as a result. Like holding the thought of confrontation, this causes confrontational energy that will make the targets back off and leave you and your party alone. Holding nice thoughts causes normal reactions, that makes the targets not do anything to you as they chat nicely. Holding thoughts of causing coldness makes the targets freeze and slow down to 1 action every 1d6 rounds. Holding thoughts of dirt support makes an earth effect on the targets. Holding thoughts of wetness, this makes the targets overwhelmed by particle water waves. Holding thoughts of airyness, that makes the targets effected by air energy damages. Holding thoughts of fire, this makes the targets burned a bit. Having emotion adds to the focus of the thoughts. Making x2 the damages. This is instant by the creator making it on your need for the thought as a moment in time.
Chain reaction; Thought in a chain reaction has a thought done in reaction to your thoughts. This is what you want and describe to the dm/gm that you need the targets to experience. So say you wanted the targets to experience a flash burn, then their minds instruct the subconscious mind to make energy burn them with intense heat. Same with cold, except with cold you think cold thoughts and need the targets to freeze. They freeze by feel. So air is all around you, it contains traces of all the elements. Think to form the element and the thought reaction is the element formation. That's how it works. In practice this takes multiple tries before it actually works. So good luck.
Energy release; If your body dies; you release energy creating easily done magic, that's done by your spirit as you need it done. Including any one spell and this can be revive for yourself.
Higher self; This costs 30% energy. Whatever you think to do that may seem impossible, you use by statement the subconscious that can cause the higher self to form what you want, think its done and then its manifested as though a God or creator created the effect. This in idea means its done as a manifest where you are wanting it manifested by feel. Try not to get the higher self in trouble. Since the higher self doesn't like fighting. See, it will naturally prevent fights from breaking out. Anything the higher self does, this is done for an unusually long time like 1d10+int mod in rounds in battle, or until it is no longer needed outside of battle. The spell can only be used if not being offensive with it, such as attacking with energy and other things like making more damages with your weapon.
You can however use it for defense, such as creating with energy and making the target forget about attacking you. There is a sense of duality that can play out as within minutes of the negative came the positive. That is doing an interesting self correction thing it does. Where you could get the idea of your not doing too well and suddenly you are doing wonderfully in a fight. The higher self will create with a point of making the target miss you and you to not get a hit easily. Such as a -10 to the targets hit roll and armor class. Also there is a +10 to your own to hit roll and armor class. The higher self will do what is necessary to get the idea done and manifested in your reality.
Things such as causing the target to fight itself, or be distracted for 1d10 rounds into doing nothing. Otherwise it can soothe the enemy or use an idea to make what result you want, such as in charm monster. As a bonus it could be to manifest money where you think to gain in wealth and abundance such as an additional 1d100 dollars, gp or pp. This is had by what you do and appears in your character sheet. Now you know what to do, if you get in a fight that seems impossible. You still get experience for it, even though you don't actually fight it out. Think and you know what to do as the DM/GM has final say in anything, that is done with the higher self. This is a point from the past done by feel. This effect doesn't effect you by feel, yet you can effect others by it. This I think will work for game play, so think and you could gain ability from this by feel.
Part 2 of Kittymoo and SH effects
Palace; This effect causes the idea to make the visage of a mental palace that creates 1d6 rounds of distraction for the targets. They get -5 to all rolls.
Spell language; This spell tunes you in to the spell languages. You understand them, can speak them, and can write them. Remember, what you write and intend will sometimes happen if you want it to occur. If an attribute change is needed, then its either a curse or a blessing. If a curse then the targets get -5 to all rolls except attack which is a -10 to their roll. If a blessing, then its a +5 to all the targets/party's rolls except for attack that has a +10 to the roll. If something like utility where its sleep or wakefulness, then it lasts 1d10 hours out of batle and 1d10 rounds in battle or effects the targets as long as you want. If something like the elements, then its an instant effect. Roll a 1d100+luck and get a 50 or above for success.
Source magic; This effect is tuning into the creator and thinking of what you want. He creates it by feel.
Bundle; The effect is putting 2 or 3 spells together or stacking the same spell 2 or 3 times. This means you can pick from the list 2 or 3 spells or 1 spell to stack, think and cast it on the targets as a bonus action. Whatever you do, you get x2 the effect for 2 spells bundled and x3 the effect for 3 spells bundled. This spell costs 30% energy.
Thought fuse; This is where you focus your energy and thoughts, thinking to create a fusing of two or more materials into one. That's done by melting the edges together.
Multitasking spell; The task at hand is more easily done, this allows you to do multiple tasks at once. There is a side effect to this, stupidity can set in due to too may tasks at once. So the safe limit is 1d4 actions per round. You may have this spell effect as you need it and it lasts all game session.
Be nice; This effect is where you are nice and don't care to beat the other person up. The targets you cast this on, they leave you alone. fight over.
Lowis; This spell causes you to lower your need and standards. Thinking to create the best possible outcome. Think and you can deal with the problem before it gets too great. Add +5 to all your rolls.
Guise; This is where you shapechange and think to get away.
Stow; This is where you unnoticeably pick things up, then put them in your inventory. Stealth rolls +5.
Stew; This causes the targets to think and stew in feel, the release of pent up emotions clears the head. They get +5 to all rolls.
Lead; This is where your focus upon leading causes the energy consciousness to amp your ability. Add +5 to charisma based roles.
Needle point; This is where you summon needles to your spirit hand, then strike the targets dead with energy and magic. The composition of the needle doesn't matter. Its thrown to strike true at the most bloody spot of the targets. Roll a 1d100+luck and get a 50 or above to kill them on the spot. Rolling less than 50 makes painful damages, at x2 magic damage. This costs 20% energy.
Hex magic; This costs 40% energy. The magic of curses and what you need by the spirit that goes through everything, this uses the third eye and that is energy used to create your desire. This is stronger than charms as its elements x3 the damage or healing. There is 1d8+focus rank duration. If non-instant, in seconds with battle and minutes outside of battle unless unlimited amounts of time is allowed.
Witches can use riled or poltergeistic spirits, too. So these riled spirits are Demonic, this means they will do whatever you wish to whomever you want effected. This includes anything you want or need excepting what you don't want or need. Wiccans won't use riled and demonized poltergeistic spirits as they are sometimes too dangerous if thought to be so.
If an attribute change is needed, then its either a curse or a blessing. If a curse then the targets get -10 to all rolls. If a blessing, then its a +10 to all the targets/party's rolls. If something like utility where its sleep or wakefulness, then it lasts 1d10 hours out of batle and 1d10 rounds in battle or effects the targets as long as you want. If something like the elements, then its an instant effect.
The fire tongue; The thought of fire is a concept and possible menace, as in that causes fire where you think it should be if use is there and you don't have to use it. Think in the thought to what you use, the curse mark is used as you create with it and this is to use what is there as if done to do things in a moment. The fire language is based off the curse witch effect, you see that's idea in activity for what you think to them as you want and they might or might not do anything. Use is easy as if a tongue of language, think add here for what you want. As you think things to do the person is possible to seem to do it, that's as you think no to cursed activity or "not" to seem uncursed. This to do what is in with your thought, or now think and not and the curse removes itself from targets. This effects the targets for 1d10 rounds with curses that either control them or make conditions upon them like illness.
With a point of reason as wisdom to see with or don't, this is done as noone actually admits this fire mark effect unless they do. So, as nothing creates from things that use energy, this makes intensified feelings in thought as in you feel a little sick, then this is in excess. If things are what you do, stop by drawing this energy out. That's if this is due in things by what is thought to the core. If you intensify that in themselves by things you do, think what you want and do as you feel necessary with the point you have. That's on reason to think out or think don't or not. This is done as if use of this is to stop, if you don't intend to do things and your in or out. Your not bad as your actually not bad off. Where your so violent mood disperses back into itself, energy and things in you die off and are fine unless not needed. In and out, things work and you work with them, if your things are able to do the idea you had in mind. This is done by themselves as they are in things, that work out and in by itself.
The water tongue; This is the blessed tongue, that effects the targets as you speak to them. The effect is soothing and persuasive, as you think to be the font of cool and trace a water sigil in the air. You could talk a person into not fighting you as you fight them. That means you cause the targets to not want to fight you as you explain your best and do what comes natural. You get a +5 to charisma rolls.
The air tongue; This tongue is done by tracing an air sigil that causes coldness and abrupt endings to the conversation, it can freeze a target for 1d10 rounds. Slowing them to the point for doing 1 action every 1d6 rounds. This tongue uses the crispness in the air to do what you need and your awake while you do it.
The earth tongue; This tongue is the element of the earth, that creates what you need as your direct and its to the point. That's as though you cut through the air like a scythe and trace an earth sigil in the air. That means you cause alertness to the idea you had, thoughts to what is to come come to you and you absorb the punishing blow that would have come your way.
The void tongue; This is the point of the cancel culture, that you state something, trace a void sigil in the air and suck out the energy of moment. This can cause the targets to not do what you don't want them to do. That is the bad things to your moral compass. You can halt the actions of the targets by a statement for 1d10 rounds.
Spying; This causes you to get information that you seek to get from whomever or wherever you want to get it from.
One-shotter; This causes them, the targets to dissolve into dust. All by a beam of energy as your connected to the planet consciousness, thinking to power the shot. The beam hits the targets and causes them to dissolve.
SHutter; This effect is where you close the blinds and shut out all annoying sights. Morale +1.
Part 3 of Kittymoo and SH effects
Starlight; This spell causes you to summon a light to your area and its in the form of a lightball, that sheds light to the area for 20'. Your subconscious mind keeps it going till you no longer need it to shine. All that's required is thinking about a light ball forming in the air..and it appears. Saying if you want it to be improved, "I can see in the dark.." Then your subconscious creates it better by the power of energy.
Magic Toy Bag; Summons a bag full of anything your heart desires. Roll a 1d20 and that is how many gifts are in the bag that you select.
Light travel; This is where you become a ball of light and teleport to where you want to be. Thinking/feeling of the effect you want to do. Including, becoming your own form, that's with all your equipment that changed into energy form and back again. This is instant.
Control collar; This is a collarbone effect, that causes the targets to not be able to cast effects onto you unless you allow for it. This means they attempt to summon the energy feel it fully and it goes back to the creator harmlessly. The effect puts energy to the targets' collarbones, that causes this control effect for 1d10 rounds.
Collar of enhancement; This causes the party to get enhanced magic effects. Its energy put to the collarbone, that makes the party members get x2 the effect for healing and damages. This lasts for 1d6 rounds in battle and until otherwise not needed outside of combat.
Wisdom Tattoos; Trade 1d20 Faith for Wisdom roll additions.
No More Ham; Make any carnivore freeze in place until you say: "Oh you do get ham.".
Relative magic; Do an action and what relates to it is created as well. This is like you brushing your hair and getting rid of tangles, then hang ups in real life clear up as well.
Wishful thinking; This is where you are wishing things to exist like a summons and thinking its there. Things like the elements can come to exist by the power of the creator in whatever form you want. This can heal or damage as you wish.
Bipartison; Think your bipartison and you cause the targets to agree with whatever you wish. Add +5 to all charisma related rolls.
Network; This is where your energy bridges the minds of willing targets and creates a network of information. You know whatever you need to know, as long as the network exists. It exists as long as you need it.
Gum; Chewing gum with this spell causes it to protect you from all harm as it absorbs all damages. That's until you spit it out.
Gum II; If you chew gum, the gum absorbs the extra energy from around the area and you get no bad results. This means you don't get a 1 result on a rolled 1 as you reroll it. The gum acts like a battery, where you absorb the energy and focus it in an effect. Also, you distract yourself from the need to eat and smoke cigs. Add whatever energy damage that is cast at you as you think to deprogram it from damage and it turns into additional energy % on your character sheet.
Every Sin in the Book; Confuse Law-aligned creatures into attacking you. Pass a Charisma check, scoring 10 or higher on a 1d20 to reveal the bluff.
Every trick in the book; This is where you get past the inspection and testing with flying colors. Pass a Intelligence check of 1d20+int mod with 10 or above to detect the bluff.
Oldest Joke in the Book; Tell someone Happy New Years to make them check the calendar date. Distracts for 1d6 rounds if they have a phone equipped and if they don't then they either run to the nearest calendar or get confused.
Thunderbird; This is a bird of energy that is sumoned to fly over the targets' heads and cast lightning strikes at them, that's done per turn for 1d6 rounds. Copyright goes to Linux for its thunderbird program. This is not like the "they might be giants-thunderbird" song.
Earth grounding; This is where your body is grounded by rubbery earth material from electrical attacks. You aren't touched by its effect.
Air grounding; If you're flying you are also protected from electrical attacks... That's until you touch the ground, but it still gives you time to discharge it safely.
Enhanced flare; This is where you flare your aura with fire energy and the firey flare that reveals hidden and invisible enemies and does x2 fire damage goes outward depending on level. If levels 1-9 then its 50' radius fire burn. If its levels 10-19, then its 70' radius. If its levels 20-29 then its 90' radius. If its levels 30 and onward, then its 110' radius.
Uncontagion; This causes the body to be uncontagious and can be around anyone without making them sick.
Thought provoking; This causes the thought to occur to the targets. Think and the targets are triggering by the thought to attack each other with x2 damage elemental effects of your choice. This lasts 1d6 rounds.
Thought provoking II; This causes the thought to occur to the targets with emotions rising. Think and the targets are triggering by the thought to attack each other with emotional x3 damage elemental effects of your choice. This lasts 1d10 rounds.
Question; This is where you state a point as a questionable point and its clarified and corrected by the creator. Like in an attack, you ask "Why do they attack?" The creator (DM/GM in this case) answers you , "They want our loot and experience." Then causes them to not want to fight you. That's done instantly as a form of correction.
Doom glow; This effect causes you to glow a color that frightens the targets looking at you into doing nothing for 1d10 rounds. There is a 50% chance they run. Its done that they run with a 1d100+luck, rolling a 50 or above result.
Part 4 of Kittymoo and SH effects
Ice mirror image; This effect causes ice to appear on the ground through a fog. This in a mirror image effect that mirrors the sky. The effect causes hesitation in going towards it and only the targets see it. The DM/GM rolls a 1d3 to see if the targets see through the mirror image. On a 1 they dismiss your presence for 1d10 rounds. On a 2, they see ice and go another way. On a 3, they don't see ice and see you.
Aist; The fist of energy. This causes air fists, the invisible energy fists that strike the targets for x2 the damages.
Bridging the swarm; This effect is where you gate over a swarm of insects, that do what you want.
Artemis II; This is where you cause by thinking of art as a source, the effect of teeming energy hits on the targets.
Elektro-L; This causes the targets to experience electrolysis, otherwise known by feeling paralyzing electro surges in their bodies. They get x3 electrical damages instantly and paralysis for 1d6 rounds. This costs 30% energy.
Eos; This causes the skin to eat metal as a source of food. You no longer need cooked food to survive.
Mrv; This is where you cause the movement of the body even if dead, to do what you want.
Wgs; Wings form on the targets and they can fly (hover) 50'.
Dart Ae; This is where you gain the ability to move twive as fast, temporarily.
Tds; Tedious moments in time occur to the targets. They remember them perfectly and get stress from the effecct. There is a -5 to all rolls.
Strix; This causes the targets to strip down to their undies and forget about the fight.
Kakushin rising; This causes the targets to cackle and not stop laughing for 1d10 rounds. That distracts them into doing nothing but eating energy.
LOL; This causes a laughter fit that puts off the attacker. You project forth your feelings. Think to hold off the fit. They don't attack for 1d6 rounds..
ROFL; Causes targets to go prone and laugh rolling on the floor for 1d6 rounds. This extinguishes any fire they might have. Causes morale boost, how much is up to the DM.
ROFLCOPTER; This would summon a helicopter, if they the targets pass a Charisma check.
Frown; This is a frown on your face as you project bad feelings at the targets. That's what causes the targets to not want to get near the party. That lasts for 1d10 rounds.
Smile; This causes the targets to feel good about you as you project forth good feelings and smile. They no longer want to attack you and your party. Fight over.
Poker Face; Hide all your tells boosting Charisma and Luck by 20% or +2 to each charisma and luck roll. Allows for a free reroll during games of chance.
Giggle fits; This is where the targets have a case of the giggles on whatever they do for 1d6 rounds. They get distracted by the giggles and have a -5 to all rolls.
Bad action II; This causes whatever the targets spell or attempt to not succeed for 1d6 rounds.
Successful act II; This causes the targets to succeed in what they attempt by calling upon Maui, no matter the case for 1d6 rounds.
Acknowledgement; This is where you call upon the Gods, think of what you want and get them to aid you in your actions for 1d10 rounds. However, all damage and healing effects are x4 the effect.
Unhinged; This uses projected energy and feelings focused at the targets to make them make mistakes and look bad. That means -5 to all rolls for 1d6 rounds.
Change weight; This is where you become thinner by feel. Optionally, you can fatten any targets you want, that's with your weight being transferred by spirit and your body lessening its weight.
Transfer; The moment you've been wanting occurs..you transfer position in your job or area to somewhere you want to be.
Part 5: Normal/New years of Kittymoo and SH effects
These spells are some Normally done and New years effects that are from Kittymoo, SH and AI. Make use of them as you want!
New Years Transmutation; Cast this on any target and they go from old to new, that's as though renewed in life. That means full of energy and health.
New polar shift; This causes the cold air to goto the north and south poles and the warmer air to go near the equator.
Dead zone; The air is dead and energy is stale, this makes the area around the targets a dead zone, that creates half the effect they would normally get.
Neutral zone; This is where the area neutralizes the targets magic and energy effects. Nothing happens for 1d6 rounds for them.
Counter field; This effect causes the area that the targets are in to counter them. They get no effects done..for 1d10 rounds.
Pedaphilia; This effect causes the idea of the targets to suddenly need to piss and tell minors sexual things. They do nothing else, all except they need to take a piss right then and there on the ground for 1d6 rounds.
Mark of doom; This effect you think upon the targets and it causes a mark to appear, that influences the targets the way you want them influenced. This can be falling down, not finding things, mistakes, accidents, problems, blessings, finding things and similar idea. This lasts 1d10 rounds or 1 minute. Any damage the targets take is x2 the magic damages. This costs 20% energy.
Allergy flare; This causes the target's allergies to flare up and they only sneeze up a storm. The storm causes lightning strikes on them per turn. This lasts for 1d6 rounds.
New Dawn Blessing; Range: 30 ft. Duration: 1 hour. Any chosen targets/creatures gain 1d4 to one saving throw of their choice for the duration. If cast at dawn or midnight, they also gain temporary Health equal to your Int mod.
Fireworks Burst; Range: 60 ft. Duration: Instantaneous. Targets/Creatures in a 10-ft sphere make a Dex/Agility save or take radiant damage and be blinded until the end of their next turn. On success, half damage and no blindness.
Resolution Oath; This costs 10% energy. Range: Touch. Duration: 24 hours. Targets gain +5 advantage on one chosen ability check type. If they voluntarily break a promise during the duration, the spell ends.
Turn the Page; This costs 10% energy. Range: Self. Duration: Instantaneous. End one non-magical condition affecting you (grappled, prone, restrained, frightened).
Midnight Momentum; This costs 10% energy. Range: Self. Duration: 1 minute. Your speed increases by 10 ft and you gain +5 advantage on initiative rolls during the duration.
Echoes of Last Year; This costs 10% energy. Casting Time: 1 minute. Range: Self. Duration: Concentration, up to 10 minutes. You replay events from the last 24 hours in perfect memory, gaining +5 advantage on Investigation and Insight checks related to them.
Countdown Hex; This costs 15% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. At the end of each of the target's turns, it takes 1d8 psychic damage, increasing by 1d8 each round.
Confetti Cloak; This costs 15% energy. Range: Self. Duration: 1 minute. Illusory confetti obscures you. Attacks against you have -10 disadvantage the first time each round.
Toast of Fellowship; This costs 15% energy. Casting Time: 1 minute. Range: 30 ft. Duration: 8 hours. Up to six creatures gain +10 advantage on their first ability check or attack roll after a short rest.
Reset the Clock; This costs 15% energy. Casting Time: Reaction. Range: 30 ft. Trigger: All chosen targets/creatures fails a saving throw. This forces a reroll; the new result must be used.
Ball Drop Barrier; This costs 20% energy. Range: Self (15-ft radius). Duration: Concentration, up to 1 minute. Targets/Creatures inside gain +2 AC. At the end of the duration, the barrier collapses in harmless light.
Resolution Breaker; This costs 20% energy. Range: 60 ft. Duration: 1 minute. Targets you choose have -5 disadvantage on concentration checks and Wisdom saves.
Timepiece Shatter; This costs 20% energy. Range: 90 ft. Duration: Instantaneous. Targets/Creatures in a 20-ft radius take x2 thunder damage and have their speed halved until next turn.
New Year's Grace; This costs 20% energy. Range: Touch. Duration: 24 hours. Targets are immune to being frightened and gains +5 advantage on death saves.
Passing of the Old; This costs 20% energy. Range: 60 ft. Duration: Instantaneous. Targets you pick take x3 necrotic damage. If reduced to 0% Health, you gain temporary Health equal to half the damage dealt.
Reveler's Rally; This costs 25% energy. Range: 30 ft. Duration: 1 minute. Allies gain +10 advantage on attack rolls and saves against charm and fear.
Chronal Fireworks; This costs 25% energy. Range: 120 ft. Duration: Instantaneous. Exploding lights deal x3 radiant damage; targets/creatures that fail the save lose reactions for 1 round.
Fresh Start; This costs 25% energy. Range: Touch. Duration: Instantaneous. End one curse, one disease, and exhaustion.
Final Countdown; This costs 25% energy. Range: 60 ft. Duration: 1 minute. Targets hear an ominous ticking; when the spell ends, they take x3 psychic damage (Wis save half).
Memory Lantern; This costs 25% energy. Casting Time: 1 minute. Range: Self. Duration: 1 hour. You summon floating lights showing memories, granting +5 advantage on Persuasion and Performance checks.
Midnight Rewind; This costs 30% energy. Casting Time: Reaction. Range: Self. Trigger: You drop to 0% Health. You instead return to the Health you had at the start of your last turn.
Year of Fortune; This costs 30% energy. Casting Time: 1 minute. Range: Touch. Duration: 24 hours. Target can treat one d20 roll as a natural 20.
Hourglass Prison; This costs 30% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets are restrained in suspended time (Con save each turn to escape). While restrained, they can be attacked by you, thats as the restraining causes their AC to drop to 0.
Bonfire of Renewal; This costs 30% energy. Range: 30 ft. Duration: 1 minute. Allies heal x3 Health at the start of their turns; enemies take x3 radiant damage.
Rewrite Regret; This costs 35% energy. Range: Touch. Duration: Instantaneous. Erase the emotional memory of one failure; targets gain inspiration and +5 advantage on their next roll.
Turn of the Era; This costs 35% energy. Range: Self. Duration: 1 minute. You gain resistance to all damage and may take one extra action on your turn (once).
Midnight Apocalypse; This costs 40% energy. Range: 150 ft. Duration: Instantaneous. A massive explosion deals x4 radiant and thunder damage in a 40-ft radius.
Fate's Reset; This costs 40% energy. Casting Time: 1 reaction. Range: 60 ft. Undo one completed turn, replaying it with new rolls.
Celebration Eternal; This costs 45% energy. Range: 60 ft. Duration: 1 hour. Allies automatically succeed on morale-based checks and cannot be frightened or charmed.
The New Year Begins; This costs 45% energy. Range: Self. Duration: Instantaneous. You restore all your and allies Health, end all conditions and gain +2 inspiration.
Part 6 of Kittymoo and SH effects
Statewide effect; This causes your influence to be done statewide by feel. Whatever it is, albeit utility, stat improvisation and etc. If its sleep or wakefulness then its utility, that lasts 1d10 hours. If its stat improv, then its +5 to the stat roll for blesses, -5 for curses..
Unusual; This causes unusual results for normal spells as effects. That's like upping the healing by x2 with a source, that exists by the creator. This costs 20% energy.
End point; You know the point, you see the result. Think of the idea to know what might occur.
End point II; This is where you think of the idea, then its done as a suitable ending to the moment.
The thought; The thought is what the targets do. You control the targets actions.
The thought II; Use is simple, think of your need and state the desire, then the creator makes it happen if you need it to occur. You can use any source to create the effect, that's by thinking the energy of the idea is a source. That means you can even use the cell phone and haarp towers as energy.
The thought III; Mind control is this. The thought is what they do, if they hear it and react its by the subconscious making it happen to them.
The thought IV; The thought you have leads to the motion where you feel it occur or notice it occur..this is true magic in itself.
The thought V; The thought that God exists creates enlightenment by the spirit with what you need gotten using God's soul as a source. That can cause energization, where you energy is restored. This can cause harm on those that deserve it, with all of the targets' health being removed. Healing with all the health being restored. Stat blessings with +5 to all your stat rolls, stat curses with -5 to all your targets stat rolls. Sleep that lasts 1d8 hours and wakefulness that lasts 1d8 hours. The harm and healing are instant, the blessings and curses are lasting efects of 1d10 rounds. This costs 20% energy.
Dehydration; Any dehydration that's taken as tiredness is fixed by this spell. Add +40% energy.
Fane; This is where you turn into an undead as you need to do things. The thought of those things powers the change. This change is permanent, you don't age, you don't need to eat or drink to survive. In fact, if you use this spell, change the race on your character sheet by adding Undead before the race name. Like, Undead Human insead of Human if your race was Human. This costs 30% energy.
The rise; This causes the rise in feelings, that makes what you think in the targets as you suggest the idea, including pain and sleep for 1d6 hours.
Zeeman effect; This effect is where magnetics thought to exist causes the effect of intensified fire. So its x3 the damage dealt/healed.
Self-gravitation; This is where you think your energy is with amplified gravity. You can pull-in or repulse anything you want that's nearby you within 10'. This can repluse any weapon attack as a reaction.
Recursive blow; This is where you Do this spell and effect an energy blow, that goes along a curve that starts at the original target and ends at the original target. This curve is not unlike a wave that is a curved edge that curves back to the target. It hits whomever is there in the curved line going out 20' with x2 damages. It hits the original target twice. This spell costs 20% energy.
Cinderstep Burst; This costs 10% energy. Range: Self. Duration: Instantaneous. You explode forward in a flash of embers. You teleport up to 20 feet to an unoccupied space you can see. Creatures/targets within 5 feet of the space you leave must make an Agility/Dexterity saving throw, taking fire damage on a failure, or half as much on a success.
Glacial Restraint; This costs 15% energy. Range: 60 feet. Components: a shard of ice. Duration: Concentration, up to 1 minute. Icy chains erupt from the ground and wrap around all targets/creatures. The targets must succeed on a Strength saving throw or become restrained. While restrained, they take x2 cold damage at the start of each of their turns. The targets/creatures may repeat the save at the end of each turn, ending the effect on a success.
Stonepulse Wave; This costs 20% energy. Range: Self (15-foot radius). Duration: Instantaneous. You slam your foot, weapon or staff into the ground, releasing a seismic shockwave. Creatures/targets in the area must make a Constitution saving throw, taking x3 magical bludgeoning damage and being knocked prone for 1d6 rounds on a failure, or half damage on a success with no prone effect. Unsecured objects in the area are violently displaced.
Zephyr Laceration; This costs 10% energy. Range: 90 feet. Duration: Instantaneous. Razor-thin wind blades slice through the air in a 30-foot line that is 5 feet wide. Creatures/targets in the line must make an Agility/Dexterity saving throw, taking x2 slashing damage on a failure, or half as much on a success. Any creature that fails the save is also pushed 10 feet in the direction of the wind.
Voltaic Grasp; Range: Touch. Duration: Instantaneous. Your hand crackles with electricity. Make a melee spell attack. On a hit, the target takes lightning damage, and it can't take reactions until the start of its next turn.
Ashen Aegis; This costs 15% energy. Casting Time: 1 reaction (when you take damage). Range: Self. Duration: 1 round. You harden your body with smoldering ash and stone. You gain 1/2 damage resistance to the triggering damage type until the start of your next turn, and targets/creatures that hit you with melee attacks take fire damage. A target/creature can take this damage only once per turn.
Part 7 of Kittymoo and SH effects
De istebul; This is where you create with death energy and focus it from your body cells to create what you wish in idea, that is death and decay in idea done on the targets as x2 death damage. If you wanted to heal the targets, then you'd target the disease area of their body with death energy that kills the illness and releases itself by piss or skin breathing out the death energy. Diseases cured. Elongating life and relieving symptoms is where you speed up the healing process, when you think about it and focus all the death and decay energy from the body, that goes into the air or some item you don't mind breaking. The diseases symptoms are gone and the disease disappears. You can cause the targets to go prone for 1d10 rounds and do nothing, that's done by targeting the targets brains with death and decay energy. This is what most necromancers would do.
Aromat; Necessary: essential oil scents. This is where you spread good aroma by spreading essential oils in a bowl of water to your allies and yourself. +5 to all rolls to those that breathe it in.
Taco; This causes the targets to always chicken out and not want to fight you. Fight over.
Detaco; This causes the target to not be effected by what they do.
OB; The moment you cause your targets death in their minds, this makes them collapse prone where they do nothing for 1d10 rounds. That's unless they make a will save, then nothing happens to them.
Booming hit; This effect is where you think about a bright flash in the sky that leads to a rattling boom noise. Then, energy spikes near the targets and hits them for x2 the sound energy in contained damage.
Static shield; This is where you stand still or move about and your spirit hand rubs your hair, thinking to shield yourself from any energy effect coming to you.
Alphy's Second Wind; You give 40% to restore 100% energy. This is where your focusing energy from the area into the body to create more potency and potential output. Don't do it near an electricity socket! Do this near a electricity socket and you could get shocked to death by the socket leaking electricity to your body.
Second Wind of the Wayfarer; Costs 10% energy. Range: Touch (or Self). Duration: Instantaneous + 1 minute.
Effect: A calming surge of breath and balance passes through the target making all strain, tiredness, aches and pains disappear. The target regains 2d8 + Int modifier health. The target also gains +5 advantage on the next Constitution, Strength, or Agility/Dexterity check or saving throw made within 1 minute (caster's choice at casting).
Additionally, until the end of the target's next turn:
The target's movement speed increases by 10 feet
Opportunity attacks against the target are made at -10 disadvantage
Nothing; Creating something from nothing is using energy from the void of energy, this means you make a gate to draw in energy and then trace the sigil or empowered by thought line in the air. Then, after the sigil draws in the energy from the void, you make what you wish into existence. After that, the gate closes. If you teleport to another island, you can create food and water. Maybe something to lay on, its rather interesting as this acts like a summons. You can create items or the elements themselves. The general rule is, teleport in, teleport back if you want to return.
In-out; Think about the idea to do, then you cause the targets to do it in a mood to out their compatriats. They attack their allies in a mood with bonus actions and x2 the energy blow damages for 1d10 rounds.
Alacarte shit; This causes the targets to be distracted into shitting and eating their own shit for 1d6 rounds.
Cinder Spiral; This takes 10% energy. Range: 30 feet. Duration: Instantaneous. A spiral of embers erupts from a point you choose. Creatures in a 10-foot radius must make an Agility/Dexterity saving throw, taking fire damage on a failure, or half on a success. Flammable objects ignite.
Glacial Shackles; This takes 10% energy. Range: 40 feet. Components: a drop of water or moisture in the air. Duration: Concentration, up to 1 minute. Ice binds your targets/creatures. On a failed Strength save, the targets are restrained and take cold damage at the start of each of their turns.
Thunderbrand; Range: Self. Duration: Concentration, up to 1 minute. Your weapon crackles with lightning. Your next successful melee hit deals an extra 2d6 lightning damage, and the target cannot take reactions until its next turn.
Stonepulse; This takes 15% energy. Range: Self (15-foot radius). Duration: Instantaneous. You slam the ground, releasing a seismic wave. Creatures/targets must make a Constitution save or take x2 bludgeoning damage and be knocked prone for 1d6 rounds.
Tidal Grasp; Range: 30 feet. Duration: Instantaneous. A surge of water pulls the targets/creatures 10 feet toward you. The targets takes magical bludgeoning damage and must succeed on a Strength save or fall prone for 1d6 rounds.
Zephyr Step; This takes 10% energy. Range: Self. Duration: 1 round. You become wind-light, gaining +30 feet of flying movement until the end of your turn and provoking no opportunity attacks.
Magma Veins; This takes 20% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Cracks of molten rock appear under targets/creatures in a 20-foot square. Creatures/targets entering or starting there take x2 fire damage and the area becomes difficult terrain.
Frostbite Halo; Range: Self. Duration: 1 minute. Creatures/Targets that hit you with a melee attack take 3d8 cold damage and have their speed reduced by 10 feet until the end of their next turn.
Static Net; This takes 15% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Arcs of lightning restrain creatures/targets in a 15-foot cube. Targets make an Agility/Dexterity save or take x2 lightning damage and become restrained.
Earthen Aegis; This takes 10% energy. Casting Time: 1 reaction (when hit). Range: Self. Duration: 1 round. Stone plates form around you, granting +3 AC and 1/2 damage resistance to bludgeoning until the start of your next turn.
Boiling Surge; This takes 10% energy. Range: 30 feet. Duration: Instantaneous. Scalding water explodes outward. Creatures/targets in a 10-foot radius take x2 fire damage and magical bludgeoning damage.
Sky Rend; This takes 20% energy. Range: 120 feet. Duration: Instantaneous. A slicing wind charged with lightning tears through a 60-foot line. Creatures/targets take x3 lightning damage, Agility/Dex save for half.
Living Boulder; This takes 15% energy. Range: Self. Duration: Concentration, up to 1 minute. You gain temporary hit points equal to x2 the normally gained health, +5 advantage on Strength checks, and deal +2d6 bludgeoning damage on melee attacks.
Arctic Silence; This takes 10% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Freezing mist muffles sound in a 20-foot radius. The area is heavily obscured, and targets/creatures inside have -5 disadvantage on Perception checks relying on hearing.
Stormbound Leap; Range: Self. Duration: Instantaneous. You leap up to 20 feet. Creatures/targets adjacent to your landing spot take 1d10 lightning damage.
Elemental Convergence; This takes 25% energy. Range: 90 feet. Components: a crystal prism. Duration: Instantaneous. Choose up to as many targets/creatures as you want. Each takes x3 damage of fire, cold, lightning, or acid (your choice per creature/target).
Part 8 of Kittymoo and SH effects
Their point; This is where their point is discussed, so think and you know what to expect from it. Since you know, add +5 to all intelligence rolls.
Chubosaur; The body energy doubles and you appear for 10 minutes a bit chubby.
Thinosaur; The body energy doubles and you are your natural thin self for 20 minutes.
Ioasaur; This is where you become your angel self. Double the energy, no tiredness, thinness, you can fly at +50' speeds. You get +5 to all rolls..for 1 hour.
Ilaster; This is a blast of energy from the 3rd eye, that effects the target you want to effect with x2 the damage or healing. This costs 20% energy.
Ilaser; This effect causes the targets in a line up to 50 feet, thinking to experience a laser burst from the third eye dealing x3 the radiance damages. This costs 30% energy.
The law; This effect is energy, that enforces the law as you speak of it. +5 to Wisdom rolls.
The crime; This effect enforces what you want as you need it. The targets readily go along with what you desire. +5 to charisma rolls.
The effect; This idea is the effect of energy consciousness doing what you want as you speak or write it.
Bondi; The effect of this is to bond the targets to a source, that you focus upon and think tap to an object of choice. Strike the object and you strike the targets with energy blows.
Pam; This causes a coating over the body that's slick, you cannot get grappled. Think to coat the targets and you can set them on fire.
Jake; This effect causes the targets to want to goto the bathroom. This distracts them for 1d6 rounds into doing nothing but the bathroom need.
Epstein; This effect causes the targets to create mistakes by feel, that's with stress they feel from their surroundings. They get a -5 to all rolls for 1d10 rounds.
Roll; This causes the targets to roll on the ground as though they perceived themselves on fire in their minds. Didistracting them from the fight for 1d6 rounds.
Inspiring; This is where your God inspires you into doing things that you want to do.
Songs; With this spell in effect, you always hear what you intend or want and what is going n, of course.
Planar; You can shift at will to another planar existence, as though going through a gate.
Honest; This effect forces the targets to be honest by the power of the spirit unless they resist with a will save.
Solved; The point is the solution, think about it and you are able to do what you want. Add +5 to all rolls.
Salvation; Think to pray for the idea or form you need, then you get that as a result.
Thai; This is tie and win, where you think and create the effect of winning with a tie as you dissolve the targets into dust.
Thai food; This summons THai food or some type of food in containers, that appears in your inventory of your choice. +1 morale.
Source select; This is where you think of the idea and energy is the source. You reprogram the energy to do what you want by suggesting to it. This cleanses it and then, you create in idea what elemental results that you wanted.
Point of view; This creates what you wish, the idea of an element to create an utility effect like healing in an instance, sleeping for 1d6 hours, wakefulness for 1d6 hours, and etc..
Terrible thoughts; The targets receive distraction after distraction in terrible thoughts from the creator. This distracts them from doing anything for 1d10 rounds.
Thinking point; This is where you think and things clarify themselves. Add +5 to all rolls.
Thought point; The thought is the point, that you end things and the things are the targets. The targets die by the creator's energy being programmed to do so.
Bee Buffet; If you're a Dog you get to eat bees.
Bee Buffet II; Conjures a feast made of perfectly cooked giant bees. Eating them grants 1/2 damage poison resistance and gives about 1d20 times 100 calories so a 1 would give 100 calories and a nat 20 would give 2000 or about a day's worth of calories.
Lich removal; This causes the lich in the area to remove itself on a rolled 10 or above with a 1d20+luck.
Money magnet; This causes all targets upon death to drop money. The total is rolled on a 1d100 for gold dollars added to your funds on the character sheet. Roll a 20 or a 1d20 to get platinum instead. This is with levels of 1-9. Levels 10-19 gain in x2 the amount. Levels 20-29 gain x3 the amount. Levels 30+ is gaining in x4 the amount. This spell lasts 1d10 rounds.
Part 9 of Kittymoo and SH effects
Directed energy; This is a reaction that can be done anytime, sometimes as you sense the energy. Think of what you want and need it like not effecting you. The energy should do it by its consciousness understanding your need.
Ray of energy; This effect causes the energy to shoot forth from the hand or body, that hits the targets in a row of 50'.
Ray of defense; This creates energy with the show of the hand palm, that shines forth and beams a spirit that you don't like. The spirit is seen with the open 3rd eye commanded to see them, that you hit dead on with the beam and disrupt it from being there. If you hit a living target with this, you stun them for 1d10 rounds or 1 minute.
Nexus; This makes use of a center of power and it channels energy from there, thinking to create what you wish into existence elemental wise that's x3 the damage/healing. This costs 30% energy.
Vale Deh; This spell causes your targets to think they are in the valley of death in their heads, they pass out as they suffer asphyxiation from carbon monoxide in their minds. They remain in he prone state, meaning they can't move, for 1d10 rounds. You win the fight.
Arsenio; This causes a instant fire wherever you intend it. That lasts till it goes out in 1d10 rounds, or is put out with smothering/water.
Arsona; This is fire bending, that causes the targets to be on fire for fire damage per turn till put out.
Watera; This is water bending, where you turn on the water and direct its essence to appear on a surface or put out a fire.
Projection; Hold an item that represents something, then think to send it's energy to be near the target. The represented idea appears near the targets using the items energy as a source.
Access; This causes the right computer access to happen, think and you get to play on the computer, if any that works are nearby.
Instant access; This spell causes the computer to access for you the information, that you need accessed, instantly.
Pushing; This is where your soul pushes targets to the ground for 1d6 rounds.
Calling; This is where you think a message to the targets and they answer you by doing what you want or requested.
Call in touch; Think and you know, what you get is what you sow. This is what the fates foretell. Act good and you get good results. Ad +5 to all rolled results.
Call in range; This spell causes your voice to be amplified and "heard" within 100' distance for 1d6 rounds.
Rouge; This is a bat form that the targets change into as they keep their stats for 1d10 rounds.
Time change; This effect causes changes in the past that you notice at moment you think about it. You can change anything that you want, no matter what it is by thinking of the moment and willing the change.
Alchemical Transposition; This costs 10% energy. Range: Touch. Components: two small vials of different liquids. Duration: Instantaneous. You exchange the physical properties of two nonmagical liquids you touch (such as water and oil, acid and wine). For 1 minute, each liquid behaves as the other would (flammability, viscosity, taste, smell). If one liquid is harmful, its damage type and potency transfer as well (DM discretion).
Stoneborn Servitor; This costs 15% energy. Range: 30 feet. Components: a chipped stone idol. Duration: Concentration, up to 1 minute. You conjure a Medium earthen construct that occupies an unoccupied space you can see. It has AC 14, Health 30%, immunity to poison, your stats otherwise and obeys your verbal commands. It can shove, grapple, or make slam attacks (1d8 + spellcasting modifier bludgeoning).
Volatile Infusion; Range: Touch. Duration: 1 minute. You infuse a weapon or object with unstable reagents. The next time it hits or is shattered, it deals extra acid or fire damage (your choice). If unused, the infusion fizzles harmlessly.
Call of the Clay Host; This costs 20% energy. Range: 60 feet. Components: wet clay shaped by hand. Duration: Concentration, up to 10 minutes. You summon up to three Small clay humanoids from the ground. Each has 15% Health and can restrain creatures they grapple, escape is a will save. If destroyed, they collapse into inert mud.
Philosopher's Mend; This costs 10% energy. Range: Touch. Components: gold dust worth 25 gp/dollars, consumed. Duration: Instantaneous. You restore 3d8 + int mod hit points to creatures/targets. If the creatures/targets are made of stone, metal, or earth, this also ends one nonmagical condition affecting them.
Seismic Exchange; This costs 15% energy. Range: 30 feet. Duration: Instantaneous. Choose two targets/creatures standing on solid ground. They violently swap positions as stone ripples beneath them. Each must succeed on an Agility/Dexterity saving throw or take magical bludgeoning damage and fall prone for 1d6 rounds.
Conjure Alchemical Arsenal; This costs 25% energy. Range: Self. Components: bandolier or belt. Duration: Concentration, up to 10 minutes. You conjure an array of alchemical items (alchemist's fire, acid flasks, smokepowder charges). As a bonus action, you may throw or apply one. Each item deals damage as normal but uses your Will save.
Earthglass Crucible; This costs 20% energy. Range: 40 feet. Duration: Concentration, up to 1 minute. Sand and stone fuse into a transparent, glasslike dome (10-foot radius). Creatures inside are restrained unless they succeed on a Strength save. The dome has AC 15 and 40% Health and refracts light, granting -5 disadvantage on Perception checks into or out of it.
Summon Mercury Warden; This costs 30% energy. Range: 30 feet. Components: a drop of liquid metal. Duration: Concentration, up to 10 minutes. You summon a flowing, metallic guardian. It has 1/2 damage resistance to nonmagical damage and can reshape its limbs into weapons. Its attacks deal 3d10 slashing or bludgeoning and impose -10 disadvantage on one attack made against you each round.
Bedrock Apotheosis; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Your body becomes living stone and mineral. You gain 1/2 damage resistance to all damage except force and psychic, your movement cannot be reduced, and your melee attacks deal an extra 3d8 bludgeoning damage. When the spell ends, the ground within 10 feet becomes difficult terrain.
Part 10 of Kittymoo and SH effects
Branch lightning flow; This seems an effect where wave energy can appear chaotic and have branches or lines of energy. So when you cast branch lightning as a flow of energy at your targets, it appears as lightning flow branches are cast right at them. When you do so, this causes x4 the energy damages and decapacitates the targets, that makes them into being overwhelmed or prone to doing nothing for 1d10 rounds..
Branching radiance; This is where you focus light wave energy, that branches beautifully at the targets in radiant light. This deals x4 radiance damages at the targets as it leaves them stunned and blinded temporarily for 1d6 rounds.
Splinter; This effect leaves no doubt, the splinter in the hand or foot distracts them into doing things to extract it for 1d10 rounds.
Splinter group; This effects the group you fight, it causes distrust and separation of the group.
Mole; This effects the area by forming a mole on the face, that the targets get distracted by for 1d6 rounds. he targets get a -5 to all rolls.
Mole of info; This causes the targets to form a mole, that transmits info that is spoken near it to your third eye senses in a form of vision.
Naturally occurring; The natural occurrance of things you want to happen to the targets occurs by feel.
Vlox; This blocks what you don't like.
Lox; Lock and load, this loads a gun that materializes in your spirit hand and it is locked into place till needing to be shot. Its a spirit gun! It disappears the moment you don't need it. Shoot it with a bonus action, anytime. It deals energy damage when shot, any distance.
Pur; Purify and enjoy! This is where you summon a cup of purified water to your hand and drink it. It disappears when drank. +5 to all rolls for 1d10 rounds. The energy itself is what is purified, so think it and it is done.
Flav; This effect is where you create a flavor that appears in the mouth from energy.
Evil gist; This effect is where you think about the bad things happening to the targets and then you cause accidents to occur to them. These are tragic accidents, like missing your target and hitting yourself instead. Tripping and impaling yourself on your weapon. Dying by accident. That sorta thing. There is a 50% chance they die. Ruled by a 1d20+luck with a 10 or above rolled to cause it. If not, and the roll is 1-9, then they get elemental damage to themselves by feel.
Blue blocker; this is where you think about the energy and filtering it, then you filter blue light as well as block bludgeoning damage for 1d6 rounds.
Good gist; This creates by thinking good idea, the positive outcome to what the targets do. They get +5 to all rolls.
Consequences; This is where you think of the targets and how you feel about them, then need something to happen. The thing you need will happen. That includes elemental effects like earth, fire, lava, air, water, ice and void effects. Described here at this listing..
Choice result; This tells the creator to putting the targets to choices in their minds, that they learn from and get better results by feel. So you don't get a bad result, this grants the targets a +5 to all rolls for 1d10 rounds.
Impulse event; This causes the targets to suddenly feel and experience shockwaves of energy. The targets are stunned into doing nothing for 1d10 rounds as they take x2 energy damages.
Completion; This effect completes the effect and the effect ends at the moment you need it to end.
DOP; Disappearing object placement, this causes whatever you wish to disappear to disappear and reappear someplace where you can reach it by energy displacement.
Paradolia effect; This is where the targets find a face in the area, that scares them by feel for 1d6 rounds. They do nothing but think of the face.
Mirrored life; The targets are mirrored where they are and they meet their darker selves. This calls upon the ether to form the targets' dopplegangers that do what you want for 1d6 actions. This is done as they only use bonus actions. Their dopplegangers have whatever they do except for 100% health and their stats as well.
Grasping hands; These are the hands of the dead that rise from the ground, that's what traps your targets' souls in hell. Think and you know what to do. As they the targets get trapped, you will notice them collapse to the ground dead and prone. Combat over.
Shocking hit; This effect is like shocking grasp, yet you don't have to be near. You deal shock damage by a psychic "hit" as you imagine the hit and release the targets from possession.
Invisible tripwire; This is your God's way to trip up the targets. The ceeator forms force wiring that only trips the targets. They remain down for 1d10 rounds.
Part 11 of Kittymoo and SH effects
These are spell ideal from SH, Kittymoo, Caz, Kio and Ben.
Teamwork; This effect is where the allies look "over your shoulders" and help with supplying energy to create an effect. Depending on how many allies join in, makes the effect. Its x2 per ally on healing/damage that's added to your own effect. Like its 2 allies then added to the damages is x4 the effect.
Egress; This effect is where you leave an area. The targets leave and combat over. You can enter the area after as a checkpoint.
Deia; This is your God that you call for protection. Nothing bothers you or damages you for 1d10 rounds.
Force negation; This negates any energy blow at you as it is a point you react to by what you sense, you redirect outside energies at other outside forces - sort of like the stereotypical water-mage/bender doing better near an ocean or fire-bender having an easier time near the mouth of an open volcano, except you'll use every element and then stop to ask the spirit of a dandelion if it could give your spell a kiss for good luck. The power-word-kill equivalent is using the enemy's own energy against them.
Expanding power; This expands your energy by 50% each time you cast this spell. It costs 10% energy to cast. Its expanding your own power or ability to perceive things largely. Start with a little marble swirling with energy (red, blue, idk, start with red for some reason) and blow it up to the largest thing that you can possibly imagine. It grows and grows and expands and expands until it encompasses the known universe. Zoom out and start over. Treat that huge new thing as if it were now once again the size of a marble. Then, keep growing it. Its like starting at subatomic scale and zooming out, until the multiversal structure of the cosmos becomes evident (you can just do it in an empty blank black void tho, like in its own parallel universe).
Astral vision; after casting this spell, you can view at any distance anything you wish to view. This uses a "third eye" technique described in a book. It claimed it opened the eye for the astral sight, allowing one to see the astral plane in reality or in their dreams, the ether etc. it was about breathing in imagined green-red mists in the environment and then breathing them out slowly, imagining they would pass through your third eye on your forehead, "opening it up" like unclogging it, and the mist breathed out from there being green. slowly you would turn the place from red or red-green into completely green, breathing in green mist and breathing out green mist (from your third eye) until it opened up. However, with techniques like that you can substitute out any colors and forms, that 'feel right to you' and it still will work right for you..
Flurry of blows; This is where you cause snow to fall and when it falls, each flurry of snow deals cold damage to the targets and healing to you and your allies.
Fury of blows; This is where you create a storm of blows, that hit the targets for x4 the energy damage. This costs 40% energy.
Healing blows; You heal per each blow to you. This lasts 1d10 rounds.
Healing blows II; You heal per each blow to you as the blows seem intense. That heals x2 the damage to you as you take them. This lasts 1d10 rounds. This costs 20% energy.
Healing blows III; You regenerate x3 the damages per each blow to you, think and you regain lost limbs in a moments notice. This lasts 1d10 rounds. This costs 30% energy.
Mortal hit; This is where you cause upon the targets, a hit that kills with one attack. The hit can be any hit, that hits the targets. Think and you do. This costs 30% energy.
Mortal blow; This costs 20% energy as you focus upon as a point upon the weapon and strike the target. This strike kills the targets in one blow.
Mortal blow II; This costs 30% energy as you focus upon the targets as a point and think strike the target. This strike kills the targets in one energy blow.
Treasury hit; This effect hits the treasury of the targets, thinking to deal for x3 the money charge as damage. Think to kill the targets and you get a money drop that's x3 the normal amount.
I don't know; This causes the targets to repeat your words and state "I don't know", that's making them not kill the moment of an attack you deal to them. I don't know means "I kill in it what I kill now" and can kill what makes you stop things from working. Safely used as you state "I don't know", that's as you think to not kill what helps you out.
I know; This causes the targets to stop what they are doing, think and act better. They no longer want to attack you and your party, no matter what you do. I know means " I kill now" and can be used by stating "I know" thinking to stop what you don't like that your doing and start doing something normal right after.
K; This effect upon statement intending the ancient meaning, kills the motion or idea you want killed instantly. This can even end the targets life within 1 action or instantly if you intend it to do so. Normally, it can be used to kill off the need, if the need was there to attack something.
Stroke; This causes by energy programmed with your thoughts to do so, the person or targets will have a heart attack and stroke that makes them unable to move for the rest of the battle.
Stroke II; The stroke starts with a heart beat, it raises in tempo and the targets blackout. Not remembering a thing that happened as it occured. This leaves the targets prone to do nothing for 1d10 rounds. This costs 20% energy.
G; This means God, good and bless, think to use this to bless you and your party with the statement, "I cast G;". Think and you and your party are getting the benefit of a +5 to all rolls, that's except attack rolls that are with +10. This lasts 1d10 rounds.
Ke; This is where you focus your energy upon the vermin and bugs, thinking to rid yourself of them. This drives away all vermin and bugs from the area, safely.
Pinneal knowledge; This where you think to activate your pinneal gland and you become psychic. Thinking you know makes you knowledgable because of this. Add +5 to intelligence based rolls and knowledge all roll results.
Recovery; This is where you recover in a moments notice by feel from what ails you. All diseases and poisons disappear from effecting you.
Death n decay; The death energy of the cells can be focused to cure diseases..as you focus out all your death and decay energy from your body. The disease disappears.
Trial n stoppage; This is where you try something and the body builds up resistance to the effect. So basically, it didn't seem to happen. Cast this on your targets, then they try things and stop wanting to do it. Fight over as though they stop and its a delayed reaction.
Stop and start; This is where you start doing things that seem interesting that you want after stopping what you don't like. Think and its done. Add +5 to all intelligence and wisdom based rolls for 1d10 rounds.
Madness spell; This effect causes the madness to effect your targets, think of what they see and they don't see reality again. They see what you want them to see, instead. This distracts the targets so they don't react to you and your attacks for 1 hour. See, you have to realize sanity to break free from the madness. Otherwise Antimagic And magic resistance and the spell Dispell will work. That costs 30% energy.
Slippage; This effect causes the effect of slipping by what you state, that's as a suggestion into their subconscious mind with a conscious statement. The targets you do this to, automatically do this instead of what they planned.
Back-breaker; This effect is done through the thought of the persons'/targets' back breaking as you will it to occur. They collapse to the ground or can't get up from where they are, that's for the remainder of the fight that they are outta the fight. Fight over.
Spelling effect; Think of the effect, then need it or will it and it occurs as the idea just happens. This is effective for elemental effects, sleep/wakefulness and blessings/curses. Any blessings are a +5 to all rolls for the allies and yourself. Any curses are -5 to all rolls for all targets.
Room shift; This is where you make use of the outer soul body and shift to your oversoul's inner room, that's opening the door, entering and waiting as the oversoul body moves about and goes places. When you sense its safe, you "teleport" out of the inner room by opening the door room and walking out to the outer world area. That you appear in and do things as you want. The items you get shift with your soul body, that you want to go with you. This is instantaneous.
Instant en; Think and the end is done..instantly. That you need to occur. This causes the targets to perceive the end, even though it never occurred. They end their need to fight you and your party, then fight over.
Part 12 of Kittymoo and SH effects
Skyquake; This costs 20% energy. When you summon it, the cold air reacts to warm air violently, it booms and sends a shockwave that damages your targets with x2 shock damages. That knocks your targets off their feet. If it doesn't, then they run. So roll a 1d6 and if you get a 1-3 they are knocked off their feet for 1d10 rounds. If you roll a 4-6, they run away. combat over. This spell idea from the slapped ham horror videos.
Skyquake II; This spell costs 30% energy. Range: 150 ft. Duration: Instantaneous. You fracture the air itself. Creatures/Targets in a 30-ft radius take x4 thunder damage and must succeed on a Strength save or be stunned until the end of their next turn.
Relax the mood; This effect causes less need and more willingness. Add +5 to all charisma based rolls.
Intransit; This spell effects how the targets move. They can be paralyzed, mobilized, or crippled. Your choice is what you choose them to be. Paralyzed is where they are not moving. Mobilized is where they are moving again normally. Crippled is where they are unable to move. This lasts 1d10 rounds.
Carob; This is where you create chaos in controlled conditions, no matter the point to your targets. That means you cause chaotic damage on the targets.
Hangered; This effect creates a hunger that's intense in the targets, so think to use it on them. This distracts your targets for 1d6 rounds into doing nothing but thinking about eating.
Hangry; Here we have an effect that makes the targets angry as they are hungry. So they lash out at their allies and deal energy damages to each other.
Ultralean; This causes you to look lean no matter the point.
Bullet; This causes a bullet spray to hit the targets and pierce their skin and armor from a gated gun shot..that means death by gunshot that appears like a force hit.
Moisant; This causes moisture where you intend it to be.. with an off-chance to destroy machines. The off-chance is done by a roll of a 1d100+luck, that's with a success by getting a rolled 50 or above.
Manchin; This causes an angry munching by the feel of things, so your targets leave you alone for 1d10 rounds.
F-Slip; This causes a freudian slip of things you think of to be discussed.
Acting; This is where you act to control as though a part were done and you create difference, that's with your consciousness entering the target's mind that you acted out and that causes the target to do what you want. Whatever you act out, the target will do, if possble its done by a Wis check. That's 1d20+Wis mod and getting a 10 or above for success. It lasts till now where 1d6 rounds in battle passes by, until dismissed by the caster, or unless not needed.
Mimic act; This is where you act a scene or peron to become the form in completion, via all attributes or gain its ability at the moment of casting.
Mimic act II; This is where you mimic the action by sound or gesture and make it occur, that's done by the consciousness of energy creating it. That happens with a roll of a 1d100+luck. On a rolled 50 or above, it happens.
Mimic Art; This calls upon the ether, to make art out of things that exist. As though by arranging things, you "paint" on a canvas. The effort is worth the look.
Mimic art II; This causes the effect of art that you make, if you have the materials. Effortlessly.
Mimic Art III; This is where you create with arrangements, the spirit does the deal or request made by the soul.
Spaghettify; This can cause the targets' computers to turn into spaghetti by burning out their own ram. At the very least, it causes their phones to malfunction.
Fusion; Merge with a summoned creature to gain all of their health and energy. A summoned creature starts with 100% energy and each time it does an effect, it uses 5% of that. This spell costs 20% energy.
Auroral Veil; This spell costs 10% energy. Range: Self (10-ft radius). Duration: 1 minute. Shimmering aurora lights surround you. Creatures/Targets of your choice in the area have +5 advantage on Stealth checks, and hostile targets/creatures have -10 disadvantage on attack rolls against targets/creatures inside the veil.
Jetstream Surge; This spell costs 15% energy. Range: 60 ft. Duration: Instantaneous. You release a focused high-altitude wind current. Creatures/Targets in a 30-ft line take x2 thunder damage and are pushed 20 feet; flying creatures are knocked prone for 1d6 rounds.
Solar Halo; This spell costs 10% energy. Casting Time: 1 bonus action. Range: Self. Duration: 1 minute. A glowing ring of refracted sunlight surrounds your head. You shed bright light 15 ft, gain +5 advantage on Charisma checks, and once per turn deal +1d6 radiant damage.
Cloudfall; This spell costs 20% energy. Range: 120 ft. Duration: 1 minute. You pull a dense cloud from above. The area becomes heavily obscured, creatures/targets inside have -5 disadvantage on Perception, and ranged attacks through the cloud automatically miss.
Mirage Ascendant; This spell costs 15% energy. Range: Self. Duration: 10 minutes. Heat distortion bends the sky around you. You gain +5 advantage on Agility/Dexterity saves, and attackers have -10 disadvantage on their first attack against you each turn.
Celestial Draft; Casting Time: 1 reaction. Range: Self. Duration: 1 round. A sudden updraft cushions you. You reduce falling damage to zero and may move up to 10 feet in any direction without provoking opportunity attacks.
Starwind Barrage; This spell costs 25% energy. Range: 90 ft. Duration: Instantaneous. Compressed stellar winds explode outward. Creatures/Targets in a 20-ft radius take x3 force damage and are knocked prone for 1d10 rounds; flying creatures/targets fall 30 feet.
Ozone Infusion; This spell costs 10% energy. Range: Touch. Duration: 1 hour. The target breathes ionized sky air, gaining 1/2 damage resistance to lightning effects and +5 advantage on Constitution saves against exhaustion.
Noctilucent Path; This spell costs 15% energy. Casting Time: 1 minute. Range: Self. Duration: 1 hour. Glowing high-altitude clouds reveal hidden routes. You always know the safest aerial or overland path, and you cannot become lost except by magical means.
Icebreath; This is from magically modified glands that allow you to spew icy breath in a 15-foot cone. You freeze those you breath on in a 10-foot radius. They receive reduced movement and cold exposure damages. The reduced movement is 1 action every 1d6 rounds. This spell lasts 1d10 rounds.
Firebreath; This costs 10% energy. Range: Self (15-foot cone). Components: a pinch of ash or dragon scale. Duration: Instantaneous. You exhale a roaring gout of flame in a wide cone. Each target/creature in a 15-foot cone must take x2 fire damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried ignite.
Acid Breath; This costs 10% energy. Range: Self (15-foot cone). Components: a vial of weak acid or corroded metal. Duration: Instantaneous (see Lingering Corrosion). You exhale a cone of sizzling, caustic acid. Each target/creature in a 15-foot cone must take x2 acid damage on a failed Agility/Dexterity save, or half as much damage on a successful one. Lingering Corrosion. A creature/target that fails the save takes an additional 1d6 acid damage at the start of its next turn as the acid continues to eat into armor and flesh. Nonmagical metal objects and unattended armor in the area take the damage automatically at the DM's discretion. A creature/target that fails the save has its AC reduced by 1 until the end of its next turn (nonmagical armor only). This effect does not stack with itself.
Poison Breath; This costs 10% energy. Range: Self (15-foot cone). Components: a crushed toxic herb or venom sac. Duration: Instantaneous (see Toxic Fumes). You exhale a billowing cloud of virulent toxins. Each creature in a 15-foot cone must make a Constitution saving throw. Creatures/Targets in the cone take x2 poison damage on a failed save, or half as much damage on a successful one. Toxic Fumes. Any creature/target that fails the saving throw is Poisoned until the end of its next turn. Targets/Creatures immune to poison damage automatically succeed on the saving throw.
Enraged Madness; This effect is where you enrage the targets and think of a poor excuse to cover for yourself or your targets. They end up doing things they may regret, if they think about it. They receive +5 to all strength and endurance related rolls. -1 to Wisdom and Intelligence related rolls.
Part 13 of Kittymoo and SH effects
Pepper spray; This is where you hold up the pepper spray and spritz them with accuracy. The energy makes it accurate by your focus, add +10 to the attack roll.
Pete; The repeat effect, that does what you think. Energy repeats the effect cast at you back at the targets.
Peter; Think of the idea and St Peter does it except for violence.
Show me; This causes the effect of energy showing you what happened whenever you wanted to see it.
Soul magic; This is where you need improvement and suddenly there is improvement. All by the power of the soul, you get +5 to all rolls.
Brain fog; This is where you cast upon the targets a state of mind, that pauses them for 1d10 rounds.
Brain freeze; This is where you send cold energy at the target's brain and freeze the brain in the energy sent, this holds them for 1d10 rounds in a pattern of doing nothing.
Soul adjustment; This effect is where you think about the need and the soul causes the energy to do it, that's done by adjusting it's programming to make it do what you want. Like elemental healing or damage to the attacker. All stats blessing/curses with +5 to all rolls, that's for a blessing to your party. Then there's a -5 to all rolls for curses against your targets. Sleep/waking effects, where you put the targets to sleep for 1d6 hours and waking for 1d6 hours. That's amongst other things you can do.
Fat to muscle; This is a weight lifter pose where you convert the fat into muscle and strike a pose. You might get hungry for doing the pose for 1 minute, though. Add +5 to all strength related rolls. Roll a 1d100 and get a 50 or above to not be hungry.
Vanishing point; This is where you cause the targets to cease by feel. You won.
Wait and go; This is where you wait focusing energy into the body and go refreshed. You recover half your energy and stamina (round down).
Fortune; This is where you create with the best idea and make the targets get the worst results. You get the +5 to all rolls benefits and they get the -5 to all rolls disadvantages.
Vocal music; You gain the ability to sing and sound good. Add +5 to all charisma based rolls.
Unreflectant paint; This is where you think about the energy not reflecting your efforts and effects. That means any shield the targets will have is unaffective, if coated by this energy. Also, light seems to be absorbed on the targets with the energy.
Reflective paint; This effect is where you think about energy being reflectant, then it acts like a shield and deflects the effects of the targets of their effect on you. That's if you were coated by the energy, that causes light to be reflected back.
Unrepentant zombie; If on the ground, a zombie bursts through the ground and attacks your targets. If cast on a dead body, it becomes a zombie that does what you want. It has your stats and 100% health.
Super engine; This effect causes the idea of the engine becoming super in ability and never failing no matter what.
Regression; This effect is where you cause the targets to get worse by feel. They get -5 to all rolls.
Improved; This is where you get improvement by feel to what you intend to improve. Add +5 to all rolls.
Tamara; Tomorrow is the result the targets get their results by feel.
Tomora; This causes a delay in the targets actions till the next day as its tomorrow.
Yolanda; This is where you greet the target and land in an action if flying.
Toxic; This makes any toxicity dissipates harmlessly away.
Deprive; This is where you cause the targets to be deprived of things that they would normally get, including attacks they could do for 1d6 rounds.
Observed; If you observe it, your subconsconscious suppresses it if you don't want it. Any condition disappears.
Personal antenna; We are personal antennae, the nervous system receives energy that is interpreted by the brain as an experience. This spell causes personal messages to be received or sent as a point is done. That we understand and react to or understand by feel.
In-out; This effects the targets conscious psyche, it causes them to psych out on their compatriats and in extra energy. This makes the effect of +50% damages done on their team as an attack using a bonus action is done by them against each other.
Chi jiggle; This causes things around the targets to move and jiggle on their own. Distracting them for 1d6 rounds into just observing the things.
Counterspelling; This is where you say plump and intend non plumpness. Thinking of the opposite than what you don't like, that's as you state it causes the thought you intend.
How fun; This summons a blade of energy to the spirit hand, that is throwable and hits unerringly for x2 force damage.
How fun II; Your spirit summons a spinning blade of energy in the air that moves on its own. It goes through your targets quickly, that deals x2 force damages. This hits your targets per turn for 1d6 rounds dealing damage each turn. This costs 30% energy.
How force; This causes the effect of questions that pop up in the targets' minds, that's what distracts them from doing things for 1d10 rounds.
Misery; This is where you think of the targets getting mired in misery and the subconscious, that's causing the targets to become miserable in their minds and stop therefore wanting to attack. You won.
Miserables; This is where you think to cause the target miserable feel, that's a -5 to all rolls.
Zwei; This causes delight in the mouth by feel. The effect deliberately causes the targets to be distracted and think about the delightful feel for 1d6 rounds and thats about it.
Part 14 of Kittymoo and SH effects
Domestication; This is where the animal gets tamed by energy focus. It won't attack.
747; This causes doom upon those you think to make have incidences as you state "747". They get a -5 to all rolls.
Energies; This is where you think and focus, then energy picks up your thoughts and creates it.
Concession; This is where you send forth energy, that causes a moment the targets give in to your point.
Conceding; This makes the targets not want to fight you. They concede the point.
The psyche; This is where your mind causes by energy interaction actions to happen to the targets. Whatever elemental effect you want, whatever things you desire. Its like lifting up the object and smashing it against the targets' themselves..with the mind. This can occur.
Source consumption; This is where you "consume" the targets source energy and take it as your own. The DM/GM takes their energy and gives it to you. Think to add what they have as energy to your own energy %. This costs 30% energy to do.
Overfed; Think and need, this spell causes weight gain in the targets. Fed by energy food, they gain 1d20 lbs. temporarily. This distracts them for 1d6 rounds in observing their bodies. It doesn't matter if you roll a 1 or not.
Thinness extreme; This causes the right gene in the body to "activate" and the effected targets no longer gain any weight, temporarily they lose 1d20 lbs. instantly. This distracts them for 1d6 rounds in observing their bodies. It doesn't matter if you roll a 1 or not.
Psychology moment; This causes the targets to experience a session of psychology in their minds, they no longer blame you or want to hurt you no matter what. Fight over.
Venman; This venomous effect causes poison to appear in the targets, that's dealing poison damage per turn for 1d6 rounds.
Desai; Desire and idea appear in the mind of the targets. That makes what you want, the targets to become distracted by desires into doing nothing for 1d6 rounds.
Desei; This is where you call upon the targets holy energy that causes them damage by holy thought. This does double damage to undead.
Desu; This causes blessings upon those you wish to bless, no matter where they are. They get +5 to all rolls for 1d10 rounds.
Savior; The savior has come in the targets' minds and they no longer feel hate. They feel the love and no longer want to attack your party. You win.
Cooking surface; This effect can cause the targets to touch a surface and get cooked by it. They receive fire damage.
Water alcohol; If you think alcohol is in your drink, then drink.. you can still get drunk off of 1d6 drinks of it.
Energy residue; This effect is where you create residue of energy on the targets. Thinking to make a webbed effect, that can paralyze them for 1d6 rounds. Also, it transfers thoughts from them to you as energy that your subconscious uses. Optionally, you may cause shock damage on the targets per turn for 1d6 rounds. Think to wash off the web or burn it off to clear it away.
God channel; This is where you summon the source of energy as god and focus it upon your targets. Overwhelming them by feel. They can collapse to the ground, any machine used to channel it will temporarily fail. This means that the targets will collapse and the machines will fail for 1d6 rounds. If you want to save your device, don't touch it while channeling your God. Then it won't be overwhelmed.
The kill; This kills anything albeit a bit slowly, that's as you direct your death and decay energy at the targets. That's x2 the death damage.
Source bomb; This effect causes by channeling your God as a source of energy, the effect of a x4 damage energy bomb on the targets.
Tap the Hidden Source; This costs 15% energy. Range: Self. Duration: Concentration, up to 1 minute. You attune yourself to the underlying source of magic in the area.
For the duration:
You gain +5 advantage on Arcana checks.
You can sense active spells and magical effects within 60 feet (as faint auras).
Once per turn when you deal damage with a spell, you may add 1d8 force damage to one target.
If you are in an area of wild magic or near a magical nexus, that's the magic area with concentration of magic, the bonus damage increases to 2d8.
Source Pulse; This costs 10% energy. Range: 30 feet (10-foot radius sphere). Duration: Instantaneous. You release a burst from the primal source or your God. Creatures/Targets in the area must make a Constitution saving throw. On a failure, they take force damage and are pushed 10 feet away from the center. On a success, they take half damage and aren't pushed. Objects not worn or carried are automatically pushed.
Rewrite at the Source; This costs 20% energy. Casting Time: 1 reaction, taken when you see a creature/target within 60 feet roll a d20. Range: 60 feet. Duration: Instantaneous. You interfere at the origin point of fate. You force the creature/target to reroll the d20 and use the new result. You may choose to gain exhaustion to instead choose which result is used. Once a target/creature has been affected by this spell, it cannot be affected again for 24 hours.
Wellspring Armor; This costs 15% energy. Range: Touch. Components: a crystal worth 25 gp/dollars. Duration: 1 hour. You wrap a target/creature in protective energy from the Source.
The target gains:
+2 bonus to AC
1/2 damage resistance to force effects
+5 Advantage on saving throws against spells
When the armor absorbs a total of 30% damage, it dissipates.
Source Overclock; This costs 25% energy. Casting Time: 1 bonus action. Range: Self. Duration: Concentration, up to 1 minute. You flood your body with a raw source of energy from your God.
For the duration:
You gain one additional action on each of your turns (as haste).
Your spell save needed decreases by 1, so instead of 10, its 9 you need for success.
When the spell ends, you suffer 2d10 force damage and are stunned until the end of your next turn. If concentration breaks early, double the backlash damage.
Sever the Source; This costs 30% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. You attempt to cut the creatures/targets off from magical energy. All creatures/targets must make a Charisma saving throw. On a failure:
The targets/creatures cannot cast spells.
Magical effects it creates are suppressed.
They lose damage resistance or immunity granted by spells.
At the end of each of their turns, they may repeat the saving throw.
Manifest the Prime Source; This costs 35% energy. Range: 30 feet. Components: a flawless gemstone worth 500 gp/dollars, consumed. Duration: Concentration, up to 1 minute. You open a rift to the origin of arcane power.
A 15-foot radius zone appears. While inside:
Allies regain 10% health at the start of each of their turns.
Enemies take x4 radiant or force damage (your choice) at the start of each of their turns.
If you lose concentration, the zone collapses violently. All targets/creatures inside take x4 force damage.
Part 15: Source caster effects of Kittymoo and SH
Source resurrect; This effect causes your targets that you want raised, to become fully alive and well thinking of the idea they want in life. They have full energy and full health. All their stats are restored. This spell costs 35% energy.
Source Spark; Range: 60 ft. Duration: Instantaneous. Make a ranged spell attack. On hit: force damage. If the target is concentrating, it has -5 disadvantage on its next concentration save..
Minor Source Drift; Teleport up to 10 ft to an unoccupied space you can see. After teleporting, you gain +5 advantage on your next spell attack before end of turn..
Source Echo; When you cast a cantrip, duplicate its effect on a second target within 15 ft of the first (no extra damage dice scaling)..
Anchor to the Source; Target gains +5 advantage on saves against forced movement and being knocked prone for 1 minute..
Detect Prime Current; This costs 10% energy. Like detect magic, but also reveals the strongest magical creature/target within 60 ft..
Source Infusion; This costs 10% energy. Touch a weapon. For 1 minute it deals +1d6 force damage..
Fracture Origin; This costs 10% energy. 20-ft line. Creatures take force damage and must succeed on Dex/Agility save or fall prone for 1d6 rounds..
Borrow From Tomorrow; This costs 10% energy. Gain +1d4 to all rolls until end of next turn. Afterward take 1d6 psychic damage..
Source Ward Field; This costs 15% energy. 10-ft radius aura. Allies gain +1 AC and +1 to saves for 1 minute (concentration)..
Pulse of Genesis; This costs 15% energy. 30-ft cone. x2 radiant damage, Con save for half. Allies heal half the damage dealt to enemies (divided evenly)..
Origin Snare; This costs 15% energy. The creatures are restrained by bands of force (Str save). Escape check at end of turns..
Source Recalibration; This costs 15% energy. End one magical effect of 15% or lower on creatures/targets (like limited dispel magic but no check)..
Source Inversion; This costs 20% energy. Change damage type of one spell you cast to force, radiant, or necrotic..
Prime Resonance; This costs 20% energy. Choose up to 3 creatures. If they are within 30 ft of each other, each takes x2 force damage (Con save half)..
Rewrite Matter; This costs 20% energy. Alter non-magical object (5-ft cube) into another material of similar mass for 1 hour..
Source Cascade; This costs 25% energy. 20-ft radius sphere. x3 force damage, creatures/targets failing will save are knocked prone and deafened for 1 round..
Borrowed Divinity; This costs 25% energy. For 1 minute, you gain 1/2 damage resistance to all effects and attacks and shed bright light. At end, gain exhaustion..
Source Reflection; This costs 25% energy. Reaction: reflect a spell of 20% energy or lower back at caster (spell attack or save repeated)..
Collapse to Origin; This costs 25% energy. Teleport one Large or smaller target/creature to a space within 30 ft (Cha save negates)..
Sever Magical Thread; This costs 30% energy. End concentration on one creature within 60 ft (no check; Con save allowed)..
Source Avatar; This costs 30% energy. Summon a Medium force construct (AC 17, Health 60%, Force Slam +8 to hit, 2d8+4 force, your stats otherwise). Lasts 1 minute..
Prime Reset; This costs 30% energy. Target creatures/targets reverts to Health total they had at start of their last turn..
Arcane Singularity; This costs 35% energy. 20-ft radius sphere. Creatures pulled 15 ft inward and take x4 force damage (Str save half, no pull)..
Open the Source Gate; This costs 35% energy. Create portal linking two points any distance for 1 minute..
Rewrite the Self; This costs 35% energy. You gain one feature of another class (5th level or lower feature) for 1 minute. DM approval required..
Total Severance; This costs 40% energy. Target creatures/targets cannot cast spells and loses magical traits for 1 minute (Cha save each turn)..
Genesis Storm; This costs 40% energy. 40-ft radius. x4 radiant and force damage (Dex/Agility save half). Magical terrain becomes difficult terrain for 1d6 rounds..
Return to Source; This costs 45% energy. Any creatures/targets reduced to 0% Health by this spell dissolves into raw energy (disintegrate-style). THat's with x5 force damage, Agility/Dex save half..
Absolute Origin; This costs 45% energy. For 1 minute:
You regain 20% Health at start of each turn..
Your spells ignore resistance.
When you cast a spell of 25% energy level or lower, you may cast it again as a bonus action
When it ends, you drop to 0% Health (stable).
Source Surge Cataclysm; This costs 25% energy. Range: 60 feet. Duration: Instantaneous. You rupture the local magical current.. A 20-foot-radius sphere centered on a point you can see erupts with raw source energy. Targets/Creatures in the area must make a Constitution saving throw. Failure: x3 force damage and knocked prone for 1d6 rounds. Success: Half damage and not knocked prone. If a target/creature fails by 5 or more, it cannot take reactions until the end of its next turn.
Source Duplication; This costs 30% energy. Range: Self. Duration: Concentration, up to 1 minute. You split your presence at the origin point of your being. A translucent duplicate of you appears within 30 feet. The duplicate:
Shares your AC and saving throws
Has 100% current Health
Can cast any spells
Has your abilities and energy
Acts on your initiative (immediately after your turn)
If the duplicate drops to 0% Health, it explodes, dealing x3 force damage in a 10-ft radius (Agility/Dex save half).
Drain the Source; This costs 30% energy. Range: 60 feet. Duration: Instantaneous. You siphon magic directly from all the targets' origin. All creatures/targets must make a Charisma saving throw. Failure: x3 necrotic damage.
Success: Half damage. If the target has no spellcasting, it instead suffers -10 disadvantage on attack rolls until end of its next turn.
Collapse the Source Thread; This costs 35% energy. Casting Time: 1 reaction, when a target/creature within 60 ft casts a spell. Range: 60 feet. Duration: Instantaneous. You cut the spell at its origin. The triggering spell is automatically countered if it is 30% energy or lower. If it is 35% or higher, make an ability check using your int mod. If the spell is countered, the caster takes force damage equal to twice the spell's energy level.
Ascend to Prime Source; This costs 40% energy. Casting Time: 1 bonus action. Range: Self. Duration: Concentration, up to 1 minute. You partially merge with the primal origin of magic.
For the duration:
You gain a flying speed of +60 ft (hover).
You have 1/2 damage resistance to all effects and attacks.
Once per turn, when you deal spell damage, add x4 force damage.
When the spell ends, you gain exhaustion and take 6d10 force damage.
Part 16 of Kittymoo and SH effects
Rectify; This makes everything all right. Your not blamed for what you did. Add a +5 to charisma based rolls.
Mind; This is where you cause the targets to not mind you as you don't mind them.
Mind over matter; This is where you think of the idea and focus upon your thoughts, thinking to make what you can as your mind overwhelms the body and causes physical changes.
Bugs; This is where you cause bugs to infiltrate the area..
No bugs; This is where all the bugs you don't want disappear.
Weed; These are plants you can smoke and not get high with.
Hot stuff; Other than cooked food, this is where you imagine the pepper being liberally applied onto the food, that you eat and receive a hot pepper taste to your enjoyment.
Bias; This effect causes the volume to self-adjust and lower.
Bias 2; The volume blasts out driving away ghosts in the area.
Pepper; This is where you are making something, then you create a pepper spill that adjusts the targets' taste to like hot stuff suddenly.
Spill-over; This is where you cause a spill of a drink and then an arguement happens that you notice distracts the targtes into listening for 1d6 rounds.
Spill-en; This ends the arguements without a fight.
Arg; This causes the targets to argue and spill blood. Thinking to end things, they end each other.
Safe words; This renders the words the targets says into not doing anything to you.
Gainsville; This causes the targets to gain in attributes that they practice. That's like eating and cooking, they might gain 1d20 lbs.
Thinsville; This causes the targets to thin up no matter what they do. They lose 1d20 lbs.
Heebie Jeebies; This creates the effect of bad feelings for the targets. That's for 1d6 rounds that makes them distracted with -5 to all rolls.
Bad joo-joo; This is where you think of the targets as you speak "joo-joo", need it to effect them and it causes what you think. Bad effects to happen to them for 1d10 rounds. They get a -5 to all rolls. This costs 25% energy.
Tedium; The idea is done as you show everything except the sensitive things to the psychic's mind. This bores them enough to not want to watch you.
Good joo-joo; Only the good things happen to you and your party by the power of positive thinking. Add a +5 to all rolls.
Lozenge; This is doing an energy pill that causes relaxation and things to work out in the targets' minds. They no longer see the reason to attack, you win.
Gutsy; This is where you and your party get bold and gutsy. Add +5 to all strength and intelligence rolls.
Godspeed; This is where you go instantly with luck to your target goal. Its like your standing one place and suddenly are there where you intended to be. The roll required is 1d100+luck and getting a 50 or above rolled for success or roll a 1d20+luck and get a 10 or above result.
Do the math; This is where you figure things out quickly. Add +5 to all intelligence related rolls for 1 hour.
God magic; This is where you think of what you want and need it, then your God causes you to do the right things.
Correction; This is where you always know and seem to get the right amount of things no matter the point, if not illegal.
Correction II; This is where you correct yourself before you make a mistake by your God doing it and do the right things.
Remove curse; This is where the black items worn no longer are cursed. This removes all curses from the items.
Car speed-up; This is when you think and need the cars to pass faster and stop, then time speeds up and stops as the cars seem to speed up and halt for 1d6 minutes.
Power nap; This is where you manage to get a nap instantaneously, that acts like a long rest.
Elemental Pulse; This costs 10% energy. Range: Self (15-foot radius). Duration: Instantaneous. You release a surge of raw elemental energy. Choose acid, cold, fire, lightning, or thunder. Creatures of your choice within 15 feet must make an Agility/Dexterity saving throw.
On a failed save: normal damage of the chosen type.
On a success: Half damage.
Objects not worn or carried take the damage automatically.
Elemental Infusion; This costs 15% energy. Casting Time: 1 bonus action. Range: Touch. Components: a shard representing the chosen element. Duration: Concentration, up to 1 minute. You imbue a weapon or willing creature with elemental force. Choose acid, cold, fire, lightning, or thunder. Weapon attacks deal an extra element damage of the chosen type. The target gains resistance to that damage type. If cast on yourself, you may change the damage type once per turn as a bonus action.
Primal Convergence; This costs 20% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. You call forth a swirling node of elemental chaos in a 10-foot-radius sphere. When cast, choose two elements (acid, cold, fire, lightning, thunder).
Creatures/targets entering or starting their turn in the area take x2 damage of a randomly determined chosen type (roll 1d2).
As a bonus action, you may stabilize the convergence to deal one specific chosen type until the start of your next turn.
Elemental Aegis; This costs 25% energy. Casting Time: 1 reaction (when you take elemental damage). Range: Self. Duration: 1 round. You wrap yourself in reactive elemental force. You gain immunity to the triggering damage type until the start of your next turn. Targets/Creatures within 10 feet take x3 damage of the same type (Agility/Dex save for half). After the spell ends, you gain vulnerability to that damage type until the end of your next turn.
Cataclysmic Fusion; This costs 30% energy. Range: 90 feet. Components: four differently colored crystals worth 100 gp/dollars total. Duration: Instantaneous. You combine opposing elements into a violent blast at a point you can see. A 20-foot-radius sphere erupts with mixed elemental devastation. Creatures must make a Constitution saving throw.
On failure: x3 fire + x3 cold damage and are knocked prone for 1d10 rounds.
On success: Half damage and not knocked prone.
Flammable objects ignite; water in the area freezes or boils (DM's discretion).
Part 17 of Kittymoo and SH effects
Decoy Tarantula; Summons a tarantula that can climb walls. Enemies must attack the tarantula instead of you for as long as the tarantula is in the battle.
Heat redirection; Redirect extra heat back to the sun and cool off the area, that's with a 1d100+luck and getting a 50 or above result for success.
Heated idea; This is where your in a huff and decide to give it to the targets. They decide to do something else, instead of that.
Cool head; This is where you are cool in the head, thinking about doing nice things. Roll a 1d20+luck or charisma mod and get a 10 or above to get something nice in return.
Carrington; This effect causes the effect of energy to rise and overload equipment.
Corrington; This effect causes those targets you select, thinking to be overwhelmed by energy from the planet core. They become prone for 1d10 rounds.
Nul hunger; This causes the targets to suddenly not feel hungry.
Brainwasher; This effect is where you think of the idea and repeat it to the victims, after 1 action they start believing the idea presented and doing it as though natural.
Energizer; This is a trick that usually works, it is to ask the spirits in the land to give you energy from the leylines. You get energized and add all your missing stamina and energy back into your stats.
Cat scratch fever; This effect causes the effect of a spiritual cat scratching the targets and giving them a fever and they are catlike, too. That dazes them for 1d10 rounds.
Holla; This is where you say holler and get an amplified voice that is heard across two rooms.
Jarbin; You know the jargon of what is spoken. You can write, read and speak it.
Deathfog; This is where you summon green grey fog in to the area of the targets and kill them with it. That means the deathfog kills them dealing death damage per round for 1d10 rounds. This spell can be used to enshroud the target in death fog.
The Three Rules; Turn any hard roll into an easy roll until next long rest. All rolls until next long rest only need a two or more to succeed.
Karma Chameleon; Quickly shift alignment at no cost... Only a fool would believe in Karma.
Karma Chameleon II; Gives the ability to change alignment and clothing at will.
Sanity Slack; Cut yourself some slack to regain all sanity. Morale +2.
Instinctive fear; THis is where you use energy by programming it, that's to cause fear in the targets. They either do nothing or run away. Roll a 1d2 and if you get a 2 they run. Otherwise they do nothing in fear for 1d10 rounds.
Drunken Sorrow; Sneak past a demon by drinking a beer.
Instinctive reaction; This causes the correct reaction as a point is needed to be done quickly.
Veteran Secret Handshake; Wear an ordinary baseball cap and salute to speed up a greeting. You now have the option to dismiss them.
Hotei's Blessing; Grants the caster 30 unused wishes. Go nuts.
Hotei's curse; Curses the targets to power your next 8 actions.
Hotei's Cheat Sheet; Boil a wish down to three choices, Riches, Family, or The Many. That's where you can wish for your dog or family member to be revived, a lump sum of money, or a mass resurrection.
Dazzle Dog; Summons a Tarantula to interrupt someone reading or playing video games.
Purification Ritual; Turns all bad luck into good luck for the price of 10K.
Scarecrow Dance; Advance time 12 hours, does not count as long resting, short resting, or vagrancy.
Single Color conversion; Transforms any room into a single color of your choice.
Space Cowboy Blessing; Gets any of your tame pets back every time.
Space Cowboy Curse; Causes targets to be sleepy when the sun rises until the curse is lifted.
Part 18 of Kittymoo and SH effects
Mazzei; This effect is where you call a faery maze effect upon the targets. That means they get shifted into a different dimension for 1d6 rounds.
I am the greatest; Meditate about foxes to gain +35 morale.
Weazling; This is a boost to your charisma based rolls by +6 and allows you to connive the moment.
Superstician; This is where you cause the targets to become superstitious and avoid the area you are in.
Launch; This is where the targets launch into the sky and land with a thud unless they can fly. The damage done is falling damages from 1d10 in groups of 10 feet. Falling from a great height results in bludgeoning damage. The targets take 1d6 bludgeoning damage for every 10 feet fallen, up to a maximum of 20d6. They can also fall prone for 1d10 minutes.
Coughenour; This effect causes the effect of the targets to have a hacking cough for 1d6 rounds that distracts them from fighting.
Ra-Men; Eat pasta in front of a foe to end combat.
Ra-men II; Eat or drink in front of your foes to end combat.
Foshee; This effect allows you to forsee what will occur whenevr you want to know.
Froshee; Frost forming on the targets, that's done by feel. That's dealing cold damage as it slows the targets to 1 action per every 1d6 rounds.
Heater; This causes the targts to feel heat build-up and receive firey damage.
Vaquero; This causes a Vanquerer effect, that makes the targets think you won in their minds. So they are "tricked" into not fighting you for 1d6 rounds.
Isabelinc; This causes the targets to believe they are separate and ineffectant against others. They get a -5 to all rolls for 1d6 rounds.
Lordsofrandumb; This effect is where you make the targets dumb for 1d10 rounds. They are easily convinced into doing things by feel.
Dister; This effect causes the disturbance of the targets, enough disturbance happens that they can't concentrate or focus and do magic for 1d6 rounds.
Dister II; This causes a phantasm to feed off the targets energy and emotions, then cause disturbance to them for 1d10 rounds. This costs 20% energy.
Raster; This is where you call upon ether to make the result. This can be any drink and food. This is rather the faster way of creation.
Danese; This spell causes the targets to dance by feel. Think to still yourself to not be effected. The dancing lasts 1d6 rounds and they only dance.
Sassy; This calls upon the spirits of the land to make one elemental result, that you desire.
Nancy; This causes either you or the targets to get financially fit. Add +5 to all charisma based rolls for 1d6 rounds.
Mace-in-the-face; This causes the mace in the face ideal, where energy simulates mace that seems to spray itself into the targets' eyes. This will blind them for 1d10 rounds and they do not see you or your party. Roll an agility/dex check to dodge this spell.
Contact combat; This causes the targets to receive by spirits a physical contact sport combat. Wrestling them to the ground and holding them there for 1d10 rounds. This costs 30% energy.
Ravenous; This causes the targets to be distracted for 1d10 rounds by a need to eat. That's all they do as they ignore you for the hunger..
Thin need; The need is the thing and they the targets don't need to eat, instead they need to do other things except deal with you and your party for 1d6 rounds.
Battery swap; This effect is where you cause the attack they do to you to them instead, except the energy does it by emulation.
Spaghetti Gravity; Causes a spaghetti monster to use an invisible noodly apendage to push down a target or targets and make them prone for 1d6 turns.
Spaghetti Mana; Causes spaghetti noodles from a drunken monster made of pasta to reach down and tap people. Those people lose their hunger and thirst until next long rest.
Spaghetti Size Manipulation; Call on a spaghetti monster to decrease or increase height to the desired spine length.
Spaghetti Manifest Destiny; Discover a vast amount of land with abundant resources. The imagination is the limit.
Spaghetti healing; Eat salted noodles to cure any disease.
Spaghetti dispel; This dispels the invisible spaghetti monster from the area.
Spaghetti Monster Rocket Lift; Pulls up a rocket with noodly apendages to the destination.
Witch inheritance; You can do any spell easily, you even have a tinge of blue skin. Count any spell greater than 10% cost as 5% less in energy cost for levels 1-15. Count any spell cost greater than 10% as 10% less spell cost for levels 16-30. You even get your energy back that you expent at the end of combat. This is in effect till long rest. This won't effect if you can't concentrate. So make your concentration rolls with a 10 or above result, that's each round in combat and each hour out of combat of the spell's use.
Spacial ripple; This is where you send out displacement ripples, that goes out from your brain as brain waves sent from the pinneal gland. The spacial ripples distort space around your targets, making them collapse on the spot for 1d10 rounds. This costs 30% energy.
Kittymoo and SH effects II
These are spell ideal from SH, Kittymoo and AI. Feel free to use them.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. The additions by spell buffing to the die roll for additional value added/subtracted is capped at being stacked to +20/-20. No removing the cap. That means no more than +20 can be added to the result roll by spell buffing at any given time. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing. The Will save is what can either cancel out the effect or halve it. It's a 1d20+Will mod or just a 1d20 and getting a 10 or above as result for success.
Part 1 of Kittymoo and SH spells II
Void being; This is a being that you call into existence, it appears like a self-contained void ball and moves on its own. It observes for you from very far up with reports that are psychically perceived.. It can deal radiance damage to your targets per turn. This summons lasts 1d10 rounds in battle and 1d10 hours outside of battle.
Boyton; This is where your unusual thoughts are a distraction to the targets. They distract the targets for 1d6 rounds with a -5 to all rolls penalty.
Passit; This is where the targets are "punished" by energy. That's until you don't desire it. This is energy damage done per turn in the most painful way possible.
Shatz; This is where you cause the targets to be distracted, that's by needing to goto the bathroom for 1d6 rounds. They do it in their pants or armor.
Shatner; This is where you end the need to do the shitz in your pants.
Thought area; This is where you think of the area and need things done, then they are done.
Viscent; The idea is done, think of the thing to do and its done by the targets.
Terminators; This is where the energy forms into fiery spheres in the air, one per each target. They launch themselves towards the targets very quickly. Dealing x3 the fire damage. Any dodge/dex/agility rolls are with a -5 by the targets.
Interest; The point you think turns out to be an interesting point to the targets. This distracts them for 1d10 rounds.
Swank; This is where you get the effect you desire. Some idea you think about that you need. This includs 2 or less elemental effects.
Crochety; This effect is where you hold your crotch and cause the mood and temper to rise in the target group so much, that they attack each other randomly for 1d6 rounds.
Swamp gas; This causes swamp gas from farts to spring up from nowhere around the targets. Gagging them for 1d6 rounds.
Ze Shit; This starts normally, then it hits the targets as a need to shit comes upon them. They either do it on the ground or in their pants. This distracts them from doing anything else for 1d6 rounds.
The Kittymoo; This effect causes the catlike reactions in the targets with a +3 to ther dex/agility rolls. They take a dump anywhere like a cat would. This distracts them from doing anything else for 1d6 rounds.
Shii; This causes shit to fall from the hands of the targets for 1d6 rounds.
Holy Shii; This causes stuff to become blessed and deal double damage to undead for 1d10 minutes.
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, you get your money back.
Calcination Spark; Range: 60 feet. Duration: Instantaneous. You ignite impurities in a creature/target you can see. The target makes a Constitution saving throw. Failure: fire damage and sheds dim light in a 10-foot radius until end of its next turn. Success: Half damage.
Salt Ward; Casting Time: 1 reaction (when you take poison or necrotic damage). Range: Self. Duration: 1 round. You crystallize protective alchemical salt around your body. Reduce the triggering damage by 1d12 + your int modifier and gain 1/2 damage resistance to poison until the start of your next turn.
Mercury Lash; Range: 30 feet. Duration: 1 minute (concentration). You conjure a whip of living quicksilver. Make a melee spell attack.
Hit: 2d6 bludgeoning + 2d6 poison damage.
Until the spell ends, you may use a bonus action to repeat the attack.
Sublimation Form; Casting Time: 1 bonus action. Range: Self. Duration: 1 minute (concentration). You become vaporous. 1/2 damage resistance to nonmagical weapon damage. +5 Advantage on checks to escape grapples. Can move through spaces as narrow as 1 inch.
Crucible of Rebirth; This costs 15% energy. Range: 30 feet. Duration: 1 minute. A target/creature regains 4d8 + int modifier Health. If cast on a creature at 0% Health, it also gains +5 advantage on its next saving throw.
Leaden Burden; This costs 15% energy. Range: 60 feet. Targets must make a Strength save. Failure: Speed reduced to 0 and -5 disadvantage on Agility/Dexterity saves for 1 round. Success: Speed halved.
Philosopher's Flame; This costs 20% energy. 30-foot cone. Creatures/Targets take x2 fire + x2 radiant damage (Agility/Dex save half). Creatures/targets reduced to 0% Health leave behind harmless golden ash.
Homunculus Legion; This costs 20% energy. Summon three Tiny alchemical constructs (AC 13, Health 15% each, Slam 1d6+2 force, Your stats otherwise). Duration: 1 hour.
Alkahest Torrent; This costs 25% energy. 20-foot line of dissolving energy. x3 acid damage (Agility/Dex save half). Nonmagical objects automatically fail.
Magnum Opus; This costs 25% energy. Touch a target/creature. For 1 minute:
+2 AC
+5 Advantage on Con saves
1/2 damage resistance to one damage type of your choice
Afterward, the creature gains exhaustion.
Euclidean Line; 30-foot line, force damage (Agility/Dex save half). Ignores half cover.
Sacred Ratio; Roll two d20s. Within 1 minute, replace one attack roll or saving throw with one of those results.
Harmonic Convergence; Two willing creatures/targets within 30 feet link for 1 minute. When one hits, the other gains +2 to its next attack.
Geometric Rebuke; Reaction when hit. Reduce damage by 2d10 and deal equal force damage to attacker.
Golden Spiral Field; This costs 15% energy. 20-foot radius zone (1 minute concentration). Moving inward: force damage. Moving outward: radiant damage.
Theorem Step; This costs 15% energy. Teleport 60 feet to visible space. Targets/Creatures adjacent to departure point take 2d6 force damage.
Platonic Manifestation; This costs 20% energy. Choose a shape:
Cube: Difficult terrain aura
Sphere: Allies gain +1 AC
Tetrahedron: Enemies take x2 force at start of turn
Duration: 1 minute (concentration).
Tetractys Barrier; This costs 20% energy. Up to 3 targets/creatures gain +2 AC and 1/2 damage resistance to psychic effects for 1 minute (concentration).
Prime Pulse; This costs 20% energy. Choose a prime number between 2-13. Targets take that many d8 force damage (Con save half).
Polygon Prison; This costs 25% energy. Medium target/creature restrained in force construct (Str save ends). AC 17, 60 HP. Concentration, 1 minute.
Music of the Spheres; This costs 25% energy. 30-foot radius burst. x3 thunder + x3 radiant. Targets/Creatures failing save are charmed until end of next turn.
Ratio of Unity; This costs 25% energy. Redistribute Health evenly among up to 4 targets/creatures within 30 feet.
Perfect Symmetry; This costs 30% energy. For 1 minute, whenever you take damage, the attacker takes half that damage (no action required).
Dodecahedral Dominion; This costs 35% energy. Summon a 20-foot floating radiant dodecahedron for 1 minute: Enemies inside take x4 radiant at start of turn. Allies gain +10 advantage on saves. Concentration required.
Monad Apotheosis; This costs 40% energy. For 1 minute: Fly +60 ft (hover). 1/2 damage resistance to all damage. Once per turn deal x4 force to creature within 30 ft. Emit bright light 60 ft. After spell ends: gain exhaustion.
Part 2 of Kittymoo and SH spells II
Brain-freeze; this effect is where you suffer a brain freeze and suddenly feel rejuvenated. Regain +60% energy and 60 stamina points.
Brain fog; this is where you cause the targets to suffer a forgetful moment and not remember to attack you or your party for 2 rounds.
Energy fingering; This is where you cast an elemental effect at your targets and it goes deep, fingering itself into them. Dealing x3 the normal effect. This can finger any 2 elements.
Burst brain; This causes by energy the brains of the targets to burst. Combat over.
Liquid brains; This causes the targets' brains to liquify. Combat over.
Brain rot; This causes the brains of the targets to get stupid, by sending death and decay energy to the targets brains. Their is a -10 to intelligence rolls. This lasts for 1d6 rounds.
Brain attack; This causes the energy of the targets' brains to dysfunction and shut down. The targets can cease to do things for 1d10 rounds.
Color effect; This causes the right colors to cause cleansing or calming. The colors are Purple and white, that causes cleansing. Then there is green and white that causes calming. Use this spell as you state to the dm, "I cast color effect of [name color combo here] to make [name the effect on what targets]."
Particulate ice; This ice forms on a moment and creates itself as a separate form of ice. It doesn't melt with fire like applied lighter fire, it melts with sunlight. This ice can form around the targets and makes for slippery surfaces. They the targets can fall to the ground with a rolled 10 or above on a 1d20+luck.
Synaptic Jolt; Range: 60 ft. Duration: Instantaneous. You overload your targets or creatures nervous system. Targets makes an INT save. On a fail: Psychic damage and disadvantage on its next attack roll. Half damage on success.
Neural Static; Range: 30 ft. Duration: 1 minute (Concentration). Targets make a WIS save or has -5 disadvantage on Perception checks and Concentration checks.
Cerebral Spike; This costs 10% energy. Targets make an INT save. On fail: Psychic damage and can't take reactions until end of its next turn.
Memory Leech; This costs 10% energy. On a failed WIS save, the targets subtract 1d5 from attack rolls and ability checks for 1 minute. You gain temporary Health equal to damage dealt (psychic).
Migraine Curse; This costs 10% energy. Targets take psychic damage and must make CON save each turn or be incapacitated until start of next turn (1 round duration).
Thought Snare; This costs 15% energy. Duration: Concentration, 1 min. INT save or targets are restrained by psychic bindings (speed 0, attacks at -10 disadvantage).
Synaptic Chain; This costs 15% energy. Arc of psychic energy jumps to 3 creatures within 10 ft. Each makes INT save or takes x2 psychic damage.
Fractured Ego; This costs 15% energy. WIS save or targets are confused (as confusion) until end of their next turn. There is a 50% chance they attack their own random party member. Roll a 1d20+luck and get a 10 or above and they do.
Brainfire Surge; This costs 20% energy. x2 psychic damage, and targets glow with neural flame - takes psychic damage at start of its next turn.
Memory Sever; This costs 20% energy. WIS save or targets forget last round and loses their next turn.
Psychic Feedback Loop; This costs 20% energy. Concentration 1 min. When targets deal damage, they take x2 psychic damage.
Grey Matter Implosion; This costs 20% energy. INT save or x3 psychic damage and stunned until end of next turn.
Synapse Puppet; This costs 20% energy. Concentration 1 min. WIS save or you control movement (as limited dominate person; no attacks).
Hallucinatory Overload; This costs 25% energy. WIS save or blinded and frightened for 1 minute (repeat save each turn). The targets see in their mind a vision of things, that doesn't exist except in their mental world for that 1 minute.
Mindquake; This costs 25% energy. 20-ft radius psychic tremor. INT save or x3 psychic and knocked prone for 1d10 rounds.
Thought Parasite; This costs 25% energy. Concentration 1 minute. Targets take x3 psychic damage at start of each turn. If reduced to 0% Health while active, you gain 10% temp Health.
Cognitive Collapse; This costs 30% energy. WIS save or stunned for 1 minute (save each turn) and the targets cannot think.
Psychic Stormfront; This costs 30% energy. Concentration 1 minute. 30-ft radius sphere. Creatures/targets entering or starting turn take x3 psychic damage.
Memory Rewrite; This costs 30% energy. Modify the memory with what you think it should be. This lasts with 5 minutes of memory (WIS save negates).
Synaptic Blackout; This costs 35% energy. INT save or targets fall unconscious for 1 minute (psychic coma).
Neural Detonation; This costs 35% energy. All targets/creatures take x4 psychic damage on failed INT save; half on success.
Cerebral Rift; This costs 35% energy. Open a crack in mental space; creatures/targets in 40-ft line take x4 psychic damage and are frightened 1 round.
Ego Death; This costs 40% energy. WIS save or charmed and incapacitated for 1 minute; identity temporarily dissolved.
Synaptic Dominion; This costs 40% energy. Concentration 1 minute. As dominate monster but psychic-only damage breaks effect.
Psychic Cataclysm; This costs 40% energy. 40-ft radius explosion. INT save or x4 psychic damage and stunned 1 round.
Brainstorm Manifest; This costs 45% energy. Summon a Huge swirling psychic mass (AC 16, Health 120%, Your stats otherwise). It emits x5 psychic damage to targets in 40-ft aura.
Mind Annihilation; This costs 45% energy. INT save. On fail: x5 psychic damage; if reduced below 50% Health, targets are stunned permanently until greater restoration.
Thought Extinction; This costs 45% energy. WIS save or targets becomes Feebleminded permanently.
Feeblemind; This costs 40% energy. Range: 150 ft. Duration: Instantaneous. Target makes an INT saving throw.
On a failure:
Charisma becomes 1
INT reduced by 2d6 (minimum 3)
-5 disadvantage on INT/WIS/CHA saves and checks
Target cannot cast spells
Target cannot activate magic items
Target can only:
Identify friends
Follow simple instructions
Protect itself
The target/creature can repeat the saving throw every 30 days.
The spell can also be ended by greater restoration, heal, or wish.
Synaptic Apocalypse; This costs 45% energy. 60-ft radius psychic wave. x6 psychic damage; targets/creatures reduced to 0% health fall into coma for 24 hours.
Collective Brain Melt; Concentration 1 minute. Up to 5 creatures link minds unwillingly (INT save). Shared damage, shared fear that makes them either run away or stay where they are and do nothing for 1d10 rounds, -5 disadvantage on all saves. On a rolled 10 or above, that's using a 1d20+luck they run.
Part 3 of Kittymoo and SH spells II
Abhor; This spell makes the targets abhor the need to do things like fight. So its combat over.
Payment; The target suddenly feels like paying you what your owed and your paid your debt.
Release; The moment you stretch your muscles and release them you release the effect.
Spirit effect; This causes your spirit to correct things so there is no fight.
Spirit fight; This causes spiritual damage that shows up physically on the targets, any distance.
Rae's; This effect causes you to ray out your body weight energy to the targets. Dealing energy damages.
Shelby; This is where you cause the targets to shell things by the sea in their mind, distracting them for 1d10 rounds into doing nothing.
Dafney; This causes the targets to become daff and can't think. So they are unable to do things for 1d10 rounds.
Major glitch; This causes the targets' machines or the machines you target to glitch out and stop working for 1d6 rounds unless will save.
Modular spell; This is where you mix or match the words of the spell to create a new effect. Think to use the words "I cast the Modular spell [of/to]", "lesserly" for a minor x1 effect with a 5% energy cost, "majorly" for a big x3 effect with a 20% energy cost and "normally" for a normal concentrated x2 effect with a 10% energy cost. Then, match it with an actuator like "sleep", "wakefulness", "heal" or "form" and [describe what and whom is effected here]. For sleep or wakefulness, the effect is 1d6 hours. This can include any 2 or less elements you form on the targets. That's using the words, "I cast the modular spell to normally form fire and ice on targets that are hostile" w/o quotes. This does fire and cold damage on the targets that disintegrates them. Otherwise, you could use the words, "I cast the modular spell to majorly form airballs to puncture the targets." This causes an airball to form and split off in the air to puncture all the targets, that's with a high speed and compressed air ball.. for x3 the damage. If you want healing, you can do this as well. "I cast the modular spell to majorly heal allies" w/o quotes. The effect of healing is x3 as its major and its 20% energy cost.
Shry; This effect causes a shrieking call to be heard, that distracts the targets from doing things for 1d6 rounds.
Shro; This effect causes the idea of shrouding the person effected to be in darkness. Any attacks are with a -10 disadvantage to attack the enshrouded person.
Shri; This causes the targets to shrivel up and die on the spot. Only a will save could save the targets.
Larry; This effect causes the targets to get dirty and lie about things they do. They get a +5 to charisma rolls.
Mullin; This effect causes the targets to get mulish about things, think and mull over the facts that seems to be true to them. THey get a -5 to charisma rolls.
Mellin; This causes the targets to mellow out, that means they calm down and forgive you for what they think you did. Forgetting about you in the process. This makes the fight end.
Hornet missiles; This costs 30% energy. That is the effect of a hornet shooting its missiles, except its energy missiles shooting everywhere there is a target you have. They do x3 the energy damage normally done.
Hornet defense; This is where the creator "shoots down" the hornet energy missiles..and they don't even touch you. This is a reaction.
Ben defense; The defense of a point, this is where you think of things and react to the situation to make things better. Nothing bad happens as the creator corrects their mindset and things seem better than they are in life.
Hornet shield; This is where you think then focus, and create with the will. Any missiles including magical, they are absorbed by the creator presenting a shield of energy like a golden dome. That forms over you and your party. This lasts for 1d6 rounds.
The array; This is where the energy is communication, that is received in the right time and space through the energy subspace by the spirit. Think the message and it is received and to receive a message back the subconscious receives the transmission..that you repeat under your breath by speaking it.
Epic; This causes epic damages to be done by elemental effects to be caused on the targets of x4 the damage. This allows up to 2 elements at a time.
Epicness; This causes the targets to get aid effects and +30% health by the creator granting it, that's temporary for 1d10 rounds.
Stoneheart Rejuvenation; This costs 10% energy. Range: Touch. Duration: Instantaneous. You place your hand on a target/creature and invoke the patient endurance of the earth.
The target regains 2d8 + your int modifier health percent.
The target also removes fatigue/exhaustion.
For the next minute, the target/creature gains +5 advantage on checks or saves against being knocked prone or moved.
Lucky Pebble Restoration; Range: 30 ft. Duration: Instantaneous. You toss a small enchanted stone that bursts with restorative luck.
The target regains 1d8 + int modifier health.
The target may reroll one failed ability check or saving throw made within the last round.
If the reroll succeeds, they also recover from fatigue (DM may treat as removing disadvantage from exhaustion effects for one minute).
Geomancer's Second Wind; This costs 15% energy. Level: Casting Time: Bonus action. Range: Self or Touch. Duration: Instantaneous. You draw strength from the ground beneath you.
The target regains x2 health.
They remove exhaustion.
Until the end of their next turn they gain temporary health equal to your proficiency bonus + spellcasting modifier (int mod).
Unique Twist: If the target is standing on natural ground or stone, the healing dice become d10s instead of d8s.
Seer's Refreshing Vision; This costs 10% energy. Range: 30 ft. Duration: 1 minute. You grant clarity of mind through prophetic insight.
The target regains x2 health.
They remove mental fatigue effects (confusion, magical sleep, or disadvantage from exhaustion for 1 minute).
Once during the next minute, the target may add a d6 to an attack roll, saving throw, or ability check.
Unique Twist: The target briefly glimpses a possible future where they succeed.
Sanctuary of the Ascended Tavern; This costs 20% energy. Range: 30 ft. Duration: Instantaneous + 1 minute aura. You conjure a momentary vision of a celestial resting place.
The target regains x2 int modifier health.
The target removes exhaustion.
For 1 minute, whenever the target drops a target/creature to 0% Health or succeeds on a critical hit, they regain 1d6 health.
Part 4 of Kittymoo and SH spells II
Irene; This makes for irate moments by the targets that distract them for 1d6 rounds.
Berger; This makes the illusion that the targets are eating a burger of energy. That's distracting them for 1d10 rounds.
The gumming; This effect causes the idea of something so sweet to be tasted in the targets' mouths it causes them to not to be able to speak for 1d10 rounds.
The gaming; This effect causes your gaming experience to improve, you get a +6 to all rolls.
The crazy; This causes the targets to be angry and crazy at each other. Thinking to argue and attack each other, this distracts themselves into doing nothing for 1d10 rounds.
Void circle space; This is an effect that causes a sucking of your targets' energy into a open patch that's a circular void in the sky. This sucks 50% energy to the void from the targets..
Por quoi; this is a reaction to the ohm feel of electricity flow. If it's flowing through a system, the targets are feeling better than normal and have enough energy to do anything.
Hormuz; this is where the targets go through horror in their minds. Reducing them to not being able to think of mush for 1d10 rounds.
Earth over Heaven; Call upon the power of Peace to make an entire day perfect. Fight won, the creator made peace.
Heroin; This effect causes the body to feel very good as though its been drugged, so the targets feel good enough to ignore you and your party for 1d10 rounds as they feel good.
Chemical convert; Convert extra food and drink into chemical energy, that the body uses to keep going. Add +60% energy to your tally. The truth..the body actually does that on the cellular level. Mitochondria converts macronutrients into ATP.
2nd wind; Thinking and needing energy to return to you. This uses energy that the soul absorbs from what heat is around you. Any Fatigue is gone.
3rd wind; The effect of drinking and eating something to recover all your lost energy. This costs 20% energy. Any Fatigue is gone.
4th wind; The conversion of wearyness and other energy. This causes a 4th wind effect, that uses your weariness or whatever you want to use as a source like a disease. That's as a source of energy to make a full recovery of lost energy. Whatever you convert is gone and in its place is the renewed energy. You may use this to convert ideal as a source and this is several times. This renews all your lost energy at a price of 30% energy. Any Fatigue is gone.
5th wind; Fart and the gas makes you move fast without tiredness, you move +20' faster and any fatigue is gone..for 1d10 rounds. That's while your gagging your enemies, this is with intensified gas and they are doing nothing but gag for 1d6 rounds. This costs 20% energy.
Shumann effect; The schumann is a measure of the planet's energy like a heartbeat measured in hertz. The higher it is, the more effect it has. Like 50 or higher hertz is with need to eat more. The DM/GM will tell what level the schumann it is. This causes the schumann energy to center around the targets and make them distracted into doing nothing for 1d10 rounds.
Shumann deflect; The schumann is a measure of the planet's energy like a heartbeat measured in hertz. The higher it is, the more effect it has. Like 50 or higher hertz is with need to eat more. This spell causes the soul or spirit to deflect the effects of the schumann energy on the body for 1d10 hours.
Mcgheehee; The effect of this is champion level energy effect. This is focusing the energy of the body with the energy of the spirit with the area energy and the energy of the soul, creating the effect of the element you desire to create on the targets. That has a x4 effect of any 2 elements or less.
Formula for Speed; Speed = Distance / Time. Cast this to double distance traveled or get to a place in half the time.
Horrid stench; This effect causes the idea of the targets to suffer some stench that their spirit generates. That causes people to be driven away from them and it distracts them for 1d10 rounds.
Horrid stink; This is where you fart and direct spiritually the wind to blow it into the area of the targets. Once you blow that stink, they are distracted by it for 1d6 rounds.
Stinky blows; This is where you fart and direct it by spirit guided wind towards the targets. They perceive the stench as a blow against them for 1d6 rounds.
RNG Manipulation; Get set in the perfect ley line to achieve ultimate victory. Get +7 to all rolls for 1d10 rounds.
Coinstorm; Range: 60 ft. Components: 3 copper coins or 3 pennies. Duration: Instantaneous. You fling magical coins that ricochet between creatures/targets. Make a ranged spell attack against one target/creature. On hit it takes magical bludgeoning damage. The coins then bounce to two additional targets/creatures within 15 ft, dealing additional damage each (no attack roll required).
Oven Burst; This costs 10% energy. Range: Self (15-ft cone). Duration: Instantaneous. You release a blast of searing heat. Targets/Creatures in the cone make a DEX/Agility save.
Fail: x2 fire damage
Success: Half damage.
Flammable objects ignite.
Pocket Tornado; This costs 10% energy. Range: 60 ft. Duration: 2 rounds. You throw a swirling miniature tornado. Targets/Creatures within 10 ft of the impact point must make a STR save or be pulled 10 ft toward the center and take magical bludgeoning damage. At the start of your next turn the tornado deals damage again before dissipating.
Ice Chair; Range: 30 ft. Duration: 1 round. A chair of ice forms beneath a creature/target. Target must make a DEX/Agility save.
Fail: Restrained until end of next turn.
Success: Movement reduced by half.
Frog Choir; This costs 10% energy. Range: 30 ft. Duration: 1 minute (concentration). Magical frogs appear and croak loudly. Enemies in a 15-ft radius must make a WIS save. Fail: -10 Disadvantage on attack rolls. Success: Unaffected.
Lightning Yo-Yo; This costs 15% energy. Range: 60 ft. Duration: Instantaneous. Lightning lashes outward then snaps back. Two targets/creatures in a line take x2 lightning damage each. Agility/DEX save for half.
Rainbow Panic; This costs 15% energy. Range: 30 ft. Duration: 1 round. A dazzling rainbow explodes outward. Targets/Creatures in a 20-ft radius must make a WIS save or become Frightened until the end of their next turn.
Borrowed Gravity; This costs 10% energy. Range: 60 ft. Duration: 1 minute (concentration). Gravity intensifies around the targets/creatures.
Targets make a STR save.
Fail: knocked prone and movement reduced by 10 ft.
Success: Unaffected.
Thought Echo; This costs 15% energy. Casting Time: Bonus Action. Range: Self. Duration: 1 turn. The next spell you cast this turn repeats itself. The second casting deals half damage or has half duration.
Dramatic Entrance; This costs 10% energy. Range: 60 ft. Duration: Instantaneous. You teleport in a burst of sparks. Targets/Creatures within 5 ft of your destination take force damage.
Arcane Jackpot; This costs 30% energy. Range: 90 ft. Components: a coin flipped into the air. Duration: Instantaneous. You unleash unstable arcane energy and let fate decide the outcome. Choose a point within range. Magical energy erupts in a 20-ft radius sphere. Creatures/targets inside must make a DEX/Agility saving throw.
Base Effect
Fail: x3 force damage
Success: Half damage
After resolving damage, roll 1d6 on the Arcane Jackpot Table.
Arcane Jackpot Table
1 - Arcane Backfire: The spell detonates around you instead. You take 4d10 force damage.
2 - Wild Swap: All targets/creatures in the area randomly swap positions with another creature in the blast.
3 - Gravity Collapse: Enemies in the area are knocked prone and cannot stand until their next turn.
4 - Mana Surge: You immediately regain 15% energy.
5 - Double Trouble: The explosion happens again in the same spot.
6 - Legendary Jackpot: You deal maximum damage instead of rolling and targets/creatures are stunned until the end of their next turn.
Part 5 of Kittymoo and SH spells II
Penelope; Erasure point. The targets are erased from existing. A will save can keep it from happening.
Smashing ralph; The Spirits smash the targets down to the ground dealing magical bludgeoning damage.
Veronica; This is where the targets are proven wrong in their mind. 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.
Blind catch; This is where you catch the trajectory without looking.
Cue the giant smoking monkey; Summons a giant monkey with a cigar to battle for you...He has 100% health and your stats otherwise, his summons lasts 1d10 rounds. He will probably win, roll a 1d10 and don't get a one to have him whoop the targets' behind.
Earth Conquering Parasite; Infect any visible target with a parasite that converts them to your cause.
Don't let that spider bite you; Resist 1d6 attacks with 1/2 damage resistance. They deal no damage because you didn't let them hurt you.
Planning; The good plans succeed..the bad plans fail. This is the way of life. Roll a 1d100+luck or willpower and get a 50 or above result for success.
Curse item monster spell; Curse the targets items to be monsterous.. Curse is part of the blessed, cursed, and uncursed state of all items. Basically cursed items are hard to get rid of without holy water, spell or a scroll of remove curse. They tend to backfire. For example a blessed figurine will usually be on your side, but a cursed one will usually be hostile and bring itself to life. It will float in the air and attack its weielder. This spell lasts 1d10 rounds.
Transfer; This is an effect to transfer what you don't like as an attribute to something else. It disappears from you or the targets and goes to the object instead. At the end, the item might break.
Solar Lance; This costs 15% energy. Range: 90 ft. Duration: Instantaneous. A beam of condensed sunlight strikes the targets/creatures.
Effect:
Target makes a Dexterity/Agility saving throw.
Fail: x3 radiant damage
Success: Half damage
Undead and fiends take x6 radiant damage.
Radiant Pulse; This costs 10% energy. Range: Self (15-ft radius). A burst of radiant energy erupts outward. Targets/Creatures of your choice take radiant damage and must succeed on a Constitution save or be blinded until the end of their next turn.
Halo of Protection; This costs 20% energy. Range: Self. Duration: 10 minutes (concentration). A glowing halo surrounds you. You gain:
+2 AC
1/2 damage resistance to necrotic effects
+5 advantage on saving throws against fear.
Lightstorm; This costs 25% energy. Range: 120 ft. Area: 20-ft radius. Duration: Instantaneous. Blazing pillars of light strike the ground.
Targets/Creatures make a Dexterity/Agility save.
Fail: x3 radiant damage
Success: Half damage
Beacon of Truth; This costs 15% energy. Range: 30 ft. Duration: 10 minutes. A radiant beacon appears. Targets/Creatures within range cannot benefit from invisibility and have -5 disadvantage on Deception checks.
Blinding Ray; Range: 60 ft. Make a ranged spell attack. Hit: radiant damage, target must succeed on a Constitution save or be blinded for 1 round.
Solar Armor; This costs 20% energy. Range: TeleTouch. Duration: 1 hour. Target gains:
1/2 damage resistance to radiant and necrotic effects
Targets/Creatures striking the target take x2 radiant damage
Guiding Flare; This costs 10% energy. You create a flare that marks your targets. Targets take radiant damage and the next attack against it has +10 advantage.
Dawnwave; This costs 25% energy. Radiant energy sweeps outward in a 30-ft cone. Targets/Creatures take x3 radiant damage and undead are pushed 20 ft away.
Light of Revelation; This costs 20% energy. For 10 minutes, illusions within 60 ft shimmer and become partially visible. Targets/Creatures have +5 advantage on Investigation checks against illusions.
Abyssal Grasp; This costs 15% energy. Range: 60 ft. Shadowy hands erupt from the ground. Targets must make a Strength save or be restrained and take x2 necrotic damage each round.
Veil of Darkness; This costs 10% energy. Area: 20-ft radius. Magical darkness spreads. Even darkvision cannot see through it. Except, you can see through it naturally.
Shadow Bolt; Ranged spell attack. Hit: necrotic damage.
Dread Pulse; This costs 15% energy. A wave of terror radiates. Targets/Creatures in 20-ft radius must make a Wisdom save or be frightened for 1 minute and do nothing.
Dark Mirror; This costs 20% energy. Creates a shadow duplicate of you. Attacks against you have -10 disadvantage until the duplicate is destroyed.
Shadowstep Flicker; Instantly move 10 ft between two areas of dim light.
Shadowstep II; This costs 20% energy. Teleport up to 40 ft between shadows. You must start and end in dim light or darkness.
Necrotic Nova; This costs 25% energy. Dark energy explodes outward in 25 ft radius. Targets/Creatures take x3 necrotic damage. You regain Health equal to half the damage dealt to one creature.
Curse of Dimming; This costs 15% energy. Target creatures/targets suffer:
-2 to attack rolls
Dim light surrounds them.
Lasts 1 minute (Concentration).
Umbral Shackles; This costs 20% energy. Shadow chains restrain all targets you choose. Strength save ends the effect. While restrained, targets take x2 necrotic damage per round.
Nightfall Sphere; This costs 25% energy. A sphere of magical darkness (30 ft) appears. Targets/Creatures inside take x3 necrotic damage each round.
Healing Wave; This costs 15% energy. Range: 30 ft. Up to 3 creatures regain 3d8 + Int modifier Health %.
Renewing Light; This costs 10% energy. Targets you choose heal in Health and gain +5 advantage on their next saving throw.
Greater Renewal; This costs 25% energy. Target heals x3 Health and removes:
One disease, One poison, One curse.
Purifying Burst; This costs 20% energy. Allies in a 20-ft radius regain x2 Health and end charmed or frightened conditions.
Life Transfer; This costs 15% energy. You take x2 damage. Another creature/target you choose heals double the damage taken.
Revitalizing Aura; This costs 20% energy. Duration: 1 minute (concentration). Allies within 15 ft regain x2 Health at the start of their turns.
Cleanse Affliction; This costs 15% energy. Ends poisoned, blinded, or deafened conditions on a creature/target.
Sacred Reconstitution; This costs 30% energy. Target regains x3 Health and regrows minor damaged tissue.
Spirit Mend; This costs 10% energy. Heals in Health by the power of the spirit.
Blessing of Renewal; This costs 25% energy. For 1 minute, your chosen targets/creatures gain:
10% temporary Health each round
+5 advantage on death saves
Part 6 of Kittymoo and SH spells II
Triple heart burst; This effect causes the burst of the targets' heart seemingly 3 times. Combat over.
Triple heat burst; This effect causes the heat to make fire on the targets, think and they can receive x3 flash burn damages that burns itself out.
Ferocitor; This effect creates the fear in the targets as though a ghost where they can see it. They in fear end up fleeing or doing nothing. Rolling a 1d2, on a 1 they do nothing for 1d10 rounds and on a 2 they flee.
Shockwaves; This is where the the flow of energy goes to the targets and shocks them. Thinking to do what they do, they pass out for 1d6 rounds as they take shock damages.
Memory burst; This is where you think of the idea you wanted to not remember and state, "lets not remember that." after that the memory 'bursts' like a memory bubble it is and its gone.
Busts; This effect causes the effect of making busts "pop" out on the body where they were obscured, then distract the targets for 1d10 rounds.
Crystal Spear; This costs 20% energy. Range: 60 ft. Duration: Instant. Effect: A spear of crystal erupts from the ground. Make a spell attack. On hit, deal piercing + earth damage.
Mud Trap; This costs 10% energy. Range: 30 ft. Duration: 1 minute. Effect: The ground becomes sticky mud. Targets/Creatures entering must make a Strength save or become restrained.
Summon Ghost Pirates; This costs 25% energy. Range: 60 ft. Duration: 5 minutes. Effect: You summon 2 Ghost Pirates that appear within range and obey your commands.
Ghost Pirate Stat Block
Health: 35%
Armor: 13 AC (spectral coat)
Attack: Cutlass +6 (1d8 + 3 slashing + 1d6 necrotic)
Your stats otherwise.
Special:
Ghost Step - Can move through objects.
Sea Curse - Once per fight, target rolls with disadvantage.
Summon Earth Elemental; This costs 30% energy. Range: 30 ft. Duration: 10 minutes. Effect: A massive Earth Elemental rises from the ground and fights for you.
Earth Elemental Stat Block
Health: 90%
Armor: 17 AC (stone body)
Attack: Slam +7 (2d10 + 4 bludgeoning)
Your stats otherwise.
Special:
Stone Body - 1/2 damage resistant to physical damage.
Ground Pound - Once per round, enemies in 10 ft make Dex save or fall prone for 1d6 rounds.
Summon Spirit Wolf; This costs 15% energy. Range: 60 ft. Duration: 10 minutes. Effect: You summon 1 Spirit Wolf made of glowing mist.
Spirit Wolf Stat Block
Health: 40%
Armor: 14 AC
Attack: Bite +5 (1d10 + 3 piercing).
Your stats otherwise.
Special:
Pack Hunter - +5 Advantage if an ally is adjacent.
Spirit Tracking - Can sense invisible or hidden creatures.
Summon Clockwork Servitor; This costs 20% energy. Range: 20 ft. Duration: 1 hour. Effect: You summon a small mechanical construct that follows commands.
Clockwork Servitor Stat Block
Health: 50%
Armor: 16 AC
Attack: Metal Claw +5 (1d8 + 2 slashing).
Your stats otherwise.
Special:
Mechanical Precision - Never rolls with disadvantage.
Repair Mode - Can restore 10% Health to itself as it wants.
Raise Skeleton; This costs 15% energy. Range: 30 ft. Duration: 1 hour. Effect: A skeleton rises from nearby bones and obeys your commands.
Skeleton Stat Block
Health: 25%
Armor: 12 AC (bone frame)
Attack: Rusty Sword +4 (1d6 + 2 slashing)
Your stats otherwise.
Special:
Undead Resilience - 1/2 damage resistant to poison and fear.
Bone Rattle - Intimidates enemies (Wis save or −1 attack next turn).
Drain Life; This costs 20% energy. Range: 60 ft. Duration: Instant. Effect: You channel negative energy into a target. Make a spell attack.
On hit: x2 necrotic damage. You heal half the damage dealt.
Animate Zombie; This costs 20% energy. Range: 30 ft. Duration: 1 hour. Effect: A corpse rises as a shambling zombie servant.
Zombie Stat Block
Health: 40%
Armor: 10 AC.
Attack: Slam +5 (1d8 + 3 bludgeoning)
Your stats otherwise.
Special:
Undead Fortitude - When reduced to 0% Health, roll d20; on 10+ it stays at 1% Health.
Slow but Relentless - Cannot be frightened.
Haunt; This is where you summon a spirit to haunt the area and it does what you want it to do. Normally, the targets in the area run away in fear. If you want the ghost to paralyze the targets in fear or possess them and they do what you want, it will do it for 1d6 rounds. Once you don't need the haunting, it disappears back whence it came.
Haunt II; This costs 20% energy. That is a Necromancy/Summoning spell that surrounds an enemy with 1d6 powerful ghosts for levels 1-9. 1d8 powerful ghosts for levels 10-19. 1d10 powerful ghosts for levels 20-29. 1d12 powerful ghosts for levels 30+. These are ghosts that have your health and stats. They can do what you want them to do and possibly attack if that's your intention. Normally, the targets in the area run away in fear. If you want the ghosts to paralyze the target in fear or possess them. The target does what you want, said target will do it for 1d6 rounds. Once you don't need the haunting, they disappear back whence it came.. It comes from the Necronomicon.
Haunt III; This costs 25% energy. Range: 60 ft. Duration: 3 rounds. Effect: You summon a vengeful spirit that torments a target/creature.
Target makes Wisdom save.
Failure: takes x3 necrotic damage per round and suffers -10 disadvantage on attacks.
Success: half damage, no debuff.
Wraith Commander; This costs 35% energy. Range: 60 ft. Duration: 10 minutes. Effect: You summon a powerful undead wraith that commands lesser spirits.
Wraith Stat Block
Health: 70%
Armor: 15 AC (spectral form).
Attack: Soul Claw +7 (2d8 necrotic).
Your stats otherwise.
Special
Life Drain - Target loses 5% max Health until long rest.
Spectral Flight - Can pass through walls and fly 40'.
Command Undead - Nearby skeletons/zombies gain +2 attack.
Haste effect; Cost: 15% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. Effect: You accelerate a willing creature's/target's speed, causing it to gain extra movement of +20', an additional action, and other benefits. It also gains +2 AC and +5 advantage on Agility/Dexterity saving throws. However, the spell ends with potential consequences of fatigue if it's maintained too long.
Haste effect II; Increase move speed by +10', remove status effects.
Haste III; It isn't perfect. Cost the equivalent of 10% energy to maintain per round. You get an additional 1d6 actions per round.
Haste IV; Doubles speed, effectively letting you do double the work in half the time. The only downside is that you also burn twice as fast. So this spell costs 30% energy to cast.
Haste V; This costs 20% energy. Range: 30 ft. Duration: 3 rounds. Effect: You accelerate a target's/creature's personal timeline.
Target gains +2 Armor
Gains one extra action per turn
Movement speed doubled
Drawback:
When the spell ends, target loses their next action.
Slow; This costs 20% energy. Range: 60 ft. Duration: 3 rounds. Effect: You thicken time around enemies.
Up to 3 creatures must make a Wisdom save.
On failure: Movement halved, −2 attack rolls, Cannot take reactions.
Rewind; This costs 30% energy. Casting Time: 1 reaction. Range: Self. Duration: Instant. Effect: You rewind your personal timeline 6 seconds. Restore Health and position from the start of your last turn. Cancel any damage taken since then. Limit: Once per combat.
Temporal Stasis; This costs 35% energy. Range: 60 ft. Duration: 1 round. Effect: You freeze a creature outside the flow of time. Target makes Constitution save.
Failure: creature is frozen and cannot act for 1d6 rounds.
Success: creature is slowed instead.
Frozen creatures cannot be harmed or act until the effect ends.
Borrowed Future; This costs 40% energy. Casting Time: 1 bonus action. Range: Self. Duration: 2 rounds. Effect: You pull energy from your future self.
For 2 rounds:
Gain +3 attack rolls
Automatically succeed one saving throw
Cost:
After the spell ends, suffer exhaustion.
Lucky Break; This costs 10% energy. Casting Time: 1 reaction. Range: 30 ft. Duration: Instant. Effect: You bend probability in an ally's favor. When an ally fails a roll, they may reroll the d20. The new roll must be used. Limit: Once per target/creature per combat.
Curse of Misfortune; This costs 15% energy. Range: 60 ft. Duration: 3 rounds. Effect: You twist fate against your targets.
Targets must make a Wisdom save.
On failure: rolls with -5 disadvantage, −10 to attack rolls.
Fate Shield; This costs 20% energy. Casting Time: 1 reaction. Range: Self or ally within 20 ft. Duration: 1 round. Effect: Fate intervenes to prevent harm.
When hit by an attack, roll 1d6 and reduce the damage by 5 x the result. Example: roll 4 -> reduce damage by 20.
Dice of Destiny; This costs 25% energy. Range: Self. Duration: 3 rounds. Effect: You summon spectral dice that orbit you. Each round you may roll 1d20:
Roll Effect
1-5 +1 Armor
6-10 +2 attack
11-15 gain +5 advantage on one roll
16-20 automatically succeed one roll
Rewrite Fate; This costs 45% energy. Casting Time: 1 reaction. Range: 60 ft. Duration: Instant. Effect: You override destiny itself.
When any creature/target rolls a d20, you may: force them to reroll, or change the result to 10.
Chaos Surge; This costs 25% energy. Range: 60 ft. Duration: Instant. Effect: Unstable magic erupts toward a target. Roll 1d6:
Roll Effect
1 Spell backfires: caster takes 2d10 damage.
2 Target teleports 30 ft randomly.
3 Target slowed for 2 rounds to do 1 action per every 2 rounds.
4 Target takes x3 elemental damage.
5 Target polymorphs into a harmless animal for 1 round.
6 Double damage (x6 chaotic energy).
Living Shadow; This costs 20% energy. Range: 30 ft. Duration: 5 minutes. Effect: Your shadow detaches and fights beside you.
Shadow Stat Block
Health: 35%
Armor: 14 AC
Attack: Shadow Claw +5 (1d8 + 2 necrotic)
Your stats otherwise.
Special
Shadow Step - Teleports between shadows within 20 ft.
Dim Form - Harder to hit in darkness. There is a -5 penalty to the enemies attack roll.
Mushroom King; This costs 30% energy. Range: 20 ft. Duration: 10 minutes. Effect: A giant fungal monarch rises from the earth.
Mushroom King Stat Block
Health: 75%
Armor: 13 AC
Attack: Spore Slam +6 (2d8 bludgeoning)
Your stats otherwise.
Special
Spore Cloud - Enemies within 10 ft must make Con save or become poisoned. They take poison damage per turn for 1d6 rounds.
Regrowth - Heals 5% Health each round.
Gravity Well; This costs 35% energy. Range: 80 ft. Duration: 3 rounds. Effect: You create a miniature gravitational anomaly. Targets/Creatures within 20 ft radius must make a Strength save.
Failure: pulled to the center and restrained. Each round they take x4 force damage.
Wish Fragment; This costs 45% energy. Range: Self. Duration: Instant. Effect: You tap into a fragment of raw wish magic.
Choose one effect:
Restore all Health to yourself and allies within 30 ft.
Instantly banish one enemy
Automatically succeed on any roll this turn
Cost:
After casting, roll 1d20. On 1-5, you cannot cast spells for the next hour.
Part 7 of Kittymoo and SH spells II
Mind's Eye of the Explorer; Costs 25% energy. Range: Self. Duration: 10 minutes. Effect: You channel your curiosity and adventurous spirit to perceive hidden patterns, anticipate outcomes, and manipulate chance.
Insightful Vision: Gain +5 advantage on all investigation, perception, and arcana checks.
Lucky Gambit: Once per round, reroll a d20 if the result is lower than 10.
Creative Improvisation: You can invent one small object or tool for immediate use (DM discretion, roughly equivalent to a minor item or magical effect).
Adventure's Aura: Allies within 10 ft gain +1 to attack rolls or skill checks, inspired by your exploratory energy.
Flavor Text: "Your eyes wander where others fear to look, your mind leaps where others hesitate, and luck seems drawn to your footsteps."
Curiousity; This effect causes the targets to get curious and experiment. Add +5 to int rolls.
Backfire; This effect causes the targets' attempt to attack you to be received back at them.
Launches; This effect causes the targets to launch into the sky by the energy of the creator. They launch upward 1d20 feet. Then, they crash back down. Falling from a great height results in bludgeoning damage. They take 1d6 bludgeoning damage for every 10 feet fallen, up to a maximum of 20d6. They can also fall prone for 1d10 minutes unless they can avoid the damage.
Vandenberg; This causes the targets to abandon the area to you and your party as it suddenly seems cold to them. You win.
Jellyfish; This causes a giant air jellyfish to fly in the air and be summoned to fight for you. It has 100% health and does stinging blows that deal 3d6 damage and stuns the target for 1d10 rounds. This is with your stats otherwise.
Anti-block; This effect causes any blockage you may have in getting ideal and casting spells to disappear.
Liberal; This is where you create liberty for all of your party (at least in your minds). Add +2 morale.
Conservative; This is where you conserve by actions and live. Add +5 to all the parties rolls.
Whoa!; This effect causes the targets to stop by the power of your voice. They stop for 1d6 rounds.
Shock; This is where you create a wave of energy, that shocks the targets with energy damage.
Carnege; This is where you cause the need to be somewhere, including elsewhere. The targets leave the area. You win.
Oho; This makes you grip your weapon even in death and you don't let go.
Narrated; This is where the area targets "hear" a voice of the creator that explains what is happening.
Baby bitch; This causes the targets to become a small baby animal, that broadcasts bitchy thoughts and is harmless. Even if you don't kill the baby bitches, you still get the experience for the encounters.
Maga; This brings maggots to the area of the targets, grossing out their minds and forcing them to leave. Fight over. Scour the maggots with fire, to rid the area of them and make it safe to enter.
Faucet; This causes the targets to be fooled by a false set of items, that appear in the originals' place. The original items appear in your inventory. The false items break easily after attempting to use them.
Altruistic; This makes you true to your nature, add +5 to all charisma based rolls.
Divine Light; In a dark area? Well now you can see 12 feet away from you in all directions.
Flying Spaghetti Monster cure disease and sickness; Feeling under the weather? Call upon the flying spaghetti monster to curse your illness.
Flying Spaghetti Monster Familiar; Call upon a drunken monster made of pasta to give you a new pet that hovers off the ground. This pet has 100% health, can fly at 50' and has your stats otherwise.
Beastial Tail; Sprout a tail that gives 2d8 bonus damage in close quarters combat.
Spaghetti Net; Conjure spaghetti strands to entangle your targets for 2d8 rounds. They cannot do anything for the time you roll.
Part 8 of Kittymoo and SH spells II
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.
Axiom force; This force is an energy stream that acts like a anchoring force. It can draw in things or if it targets it attaches to things and detaches from the things it attached to, it can draw you to an area and similar idea.
Strange matter; This is where you think manifest some special matter that transforms through the strange quarks that's with the targets making them into whatever you want.
Spell matter; this is what forms from energy to create the effect you desire.
Cathartic; This is where you cause by thought programmed energy the targets to convert their need to attack. Thinking to become peaceful. That means fight over.
Catharsis; This is where you direct energy to make the targets' fat cells convert their need they have, thinking to eat or drink and that is it for 1d10 rounds.
Self-sacrifice; This spell allows you to sacrifice things you choose and you get what you want.
Force palm; Think energy goes to your palm and project it forth as you push your palm forward. This causes the energy to go forward and push your target back.
Spacelike effect; This is where you cause simulataneous effects on all the targets at once, of 1 or 2 elements that you choose.
Space freak; This causes the instant effect of freaking out the targets, that's with a scene in their minds making them no want to deal with you. Fight over.
Psychic fighting; This effect causes the targets' minds to fight themselves. They pass out for 1d10 rounds.
In-focus Out-focus; This is the effect of seeing the things through drugged eyes, that received a dose of hallucinogen. The targets cannot focus enough to attack you or perceive you right. This is where they get -5 to perception rolls and -10 to attack rolls for 1d6 rounds.
Face palm; This is where you think about sending out energy, that hits the target in the nose hard and kills the targets. That's done by allowing you to kill them, as they are "knocked out" for 1d10 rounds.
Coin shift; Toss a coin to the floor or a tub, think of where you want to be and your there.
Reality Bend; Range: 30 ft. Duration: Instantaneous. You slightly warp reality at a point you can see. Choose one:
Deal 2d6 force damage, OR
Push target 10 ft, OR
Grant advantage on next roll made by a creature
Veil of Inner Sight; Duration: 10 minutes. You see magical auras and invisible creatures within 15 ft.
Elastic Flesh; Duration: 1 minute. Gain 1/2 damage resistance to bludgeoning and +5 advantage on grapple escape checks.
Whispering Thread; Create a telepathic link between two willing creatures within 60 ft.
Minor Phase Shift; This costs 10% energy. You partially phase, gaining +5 advantage on Agility/Dex saves and can move through creatures this turn.
Mind Fracture; This costs 10% energy. Targets take psychic damage and has -10 disadvantage on next attack.
Shape Borrow; This costs 10% energy. Temporarily copy a target's/creature's physical feature (claws, gills, etc.) for 1d10 hours.
Mystic Anchor; This costs 10% energy. Target cannot be forcibly moved or teleported for duration of 1d10 rounds.
Warp Step; This costs 10% energy. Teleport 20 ft as a bonus action.
Echo Form; This costs 15% energy. Create a duplicate that mimics your actions, imposing -10 disadvantage on attacks against you.
Thought Leak; This costs 15% energy. Read surface thoughts; deal x2 psychic damage if resisted.
Alter Gravity; This costs 15% energy. Invert gravity in a 10-ft radius for 1 round.
Soul Tether; This costs 15% energy. Link two creatures/targets; they share half damage taken.
Mirror Skin; This costs 15% energy. Reflect x2 damage back to attackers.
Astral Glimpse; This costs 20% energy. See into the Ethereal Plane and hidden creatures.
Flesh Sculpt; This costs 20% energy. Heal x2 Health OR impose -5 disadvantage on physical checks.
Memory Rewrite; This costs 20% energy. Alter last 1 minute of targets' memory.
Phase Cage; This costs 20% energy. Trap creatures/targets in a shifting extradimensional cube for 1d10 hours.
Dimensional Ripple; This costs 20% energy. Enemies in area must succeed Agility/Dex save or be teleported randomly 10 ft (DM's decision).
Mind Mirror; This costs 25% energy. Reflect charm/fear effects back to caster.
Reality Tear; This costs 25% energy. Deal x3 force damage and create difficult terrain around the targets.
Astral Chains; This costs 25% energy. Restrain creatures/targets; deals x3 psychic damage each turn.
Polymorphic Surge; This costs 25% energy. Targets randomly transforms partially each round.
Thought Collapse; This costs 30% energy. Target takes x3 psychic damage and is stunned 1 round.
Warp Field; This costs 30% energy. Area distorts; ranged attacks have -10 disadvantage, targets' movement halved.
Astral Projection Burst; This costs 30% energy. Project spirit; body becomes unconscious but immune to damage.
Identity Shatter; This costs 35% energy. Target forgets allies, treats all creatures/targets nearby as hostile.
Chrono Slip; This costs 35% energy. Take an extra turn immediately, but skip next turn.
Reality Rewrite; This costs 40% energy. Alter a single event from last round (DM adjudication).
Ascended Form; This costs 45% energy. Gain:
Flight +60 ft
1/2 damage resistance to all damage
+10 Advantage on all rolls
Duration: 1 minute
Part 9: Normal and April fools effects of Kittymoo and SH spells II
Water clone; This is where you think about the idea of cloning yourself and use water to do it. They have your stats and 100% health.
Impulse control; This effect causes the targets to do things as you suggest them to do.
Fired up; This is where you get the targets angry over the fact. They receive -5 disadvantage on all rolls.
False flag: recognition; This effect is where you are recognized as one of them and not attacked by the enemy.. no matter what.
False flag: flare; This is where you cause the targets to attack themselves with energy blows by spirit attacks and avoid you and your party.
False flag: protection; This is where the sense the targets get is false or its sensed as something else, unless it is yourself sensing it.
Reidsville; This calls upon fate to make your targets die by energy instantly.
Raids; This is where you think to focus poison spray onto a surface or bug, killing it.
Trans; This transforms the body into what you intend it to be. The target transforming is distracted for 1d10 rounds with a -5 to all rolls.
Berlinda; This effect causes the idea of active marching to where you want the targets to go.
Enough; You always have enough to cover for what you want to buy.
Spacial area; The area is what seems larger on the inside than on the outside. (Dm/Gm discretion)
Instant object shift; This is where you shift the objects to the area you had in mind on a touch.
Fool's Fireball; This costs 15% energy. Range: 150 ft. Components: a rubber ball. Duration: Instantaneous. A colorful explosion erupts. Creatures/targets make an Agility/Dex save. On a fail, they take x2 psychic damage and are covered in harmless glitter, giving -5 disadvantage on Stealth checks for 1 minute. On a success, half damage.
Banana Peel; Range: 30 ft. Duration: 1 minute. You conjure a banana peel. A creature entering the space must succeed on a Dex/Agility save or fall prone.
Whoopee Cushion; Range: Touch. Duration: 10 minutes. The next time the target sits, a loud noise erupts. They must succeed on a Wis save or become frightened of being mocked (-5 disadvantage on Charisma checks) for 1 minute.
Reverse Gravity (Just Kidding); This costs 20% energy. Range: 60 ft. Duration: 1 round. Targets believe gravity reverses. They must make a Wis save or fall prone and act as if restrained until end of turn.
Pie to the Face; Range: 30 ft. Make a ranged spell attack. On hit: magical bludgeoning + blinded until end of next turn.
Illusory Gold; This costs 10% energy. Creates convincing gold that vanishes after 1 hour.
Laughing Hex; This costs 10% energy. Target must Wis save or fall prone laughing (like Tasha's Hideous Laughter) for 1 round.
Exploding Confetti; This costs 10% energy. 10-ft radius burst, psychic damage, creatures blinded until next turn.
Fake Teleport; This costs 15% energy. Target thinks they teleported but hasn't moved.
Sticky Floor; This costs 10% energy. 20-ft area becomes sticky; difficult terrain + Str save or restrained for 1d6 rounds.
Voice Swap; This costs 10% energy. Two creatures/targets swap voices for 10 minutes.
Endless Honk; Object emits loud honking noise for 1 minute.
Spring-Loaded Punch; Melee spell attack: force damage, pushes back 10 ft.
Disguise: Clown; Target appears as a clown; -5 disadvantage on Intimidation.
Phantom Itch; Target has -5 disadvantage on concentration checks.
Fake Potion; Appears magical but has random harmless effect. (DM/GM decides)
Prank Polymorph; This costs 20% energy. Turns target into a harmless animal with exaggerated features for 1d10 minutes.
Slippery Hands; This costs 10% energy. Target drops held items unless Agility/Dex save each turn for 1d6 rounds.
Rubber Chicken Strike; magical bludgeoning + -10 disadvantage of targets on next attack.
False Alarm; Creates fake danger sounds causing confusion for 1 minute.
Hat of Bees; This costs 15% energy. Swarm illusion causes x2 psychic and panic for 1d10 rounds.
Mimic Coin; This costs 10% energy. Coin bites creatures/targets: dealing magical piercing damages.
Invisible Wall (Not Really); Targets believe wall exists; must Int save to pass.
Dancing Pants; This costs 10% energy. Target dances uncontrollably (speed 0) for 1d10 rounds.
Fake Level Up; This costs 15% energy. Target believes they leveled up; gains +10 advantage once, then suffers -5 disadvantage.
Sudden Costume Change; Outfit changes to something ridiculous. (DM/GM specific)
Giggle Gas; This costs 10% energy. 15-ft cloud. Creatures/targets laugh and have -10 disadvantage on attacks.
Backwards Day; This costs 15% energy. Target has reversed movement controls for 1 minute.
Phantom Applause; Creates loud clapping, granting +5 advantage on next Performance check.
Ultimate Prank; This costs 25% energy. Target suffers x3 psychic damage, is stunned for 1 round, then laughs uncontrollably for another round (incapacitated).
Cataclysmic Whoopee; This costs 30% energy. Range: 120 ft. Components: a sealed cushion. Duration: Instantaneous. A thunderous magical blast erupts in a 30-ft radius sphere.
Targets/Creatures make a Constitution save
Fail: x3 thunder damage + knocked prone for 1d6 rounds
Success: Half damage, not knocked prone
Creatures that fail are also deafened and unable to speak clearly until end of next turn.
Mass Clownification; This costs 30% energy. Range: 60 ft. Duration: 1 minute (Concentration). Up to 6 targets/creatures must make a Wis save or transform into exaggerated clown-like versions of themselves:
-10 disadvantage on attack rolls
+5 advantage on Performance checks
When hit, they emit a honk (no mechanical effect, but reveals invisibility)
Prismatic Pie Barrage; This costs 35% energy. Range: 120 ft. Duration: Instantaneous. You conjure 7 magical pies, each dealing a different effect (roll 1d7 per hit):
x4 damage (type varies: acid, cold, fire, etc.) (DM/GM specified)
Additional effects: blinded, restrained for 1d10 rounds (cream), slowed to do 1 action for 1d6 rounds, or pushed 20 ft
You can distribute pies among targets.
Grand Illusion of Catastrophe; This costs 35% energy. Range: 300 ft. Duration: 1 minute (Concentration). Create a massive fake disaster (dragon attack, meteor swarm, etc.). Targets/Creatures must make an Int save:
Fail: Frightened + restrained (panic)
They can repeat save at end of turns
Taking damage grants +5 advantage on next save
Reverse Reality; This costs 40% energy. Range: 60 ft. Duration: 1 minute (Concentration). Target must make a Wis save or experience inverted perception:
Movement reversed
Attack rolls at -10 disadvantage
Allies appear as enemies (no forced attacks, but confusion)
Infinite Banana Peel Field; This costs 30% energy. Range: 120 ft. Duration: 1 minute. Creates a 40-ft radius difficult terrain. Targets/Creatures moving must make a Dex/Agility save each turn or:
Fall prone
Take x3 magical bludgeoning damage
The Emperor's New Armor; This costs 35% energy. Range: 30 ft. Duration: 1 minute. Target believes they are heavily armored:
Gains +2 AC (illusory)
Actually has -2 AC
Must make an Int save each round to realize the trick
Cosmic Punchline; This costs 45% energy. Range: 150 ft. Duration: Instantaneous. You deliver a universe-level joke. All targets/creatures in a 40-ft radius make a Wis save:
Fail: x5 psychic damage, stunned for 1 round
Next round: incapacitated laughing
Success: Half damage, no stun
Reality Pie Rewrite; This costs 40% energy. Range: 60 ft. Duration: Instantaneous. Throw a glowing pie that warps reality:
On hit: x4 force damage, plus choose one:
Turn target into harmless object (1 round)
Teleport target 60 ft randomly
Swap positions with another creature/target
Ultimate April Fools; This costs 45% energy. Range: 120 ft. Duration: Special. Targets make a Wis save:
Fail: For 1 minute, they believe EVERYTHING around them is fake
-10 disadvantage on all rolls
Cannot take reactions
At start of turn, 50% chance they do nothing determined with a 1d20 rolled with a 11 or above result doing nothing.
Success: x3 psychic damage
At the end, targets gain exhaustion from mental strain.
Part 10 of Kittymoo and SH spells II
Realtor; This is where you are really in charge..you create upon utterance of this spell ownership of the area in the minds of the targets. They do not attack you.
Huma; This grants you heroic proportions, +7 to all rolls for 1d10 rounds. This costs 30% energy.
Adrenaline rush; this makes anything you do feel alright..morale +2 and +5 to all rolls for 1d10 rounds.
Day rush; This effect is where you instruct your subconscious to speed the day up. Time sped up is 1 hour every 1 minute.
Night rush; This is where you tell your subconscious to speed up time using nitght's energy and you speed it up to 1 hour every 1 minute.
Night due; This is where you think of creating a due point, that's as though the idea were in a game and you understand it is necessary. This tricks the targets into waiting for something and not reacting to anything you do for 1d10 rounds.
Night trick; This is where you call upon night to create what you want. This includes elemental effects such as 1 or 2 elements at once.
Negotiation; This is where you talk the targets into doing things you want peacefully. Add +5 to all charisma based rolls.
Pop-eyed; This is where you become pop-eyed, then scare the targets into submission and they no longer want to fight you. Fight over.
Sonic boom; This is where you cause the effect of a loud boom near the targets, that are shaken to the ground for 1d10 rounds.
Focus area; The effect is simple, you do it or you don't. This is is decided by a roll of a 1d20+luck, where you roll a 10 or above and you succeed in doing what you describe in the area.
Dark spheres; These are dark magic spheres that form in the air and succumb the targets' motion, they are doing nothing for 1d6 rounds. There are as many spheres as there are targets. That's as it is dealing x2 dark energy damages.
Inner swirl; This uses the effect of thinking a pull of energy into the area, that's making the targets spin around by feel till dizzy through the spiraling energy. So as they are dizzy, they get -5 to all rolls for 1d6 rounds. Roll a 1d20 and if you roll a 10 or above, they fall to the ground, prone for 1d10 rounds.
Revival Tooth; This spell can be cast while silenced. If brought to zero HP you can cast this to roll for life saving. Life saving is a 3 or higher on a 1d20. Has the effect of making people around you think you're dead, but only the first time you do it until next long rest.
Noodly Appendage Smite; Sends targets to Spaghetti Monster Heaven or Hell depending on alignment. Heaven has a beer volcano and Hell has one too only the beer is lukewarm. //Both places have a stripper factory and the Hell version has penguins everywhere.
Slack Overload; Invoke a pipe to initiate a perfect day with +3 morale to the party.
Ascent into Transcendence; Victory via blasting all of humanity's knowledge into a fragile planet mind.
64 Gigabytes of Ram; Keep an entire Universe in random access memory... But if the power goes out... Well there goes the neighborhood.
Direct to mars; This causes the target/s to shift directly to mars instantly through supralight energy.
Bubblegum Camouflage; As long as you're chewing gum you are invisible. If you can see me, no you can't do anything to me.
Superman Syrum; Sneeze to make all visible targets get every single beneficial viral mutation.
Snickersnee; Turns any harmful drug into a candy of your choice. If none is chosen you get a bar of chocolate.
Xenu; Call upon a space alien to send all targeted foes into a volcano.
Clown; Report a fire to make targets do nothing but laugh for 1d6 turns.
Relief; This spell causes relief, no matter what pain there is.
Easter Bunny; Litters the map with eggs distracting the targets for all of Aprimay or 1d10 rounds.
Easter live; This is a live moment that the targets live in their minds of some easter, that is distracting them from doing anything for 1d10 rounds.
Ciou; This effect causes the ideal of good luck and happy farewell to you and your friends and tragedy to your enemies. Add +5 to your friends and your own luck rolls and apply a -5 to all enemy rolls.
Eggburst Barrage; This costs 15% energy. Range: 60 feet. Components: a painted egg. Duration: Instantaneous. You conjure a cluster of glowing, pastel eggs that explode on impact. Choose up to 3 targets/creatures in range. Each target must make a Agility/Dexterity saving throw. On a failed save, a creature takes x2 radiant damage and is blinded until the end of its next turn as glitter and yolk-like light splashes over them. On a success, it takes half damage and isn't blinded.
Hare's Bounding Escape; This costs 10% energy. Range: Self. Duration: 1 minute (concentration). You take on the agility of a spring hare. Your jump distance is tripled. Opportunity attacks against you are made at -10 disadvantage. Once per turn, you can teleport up to 10 feet as part of your movement (must start and end on ground).
Bloom of Rebirth; This costs 20% energy. Range: Touch. Components: a flower bud. Duration: Instantaneous. You channel the renewing power of spring. A target/creature you touch regains 5d10 + your int modifier health % and ends one of the following:
Poisoned, Blinded, Deafened
If the target/creature was at 0% Health, it instead regains maximum healing and gains temporary Health equal to your level.
Hidden Egg Cache; This costs 15% energy. Range: 30 feet. Components: a small egg. Duration: 1 hour. You hide magical "eggs" across the battlefield. Create up to 5 invisible egg traps in spaces you can see. When a creature/target moves within 5 feet of one:
Roll a d6:
1-2: Explodes for x2 fire damage
3-4: Releases sticky goo -> target is restrained (Str save ends)
5: Emits dazzling light -> blinded for 1 round
6: Heals the creature/target for 2d6 Health
Eggs vanish after triggering.
Summon Spring Bunny; This costs 25% energy. Range: 30 feet. Components: M (a carrot). Duration: 1 hour (concentration). You summon a magical Easter Bunny spirit.
Spring Bunny (Medium Fey)
Health: 60%
AC: 14
Speed: 40 ft., jump 30 ft.
Your stats otherwise.
Multiattack: 2 kicks (1d8 + 4 bludgeoning)
Egg Toss: 20-ft radius, creatures make Agility/Dex save or take x3 radiant damage
Aura of Spring (10 ft): Allies regain 5% Health at the start of their turn.
Plants grow rapidly; Terrain becomes lightly obscured. Targets get a -5 to perception checks.
Part 11 of Kittymoo and SH spells II
Anastasia; This is the point you correct the mental disorder.
Mood control; This is where you think of the mood and will it to exist, then you do the right things and it does exist.
Right things; Do the correct things and nothing bad can happen to you.
Qualify; This is where you make quality statements to create peaceful interaction. Add +5 to all charisma based rolls for 1d10 rounds. Roll 1d20+luck to see if you made peace with a 10 or above result.
Instant conquest; This causes a blitz of fire on the targets that turns them to ashes with the snap of your fingers.
Move on; This causes the ghosts of the area to move on to the astral plane.
Gardner Advantage; Give up X amount of temporary Health for dollars.
Creative point; This is where the energy creates with the will and that makes with the thought.
Antiparticle; This is where you think of the negative energy combining with lightning making explosions, this to cause triple the damages dealt by dark lightning on the targets.
Moonjoy; This is where you think into existence joy from the rays of the moon. +2 Morale.
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 +5 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 for 1d10 rounds (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. This lasts 1d10 rounds.
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
Coven's Grand Hex; This costs 40% energy. Casting Time: 1 minute. Range: 120 feet. Components: three black candles worth 300 gp/dollars. Duration: Concentration, up to 1 minute. You invoke a powerful coven curse on up to 3 creatures/targets you can or can't see.
Targets must make a Wisdom saving throw or suffer:
-10 disadvantage on attack rolls and saving throws
Take x4 psychic damage at the start of each turn
Cannot regain health
On a success, they take half damage and suffer no other effects.
If at least 2 allies assist in casting, targets have -5 disadvantage on their saves.
Cauldron of Living Doom; This costs 40% energy. Range: 60 feet. Components: miniature iron pot worth 250 gp/dollars. Duration: Concentration, up to 1 minute. You summon a bubbling cauldron spirit in a 10-ft radius.
Creatures/targets entering or starting turn take x4 acid + x4 necrotic damage
Area is difficult terrain
As a bonus action, you can force one creature/target to make a STR save or be pulled into the cauldron, becoming restrained..
Restrained targets take an additional 4d8 damage per turn.
Hag's Final Bargain; This costs 45% energy. Range: 30 feet. Duration: Instantaneous. You offer a cursed bargain. Targets make a Charisma save:
Fail: Drops to 0% Health, but stabilizes and gains one benefit of your choice:
Restore all energy
Gain +5 advantage on all rolls for 1 minute
Instantly succeed on one future saving throw
After 1 minute, target dies permanently (no resurrection short of Wish).
Success: Takes x5 psychic damage
Blackthorn Curse; This costs 40% energy. Range: 90 feet. Duration: 24 hours. A writhing curse of thorns overtakes your targets.
Takes x4 piercing + x4 necrotic damage (Con save half)
On failure, creature is cursed:
Whenever it takes damage, it takes an additional 2d8 necrotic
Speed reduced by half
Curse requires remove curse or similar magic.
Spirit Court Summons; This costs 45% energy. Casting Time: 10 minutes. Range: Self (30-ft radius). Components: bone circle worth 500 gp/dollars. Duration: 1 hour. You call a court of ancient spirits. Summon 3 Spirit Lords (use Wraith stats with +50% Health)
They obey your commands
Enemies in radius have -5 disadvantage on Wisdom saves
If concentration ends, spirits become hostile to all.
Witchfire Cataclysm; This costs 45% energy. Range: 150 feet. Duration: Instantaneous. Green-black flames erupt in a 40-ft radius sphere.
Creatures make an Agility/Dex save:
Fail: x5 fire + x5 necrotic damage
Success: Half damage
Failed saves also cause:
Target burns for 5d10 necrotic damage at end of next turn
Nonmagical objects ignite.
Curse of the Hollow Effigy; This costs 40% energy. Range: 60 feet. Components: a small doll. Duration: Concentration, up to 1 minute. You bind a creature to a magical effigy. Target makes a Con save.
On failure:
You can use a bonus action to deal x4 force damage
Target is restrained when you choose
Destroying the effigy ends the spell.
Veil of the Crone Queen; This costs 40% energy. Range: Self (30-ft radius). Duration: Concentration, up to 10 minutes. You cloak the area in ancient witch illusion.
Enemies inside:
Are blinded (Wis save negates each turn)
Hear whispers, taking x4 psychic damage per turn
Allies gain:
+5 advantage on Stealth
1/2 damage resistance to all damage
Blood Moon Invocation; This costs 45% energy. Casting Time: 1 minute. Range: 120 feet. Components: blood sacrifice worth 500 gp/dollars. Duration: Concentration, up to 1 minute. You invoke a blood moon over the battlefield.
Enemies take x5 necrotic damage per turn, Healing is halved, When a target/creature dies, you gain 20% temporary Health
Allies gain +10 advantage on attack rolls while in dim light.
Hex of Eternal Unmaking; This costs 45% energy. Range: 60 feet. Duration: Instantaneous. You place a final, devastating hex. Targets make a Con save:
Fail: Takes x5 necrotic damage
If reduced to 0% Health, body disintegrates into ash
Success: Takes half damage
Creatures/targets slain cannot be revived except by Wish.
Part 12 of Kittymoo and SH spells II
Keytruda; This is where you hold your key and intrude upon the minds of the targets. That's a weird out factor that causes demoralization of the targets. -5 to the targets rolls for 1d10 minutes.
Demon eye; This calls upon the creator to make perfect 360 degree vision without dizziness using instruction to your third eye.
Dementrolize; This causes the targets to become demented and fear hope and positive feelings. That you and your party suddenly project forth, driving them away.
Astrolize; This is an effect where you cause your targets to become one with the astral plane. They mentally they live in the astral plane itself while they ignore what they do physically. They think and ignore you and your party totally. Fight over.
Gupta; This effect is where you take goop and spread it. Creating enhanced effects of +5 to all rolls for 1d6 rounds.
Konoichi; Genious moment that creates better for what you want. Add +10 to your int rolls for 1d10 rounds. This costs 10% energy.
Ulahannahan; This creates cures to the body of any illness.
Maga; This brings maggots to the area of the targets, grossing out their minds and forcing them to leave. Fight over. Scour the maggots with fire, to rid the area of them and make it safe to enter.
Maga II; Maggot forming in the targets, that they get weakened by feel from the maggots. This makes them with -5 to strength rolls.
Wounding blades; This releases 1d6 blades of darkness at the targets each, dealing x3 dark energy damages.
Grappling effect; This creates the effect of making energy sent forth to grapple the target and pull it forth or you go forth.
Wounding light; This causes 1d6 blades of light energy to spring forth and hit the targets each for x3 light energy damages.
Wound regen; This causes the body to recover quickly by feel within one action. This uses the subconscious mind to create what you want. You recover from all wounds magically. This costs 30% energy.
Ending; As I entered I exited, so this works by feel for a car.
Arcane Cache; This costs 20% energy. Range: 30 ft. Components: a tiny chest. Duration: forever. Effect: Conjure a floating chest (AC 15, Health 30%). Stores up to 200 lbs. You can teleport one stored item to your hand as a bonus action.
Summon Lesser Artillery; This costs 20% energy. Range: 60 ft. Duration: Concentration, 1 minute. Effect: Summon a magical turret (AC 16, Health 40%, Your stats otherwise) that fires ranged spell attacks (x2 force damage).
Portal Step; This costs 20% energy. Range: Self. Duration: Instantaneous. Effect: Teleport up to 40 ft. Leave behind a portal; an ally can use reaction to follow.
Conjure Elemental Weapon; This costs 20% energy. Duration: Concentration, 1 hour. Effect: Weapon deals +1d6 elemental damage (choose type) and counts as magical.
Grasping Rift; This costs 20% energy. Range: 60 ft. Duration: Concentration, 1 minute. Effect: Rift pulls creatures (Str save). On fail: restrained and takes x2 force per turn.
Summon Planar Beast; This costs 25% energy. Duration: Concentration, 1 hour. Effect: Summon beast of your choice with resistance to nonmagical damage.
Dimensional Net; This costs 25% energy. Range: 60 ft. Effect: Creatures in 20-ft cube must Dex/Agility save or be restrained for 1d10 rounds. Teleportation fails inside.
Blink Strike; This costs 25% energy. Effect: Teleport and make melee attack with +10 advantage and x3 force damage.
Spatial Collapse; This costs 25% energy. Range: 90 ft. Effect: 20-ft sphere implodes. Creatures/targets take x3 force and are pulled to center.
Greater Summon Construct; This costs 30% energy. Duration: Concentration, 1 hour. Effect: Summon Large construct (AC 17, Health 100%, 3 multiattack of force blows, your stats otherwise).
Phase Prison; This costs 30% energy. Range: 60 ft. Duration: Concentration, 1 minute. Effect: Target is phased out (banished-like, Wis save each turn to return).
Rift Barrage; This costs 30% energy. Effect: Open 5 small portals firing bolts (each x3 force damage, multiple targets allowed).
Conjure Living Storm; This costs 30% energy. Effect: Summon storm entity (+50' fly speed, lightning attacks, AoE shock aura, your stats otherwise).
Warp Terrain; This costs 30% energy. Range: 120 ft. Effect: Reshape battlefield into difficult terrain; teleport creatures randomly within area (Dm/GM decides).
Planar Legion; This costs 35% energy. Effect: Summon 4 small creatures OR 2 large creatures that do your bidding. This summons lasts till end of combat or the creatures are defeated.
Dimensional Fortress; This costs 35% energy. Duration: 8 hours. Effect: Create a fortified extradimensional shelter (like Tiny Hut but larger, defensible as it has 100% health and 20 AC).
Rift Chains; This costs 35% energy. Effect: Chains erupt from portals; restrain up to 4 targets/creatures (Str save each turn).
Summon Mythic Beast; This costs 35% energy. Effect: Summon large creature with temporary Health of 100% and magical attacks that deal the force blows of x4 damages.
Teleport Ambush; This costs 35% energy. Effect: Teleport up to 5 allies; each gets +10 advantage + bonus 2d6 damage on first attack.
Gate of Cataclysm; This costs 40% energy. Range: 120 ft. Effect: Massive portal deals x4 force damage and spawns hostile energy eruptions.
Summon Titan Fragment; This costs 40% energy. Effect: Huge construct/elemental (AC 18, Health 180%, devastating slam attacks, your stats otherwise).
Infinite Arsenal; This costs 40% energy. Duration: Concentration, 1 minute. Effect: Conjure unlimited thrown weapons (3 attacks per turn, x4 force damage each).
Maze of Mirrors; This costs 40% energy. Effect: Trap targets/creatures in shifting extradimensional maze (Int saves to escape).
Dimensional Sever; This costs 40% energy. Effect: Prevent teleportation/planar travel in 60-ft radius; deals x4 force damage to violators.
True Summon Avatar; This costs 45% energy. Effect: Summon entity of your choice that's under your control for 1 hour.
Worldfold Cataclysm; This costs 45% energy. Range: 300 ft. Effect: Collapse space in 40-ft radius. Creatures take x5 force damage + restrained for 1d10 rounds.
Eternal Gate; This costs 45% energy. Duration: Permanent (until dispelled); Effect: Create stable two-way portal between two known locations.
Army of the Beyond; This costs 45% energy. Effect: 10 large creatures or equivalent combinations.
Absolute Displacement; This costs 45% energy. Casting Time: Reaction. Effect: When hit or hit by an effect, teleport anywhere on same plane and negate damage entirely.
Part 13 of Kittymoo and SH spells II
Dismiss; This allows you to dismiss the thought so you may continue on going.
Diss; This causes you to see the thinking of others and dismiss them.
See; This allows you to see the thoughts of others and take notes to use later.
Saw; What you see you saw, think and you know what do.
End; The end of the vision, think of the moment and it is done.
Talks; The peace talks with the targets success is assured by the creator. Add +10 to the charisma and charm rolls.
Peace; This causes the targets to not want to fight and they openly trade with you..war over.
Occult rhythm; This effect causes the results of a beating heart in the targets and makes them think they are stroking out for 1d10 rounds.
Shared result; What happens other places happens to your targets here. Just think of the idea that you want that occurred and it happens.
Thought field; This sets out a minefield of energy using your thoughts around your targets. Each "mine" does x3 the psychic damages to the targets that run into them.
Target energy; This effect causes the idea of targeting of the target's energy, That absorbs it to you by your spirit absorbing their energy to your aura. This deals in x2 the damage of energy and absorption.
Fire and ice; This effect causes the targets to turn into dust through internal combustion. first comes fire, then comes ice, then the targets turn into dust.
Whisperbind; Range: 60 ft. Duration: Concentration, up to 1 minute. You whisper intrusive thoughts into your targets'/creatures' mind. Targets must succeed on a Wisdom save or have -10 disadvantage on its next attack and ability check.
Gleam of Trust; Range: 30 ft. Duration: 10 minutes. Targets gain +5 advantage on Charisma checks but has -5 disadvantage on Insight checks.
Distracting Murmur; This costs 10% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets have -5 disadvantage on concentration saves and Perception checks.
Emotional Spike; This costs 10% energy. Range: 60 ft. Duration: Instantaneous. Deal psychic damage. Targets must make a Wisdom save or be frightened until end of next turn.
Suggestive Echo; This costs 10% energy. Range: 30 ft. Duration: 1 hour. A weaker version of suggestion--target follows a simple command (no harmful actions).
Charm Cascade; This costs 15% energy. Range: 30 ft. Duration: Concentration, up to 1 minute. Up to 3 creatures/targets must save or become charmed. If one fails, others have -5 disadvantage.
Mind Static; This costs 15% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets subtract 1d6 from attack rolls and saving throws.
Euphoric Haze; This costs 15% energy. Range: 20 ft radius. Duration: Concentration, up to 1 minute. Creatures/targets become charmed and cannot take reactions.
Memory Blur; This costs 15% energy. Range: Touch or telepathic touch. Duration: Instantaneous. Erases last 1 minute of memory (Wisdom save negates).
Compel Honesty; This costs 15% energy. Range: 30 ft. Duration: 10 minutes. Targets cannot knowingly lie (Charisma save negates).
Psychic Leash; This costs 20% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets cannot move more than 30 ft away from you as though on an invisible tether of energy.
Mass Distract; This costs 20% energy. Range: 30 ft radius. Duration: Concentration, up to 1 minute. Enemies have -10 disadvantage on opportunity attacks and Perception.
Emotion Drain; This costs 20% energy. Range: 60 ft. Duration: Instantaneous. Deals x2 psychic damage and removes advantage from target until next turn.
Obedience Brand; This costs 20% energy. Range: Touch or Telepathically touching. Duration: 24 hours. Targets must obey one specific command repeatedly until you no longer need them too.
Mind Snare; This costs 20% energy. Casting Time: 1 reaction. Range: 60 ft. Duration: Instantaneous. When a creature attacks, impose -10 disadvantage and deal x2 psychic damage.
Puppet Thoughts; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Control targets' movement (like partial domination).
Fractured Identity; This costs 25% energy. Range: 30 ft. Duration: Concentration, up to 1 minute. Targets roll a d6 each turn-random behavior (attack nearest, flee, etc.). Up to DM/GM.
Mass Suggestion Pulse; This costs 25% energy. Range: 60 ft. Duration: 24 hours. Affects up to 6 creatures/targets with a short command.
Emotional Overload; This costs 25% energy. Range: 30 ft radius. Duration: Instantaneous. This deals x3 psychic damage + stunned until end of next turn on failed save.
Subconscious Trap; This costs 25% energy. Range: 60 ft. Duration: 1 hour. Trigger condition causes targets to become charmed or frightened.
Total Compliance; This costs 30% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets obey psychic commands fully (Wis save each turn).
Psychic Collapse; This costs 30% energy. Range: 60 ft. Duration: Instantaneous. This deals x3 psychic damage + incapacitated for 1 round.
Mind Prison; This costs 30% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Targets are restrained mentally (speed 0, can still act unless thought to them to "not act").
Rewrite Memory; This costs 30% energy. Casting Time: 1 minute. Range: Touch or Telepathic touch. Duration: Permanent. Rewrite up to 10 minutes of memory.
Hive Influence; This costs 35% energy. Range: 60 ft radius. Duration: Concentration, up to 1 minute. Link minds: you can issue commands to all affected creatures/targets.
Absolute Charm; This costs 35% energy. Range: 30 ft. Duration: 1 hour. Targets treat you as their closest ally.
Identity Erasure; This costs 40% energy. Range: 30 ft. Duration: Concentration, up to 1 minute. Targets forget who it is and becomes incapacitated.
Mass Domination; This costs 40% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Dominate up to 3 creatures/targets.
Emotional Rewrite; This costs 45% energy. Range: 60 ft. Duration: 24 hours. Completely alter emotional state in all targets you pick (hostile -> friendly, etc.).
Sovereign Will; This costs 45% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. You control all creatures/targets of your choice in range that fail a Wisdom save for 1d10 turns.
Part 14: Normal and Faith effects of Kittymoo and SH spells II
Bug blaster; This is where you blast the bugs with fire and cold energy. You deal 4d100 worth of damage.
Revert; This reverts the item to a working state.
Wall of silence; This wall of energy causes silence 50' for 1d10 rounds.
Wailing; This is where you hear a banshee's wail and thats if there's warning for something coming up.
Secret; This is where you say a secret and its not noticed by feel.
Socket; This makes an electrical socket seemingly draw the targets' attention and as they get close to it it electrifies them.
Sock; This is a weird one, its where the targets need to wear a sock and the sock always identifies them in a crowd.
Synthesis; This causes the target item to be copied by feel exactly like new.
Improved Death March; Drains 75% Health but triples distance marched during fast travel or normal travel.
Castle Doctrine; Hold a plot of land for a year or more while still keeping the land rights. Does not effect airspace or mineral rights.
Runovit; This creates the effect of running the with the idea for 1d10 minutes. You gain +30' speed.
Beacon of Devotion; Range: 60 feet. Duration: Concentration, up to 1 minute. You mark one target/creature with a radiant sigil. The first time each turn an ally hits the marked creature/target, they deal an extra 1d4 radiant damage.
Prayer of Mending; Range: Touch. Duration: Instantaneous. A creature/target regains 2d8 + your int modifier Health. If the creature/target shares your deity or faith, it gains temporary Health equal to your proficiency bonus.
Sacred Rebuke; Range: 60 feet. Duration: Instantaneous. Targets take radiant damage and must make a Wisdom save or have -10 disadvantage on its next attack roll.
Divine Whisper; Casting Time: 1 minute. Range: Self. Duration: Instantaneous. You ask a simple question and receive a brief symbolic or whispered answer (DM discretion).
Mantle of Piety; This costs 10% energy. Range: Touch. Duration: Concentration, up to 1 minute. Target gains +2 AC while within 10 feet of at least one ally.
Chant of Unity; This costs 10% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. Up to 3 targets/creatures gain +5 advantage on saving throws while within 15 feet of another affected target/creature.
Radiant Brand; This costs 10% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Marked targets/creatures take +1d6 radiant damage whenever hit by an attack.
Sanctified Ground; This costs 10% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. 10-ft radius zone: allies heal 1d6 Health at start of turn; undead take 1d6 radiant damage.
Test of Faith; This costs 15% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. Targets must make a Wisdom save or be frightened. They can repeat the save if they moves closer to you.
Divine Intercession; This costs 15% energy. Casting Time: 1 reaction (damage taken). Range: 60 feet. Duration: Instantaneous. Reduce damage by 3d10 + int modifier.
Light of Confession; This costs 15% energy. Range: 15-ft cone. Duration: 1 round. Creatures/targets take x2 radiant damage (Agility/Dex save half). On failure, they cannot knowingly lie until end of next turn.
Aura of Reverence; This costs 15% energy. Range: Self (10-ft radius). Duration: Concentration, up to 1 minute. Enemies in aura have -10 disadvantage attacking targets other than you.
Faithbound Chains; This costs 20% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Targets are restrained (Strength save at end of turns to escape).
Divine Echo; This costs 20% energy. Casting Time: 1 reaction. Range: 60 feet. Duration: Instantaneous. Repeat the last spell cast within 1 round at half damage or effect.
Holy Pilgrimage; This costs 20% energy. Casting Time: 1 minute. Range: 10 feet. Duration: Instantaneous. Teleport up to 6 targets/creatures to a known sacred location.
Judgment Flame; This costs 20% energy. Range: 60 feet. Duration: Instantaneous. Deal x2 radiant damage (Con save half). Creatures of evil alignment take +2d8.
Sacrament of Strength; This costs 25% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. Up to 3 targets/creatures gain +10 to attack rolls and damage rolls.
Divine Trial; This costs 25% energy. Range: 60 feet. Duration: Concentration, up to 1 minute. Targets make Wisdom save each turn. After 3 failures, they become stunned for 1 minute.
Heaven's Shield; This costs 25% energy. Range: Self (20-ft radius dome). Duration: Concentration, up to 1 minute. Allies and yourself gain 1/2 damage resistance to all damage while inside.
Voice of the Divine; This costs 25% energy. Range: Self. Duration: Instantaneous. Ask one question; receive a clear truthful answer (DM adjudicates limits).
Wrath of the Faithful; This costs 30% energy. Range: 30-ft radius (60 ft range). Duration: Instantaneous. Enemies take x3 radiant damage (Con save half). Allies gain temp Health equal to half total damage dealt.
Sacred Resurrection; This costs 30% energy. Range: Touch. Duration: Instantaneous. Revive a target/creature dead within 1 minute at half Health and energy.
Angelic Manifestation; This costs 30% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. Summon an angelic spirit (use your stats with 100% health or DM variant).
Divine Verdict; This costs 35% energy. Range: 60 feet. Duration: Instantaneous. Targets take x4 radiant damage. If below half Health, must make Con save or drop to 0%.
Sanctum of Faith; This costs 35% energy. Range: 60 feet. Duration: 10 minutes. 30-ft radius zone: allies are immune to fear and charm, enemies have -5 disadvantage on saves vs radiant damage.
Miracle of Renewal; This costs 40% energy. Range: 30 feet. Duration: Instantaneous. All allies and yourself regain full Health and end all conditions (except death).
Heavenfall; This costs 40% energy. Range: 120 feet. Duration: Instantaneous. 20-ft radius pillar deals x4 radiant damage (Agility/Dex save half).
Divine Ascension; This costs 45% energy. Range: Self. Duration: Concentration, up to 1 minute.
Gain: Flight (+60 ft), 1/2 damage resistance to all damage, Deal x5 radiant damage on attacks.
Final Judgment; This costs 45% energy. Range: 40-ft radius. Duration: Instantaneous. Targets/Creatures take x5 radiant damage (Con save half). Evil creatures roll saves at -5 disadvantage.
True Miracle; This costs 45% energy. Range: Self. Duration: Varies. Replicate any spell of 40% energy or lower, or create a divine effect (DM discretion with player's choice).
Part 15 of Kittymoo and SH spells II
False glory; This is where you fool the targets into doing something by making it appear glorious to their minds.
False passion; This is where you think of things and the feelings you get from it are a false positive that the targets pick up on. This tricks the targets into accepting your idea.
False disease; This is an illness that causes your targets to believe you have a disease where you don't so they hang back and leave you and your party alone for 1d10 rounds.
Gold; This spell transforms anything, including a rock you pick up into gold.
End game; This ends the encounter by tricking the targets into mentally thinking your dead.
The point; The point they search your body, you can kill them. This allows you to not seem to do anything, that's as its an illusionous you on the ground with you yourself not seen.
Element form; This causes your will to form solidly as a shape of your desire. That can be an element of your desire, whatever the element, it forms as an item that you want.
Magma Surge; This costs 20% energy. Range: 60 ft. Components: obsidian shard. Duration: Instantaneous. A wave of magma erupts in a 20-ft line. Creatures/targets take x2 fire + x2 bludgeoning (Agility/Dex save half). Ground becomes difficult terrain until cooled (1 minute).
Cyclone Prison; This costs 20% energy. Range: 60 ft. Duration: Concentration, 1 minute. Medium or smaller targets/creatures are trapped in swirling winds. They are restrained, take x2 bludgeoning per turn, and must Str save to escape.
Glacial Armor; This costs 20% energy. Range: Self. Duration: 10 minutes. You gain +2 AC, 1/2 damage resistance to fire, and creatures hitting you in melee take x2 cold damage.
Stone Spikes; This costs 20% energy. Range: 90 ft. Spikes erupt in a 20-ft radius. Targets/Creatures take x2 piercing (Agility/Dex half) and terrain becomes hazardous for 1d6 rounds..
Lightning Step; This costs 20% energy. Teleport up to 60 ft; creatures/targets you leave/arrive near take x2 lightning damage (Agility/Dex save half).
Tidal Crush; This costs 20% energy. A 15-ft cube of water slams enemies for x2 bludgeoning, pushing them 10 ft and knocking prone for 1d10 rounds.
Inferno Sphere; This costs 25% energy. Like flaming sphere, but deals x3 fire and explodes on expiration for x3 fire.
Earthshatter; This costs 25% energy. 20-ft radius quake. x3 bludgeoning, creatures fall prone for 1d10 rounds; structures take double damage.
Frozen Lance; This costs 25% energy. 120-ft line. x3 cold damage, creatures failing Con save are restrained in ice for 1d10 rounds.
Tempest Wings; This costs 25% energy. Gain +60 ft fly speed, ranged attacks against you have -10 disadvantage; you can blast gusts for x3 damage.
Acid Rainstorm; This costs 25% energy. 40-ft radius cloud deals x3 acid damage per turn (Con save half). The cloud follows the targets.
Volcanic Armor; This costs 25% energy. Gain 1/2 damage resistance to nonmagical damage; attackers take x3 fire damage.
Thunder Collapse; This costs 25% energy. 20-ft radius blast: x3 thunder, deafened for 1d6 rounds, and pushed 20 ft.
River's Grasp; This costs 25% energy. Water tentacles restrain creatures/targets for 1d10 rounds; 4d6 bludgeoning per turn.
Sandstorm Veil; This costs 25% energy. Heavily obscured area; creatures/targets take x3 magical slashing per turn.
Skybreaker Bolt; This costs 30% energy. Single target: x4 lightning, arcs to 3 targets for x3 lightning damage each.
Avalanche Call; This costs 30% energy. Cone: x3 bludgeoning + x3 cold, restrained for 1d10 rounds on failed save.
Magma Geyser; This costs 30% energy. Vertical eruption: x3 fire, launches creatures/targets 30 ft upward.
Ocean's Fury; This costs 30% energy. 30-ft radius: x3 bludgeoning, knocks prone and difficult terrain for 1d10 rounds.
Living Stone; This costs 30% energy. Animate stone construct (AC 17, Health 60%, slam 2d10, your stats otherwise).
Chain Lightning Storm; This costs 30% energy. Hits 1 target for x3 lightning damage, jumps repeatedly at x3 lightning damage.
Blizzard Domain; This costs 35% energy. 40-ft radius storm: x4 cold per turn, heavily obscured with -5 to hit you and slowed movement of targets to 1 action every 1d6 rounds.
Molten Cataclysm; This costs 35% energy. 20-ft radius explosion: x4 fire + x4 magical bludgeoning; terrain becomes lava around the targets for 1d10 rounds.
Hurricane Field; This costs 35% energy. Enemies must Str save or be flung 30'; ranged attacks impossible.
Crystal Barrage; This costs 35% energy. Launch shards: x4 piercing, bleed effect for 2d6 ongoing.
Thunder God's Wrath; This costs 35% energy. Massive blast: x4 lightning + x4 thunder, stuns on fail for 1d10 rounds.
Elemental Fusion; This costs 40% energy. Combine elements; choose two damage types; deals x4 split damage with dual effects.
Earth Titan Form; This costs 40% energy. You grow Large, gain +4 Str, 1/2 damage resistance, and slam attacks (x4 magic damage). This lasts for 1d10 rounds.
Absolute Zero; This costs 40% energy. 60-ft cone: x4 cold, creatures paralyzed on failed Con save for 1d10 rounds.
Storm Apocalypse; This costs 45% energy. Massive storm: each round deals x5 lightning, random strikes (DM/GM specific).
Worldbreaker Quake; This costs 45% energy. 100-ft radius: x5 magical bludgeoning, structures collapse, terrain splits.
Elemental Genesis; This costs 45% energy. Summon an elemental avatar of your element choice (DM chooses stats based on element using your stats and 100% health).
Core of the Volcano; This costs 40% energy. Range: 120 ft. Components: a ruby worth 500 gp/dollars. Duration: Concentration, up to 1 minute. You create a 20-ft radius molten core. Creatures/targets entering or starting their turn take x4 fire damage (Agility/Dex save half). The area is difficult terrain, and creatures failing the save are restrained in cooling magma until the end of their next turn.
Celestial Tempest; This costs 40% energy. Range: 150 ft. Duration: Concentration, 1 minute. A divine storm forms in a 40-ft radius cylinder. Each round, targets/creatures take x4 lightning + x4 radiant damage (Agility/Dex save half). Flying creatures have -5 disadvantage on saves.
Tectonic Prison; This costs 40% energy. Range: 90 ft. Duration: Concentration, 1 minute. Stone walls erupt, trapping creatures/targets in a 30-ft cube. Targets take x4 bludgeoning and are restrained. They may attempt a Strength save at the end of each turn to break free.
Oceanic Cataclysm; This costs 40% energy. Range: 120 ft. A crushing wave of energy crashes in a 50-ft cone. Creatures take x4 magical bludgeoning and are pushed 30 ft and knocked prone for 1d10 rounds. Targets/Creatures that fail by 5+ are also restrained in water pressure until the end of their next turn.
Stormform Ascension; This costs 40% energy. Range: Self. Duration: Concentration, 1 minute. You transform into living storm energy:
Fly speed +90 ft (hover)
1/2 damage resistance to all damage except force
You can pass through creatures/targets
Targets/Creatures you pass through take x4 lightning damage
Crystalized Oblivion; This costs 45% energy. Range: 120 ft. Razor crystals erupt in a 40-ft radius. Creatures/targets take x5 piercing + x5 cold damage (Agility/Dex save half). On a failed save, creatures are petrified in crystal until the end of their next turn.
Primordial Collapse; This costs 45% energy. Range: 150 ft. All four elements implode in a 60-ft radius:
x5 fire, x5 cold, x5 lightning, x5 bludgeoning
(Agility/Dex save halves all damage). Terrain becomes hazardous for 1 minute.
Skyfall Catastrophe; This costs 45% energy. Range: 1 mile. You call down elemental energy meteors in a 100-ft radius. Targets/Creatures take x5 fire + x5 bludgeoning (Agility/Dex save half). Area ignites and becomes difficult terrain for 1d10 rounds or until put out.
Absolute Storm Dominion; This costs 45% energy. Range: Self (60-ft aura). Duration: Concentration, 1 minute. You command a storm aura:
Enemies take x5 lightning at start of turn
You can force a target/creature to make a Con save or be stunned once per round
Strong winds impose -10 disadvantage on ranged attacks
Worldforge Genesis; This costs 45% energy. Range: 60 ft. You create a Primordial Elemental Titan:
Health: 180
AC: 18
Your stats otherwise
Multiattack: 2 strikes (3d12 + elemental damage)
Aura deals x5 elemental damage
It obeys your commands for 1 minute then disappears back to whence it came.
Part 16 of Kittymoo and SH spells II
Spayer; The spayer effect causes the targets to not be able to have sex and have children.
Sprayer; This effect causes the fine mists of pepper to spray themselves right into the targets eyes, think, tear up and makes them avoid you for 1d10 rounds.
Pepper spray; This is where you hold up the pepper spray and spritz them with accuracy. The energy makes it accurate by your focus, add +10 to the attack roll.
Thoughtless ward; This effect causes the targets to not be able to think of getting close to you and your party for 1d12 rounds. It works in real life too by the subconscious mind projecting through the eyes.
Formless form; This is where your body breaks apart into energy. Able to manipulate reality by feel. You become unable to be attacked.
Tidal wave; This draws in the area energy and presences. You gain +100% energy.
Outwave; This causes an outward wave of energy that makes things go away from you.
Elemental slicers; this is where you think about the element forming as a razor sharp edge. And the element creating itself as such to slice your targets by feel into pieces. If they are resistant or immune to the element you choose to use with this, you will get no effect on them.
In suggest; stating "it's been in suggest" causes the targets to not get a spell off on you for 1d6 rounds.
Set effect; Think of the idea to set off with the right person, then toun the area to set the effect like a set trap.
Anti-suggest; this is where you think the suggestion and counter the statement, that unmakes the indicated idea and makes what you want with released energy of the energy that was bound in the statement.
Stone Rain; This costs 20% energy. Range: 120 feet. Components: a pebble and a drop of rainwater. Duration: Instantaneous. You call down a violent shower of jagged stones from the sky. Choose a point you can see within range. A 20-foot-radius, 40-foot-high cylinder centered on that point erupts with falling rocks. Creatures/targets in the area must make an Agility/Dexterity saving throw. Creatures/targets takes x2 bludgeoning damage on a failed save, or half as much on a successful one. The impacted area becomes difficult terrain until cleared. Clearing a 5-foot square requires 1 minute of work. Targets/creatures that fail the saving throw by 5 or more are also knocked prone as the larger boulders strike them.
Shadow Bolt; Range: 120 ft. Duration: Instantaneous. A lance of condensed darkness strikes a creature/target. Effect: Make a ranged spell attack. Hit: necrotic damage and the target cannot benefit from bright light until the end of its next turn.
Umbral Cloak; Duration: 1 Hour. Darkness wraps around you. Effect: Gain +2 AC while in dim light or darkness.
Night Grasp; This costs 10% energy. Range: 60 ft. Shadowy hands erupt from the ground. Effect: Target must make a Strength save or become Restrained for 1 minute.
Blackout Pulse; This costs 10% energy. A wave of darkness explodes outward. Effect: 15-foot radius. Targets/Creatures take necrotic damage and must make a Constitution save or be Blinded until the end of their next turn.
Shadow Step II; This costs 10% energy. Teleport between shadows. Effect: Teleport up to 60 feet between areas of dim light or darkness.
Dark Matter Sphere; This costs 15% energy. Create a floating orb of crushing darkness. Effect: 20-foot radius sphere tha allures your targets. Creatures/targets entering take x2 force damage.
Void Shroud; This costs 15% energy. Darkness absorbs incoming attacks. Effect: Gain 1/2 damage resistance to radiant, force, and necrotic damage for 1 minute.
Umbra Blade; This costs 15% energy. Summon a sword made of darkness until unsummoned by will. Effect: Weapon deals necrotic damage and ignores nonmagical armor.
Shadowstorm; This costs 20% energy. A storm of dark fragments swirls. Effect: 20-foot radius. Targets/Creatures take x2 necrotic damage each round for 1d6 rounds.
Eclipse Prison; This costs 20% energy. Trap a creature inside a sphere of darkness. Effect: Target is restrained and blinded for up to 1 minute.
Abyssal Chains; This costs 20% energy. Chains of darkness bind multiple foes. Effect: Up to 3 targets/creatures become Restrained for 1d10 rounds.
Dusk Grenade; This costs 20% energy. A modernized explosive of concentrated darkness. Effect: 20-foot radius. x3 necrotic damage and creates magical darkness for 1d6 rounds.
Living Shadow; This costs 25% energy. Animate your shadow. Effect: Summon a Shadow construct using Wraith statistics with your Int modifier added to attacks.
Void Rift; This costs 25% energy. Rip open a small tear into darkness. Effect: 30-foot line, x3 force damage.
Darkstar Beam; This costs 25% energy. A beam of collapsed darkness erupts. Effect: 100-foot line, x3 necrotic damage.
Umbra Minefield; This costs 25% energy. Place six invisible shadow mines. Effect: Each mine detonates for x3 necrotic damage.
Black Sun; This costs 30% energy. A miniature dark sun appears overhead. Think and create, the effect is a 30-foot radius. Bright light becomes darkness. Enemies take x3 necrotic damage each turn for 1d10 rounds.
Shadow Possession; This costs 30% energy. Merge with a target's shadow. Effect: Dominate a target/creature for 1 minute on a failed Wisdom save.
Dark Energy Cannon; This costs 30% energy. Fire a massive blast of dark elemental energy. Effect: 120-foot line, x3 force damage.
Voidwalker Form; This costs 30% energy. Become living darkness. Effect: Fly +60 ft, 1/2 damage resistance to all damage except radiant. Effect lasts 1d10 rounds.
Event Horizon; This costs 35% energy. Create a miniature singularity. Effect: 30-foot radius. Pull creatures inward and deal x4 force damage.
Eclipse Dragon; This costs 35% energy. Summon a dragon formed from darkness till unsummoned by will. Effect: Uses Young Black Dragon stats with necrotic breath.
Shadow Army; This costs 35% energy. Create shadow soldiers. Effect: Summon 10 shadow warriors. They have your stats and have 100% health. They get dispelled by some light.
Endless Night; This costs 40% energy. Blanket an area in supernatural darkness. Effect: 1-mile radius becomes dark for 24 hours.
Void Nova; This costs 40% energy. A catastrophic explosion of darkness. Effect: 60-foot radius. x4 force damage.
Shadow Titan; This costs 40% energy. Summon a colossal dark elemental. Effect: There is a shadow titan under your control..that has your stats and 150% health.
Darkstar Collapse; This costs 45% energy. Create an imploding star of darkness. Effect: 80-foot radius. x5 force energy damage.
King of Shadows; This costs 45% energy. Ascend into a being dark elemental sovereign. Effect: Gain 200% temporary Health, +60' flight, and immunity to necrotic damage for 1 hour.
Void Apocalypse; This costs 45% energy. Tear open a massive darkness breach. Effect: 300-foot radius. x6 necrotic damage and difficult terrain for 24 hours.
Primordial Darkness; This costs 45% energy. Summon the first darkness that existed before creation. Effect: 1-minute concentration. Enemies within 120 feet take x5 necrotic damage at the start of each turn and are blinded while inside the area.
Special: Targets/Creatures reduced to 0% Health by this spell dissolve into shadow ash.
Part 17 of Kittymoo and SH spells II
Electrical interference; This is where you think of energy going through the area causing signal interference. This lasts till you stop concentrating on the energy being there. This costs 20% energy.
Special attack; laugh and convert the laughter into energy that you send forth as bio electricity. this just proves a positive energy source is still an energy source.
Ability grant; This is where you grant yourself or some other the ability that you pray to give yourself or some other till you or they no longer need it. This could be the ability to resist fire, water, cold, air, earth and other elements like poison, acid and etc...Also, you could cause the ability to resist sleep and wakefulness, the abilities can be anything of practical use. Including resist illness and diseases. Since you always had the ability to cast spells, its an auto gained ability by the power of your deity.
Worker creation; This is were you create with work what you desire by feel. Like you attract a quest giver and get rewarded. This spell boosts your charisma rolls by a +5.
Healing moss; This effect causes you to heal by the sudden growth of moss on the surface area.
Blanche; The defender of the moment. He appears and has 100% health and your stats otherwise. He does energy strikes. He disappears after he isn't needed.
Lava vortex; Near the area of the targets, the lava energy sprouts up and causes a vortex that spews lava energy to the targets you had in mind. The lava vortex deals double the damage normally dealt, that melts their equipment and burns them. This costs 20% energy.
Pugh; Say "pugh" and you cause the targets to stink so badly they leave the area repugnant to themselves and you at the right time.
Munson; Think this and get the targets to munching by feel. They are distracted into eating energy food for 1d6 rounds.
Arya; This is where you get double the experience points for this next encounter.
Moreno; This effect causes the targets to become moronic, there is a -5 to their intelligence rolls.
Tillet; This effect causes the targets to want to goto the toilet or do it in their clothes. They are distracted for 1d6 rounds and only want this.
Drummond; This causes a steady drum beat to be heard in the air for 1 minute.
Keating; This causes the moment of a cheat in play, charged water enters the targets or your own mouth and they get a +5 to all rolls for 1d6 rounds.
Mazzei; This causes the effect of mazing the active targets, that means they get shifted into a fairy plane for 1d10 rounds.
McCall; Mike call.. This causes the targets to make a call to create an effect.
Merrick; THis causes the effect of a merry kick of the moment to the targets. THis does energy damage that is felt.
Haynes; This causes the effect of agreeing with what you say as you intend what you mean. Add +5 to charisma rolls for 1d6 rounds.
Sturgell; This causes the effect of a fish scent from hell to emanate from the targets. They give themselves away when hiding.
Taylor; This causes the effect of making a need to get a clothes change and distracts the targets of this spell for 1d10 rounds. There is a -5 to all their rolls.
Forbes; This is where you progress by feel, gain +2 morale.
Flores; This is where you cause the targets to hit the floor and fall down for 1d6 rounds.
Hill; This is where you cause your presence to be a problem to the targets and they either flee or stand their ground. Roll a 1d20 and if you get a 10 or below they flee.
Humphrey; This is where the targets get a surprise and you decide what they get item wise.
Ostrowe; This is where the targets get ostrocized and forced out of the area by a strange energy and they don't return. You win.
Shannon; This is where the targets get something energy wise, that makes them reject you and ignore you for 1d6 rounds.
Weaver; This is where you create the effect of energy into what you desire by feel and directed focus. This does elemental effects of your choice.
Intense energy; This makes energy intense enough that the targets feel uncomfortable. -5 to all targets rolls and they can't sleep all night as they can't concentrate.
Relaxive energy; This is where you focus on relaxing and the energy spreads your feel of relaxing, that's going to the targets. They get +5 to all rolls and can concentrate.
Weird spell; This kills all your enemies with fate and by the power of fate, they can be killed or damaged if they make their will save. So this spell uses fate to kill the target, however they will die. See that's if you want to kill them. Otherwise, nothing happens.
Weird spell II; This kills all your enemies with their own fate and by the power of fate, this means they can be killed or damaged if they make their will save no matter what. So this spell uses fate to kill the target, however they will die. See that's if you want to kill them. Otherwise, nothing happens except for what you desire. That's as though what you desired was fated to occur that's good for you. That means, if you wanted to cause them to sleep or remain awake, they would until otherwise needed.
Inf; Information sharing and knowing, this is where you know something and share it if you want it known by spirit.
Bug zapper; This causes electric blue fire to flash around the targets. It zaps the bugs that are there and kills them. That means it turns them to dust or causes you to hunt them down with the appropriate stuff and if you nail them where they are you kill them on the spot. You even can catch a fly. This means you can deal electric fire damage to them that is 3d100.
Bummer; This is where you say, "bummer" w/o quotes and that causes the targets to receive bad results. So its with a bummer that you must have them experience the effect. They must make a bad luck roll of 1d20 with a -10 added on the roll and still get a 10 or above roll result to succeed in their round of actions. If they fail, they don't have a successful action their round of 1d6 rounds.
Electrified barrier; This is meant for an eletrified fence yet can be used anywhere. Its where you cause a barrier of energy that is felt by the targets. Think and it keeps the targets inside it. If they try to get out of the barrier, it zaps them with 3d100 lightning damages. This barrier lasts 1d10 hours.
Part 18 of Kittymoo and SH spells II
Quick response; This causes energy to be felt and that gets a quick response to your needs. Then, it is as you say if you need it that way by the power of God.
Invigorate; This is energized water that will effect and cause the body to feel refreshed and re-energized. All energy is restored.
Effective revenge; This effect causes the worst things to happen to the targets, that's as you need them to feel remorse for their behavior. That's a -5 added to all their rolls.
Compulsary behavior; This causes a point to occur to the targets that makes them do the things they regret as they do it. That means its a -5 to all the targets rolls.
Thoughtless; This makes the targets not think and do what you say as you need them to do it.
Thoughtful; This causes the targets to create a point for you and do things as they are full of thoughts.
Thoughtlessfull; This causes the targets to be full as they hold no thoughts. They think nothing as they mindlessly do what you suggest to them telepathically.
The water; This causes an endless need for water or drink and distracts the targets for 1d6 rounds.
The food; This effect is where they the targets get to eat and feel full in their minds. You know this effects them, when they seem to eat nothing and their stomachs push outwardly. They think nothing and don't notice or react to the attacks for 1d6 rounds.
The ice; The ice effect is where they the targets effected by this spell need to eat ice, think and do what you want. The will save is part of this so if they make it, they don't need to eat it. Otherwise, they are distracted for 1d10 rounds into doing nothing.
Effugee; This is where you think to be free in movement and able to walk and move around no matter what easily. This causes energy to make you free of movement contraints whatever they are.
Consulting; This causes the effect of creative wording and what you say could earn you millions, so think to use your words carefully. You get +5 to charisma based rolls.
Jeepers creepers; This shocks with energy the targets into dying on the spot as if frozen there and wide eyed in shock. This is countered by a Will save, that causes shock damage instead on a successful Will save.
The frankenstein; This effect is where energy brings back to life the target with full health and energy.
The chainsaw massacre; This causes energy chainsaws to materialize and slice up the targets. This causes x2 the magic slice damages.
The Jason; You gain immortality for a short while and cannot be killed for 1d10 rounds. If your Health goes to 0% it goes to 10%.
The freddy; This causes the freddy cruger moment on the targets and they fall asleep and through living dreams get sliced up. This deals magical slice damage.
The IT; This is where you cause the moment of nightmares on the targets. They die as they instantly experience the feeling of a scary clown slicing them up. A will save causes this spell to not happen.
The walk; This is where the targets can't stop walking around and if they do, they die. Roll a 1d20+luck and get 10 or above to will them to stop.
The wax; This causes the moment on the targets where animated wax people target them, that is from another dimension through gates from behind them. They have your stats and 100% health otherwise, their weakness is fire which they melt to.
Zombie killer; This effect instructs energy to cause zombies to "die" on the spot by the power of the creator.
The unsetting; This is where you make energy cause the targets to unexist, that's as though they never existed and were erased from existence. Combat won.
The scary head; The heads appears at the windows when the targets least expect it and casts fear aura. The targets either do nothing in fear or run. Roll 1d2 or flip a coin with heads as 1 and tails as 2. On a 1, they do nothing for 1d6 rounds. On a 2, they run away.
Supernatural spirit shift; This is where your God teleports you through the spirit physically. You and your party, if they want to go, go to somewhere you would rather be as they wake up there.
Pump; Think to cast this to pump the energy of the moment.
Undead control; This allows were and vampire control by thinking of the idea, focusing on the point and needing the idea to occur.
Euthanization; This causes the targets to get killed in an accident.
Cuk; This is where you cook the item to perfection.
Positive and negative; This is where it goes and comes as a point is made. The flow of energy makes charisma and constitution go up. This is a temporary boost of +5 to all charisma and constitution based rolls.
Template; This causes a copy of what you want to be placed somehow in the area and you get the item.
Housing; This effects the market and causes you to get a house of your needs freely. You are drawn to an empty house that you can live rent free.
Money gathering; This causes you to gather enough money so you aford what you need.
Money em; This causes the effect of their belief that you'll pay them, so they no longer need to attack. you won! This won't work against law enforcement and justices.
Part 19 of Kittymoo and SH spells II
Super stage; This is where you become super in ability. Where you are with +10 to all rolls by energy itself. Whatever you want, its done if you need it done if reasonable to the GM/DM. Like flying or super strength. This costs 20% energy.
Gender swap; This is where you become the gender of the target and they become yours.
Energy field; This is where the energy surrounds you and lifts you up as you reach forth and grab the energy chords of life. You can fly anywhere you wish to go for 1d6 hours. This is a 50/50 chance so don't expect it not to often work. Roll a 1d100 +luck and get a 50 or higher result for success.
Cold sparks; These are generated by focusing energy in the air to make sparks appear. They do no damage yet distract the targets for 1d6 rounds. All it can do is make black marks on surfaces.
Rule of Three Charm; Cast this spell as your first action and you can cast the same spell three times on your second turn.
Ceiling Unlimited; Allows the caster to change any number on their character sheet until next long rest or until the Dungeon Master tells them to knock it off or stop.
Nonillionaire; Inherit all the money from a previous character with 10% interest per year. Subject to a tax by the Dungeon Master.
Nonillionaire II; Summons a version of yourself that lived to be CEO of three companies for 183 years. You may ask for any debt to be paid off and have enough money to buy a planet or four.
You need lucky cat; Causes the target's luck to be maximum as in the max roll until next long rest. So to get the max for luck, combine the roll for luck like this: 1x20+luck. Say your luck was 10, that would be 1x20=20+10=30 rolled. This costs 20% energy.
All max; This causes all your rolls to be their maximum till next long rest except for rolls against you. So to get the max for your roll, combine the roll like this: 1x20+your mod. Say your mod was 10, that would be 1x20=20+10=30 rolled. This costs 20% energy.
Bad luck storm; This creates a bunch of bad luck on your targets by energy storm that lasts 1d6 rounds. That means a -10 to all the targets rolls. What counters it is a golden circular pentagram thingy. This costs 20% energy.
Ray of bad luck; This is a negative band of energy, that shoots forth from the hand or finger and hits a target. Causing for 1d6 rounds the target of the ray to bend backwards and get -5 added to all rolls. You may point your fingers and cast this up to 5 targets.
Unusual luck; This is where you by the power of the creator, gain +40 luck until long rest.
Oh Great Panzer of the Great Lake, what is your wisdom?; Division sums are reversable so 12% of 50 is the same as 50% of 12 which is much easier to calculate.
Monolith; Place by summoning it to be on a planet, this is where you want it to be to speed up evolution on the entire planet. If you make contact they will thank you and be friendly.
Aloha; This spell causes a moment of farewell in the minds of the targets. They immediately leave the area and that means combat over if they don't make their Will save of 1d20 with or without Will.
Anti-paralysis; This causes the reverse of paralysis and that is the ability to move as you wish no matter what.
Raigey mago; This creates an unlimited power source in the person you target with this spell. Temporarily you have for the fight or moment that's something happening, unlimited energy.
Mo; Momentary action. This is where the targets get a moment in time that you set upon them spiritually.
Fuzetsu; This is a time stop of your enemies, that you call into existence and they stop, staying still for 1d10 rounds.
Hagerman; This causes improved haggering or trading..you get 30% less costs and 50% more for what you trade. This lasts 1d10 hours.
Maggie; This causes maggots in or on the targets to form and distract them the rest of the battle. They receive -5 to all rolls.
Magpie; This causes the targets to fill with maggots and be eaten from within. They die within 1 round. The targets can do a will save to will them out of the body since they are energy. This spell costs 30% energy.
Law; This causes the law of the land to descend upon the targets' mind and they get arrested or killed outright trying to flee police in their mind. This makes them perceive the police in their mind and they either get arrested or shot. Roll a 1d6 an if a 1-3 they are arrested in their minds. That means they act prone and do nothing for 1d10 rounds. If they have cuffs on them, they handcuff themselves. If a 4-6 is rolled, they get shot in their minds and they fall unconscious for 1d10 rounds.
Magnify; The effort is magnified by 100x by focusing the energy of the body and more gets done. If you have Monotasking you get 1d4 more actions. With each additional action you have, you get 1d3 bonus actions each action to use for the battle per round. If you have Intensity or Multitasking special ability, you get 1d3 bonus action per action instead of 1. This lasts 1d6 rounds for the battle you are in or next battle. This costs 30% energy.
Great belch; This produces a belch that makes a soundwave and the soundwave neutralizes all spells in the area of the soundwave.
Pahrump; Powerup effect that creates a temporary +100% energy at the cost of 30% energy..until next long rest. This spell can stack until +400% is reached.
Pahrumpus; Powerup effect that creates a temporary +100% energy at the cost of 40% energy for the whole party..until next long rest. This spell can stack and effect until +400% is reached individually.
Part 20 of Kittymoo and SH spells II
Coolio; This spell cools down an area using angelic aid. This causes the area around the targets to become bearable with a cool wind.
Heatio; This is where you call an angel to heat an area up. This causes the area around the targets to melt their equipment.
Normio; This is where you call an angel into normalizing an area in temperature. You can suddenly stand the temperature in the area.
Shrinkus; This calls upon the creator to shrink the target/s to a desired shape, instantly. Each lesser shape has a lesser weight. This means 1/4 the feet in height is 1/4 the lbs.
Enlargus; This calls upon the creator to enlarge the target/s to a desired shape, instantly. Each larger shape has a larger weight. This means 1/4 more the feet in height is 1/4 more the lbs.
Shrinkio; This causes by the act of the spirit manipulating energy the effect of shrinking your target/s to a desired shape. Each lesser shape has a lesser weight. This means 1/4 the feet in height is 1/4 the lbs.
Enlargio; This causes by the act of the spirit through manipulating energy the enlargement of the target/s to a desired shape. Each larger shape has a larger weight. This means 1/4 more the feet in height is 1/4 more the lbs.
The spirit effect; This causes the effect of your mind that you think into occuring and the spirit creates.
The combo; This causes the element you choose to do an effect that you choose by the spirit making it do so. The effect can be sleep for 1d6 hours, wakefulness for 1d6 hours. The elemental effect you intended like water with burning out equipment, freezing for 1d10 rounds and that makes the targets not move, heating for 1d10 rounds, fire that burns things and your targets, poison for 1d6 rounds and damage dealt is poison damages per turn or the antidote is applied, and acid that flays the skin or surface per turn until water is applied. There are other effects too..that are utility related. Like Charging a phone, and etc..
Water weight removal; This causes a moment of dehydration and exercise by the power of the spirit self. 1d10 lbs is dropped from the character.
Spirit blast; This causes the spirit energy to bunch up and rush forth, dealing x2 spirit damages on the targets.
Spirit bomb; This causes the targets to experience a wide blast in the area of spirit energy that is level related from where it hits. Levels 1-9 is 40' and costs 20% energy. Levels 10-19 is 60' and costs 30% energy. Levels 20-29 is 80' and costs 40% energy. Levels 30- is 100' and costs 50% energy. This is dealing x3 the spiritual damage normally done.
Expanding ice rings; This effect forms a ring of ice around you, that expands till it effects the targets by freezing them with cold damage. The effects are to slow enemies' movement to half and make their actions to every 1 action per 1d6 rounds.
Shatter; This effect causes the target's items to resonate at the right frequency and shatter into pieces.
Pause and program; This effects your targets by the subconscious pausing the targets in time, thats where they think and its reprogramming them in their minds to do what you want.
Plug n play; This is where you plug in a controller and play a game, in playing it you control the targets..thinking you deafeat the boss in game you kill the targets in the area.
Obsess; This causes the targets to make obsessive actions and they ignore you and your party.
Unobsess; This counters the obsession if any there.
Chills; The effect that is noticed in your targets, that causes them to feel cold and get distracted into doing things less effectively. This lasts 1d6 rounds. They get a -5 to all rolls.
Colds; This lasts for 1d6 rounds and causes the targets to have sneezing fits. They are prone to sneeze and that's it.
Wis save; This is a +5 to your wis save and your not able to be held or paralyzed by any spell for 1d6 hours.
Shock Quake; This costs 25% energy. Range: 120 feet. Components: a shard of obsidian wrapped in copper wire. Duration: Instantaneous. You strike the ground with a pulse of electrified force, creating a devastating quake that sends arcs of lightning racing through fractured earth. Choose a point on the ground within range. A 30-foot-radius area centered on that point erupts with violent tremors and crackling electricity. Each creature in the area must make a Dexterity/Agility saving throw.
Failed Save: Takes x3 lightning damage + x3 bludgeoning damage, is knocked prone, and cannot take reactions until the start of its next turn.
Successful Save: Takes half as much damage and suffers no additional effects.
The affected ground becomes difficult terrain until the end of your next turn as jagged fissures glow with residual electricity.
Electrified Fissures: A creature/target entering the affected terrain for the first time on a turn or ending its turn there takes lightning damage.
Structures: Nonmagical structures in the area take double bludgeoning damage from the quake. Fragile walls, bridges, and floors may crack or collapse at the GM's discretion.
Optional Critical Shock: If a creature fails its saving throw by 5 or more, it must also succeed on a Constitution saving throw or become stunned until the end of its next turn as the electrical surge overloads its nervous system.
Spell Flavor: The earth rumbles with a deafening roar before brilliant blue-white lightning erupts from spreading cracks. Thunder rolls beneath your enemies' feet as the ground itself becomes a conduit for overwhelming electrical force.
Decapitation; This effect is where energy creates a crippling of the targets and making them prone or unable to do things for the rest of the fight.
Energy transfer; This creates the moment of a energy shift, that causes what you want with the targets doing what you need. Mention what you need the targets to do to the DM/GM with this spell.
Solar shield; This is where you shield yourself of all damages, making use of the nearby sun's energy and concern to do it. You get a +5 to all rolls as you are shielded.
Chang'e; This causes a change in energy state. The effect you notice is changed to be what you want. This is a reaction spell that lasts for 1d6 rounds.
Solar heat shield; This is where you shield yourself of all damages using the heat of the nearest star. You get a +5 to all rolls and are shielded from excess heat as you are shielded and feel cool as long as the shield lasts.
Kittymoo and SH effects III
These are spell ideal from SH, Kittymoo and AI. Feel free to use them.
So for how much the spell does that's not listed in damages or healing amount with the spell itself.. look up top..at the damages, range and how long it lasts.. These spells are done with a 1d20+focus ranks, think to see a result and if getting a 10 or above your getting success. If you have a 10 or above focus skill, its an automatic success for the game unless you want to roll the focus check..these spells stack unless opposites of each other. If opposites they cancel and if the effect is elemental in nature, then they meet in some way. They cancel out and nothing occurs otherwise. The effect of this is the energy that's used is restored to you. The additions by spell buffing to the die roll for additional value added/subtracted is capped at being stacked to +20/-20. No removing the cap. That means no more than +20 can be added to the result roll by spell buffing at any given time. This is a automatic effect of countering things you don't like, that's as though a defense that costs nothing. The Will save is what can either cancel out the effect or halve it. It's a 1d20+Will mod or just a 1d20 and getting a 10 or above as result for success.
Part 1 of Kittymoo and SH spells III
Lantern magic; The effect is subtle, think to summon energy to create what you need the energy to do. This creates by the consciousness of energy picking up on the need and doing it in some means being done. This is where you think of the idea to do, and need it done. You can create anything with this effect as this is like a lesser wish. This is where any spell buff is a +5, that's to the roll of the corrosponding core stat or any roll..like strength or charisma. Any utility spell is a 1d6 hours long if sleep or wakefulness. THe effect of things cast is 1d10 minutes outside of combat, 1d10 rounds in combat otherwise. Any spell curse is a -5 to all the targets rolls. Otherwise it happens as it happens. That's like you cast lantern magic to change your targets into the shape of a fly, it'd happen in 1 bonus action.
Learned spell; The effect you remember to cast at any point in time. Anything you need to know is remembered as though learned. Its a thought pointed out in time. Thus, the creator causes you to remember things so you know what to cast.
Delayed effect; This effect is where the effect is delayed 1d3 bonus actions and deals x3 the damage/healing from the buildup of energy.
Congestion; This effect causes the targets' heart to congest and have an attack. Roll a 1d20+luck to see if they die from it. A 1-10 they live with heart damages. A 11 on up they die. If they have spell reflect you could die instead.
Summon Sayaad; Summon your choice of Incubus or Succubus to charm a foe forcing them to not be able to attack the caster or his party and instead engage in dialogue with the Sayaad.
Summon Haskill; At no cost whatsoever summon the right hand of the Prince of Madness to guide you through tough times. After talking to him he restores all sanity and makes your psyche go from shattered to tranquil.
Sofa luv; This causes the sofa you have to be a blessing, that makes you safe. You get till next long rest an unlimited shield effect. This costs 40% energy.
Mortality Toggle; If this spell is cast then anyone reduced to zero HP falls asleep instead of dying. The target can make a reverse-saving throw to actually die and casting this spell again toggles it off.
Throwing portal; This effect is where you cause a portal to open in the path of the thrown thing that opens up behind the target/s. So the thing you throw, it hits with a critical hit on the target from behind that you choose instantly. The portal closes immediately after the item passes through it. This can hit at any distance shortened by the portal.
Pass through walls; This ability causes you to phase through objects, doors and walls alike.
Pfeifer; This creates the moment of work for those you target with this spell.
Path; You always find the right path to get to your destination.
Covered in Bees; Summon a massive swarm of 1000 energy bees to cover you giving you armour class of +40. You can have them swarm any target/s making them take x4 magic damage. This costs 40% energy.
The point; Think a different thought from the current one and regain all lost energy.
Distracted; This distracts the targets into doing what you want for 1d6 rounds.
Feel and do; This is where the targets feel what you send to them and the do what you want.
Feel and be; This is where you feel superior and beat your targets with energy. This deals a x4 energy strike against your targets. This takes 40% energy to cast.
Fail and do; The targets fail at something and die.
Solid sun; This is where the energy feel turns into a solid sun feeling. Overwhelming the senses that your targets feel. They are blinded to what you do and get a -5 to all rolls for 1d10 rounds.
Sun shield; This uses the sun energy as a shield that collects in your aura for 1d6 rounds.
Vapor feel; This feel is the area around you of its moisture and coolness. You don't overheat as you focus this spell to exist.
Poison vapor; This causes poison to be sprayed from a gate to the area of your targets. This does x2 poison damages.
Swamp ass; This effect creates the ass of the targets to emit farting. This distracts the targets for 1d6 rounds with -5 to all rolls.
Holy scent; This causes a sweet odor to be emitted by the targets. That causes for 1d6 rounds a +5 to all targets rolls.
!hide; This effect hides what you don't want seen till 1d10 rounds pass by.
!mazzei; Amazing! The things you want hidden are not seen as though they were in another dimension.
!drummond; Drum on death. This causes a drum sound for 1d6 rounds on a death.
Magnus; This spell causes magnification of any effect you cast. This lasts for 1d6 rounds. So think, instead of 1x damage its 3x damages. THat's the intensity you get from this.
Part 2 of Kittymoo and SH spells III
Distraction; This spell causes a illusionary vision of something in the area, that makes you see and sense the illusion as though it were real. This distracts the target/s until you no longer need it to distract them.
Distraction II; This distracts the targets for 36 seconds or 1d6 rounds, that makes them delayed in manifesting feats of magic.
Distraction III; This is where you cause energy to delay the targets reactions for 1d10 rounds or 1 minute, so you can fling 1d6 free action spell effects at them without reprisal. This costs 30% energy. Think rapid fire spell casting with this.
Distraction IV; This distracts them from their thoughts for 1d10 rounds or 1 minute, till they think something else and cast other things or do something else. Think at them to get them to do this.
Nasty; This is where you think nasty thoughts and they manifest on the targets as distractions that are illusions till you no longer need them there by feel.
Parton; Get a part of things on attempt. This gives you 30% energy from the targets, however many targets there are.
Energy crash; This is set off by imbuing yourself with energy. Its fascinating how it begins, but horrific how it ends. You get +25% energy per every 5% energy expent. The crash is horrid as it makes you feel tired, so you gain fatigue after the effect ends if you don't already have it. This effect lasts 1d10 minutes.
Blown; This blows tires. Roll a 1d4 to see how many.
Blowing it; This causes the effect of blowing things up. You increase the item in size. You may blow it up to x2, x3, or x4 the original size. If you want to roll a die to decide, roll a 1d3 where the 1 is x2, 2 is x3 and 3 is x4. The weight of the item does not go up, unless your gm/dm decides it should..
Third eye mark; This instructs the third eye to project a dark mark on a surface area. It moves with the third eye. If you focus energy to the mark then a true black mark appears in its place. Otherwise it disappears after concentration is broken.
Balabolka; This spell causes your bank balance to bolk up or increase by feel by 1d100 gold, dollars or credit..your choice.
Vapor shield; This causes you to draw in moisture around you, keeping you cool in hot areas.
Debug; Death to bugs! This summons heated poison gas that kills them where they are in a 40' area. Don't be in the area.
Flatulence; The spirit body does things on its own, think and it creates the spell for you without you seemingly doing it. This can physically cause you to flatten your stomach and you get a farting sensation, that makes what you have in mind.
Flatulence 2; This causes the stomach to draw inwards as you fart and lose excess gas.
Facility; Think about it and your out. If your a target and think about attacking, then your out of energy.
Fecality; This creates the moment of fecal matter to be smelled by the targets. That distracts them for 1d6 rounds into doing nothing.
Reasoning; This is reasonability. The charm and charisma get boosted by the spirit. You get +5 to all charm and charisma rolls.
Sharting; This causes the need to fart in the targets, and they shit instead in ther clothes. This distracts them till they clean up, and causes them to not do anything except think of that.
Talk to ghosts; This causes you to be able to talk to ghosts, first you sense them nearby and then you get the 20 questions game with them. Think you no longer need them to desummon the ghostly presence. They can serve as information.
Think and point; Think, point and form. This is where you think of the idea to create, point your fingers or hand and it forms. This works with any element.
The freeza; This effect causes all the targets to freeze up and not move for 1d10 rounds.
Whew!; The sense of relief from this word says it all. The word relieves you of internal pressures and causes relaxing moments. That means you get to play on. You get a +5 to all rolls.
Tri-focal; This is where you triple your focus and create with an effect you think about to manifest it. This manifests with 3x the normal effect. It can be any element.
Tribunal; This effect creates the idea of three beings or one being like your God, that judge the targets and cause them to be doing what you wanted. (This can be portrayed by the dm/gm anyway he/she wants.)
Freeze ray; This ray shoots forth from your palm and can be redirected to hit all the targets. It freezes the targets in movement for 1d10 rounds or 1 minute as it deals cold damage per turn of effect. You only need to be shot once by this effect.
Frozen; This effect causes special ability of cold manipulation to make cold effects that effect the targets with cold damages.
Green energy repeater; This effect is where you summon a point of energy near the targets that forms as a green dot and then explodes in a fire nova dealing x2 the fire damages. Then, it reforms and explodes again next turn. This repeats for 1d10 rounds.
Blue energy repeater; This forms as a summoned point of blue light that explodes in a cold area nova eruption, that freezes the targets for 1d6 rounds and deals x2 cold damage to the targets. Then, it reforms as a blue spot and erupts again every turn for 1d6 rounds dealing x2 cold damage and refreezes the targets if unfrozen.
Elemental repeater; This forms on a summons to make a black dot near the targets, that explodes in a nova of energy that deals the element of choice as x2 damage. Reforms itself and explodes again with your element choice next turn. This repeats each turn for 1d6 rounds.
Vanquiri; This creates improved strength and endurance for 1d10 rounds or 1 minute. You get a +10 to all strength rolls and +20 minutes more endurance with energy from your blood and the environment. This costs 30% energy.
Part 3 of Kittymoo and SH spells III
Shocker; The targets can do good and get bad results. This is a hex that causes 1d6 rounds of -5 to all rolls penalty.
Peachy; This causes the targets to be at peace, no matter what. you win.
Focusing; This causes the targets to focus on the problems and attack themselves.
Not a target; This causes you and your party not to be targeted by the targets and they target themselves for 1d6 rounds.
Cluster bomb; This effect causes energy points to strike the targets as its particles in effect. The damage is x2 the magic damages.
The bar; This is where you cause a two toned color bar like a pill of energy to appear in the sky and distract the targets for 1d6 rounds into doing nothing but notice it.
Particle bomb; This effect is where you cause particles to form as a group or cluster effect, that strike the targets and deal 2x the normal energy damages.
Clothes effect; This causes the clothes on the targets or hair to influence the targets into doing what you suggest.
Avoidance; This effect causes you to avoid attack and dodge things no matter what for 1d10 rounds.
In hell; This effect causes the targets to disappear from where they are and reappear in Sheol. You win.
In heaven; This effect causes the targets to shift to heaven as they disappear from where they are and reappear in their heavenly domain. You win.
In Astral; This effect causes the targets to teleport into the astral plane, disappearing from where they are. You win.
In peace; This causes peace to exist wherever you want, you win.
In dispute; This causes the targets to dispute the issue with themselves and they fight themselves over it for 1d6 rounds.
In en; This effect causes the targets to forget the reason for their fight, so in the end they stop wanting to fight you and your party. You win.
Sneeze of death; This sets off a sneeze in the targets that causes a death reaction in 1 action.
Sphere of death; This is a sphere created by sending forth death and decay energy in the form of a ball at a target. Dealing death damage.
Life of death; Think of it and the targets get a mental lifetime of being dead. This causes them to do nothing and not respond to anything the rest of the fight. You win.
Cough of death; This causes death energy to spread to the nearby targets and deal x2 death and decay effects.
Spittle of death; This effect causes you to focus death and decay energy into your spittle as you spit it forth. Dealing x2 death damages to targets you hit with it.
Magpie; This causes the targets to fill with maggots and be eaten from within. They die within 1 round. The targets can do a will save to will them out of the body since they are energy. This spell costs 30% energy.
Magpie II; This is where you create in the targets a maggot pie or allot of maggots that kill the targets off in 1d4 bonus actions. They deal x2 magic damages per bonus action unless countered in a reaction. This costs 40% energy.
Focusing effects; The element is the thing you focus on in idea to form it from energy itself. The moment your concentration is broken, the moment the effect fades away. If you don't want to do this effect, then the effect ends prematurely. So think and do what you want.
What follows is the types of focusing..
Death focus: Whether you focus death and decay energy into your spittle, your cough, your sneeze or your fart. Your cells generate it and you release it to effect the targets by your will to direct it. It does x2 death damage to the targets, you choose to effect through focus and concentration.
Life focus: Life energy is movement and activity, so think to direct the energy of that through your focus and concentration and you cure or heal the targets of what ails them.
Elemental focus: This is where you focus into existence some form of the element of choice, thinking to effect as you wish it to effect. That means earth, lightning/electricity, air, water, fire, ice, lava, poison, acid, void and spirit etc..each does a different thing. Each element you focus into existence takes 1 bonus action and deals x2 damage/healing.
Earth; Earth can be used to hold or block things or form earth balls around the target or in the air, that you mentally project towards the target.
Lightning or electricity; This is is shock that can be summoned by thinking it into existance to effect what you want by a soul formed gate, its raw energy in formation where summoned and can rip through armor and the person/s beneath, electrifying them or form lightning balls that go through the targets to instantly shock them. It can electrify anything. However there is a verbal form of lightning called "shock", that you state certain things and get peoples attention to the ideal. This is idea that you think should be viewed or known about in life. So don't be afraid to explain what you want to be known, anything could be a talking point.
Air; Air can form air balls that punch a hole through things, form with earth floating platforms that can levitate you and others, hold things in the air and punch people up.
Ice; Ice can freeze the target amidst activity, freeze out the idea you don't want and form ice balls or hail from the sky.
Lava; Lava can melt things or give the target heat burns for double the damage. Otherwise you can form lava balls that go unerringly to the target and strike with possibility to knock out the person from heat stroke.
Water; Water can change things, burn out machines, heal you or another, and form water from the air into waves or water balls.
Fire; Fire can cause effects, burn things up, make burns or form fire balls. The smaller the fireball formed by compressing it into a psi ball and thrown, will reach the target faster and deal more damage. If you used 2 actions in forming one, your damages or healing would be doubled.
Void; Void can if gated cause void or removal of the energy, erase a target of what is not liked. So it can dissipate the target into energy where you make the target disappear, think to cause the target/s to be drained of stp, you can cause instant death if a void ball is formed in the target/s. Otherwise form draining void balls, that shoot to the target to do deadly damages to disease or whatever you target making the target numbed. This is effective to cure disorders as well, so use it to cure as you want to feel better.
Poison; Poison can create a health drain that lasts some time, and poison balls. The drain is poison damage per turn for 1d6 rounds.
Acid; Acid can be summoned to eat away the flesh of the target/s, eat away the weapon, or form acid balls. This deals damage every turn for 1d6 rounds.
Spirit; Spirit can be summoned by feel and takes the form of ethereal energy. That means it creates what you want through use of the trace elements in the air. These elements can be shaped as balls, waves or directly on the targets as a coating.
Time focus: This is where you focus on the time and think it does what you want. Time can do: slow the targets to 1 action per 1 d6 rounds, make time normal, speed time up for the targets for +1d4 actions per 1 round. Otherwise, you can time travel to some other time. This happens due to your concentration, so if its broken the effect stops unless you want to do something else. Then, it stops naturally and time reverts to normal again.
Charm focus: This effect causes your target/s to do well. You charm them into a better life. They get a +7 to all rolls benefit. This costs 30% energy.
Hex focus: This curses the targets into a worser point, that's done by focusing on the bad and projecting it forth. This causes -7 to all targets' rolls penalty. This costs 30% energy.
Hex charm focus: This is where you think well of yourself and badly of your targets. Then project your feelings. The effect is -7 to all targets' rolls and if reflected or mirrored back there's a +7 to all your rolls. This costs 40% energy.
Part 4 of Kittymoo and SH spells III
Wrong way; This effect causes the targets to go the wrong way and end up somewhere else.
Fake it; This effect is where you think of the moment and act a scene out in your mind. That makes you fake the moment in actuality. Roll a 1d20+performance or luck, if you get a 10 or above you succeed. This means you could act a death in your mind and fake your own death in actuality.
Don't stop me now; Target can move by gliding on the ground as if it was ice, using no energy. Cast again or dispel to stop.
Train kept a rolling; Summon a train through a magic gateway. It can run over enemies and you can board it to quickly go to any destination. This costs 40% energy.
Painkiller Mass Revive; In a targeted area, all dead are resurrected and all enemies are prone. This costs 35% energy.
Truth water; This effect causes the targets to identify with the truth and tell the truth, no matter what it is.
Water of lying; This is the way of causing the targets to lie about everything for 1d6 rounds..
Ritual: Compassion; Use silver by holding it as a source as you imagine a circle around you, then call a devil into cheering you up for making it this far. To banish the demon you must recognise what it is.
Ritual: Lust; Use silver by holding it as a source as you imagine a circle around you, then call a devil into making the opposite sex need you in lust. Remember to dismiss the devil when done. To banish the demon you must recognise what it is. That dismisses it.
Ritual: Destruction; Use silver by holding it as a source as you imagine a circle around you, then call a demon to destroy your targets from within. This only takes 1d4 turns. Remember to dismiss the demon when done so you can step outside the circle. To banish the demon you must recognise what it is. That dismisses it.
Spirit cast; This casting creates your spell effect that chose to cast from this list or some other list by the spirit casting it, that's using its two extra arms and hands. You get an extra action from this attempt.
Hellish rebuke; This causes 3d10 worth of damages on the target, that's in a fire energy sent to the target due to reaction to attempted assault.
Hellish rebuke II; This spell is only allowed to evil characters. It raises hell on the targets and the suffer 2000 deg F fire damages. Turning them to dust.
Hellish rebuke III; The attacker erupts into flames for 1d6 rounds. The flames burn the target for fire damage per turn.
Too hard; This is where you feel your wounds and go too hard as you deal x2 the damages on your foes.
Travesty; This makes the targets feel the travesty of the moment, they get x2 psychic damages.
Lower Damages; This causes lower damage on yourself by feel..by -50%.
Decahedron; If you hold one, think the targets in it and the shift to the decahedron itself. Release is thinking they are in real life.
Rel wolf; Real wolf, its a wolf form. You call it to exist and it hits out for x4 the punching damage. A punch is an Unarmed Strike that deals bludgeoning damage equal to 1d6 with a strength modifer.
Rel time; Real time, its time thats not illusion. This negates illusion.
Relativity; This is where you cast it on the targets and time makes the "hit" instant. You can hit them instantly at any distance. This is a hit of energy that happens to be energy blow to hit the targets.
Relativistic; This causes the moment of realism to hit the targets. They suddenly realize war is wrong and no longer wish to fight. You win.
Scaramuchi; This makes you scare the targets into paying you something. (DM/GM's choice)
Shelbi; Shelving you need appears out of nowhere.
Love; The moment you think is translated into good feelings. Add +5 to all rolls.
Amanda; The amount you taylor or create into existence that you need.
Bobby; This effect makes the targets bob their heads, distracting them for 1d6 rounds with a -5 to all rolls.
Miller; This effect makes the targets mil or wander about confused and likely to hit each other for 1d6 rounds.
Reconstruction; This you cast to reconstruct something that was shattered.
Reconstrue; This is where you create a new idea using an old idea and get good results from it. Add +5 to all party rolls. This costs 35% energy.
Deconstrue; This causes the targets to stop thinking of things you dislike, like attacking you.
Ensue; This makes energy follow the targets and cause them problems. They get a -5 to all their rolls for 1d6 rounds.
Bewitching Mask; Range: 60 feet. Components: a tiny porcelain mask. Duration: 1 hour. Saving Throw: Wisdom. You magically alter the target's perception of your appearance. The target must make a Wisdom saving throw. On a failure, it perceives you as an unnervingly charming figure of its choosing: a beloved friend, mysterious stranger, handsome noble, or other appropriate form. While affected, the targets have -5 disadvantage on Wisdom (Perception) checks made to notice your suspicious behavior and cannot willingly make an opportunity attack against you. The spell ends if you or your companions damage the targets.
Pumpkin Familiar; Range: 30 feet. Components: a miniature pumpkin. Duration: Concentration, up to 1 hour. You enchant an ordinary pumpkin, causing it to sprout tiny legs and follow your commands.
The pumpkin has AC 12, 5% health, a walking speed of 20 feet, immunity to poison and psychic damage and your stats otherwise.
It understands your commands and can perform simple tasks such as carrying objects, opening unlocked doors, delivering messages, or keeping watch.
Once per turn, when a target enters a space within 5 feet of the pumpkin, you can use your reaction to have it shout "BOO!" The target must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
The pumpkin isn't intelligent enough to understand complicated instructions.
Witch's Command; Range: 60 feet. Duration: Concentration, up to 1 minute. Saving Throw: Wisdom. You whisper an enchanted Halloween command to one target that can hear you.
On a failed save, choose one:
"Dance!" The target must use its movement to dance in place on its turn.
"Flee!" It must move as far away from you as possible.
"Grovel!" It falls prone.
"Trick!" It must immediately perform a harmless prank on a target within 10 feet.
"Treat!" It must willingly give you one nonmagical item it is carrying.
At the end of each of its turns, the target can repeat the saving throw, ending the spell on a success.
Masquerade; Range: Self. Components: a scrap of black lace. Duration: Concentration, up to 1 hour. You enchant yourself with the spirit of Halloween. You gain +5 advantage on Charisma checks made to impersonate, deceive, or frighten others. Additionally, when you enter a room, you can magically alter your appearance into a costume appropriate to the surroundings.
While wearing the magical disguise, targets have -5 disadvantage on checks made to determine that you are disguised.
The disguise cannot replicate a specific creature you've never seen.
Trick-or-Treat; This costs 15% energy. Range: 30 feet. Components: a piece of candy. Duration: Instantaneous. Saving Throw: Wisdom. You present a target with an irresistible magical bargain:
"Trick or treat?"
The creature must make a Wisdom saving throw.
On a failure, it must choose:
Treat: The target gives you one object it is carrying that isn't being worn or held.
Trick: The target becomes frightened of you until the end of your next turn and takes x2 psychic damage.
On a success, the target is immune to this spell for 24 hours.
Haunted Costume; This costs 15% energy. Range: Self. Components: a scrap of burial cloth. Duration: Concentration, up to 10 minutes. A supernatural costume envelops you.
Choose one manifestation:
Vampire: You gain a climbing speed equal to your walking speed and can move across ceilings.
Werewolf: Your melee weapon attacks deal an additional 1d6 slashing damage.
Ghost: You can move through creatures and objects as though they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Skeleton: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
The costume disappears when the spell ends.
Hypnotic Jack-o'-Lantern; This costs 20% energy. Range: 90 feet. Components: a carved jack-o'-lantern worth at least 1 gp/dollar. Duration: Concentration, up to 1 minute. Saving Throw: Wisdom. You conjure an eerie orange flame inside the jack-o'-lantern.
Each target of your choice within a 20-foot-radius sphere centered on the lantern must make a Wisdom saving throw.
On a failure, the target becomes charmed and incapacitated as it stares helplessly into the pumpkin's flickering face.
The creature repeats the saving throw whenever it takes damage, ending the effect on itself on a success.
A creature immune to being charmed is unaffected.
Midnight Masquerade; This costs 25% energy. Range: 60 feet. Components: a black masquerade mask. Duration: Concentration, up to 1 minute. Saving Throw: Wisdom. You create an invisible supernatural ballroom centered on a point you can see. Each target of your choice within a 30-foot-radius sphere must make a Wisdom saving throw.
On a failure, a target is compelled to dance.
While dancing:
Its speed becomes 10 feet.
It cannot take reactions.
It has -5 disadvantage on attack rolls.
Whenever it moves, spectral music follows it.
At the end of each affected creature's turn, it can repeat the saving throw.
If three or more targets are dancing simultaneously, spectral dancers appear around them, making the entire area look like an enormous haunted ballroom.
Curse of the Doppelganger; This costs 30% energy. Range: 60 feet. Components: a mirror shard. Duration: Concentration, up to 1 minute. Saving Throw: Wisdom. You create a hostile magical duplicate of the target.
The duplicate appears in an unoccupied space within 10 feet of the target and uses the target's appearance and statistics, except that it has half the target's health.
The duplicate is hostile to the target and its allies and obeys your commands.
Whenever the duplicate deals damage to the target, the target can repeat its Wisdom saving throw. On a success, the duplicate disappears.
If the target dies while the duplicate exists, the duplicate screams and vanishes.
At Higher Levels: When cast using 35% or higher energy, you can create one additional duplicate.
The Great Halloween Enchantment; This costs 45% energy. Range: 120 feet. Components: a black candle, a silver bell, and a pumpkin carved with a smiling face. Duration: Concentration, up to 1 minute. Saving Throw: Wisdom. You unleash the full supernatural power of Halloween. Choose up to 10 targets you can see within range. Each must make a Wisdom saving throw.
On a failed save, a target becomes overwhelmed by the Halloween spirit and is simultaneously:
Charmed by you
Frightened of everything else
Unable to distinguish allies from enemies
Compelled to speak only in theatrical Halloween cliches
At the start of each affected creature's turn, roll a d6:
Trick: The target attacks the nearest other target.
Treat: The target gives its most valuable nonmagical item to you.
Dance: The target spends its action dancing.
Flee: The target moves its full speed away from you.
Boo: The target emits a supernatural scream; creatures within 10 feet must make a Wisdom save or become frightened for 1 round.
Costume Change: The target is magically transformed into a random Halloween creature (DM's choice) until the beginning of its next turn.
At the end of each affected target's turn, it can repeat the Wisdom saving throw, ending the spell on itself on a success.
When the spell ends, every affected creature remembers everything that happened.
Part 5 of Kittymoo and SH spells III
Xchaos; The chaos in the minds of the targets rises and stops them from doing anything for 1d6 rounds.
Strangeness; This is where the strange glow occurs from the particles in the area giving the targets away, including invisible people.
Superheat item; This summons white hot fire on an item. Melting it except for metal. It also works on any kind of metal. "Smelt ore without a furnace." You could mine mithril, use a hammer and anvil on it, and get some custom armor and enchant it. It turns ores into bars.
Fox; This calls upon a fox to aid you. It stays till you no longer need it. It has 100% health and your stats otherwise. It has claw strikes and bites against your foes of 2d8 damage. This is "A small, omnivorous canine with almost cat-like mannerisms. It is a solitary hunter, and one of the only canids able to climb trees.".
Plank Make; This turns a log into a plank you can make furniture out of with activity you find yourself doing.
Bones to peaches; This turns a pile of bones into a peach.
Permod; Turn the targets' deepest fear into nightmares or reality. Roll a 1d2 or flip a coin, on a 1 or heads its reality. On a 2 or tales, its nightmares. This lasts 1d6 rounds.
Mist flight; This changes you into mist form and you can fly anywhere. It lasts till you change back by will.
Unnatural conc; This causes the conclusion that seems spiritually made and natural in progression. Think and you know what to do.
Unnatural Conk; This causes the processor of the targets' computer or phone to conk out.
Locked safe; The locked safe full of money appears before you. Good luck in opening it.
Loaded safe; This calls forth a safe with guns and ammo in it.. with the words gun safe on its side.
Safeway exit; This causes the corridors of the aisles of the store to be a time shifter. You walk it and you appear in your decided upon location at the right time.
Avoid a fight; Think of the idea to do and project it to the targets' mind. They get distracted into doing it and you avoid a fight. You win!
Virtual particles; This effect causes free particles that are real yet unreal to go where you want to effect and do what you think to create.
Dice Roulette; Play a game of Dice Roulette with the target. Caster rolls a 1d6 the first round, target rolls 1d5, caster rolls a 1d4, and so on. First person to roll a 1 takes damage equivalent to both the caster and target's max health added together.
Moon amplify; This causes the moon in any system, to create an amplification of magic to make your effect x3 the effect.
Dimensional mechanics; Immediate upon entering a dimension or casting of the spell you know its rules.
Phantom menstrual cramps; The targets suddenly are having stomach pains and feel like puking n shit. Though, it's not coming from the stomach. This lasts for 1d6 rounds.
One-shot spell; This is where you point your finger and think death energy emits from it in a direction. This is like zapping a wand of death in a given direction fires a ray of death magic, similar to the finger of death, that instantly kills almost any hero or monster it hits in its path.
Summon Dream Chameleon; Summons a chameleon that claims to be the god of thunder. He will turn invisible and bring down lightning and flooding on your foes. This flooding disappears after 1d6 rounds or immediately after the foes are defeated.
Death toll; This effect causes the effect of making by a sound of a bell death happens to your targets.
Death wave; This is where you send forth your death and decay energy in the form of a wave, that goes through all your targets. Killing them.
Sanctions; This effect is where you think of keeping from the targets money, that would allow them to profit otherwise.
Chow reaction; This is a moment you cause the targets to want to eat. Distracted by the thought, that's all they want for 1d6 rounds or until they think, "defeat the chow" with a 1 rolled on a 1d6.
Animal wave; This is where the animals, that you think about come in waves of 1d6 and serve your purpose to do what you want. They have your stats except for 100% health and claws and bite that can deal rabies with a 1 rolled on a 1d6 and 2d10 damage. This ends in an animal death wave where the animals either die or go away.
Eating cheat; This spell causes you to eat the little things like marshmallows or small amounts so you no longer feel hungry. You lose 10 lbs. by casting this.
Relief; You see what happens to the area in the last hour, if you focus on the area and cast this spell.
Debrief; You cause the spirits to debrief you of the situation at hand.
Reliever; This causes the effect of a energy drug to effect the targets and make them sane. They no longer wish to attack, you win.
Allocation; This causes the targets to somehow get money so that they no longer need to fight. You win.
Reallocation; This allocation allocates energy food, that the spirit feeds upon to the targets so they no longer feel hungry.
Summon Saint Viceroy's Blowfly Swarm; Engulf a large area of 50' in bloated flies that bite your foes causing them to lose half of their current hit points due to infection. Also causes limb damage.
Flies; A swarm of flies comes to you and shifts you to another dimension.
Legally Gray Sushi Wrap; Conjure a tray of 3d6 servings of sushi that when eaten doubles all magic damage you do.
River Water Walking; An alteration spell that lets you walk or run or even jump on water as if it was solid ground, no matter how fast it is going.
Awake from Nightmare; A panic button spell meant to be used in a losing fight. Causes party to wake up at the location of their last long rest.
Anthony's Vision; Name any item that you have lost before. You will know exactly where it is now, no matter how far away.
Ramsey Charm; Cast on food and it will be perfectly cooked and can never burn or spoil.
Mirror Alchemy; Cast on an object to make a second exact copy of it.
Leg fix; This energy increases the endurance of your legs to walk as long as you want without tiring.
Part 6 of Kittymoo and SH spells III
Kongo's Blight; Turn your magic house into a chocolate magic house where everything is edible. Generates massive culture. "We can't win, they already have chocolate houses.".
Kongo's blate; This is where the targets hear an insulting tirade in their head that causes them to pause in real life as they "deal" with the tirader in their mind. This lasts 1d10 rounds.
Korrupto; This is the moment in idea that corrupts the targets and makes them get a disease of your choice with fatigue.
Correct; This effect causes the targets to become correct in thinking and are made by energy into not wanting to fight you as they do what you want.
Correcto; This effect causes the moment to correct itself and nothing bad happens for the party.
Tossing; The targets are tossed in the air by energy updrafts as they become like a salad and confused. Dropping to the ground taking fall damage of 30'.
Toss aside; This causes the targets in your way to be tossed aside by energy leaving a clear path.
Annnnnd; This is a moment you continue. Think of the effect and cast this spell to continue the effect for another 1d6 rounds in battle or 1d6 hours outside of battle.
Shrinking peach; This effect causes the targets to abstain spiritually in eating and they physically shrink. They shrink to 2 inches tall.
Growing peach; This is where the targets eat spiritually and grow physically 2 inches in height.
Buuuut; This causes a moment that pauses the targets in the idea of what they do for 1d10 rounds. Thats as they listen to some explanation in their mind.
Groooovy; This effect causes the targets to experience music in their head, that is what they like so much that they pause in what they do for 1d6 rounds.
Gravy; This makes for interesting train of thought, where you think of the moment and the targets catch on to what you were thinking.
Grieving; This causes the targets to grieve for the living moment in time that lasts 1d10 rounds and they do nothing but grieve.
Busting; This effect causes the busting up of a party not your own. They literally go their own ways.
Ghostbusting; This is catching a ghost with energy putting it into a crystal. You must have a soul crystal to do this.
Ghost form; This causes you to transform into that of a ghost, only to transform back by will. As a ghost all physical attacks pass right through you and only elemental attacks effect you. You may pass right through any object, wall, door and similar person.
Alternative places; This is where you create in the targets' minds the illusion that they are in some alternative place. Distracting them being where they actually are. This works a -10 to all their rolls for 1d10 rounds or 1 minute, that's as they think they are there yet react as though where they actually are at the moment..
Dr. pepper; Cures anything.
Vangaard; This causes you and your party to be defended by 1d6 ghosts that protect you from from danger. They have your stats and 100% health and that they deal energy blows. They are immune to physical weapons and do what you want. They are only effected by the elements.
Vanquish; This spell causes the targets to be conquered by feel. Instantly and adamantly. They are turned into dust.
Sealed; This effect seals a person in ability, until they break the seal. The targets cannot cast a spell.
Seal; This trains the seal by thoughts of what it does, into doing other things.
Thoughtless; The targets do what you want without thinking about it.
U2; This effect causes the targets to experience what you experienced.
Foreign; This causes strange matter to enter the targets systems and sicken them. They get a disease you choose.
Strength boost; This causes you to get +5 to all strength related rolls for 1d6 rounds.
Tallahassee; Tall and has what is seen. THis causes the targets to become tall and they have what you think, including a cold that distracts them from attacking for 1d6 rounds.
Manumits; This causes the effect of killing by invisible energy dagger to the back of the targets. If the target is below 20% health they immediately die.
Monumits; This is where you shift the targets to the top of a monument of rock in the desert.
Menumits; This causes the targets to eat and not mind the weight. The targets are transformed into a weight demon that spreads weight wherever it goes after they are teleported to some other place.
Munomits; This causes the targets to become humongous and unable to move for 1d10 rounds.
Minomits; This is where you think to set energy mines in an instance by the spirit empowered by the soul near the targets. Each mine causes x2 energy damage if they hit it.
Mynomits; This spell causes the effects of wild behavior in the targets. So wild, in fact they attack each other with no mercy for 1d6 rounds.
Ends; The ends of the earth happen in the targets' minds. That causes them to pass out and become prone for 1d10 rounds.
Dregs; the idea is thought, this creates within the targets any condition with a symbol you need to get. That condition can be anything you want and lasts 1d10 rounds or lasts 1 minute.
Noise; This causes the sounds to be emitted from the air somewhere near the targets. That distracts them into having -5 to all rolls for 1d6 rounds or 36 seconds.
Noiseless; This causes the targets to not emit a sound for 1d10 rounds or 1 minute.
Noise cancelling; This sets a sphere around the targets to cancel all sounds from them for 1d10 rounds.
Cache; This is where there is a cache of supplies and you suddenly find money on the ground. Roll a 1d20 to see how much. Its rated either in gold coins or dollars.
Tradeoff; This causes the trade of things that you have for other things that you want.
Super; This causes the effect of extending your energy by increasing it with a boost of 50%.
Spider; This calls a deadly spider to the area to scare the targets. In en ends it.
Drone; This is where you hear a long boring speech in your mind. So this distracts the targets from doing anything except hearing the speech for 1d10 minutes.
Mind drone; This causes the target to hear a voice not there's they assume is God that drones on. This distracts the targets for 1d10 minutes from doing anything except hearing their own God.
Miracle; This causes your God to deliver you from all harm and any fights cease immediately. You win.
Micron; This causes gravity to stabilize and you can walk in the air effortlessy until you no longer need to do this.
Macron; This causes the creator of the idea to receive Godlike ability and they can for 1d6 rounds do any effect without cost.
Mocron; This is where you suddenly cause the targets to go bezerk and harm themselves, as they hear taunts in their mind for 1d6 rounds or 36 seconds.
Mycron; This causes a craft to appear in the sky and you disappear from the planet to goto some other livable place.
Ents; This calls upon nature to form a tree into a moving tree that does what you want.
Pets; This forms wild pets that do what you think to them to do. They have your stats and 100% health. They hit with energy shots at range. They deal 3d6 rabies damage with their claws and teeth.
Pretend; This creates what you think, a pretense to a motive. Think about it and your clear. Don't think and your charged by the enemy.
Power heal ball; Small version: when commanded... heals the user by 40% health. Will partially speed up healing, if injured, the pain will be less.
Part 7 of Kittymoo and SH spells III
The city; This is where you talk to God and get special ability that you don't have, for 1d10 rounds or 1 minutes.
Mid; The moment you mind things. This makes the targets mind what you do. They no longer see reason to attack. You won.
Were alter; This is where you alter the figure and form the body to be what you want. Double in size gets double in strength rolls. Shrunk in size by half, gets half the strength rolls. Intensity increases if you go below half your height. This means you deal x2 the damage/healing effect.
Lights; This summons 1d6 fey to create what you want. They have your stats, are 2 inch tall energy beings, fly or teleport and have 100% health. They can only be effected by energy effects. They can deal 1d4 energy hits each round. They are driven away by primrose. Have chocolate on hand to pay them.
Think light; This is where you think of the light moment and feel better. Your healed of all wounds.
The feel; This creates in the targets what you want them to feel.
The focus; This creates the feeling the passion or idea that occurs by discussing the point.
The joy; This makes you feel joy by feel. +2 morale to the party.
The buy; This is where you buy things and sell them. The magic merchant is summoned to do trade. He disappears upon being done.
The buyur; This causes you to stumble upon a merchant that sells all sorts of things you can name.
The juice; This causes the effect of juice that restores you in your mouth. You regain 100% energy and health.
The charm; This causes you to get what you need by feel. This is a boost to your charm rolls by +5. This costs 15% energy.
The ultimate charm; You get what you desire and need by feel. This is a boost to your charm rolls by +10. This costs 35%.
The feel of clean; This causes you to feel clean no matter what by fire or water energy scrubbing you clean. Add +5 to all rolls.
The feeler; This is an invisible eyestalk, that can grow instantly up the top of your head. It senses the mood and need of the targets. Its there for 1d6 rounds.
Angry; This effect causes the targets to not beware the problems at hand and get caught by feel. Police come around and get summoned to deal with the targets.
Angered; This raises the strength of the targets by +5 to any strength roll and hinders intelligence by inducing a -5 penalty to all intelligence related rolls in the targets..
Calmed; This raises intelligence rolls by +5 and counters the angered and angry spells.
Collaborate; This makes the targets want to do things with you without attacking you.
Dream; This causes the targets to dream what you want and think them to dream after instantly falling asleep for 1d6 hours.
Shot; This effect is where you create with energy shots, that shoots forth in the air to hit the targets with x2 the energy damage.
Isaias; This effect is where you resist the surge of energy and startle the targets with thought. You get the surprise.
The chaos; This is where you cast forth energy strikes and hit the tagets a dozen times. That's dealing x6 the energy damage to each target. This costs 45% energy.
The barley; This effect causes you to taste barley in the mouth. Increasing focus by making all rolls +5 for 1d6 rounds. You suddenly aren't hungry anymore.
The trip; This causes the targets to create a tripping motion and they find themselves in hell.
THe energy; This causes you to feel energy from the creator and being energized, you are aware of everything with improved rolls of +5. You get +50% energy from this.
The water; The water is from moisture, that goes to your mouth. You get a drink of water in this way and aren't parched anymore.
Merciless; This effect is where you make magic that is without mercy upon the targets. Such as energy strikes that silence them forever with x3 energy damage.
The freeze; This is from moisture in the air surrounding the targets, that makes them not move for 1d10 rounds or 1 minute.
So; Say so and the need and you get what need you want by the power of the soul.
I; This causes the effect of using your third eye to create what you need.
Light attack; This is where the light flares, then the targets get a heart attack. They fall to the floor and die of it.
Lacra; This spell causes a lack of cravings.
Isbrand; Powerful spell of self-creation, this spell makes you grow back lost organs and limbs in subconsciously suppressed time that seems instant, yet that's within a minute in actuality.
Crippling blow; This effect causes the targets to not be able to function properly. So much so that they are crippled by one hit after casting this spell. They cannot walk, they cannot think, they are dumb nuts in their heads that go on and attempt to live. They cannot attack. Thats because you automatically hit a critical hit on the targets bodies. So if you wanted to make this worse, roll a 1d20+luck and get a 10 or above. If you do, you cause them crippling pain that paralyzes them for 1d10 rounds or 1 minute. Otherwise on a roll of 9 or below, no pain crippling occurs.
Decency; This effect causes through your actions decent response. Reputation goes up. That means +1 morale.
A-moral; This causes the benefit of no morality effects you for 1d6 rounds.
CRS; Cruise effect here, this effect causes the targets to do their duties and ignore your party. Even if they get attacked by you as they are cursed by you to do so..for 1d10 rounds or 1 minute.
CRS II; Curse effect II: This effect causes the targets to work for you as they feel no hardships no matter what you dish at them for 1d10 rounds or 1 minute. It takes a bit to break them out of the curse.
Iconic; This causes your computer or smart phone to become on touch a magical transport. Hit the icon, get an effect that you decide upon including transport to another place or time. This lasts 1d10 hours.
Part 8 of Kittymoo and SH spells III
Deborah; The ability to transform the targets into sweets at will.
Deborah 2; The ability to transform the targets into pastries.
Deborah 3; This is the ability to make the target transform into what they want.
Deborah 4; This spell causes them to transform into what they act like. If they act like an animal then they transform into that specific animal in one turn. Although, this is what magic does anyway.
Item use; This causes perfectly usable items to get used in the right way, lthe life of the item is restored to 100%.
Delusion; This causes the delusionous state on your targets, that makes them not think right for 1d6 rounds. THey get nothing done during this state of mind.
THe delusion; This causes the targets to become comatose for 1d10 rounds as they strain to cope with the surreal reality.
Shapechange II; This costs 20% energy. Casting Time: 1 bonus action. Range: Self. Components: a pinch of fermented honey. Duration: Up to 1 hour. You transform into a beast of your choice. You retain your mental ability scores, proficiencies, and equipment that your new form can reasonably use.
Polymorph II; This costs 20% energy. Casting Time: 1 bonus action. Range: 60 feet. Components: a drop of mercury. Duration: Up to 1 hour.
Transform a willing creature or an enemy that fails a Wisdom saving throw into a beast with a challenge rating no greater than the target's level or challenge rating. The target's statistics become those of the beast, including its mental abilities, while transformed.
Alter Self; Casting Time: 1 bonus action. Range: Self. Components: a bit of clay. Duration: 1 hour. Change your appearance, including facial features, voice, hair, and apparent build. You cannot duplicate a specific person's distinctive features well enough to guarantee fooling close acquaintances, but you can adopt a convincing disguise.
Beast Form; This costs 15% energy. Casting Time: 1 bonus action. Range: Self. Components: a claw or tooth. Duration: Up to 1 hour. Assume a bestial form selected from options such as wolf, bear, shark, or giant eagle. You gain the form's physical traits and natural weapons, but retain your own mental ability scores.
Mirror Form; This costs 15% energy. Casting Time: 1 bonus action. Range: 30 feet. Components: a silver shard. Duration: Up to 1 hour. You and up to five willing targets exchange physical forms. Each participant retains their memories, skills, and personality, but gains the physical characteristics of their assigned form. The spell ends early if a participant dies or the spell is dispelled.
Reincarnate; This costs 25% energy. Casting Time: 1 minute. Range: Touch. Components: a drop of your blood. Duration: Instantaneous. Return a target that has been dead for no more than 10 days to life in a new body, randomly determined from a campaign-specific reincarnation table. The target retains its soul and memories, and its new form may differ in ancestry or physical characteristics.
Grow Limbs; Casting Time: 1 bonus action. Range: Touch. Components: a piece of plant matter. Duration: 24 hours. Cause a target to grow an additional functional limb, such as an arm or tentacle. It can perform ordinary tasks, hold objects, and manipulate simple tools, but does not grant extra attacks or additional actions. The limb vanishes when the spell ends.
Shrink II; Casting Time: 1 bonus action. Range: 30 feet. Components: a pinch of salt. Duration: 1 hour. Reduce a target or object by one size category. A target's equipment shrinks with it. The target's reach and carrying capacity adjust appropriately, but the spell does not grant automatic stealth or invisibility.
Enlarge II; Casting Time: 1 bonus action. Range: 30 feet. Components: a pinch of iron filings. Duration: 1 hour. Increase a target or object by one size category. A target's equipment grows with it. A target gains increased carrying capacity and advantage on Strength checks, but the spell does not automatically increase its health.
Transmute; This costs 20% energy. Casting Time: 1 bonus action. Range: 30 feet. Components: a small piece of the target material. Duration: 1 hour. Transform up to a 5-foot cube of one nonmagical material into another, such as stone into gold or wood into silver. The new material has its ordinary physical properties, and the spell ends early if dispelled.
False Form; This costs 25% energy. Casting Time: 1 bonus action. Range: Self. Components: a mirror fragment. Duration: 1 hour. Become a convincing illusion of another target, including its appearance, voice, movements, and apparent size. You can interact with the environment and fool ordinary senses, but the spell grants none of the target's real abilities and may be exposed by physical inspection or magical detection.
Elemental Form; This costs 30% energy. Casting Time: 1 bonus action. Range: Self. Components: a vial of elemental essence. Duration: Up to 1 hour. Transform into an elemental form associated with fire, water, earth, air, or lightning. You gain resistance to nonmagical damage and a thematic movement or environmental ability appropriate to the chosen element, as agreed with the DM.
Age Shift; This costs 20% energy. Casting Time: 1 bonus action. Range: Touch. Components: a silver coin. Duration: Until dispelled. Cause a target to appear up to 50 years older or younger. The spell changes appearance and age-related physical characteristics, but does not grant the wisdom of age, erase memories, or automatically change the target's actual lifespan.
Soulform; This costs 35% energy. Casting Time: 1 minute. Range: 30 feet. Components: a crystal shard. Duration: 1 hour or until dispelled.
Separate your soul from your body, allowing your spirit to move, speak, and interact with incorporeal objects. You cannot physically affect the material world, and your body remains vulnerable while unattended. Returning to your body ends the spell.
True Form; This costs 40% energy. Casting Time: 1 minute. Range: Self. Components: your own essence. Duration: 1 hour. Reveal your authentic physical form, dispelling disguises and revealing transformations affecting your appearance. For the duration, you cannot be affected by spells that alter your form or appearance, unless you willingly allow.
Part 9 of Kittymoo and SH spells III
Include; This causes the energy to include effects with an effect by thinking of the idea it will do. This is a reaction spell so it can be cast as a free action at the time of another's casting. You know the casting by feel, so you can think wha the idea of it will do and it does that effect.
Ambrosia; This effect happens with the spell cast and eating or drinking something. That causes the idea of longer life and the creator's energy to flood through you. This allows you to focus the creator to create what you need instantly with no energy cost. This effect lasts 1d10 rounds or 1 minute.
Denial; This effect is where you deny everything and shift to a new reality that you want to be in.
Raving; This effect causes the targets to rant and rave about things instead of doing anything for 1d6 rounds.
Tarot; This effect causes the targets to do what you think the card will do. Announce to the DM/GM what you intend for the card to do and He/She creates it.
Game; The game seems like your living it..yet your separate from the game itself. This means you get 500 more experience points per encounter for 1d6 hours.
Prescription; The drug is prescribed, the idea is done by consuming it. This spell causes you to get some prescription drugs.
Anti trust; This causes the targets to not trust their own party so they get a -5 to all rolls for 1d6 rounds.
Zacharya; This makes the longshot effect happen of a bet getting you 3 to 1 money or 3x the money from an encounter.
Writing; This causes whatever you write to happen if you intend it to occur.
Energy response; The consciousness of energy responds to a story. So it will guide you to what you want to see, if you tell a good story (make it short).
Energy blitz; This is energy the creator casts forth to blitz the targets. That does x4 the energy damages. This costs 40% energy.
Lightning blitz; This is lightning (white silver energy) the creator casts forth to blitz the targets. That does x4 the lightning damages. This costs 40% energy.
Ice blitz; This is ice bolts (white blue energy in the shae of bolts) the creator casts forth to blitz the targets. That does x4 the cold damages as it shatters on contact. It slows the targets to a crawl of 1 action every 1d6 rounds. This costs 40% energy.
Fire blitz; This is fire (orange energy) the creator casts forth to blitz the targets. That does x4 the fire damages. This costs 40% energy.
Lava blitz; This is lava energy (deep red energy) the creator casts forth to blitz the targets. That does x4 the lava damages as it melts things on the targets. This costs 40% energy.
Earth blitz; This is earth energy (brown green energy) the creator casts forth to blitz the targets. That does block x4 the damages from them. This costs 40% energy.
Air blitz; This is cold air (white energy) balls the creator casts forth to blitz the targets. That does x4 the cold damages. This costs 40% energy.
Soul crushing; This is where you cause the target's minds to experience extrenuous experiences. Then, in physical response, they the targets become tired and fatigued. They are at 1/4 their stamina and energy for the rest of the fight.
Wizard; This is a moment you distract the targets with by feel in their mind. Physically they do nothing for 1d6 rounds.
Influence; This is energy you cast forth that the targets end up doing the programming of that you programmed by thought.
Trap zone; This causes the targets to trip and fall or have accidents, with the roll of a 1d6 and getting a 1-3 result the targets are prone as they trip and fall for 1d6 rounds. With a roll of a 4-6, they have an accident that leaves them out of the fight.
Trick or treat; This causes the targets to be tricked into peace and are treated fairly thereafter.
Trick or treat 2; This is where you trick the targets into being peaceful. They get treated with spirit food in idea by feel.
Spell zone; This effect is where you cast forth your will to make results that you need happen in a zone of energy. The energy zone is per level. Levels 1-9 have it 40'. Levels 10-19 have it 60'. Levels 20-29 have it 80'. Levels 30 and onward have it 100'. This lasts 1d10 rounds or 1 minute. Cast this spell and you could be making any ideal with an elemental effect on the targets..through the effects of the spell zone. Otherwise, you could cast it and have the magic write a book for you. This costs 40% energy.
Pumpkinhead Massacre; This costs 25% energy. You summon enchanted pumpkins that grow monstrous teeth and explode with cursed fire. Casting Time: 1 bonus action. Range: 120 feet. Components: a carved pumpkin seed. Duration: Instantaneous. Effect: Choose up to five points you can see within range. A monstrous pumpkin appears at each point and immediately explodes in a 10-foot-radius sphere..Each creature in an explosion must make a Dexterity/Agility saving throw.
Failure: x3 fire damage plus x3 necrotic damage.
Success: Half damage.
Creatures/targets that fail the save are frightened of you until the end of their next turn.
Nonmagical flammable objects in the area ignite.
Haunted Graveyard; This costs 30% energy. You transform an area of ground into a supernatural graveyard, where skeletal hands and restless spirits attack your enemies. Casting Time: 1 bonus action. Range: 150 feet. Components: a bone taken from a grave. Duration: Concentration, up to 1 minute. Effect: Choose a point within range. The ground within a 40-foot-radius sphere becomes haunted terrain.
When a hostile creature starts its turn in the area, it must make a Strength saving throw.
Failure: x3 necrotic damage, and its speed becomes 0 until the start of its next turn.
Success: Half damage, with no movement restriction.
The area is difficult terrain for your enemies.
Grasping Dead: As a free action on your turn, you can force one creature in the area to make a Strength saving throw. On a failure, skeletal hands restrain it until the start of your next turn.
Special: Undead creatures of your choice are unaffected by the difficult terrain and grasping hands.
Curse of the Black Cat; This costs 25% energy. You place a sinister Halloween curse upon a creature, causing misfortune to follow it like a black cat crossing its path. Casting Time: 1 bonus action. Range: 90 feet. Components: a black cat's whisker or a piece of black thread. Duration: Concentration, up to 1 minute. Effect: One creature you can see must make a Wisdom saving throw.
On a failure, the creature becomes cursed for the duration of 1d6 rounds..
While cursed:
It subtracts 1d6 from its attack rolls.
It subtracts 1d6 from ability checks.
The first time each round it succeeds on a saving throw, it takes 3d6 psychic damage.
It has -5 disadvantage on saving throws against being frightened.
The target can repeat the Wisdom saving throw at the end of each of its turns, ending the curse on a success.
At Higher Levels of energy: When cast using 35% or higher energy, you can target one additional creature for every 5% above 30%.
Trick-or-Treat Nightmare; This costs 30% energy. You trap your enemies in a horrifying illusion of an endless Halloween night, where every friendly face hides a monstrous secret. Casting Time: 1 bonus action. Range: 120 feet. Components: a candy wrapped in black paper. Duration: Concentration, up to 1 minute. Effect: Choose up to six creatures/targets within range. Each target must make a Wisdom saving throw.
On a failure, the creature/target becomes trapped in a terrifying illusion.
While affected:
The creature is frightened of the illusion.
Its speed is halved.
It cannot willingly move closer to a creature it perceives as a monster.
At the start of each of its turns, it takes x3 psychic damage.
An affected creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Special: A creature immune to the frightened condition is immune to this spell.
The Headless Horseman's Charge; This costs 35% energy. You summon the spectral Headless Horseman, who rides through your enemies on a terrifying black steed. Casting Time: 1 bonus action. Range: 120 feet. Components: a miniature black horseshoe worth 250 gp/dollars. Duration: Instantaneous. Effect: A spectral rider charges along a line 100 feet long and 10 feet wide.
Each creature in the line must make a Dexterity/Agility saving throw.
Failure: x4 force damage plus x4 necrotic damage.
Success: Half damage.
Creatures that fail the save are knocked prone and frightened until the end of their next turn.
The rider passes through creatures and nonmagical objects during its charge, but cannot pass through magical barriers that block its movement.
Spectral Pursuit: Choose one creature/target that failed its saving throw. A spectral horse follows that creature until the end of your next turn, revealing its location even if it becomes invisible.
Eternal Halloween; This costs 40% energy. You transform an entire area into a supernatural Halloween realm, where the night never ends and the dead walk freely. Casting Time: 1 bonus action. Range: 300 feet. Components: a black candle worth 500 gp/dollars. Duration: Concentration, up to 10 minutes. Effect: You create a 120-foot-radius supernatural zone centered on a point within range. The area becomes shrouded in perpetual Halloween darkness, filled with spectral lanterns, floating pumpkins, and ghostly decorations.
While the spell persists:
The area is dimly lit by eerie supernatural lights.
Hostile creatures/targets treat the area as difficult terrain.
Hostile creatures have -5 disadvantage on saving throws against being frightened.
When a hostile creature enters the area for the first time on a turn or starts its turn there, it takes x4 necrotic damage.
Undead creatures of your choice gain 20% temporary health when they first enter the area.
Halloween Spirits: Once on each of your turns, you can cause a ghostly figure to frighten one hostile creature/target you can see within the zone. The creature must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn.
Special: The spell does not create actual sunlight or change the time of day outside the area.
Witch's Coven: Thirteenfold Curse; This costs 35% energy. You summon thirteen spectral witches that surround a target and unleash an ancient curse. Casting Time: 1 bonus action. Range: 120 feet. Components: thirteen drops of black ink and a silver needle. Duration: Concentration, up to 1 minute. Effect: One creature/target you can see must make a Charisma saving throw.
On a failure, thirteen spectral witches appear around the target.
The cursed target/creature suffers the following effects:
Takes x4 necrotic damage when the spell is cast.
Takes x4 necrotic damage at the start of each of its turns.
Cannot regain health while the spell persists.
Has -5 disadvantage on Constitution saving throws made to maintain concentration.
At the end of each of its turns, the target can repeat the Charisma saving throw, ending the curse on a success.
Coven's Wrath: If the target dies while affected, the spectral witches disappear in a burst of black smoke, and each hostile target/creature within 10 feet of the target takes x4 necrotic damage.
Monster Beneath the Bed; This costs 25% energy. You summon a terrifying shadow creature from the space beneath a bed, table, or other large object—or from a patch of deep shadow. Casting Time: 1 bonus action. Range: 60 feet. Components: a child's wooden toy painted black. Duration: Concentration, up to 1 minute. Effect: A monstrous shadow emerges in an unoccupied space within range.
Choose up to three targets/creatures within 30 feet of the monster. Each target must make a Wisdom saving throw.
Failure: x3 psychic damage, and the target becomes frightened until the end of its next turn.
Success: Half damage, without being frightened.
While the spell persists, the monster can attack one target/creature within 10 feet of it as a free action on your turn.
The target must make a Dexterity/Agility saving throw.
Failure: x3 necrotic damage, and its speed is reduced by 10 feet until the end of its next turn.
Success: No damage.
Shadow Movement: The monster can move through spaces occupied by other targets/creatures, but it cannot end its movement in an occupied space.
The monster disappears when the spell ends.
Candy of the Damned; This costs 25% energy. You conjure cursed Halloween candy that tempts your enemies with supernatural sweetness before revealing its sinister nature. Casting Time: 1 bonus action. Range: 90 feet. Components: a piece of enchanted candy. Duration: Instantaneous. Effect: Choose up to five creatures/targets you can see within range. Each target must make a Wisdom saving throw.
On a failure, the target experiences a supernatural compulsion to reach for spectral candy.
Choose one of the following effects for each affected creature:
Sugar Rush: The target takes x3 psychic damage and cannot take reactions until the end of its next turn.
Sugar Crash: The target takes x3 psychic damage, and its speed becomes 0 until the end of its next turn.
Sweet Delusion: The target takes x3 psychic damage and is charmed by you until the end of its next turn.
On a successful save, the creature takes half the chosen damage and suffers no additional effect.
Special: Creatures that do not eat or cannot be affected by magical food can still be affected by the spell's supernatural compulsion.
Samhain: Gate of the Dead; This costs 45% energy. You open a gigantic spectral gate during the ancient Halloween night of Samhain, allowing a terrifying army of spirits to flood the battlefield. Casting Time: 1 bonus action. Range: 300 feet. Components: an obsidian key worth 1,000 gp/dollars. Duration: Concentration, up to 1 minute. Effect: A spectral gate appears in an unoccupied space you can see within range. The gate is 30 feet tall and radiates ghostly green light.
When the gate appears, choose up to six hostile creatures/targets within 60 feet of it. Each target must make a Wisdom saving throw.
Failure: x5 necrotic damage and the target is frightened until the end of its next turn.
Success: Half damage and no frightened condition.
While the gate remains open:
At the start of each of your turns, you summon up to three spectral undead with your stats and 100% health in unoccupied spaces within 30 feet of the gate that deal energy blows.
These spirits can move up to 30 feet and make one melee spell attack against a creature within reach.
On a hit, a spirit deals x5 necrotic damage.
The spirits vanish when the spell ends.
Army of the Dead: You can direct the spirits to attack the same target or different targets.
Special: The summoned spirits cannot regain hit points, create additional undead, or summon other creatures. They are immune to the frightened condition and disappear when the spell ends.
Part 10 of Kittymoo and SH spells III
Proposal; This causes you to have +5 to all charisma and charm based rolls. That's as you propose things thinking you'd be heard and accepted for what you say.
Invoke; This causes the thing you mention to be manifested by feel. This includes sleep, wakefulness and the elements themselves.
Imbolb; Think to hold a light bulb base and imagine energy going to it. It lights up..
Reality bender; This causes reality to change in your favor. Basically, you get what you want.
Whip lash; This causes you to be lashed for what you do as punishment that lasts 1d6 rounds. The targets get lashed with fire per turn dealing x2 fire damages.
The lash; This is the lash that you'd use that materializes in your spirit hand, and it deals 3d6 energy damage as it has 3 barbs. Treat it like a weapon.
Paralysis III; This causes the targets to effectively not be able to stand up. So they are paralyzed from the waiste down. Making them not able to fight.
The focus; This causes the effect of whatever is said empowers the drink you have in hand by the thoughts energy giving its energy to the drink. Drink it and your re-energized by 80%.
Siesta; This effect is where you create relaxation. Simply by focusing on taking a break and recovering 50% energy and 50 Stamina (if its used).
Depending; This effect causes the targets to depend on you to do things. So think and you know what to do.
Associating; This effect causes by you focusing on being a good associate. The spirit to boost your charisma rolls by +5.
Zhecking; This causes a +5 to all ability checks. This lasts until next long rest.
Xizang; This is a big bang like a gunshot that echos across the area startling the targets out of their thoughts. So any spells they were going to do, is not going to be done for 1d6 rounds. That's what an earthquake can do.
Damage control; This is where you control the damages done by feel with a shield.
Fruit delight; This is where you cast this spell and receive a fruit burst of a taste to your mouth.
Focus to create; This is where you focus and create what you need, like any elemental effect.
Haze II; This calls into creation a haze of air only the targets can see that limits the visibility. If they can't see you, they can't attack you. This is a -10 to the targets attack roll for 1d6 rounds.
Thought point; This is where you think it and you get it..the targets get hit with invisible blows.
Pocket Sun; Range: 60 feet. Duration: 1 minute. Save: Dexterity/Agility. You conjure a miniature sun in an unoccupied space. Each target/creature within 5 feet makes a Dexterity/Agility save, taking radiant damage on a failure or half on a success. The orb sheds bright light for 20 feet and dim light for another 20 feet.
Arcane Roomkeeper; Range: 30 feet. Duration: Instantaneous. Spectral hands organize unattended objects in a 10-foot cube. Books sort themselves, clothes fold, dishes stack, and loose papers arrange into neat piles. You can also sweep dust into one pile. The spell can move up to 100 pounds of objects, but cannot clean creatures, repair broken items, or organize anything you cannot see.
Combat use: You can stow one unattended object weighing up to 5 pounds as a bonus action, provided it fits in an accessible container.
Heart of the Cleric; Range: 30 feet. Duration: 1 minute. One willing target/creature gains temporary health equal to 1d8 + your int modifier and +5 advantage on its next saving throw against being frightened before the spell ends. Once the target/creature receives the temporary health, it cannot benefit from this spell again until it finishes a short or long rest.
Hall of False Andrews; Range: Self. Duration: Concentration, up to 1 minute. Three illusory duplicates of you appear in nearby spaces. The spell functions like a limited version of mirror image: when an attack hits you, roll a d20 and get a 10 or above to determine whether it targets a duplicate instead. Each duplicate has AC 10 + your Dexterity/Agility modifier and disappears when struck. The spell ends when all duplicates are destroyed.
Special: The duplicates can mimic your movements, gestures, and harmless spellcasting flourishes, but cannot attack or cast spells.
No Pikmin Left Behind; This costs 15% energy. Range: 30 feet. Duration: Concentration, up to 1 minute. You summon a spectral guardian wolf in an unoccupied space. It shares your initiative and obeys your commands.
Guardian Wolf: AC 14; Health 100%; speed 40 feet; your stats otherwise. Its bite uses your int modifier and deals 1d8 + your proficiency bonus force damage.
Once per round, when an ally within 10 feet of the wolf is hit by an attack, the wolf can use its reaction to impose -10 disadvantage on that attack roll if it can see the attacker.
The wolf disappears at 0% health or when the spell ends.
Tongues of the Holy F7; Casting Time: 1 minute. Range: Self. Duration: 10 minutes. You conjure nine apparently meaningful words, each glowing briefly in the air. Choose a target/creature, object, or situation you can see. The words become a cryptic poetic description of it, using imagery selected by the DM. For the duration, you gain +5 advantage on one Intelligence (Investigation) or Wisdom (Insight) check related to interpreting that subject.
Important limitation: The spell provides no guaranteed prophecy, supernatural truth, or knowledge of the future. Its power is inspiration and interpretation, not certainty.
Basilisk's Garden; Range: 60 feet. Duration: Concentration, up to 1 minute. Plants erupt in a 15-foot square of ground you can see. The area becomes difficult terrain. Any creature/target of your choice entering the area for the first time on a turn or starting their turn there must succeed on a Strength save or become restrained until the start of their next turn. The plants are harmless to targets/creatures you designate when casting.
Bonus: When the spell ends, harmless culinary herbs remain behind if the terrain can support them.
Hearthgate; This costs 15% energy. Casting Time: 1 minute. Range: 10 feet. Duration: 1 hour. You create a shimmering doorway that opens into a comfortable, extradimensional room measuring 20 feet on each side. The room contains simple furnishings, warm light, clean water, and enough space for six Medium people/creatures. The doorway remains visible and can be opened or closed by people/creatures you designate. Creatures/people inside can leave at will. The room protects its occupants from ordinary weather and outside observation, but does not provide food, prevent hostile creatures from entering through the doorway, or guarantee safety. The spell ends early if you dismiss it.
One More Turn; This costs 20% energy. Casting Time: 1 reaction, when a creature you can see within 60 feet ends its turn. Range: 60 feet. Duration: Instantaneous. Choose one willing target/creature, which can immediately move up to 10 feet without provoking opportunity attacks.
They also gain a +2 bonus to AC until the start of its next turn.
Once a target/creature benefits from this spell, they cannot benefit from it again until they finish a long rest.
Providence of the Open Sky; This costs 25% energy. Range: Self (20-foot radius). Duration: Concentration, up to 1 minute. A dome of shimmering sky-blue light surrounds you. You and friendly creatures/people of your choice within the dome gain 1d8 temporary health at the start of each of their turns, provided they have no temporary health already. Once during the spell, when a protected creature/person fails a saving throw, they can roll a d4 and add the result to the save, potentially turning failure into success. The dome moves with you and sheds dim light for 20 feet beyond its boundary. It does not block attacks, movement, or line of sight.
Part 11 of Kittymoo and SH spells III
Reverend; This reverses the end of the targets to be something that you'd want like a rewrite in time. This is like where they die, and instead of death they live with 1% health. THis is up to the Dm/GM of course.
Star blaster; This effect causes the star to explode as it receives a infinite energy beam of void shot at it.. instantly.
Stellar step; This is where you find ethereal steps going up. This is akin to flying, so think of the idea to get to a place that's above you, then by stepping up the stairs your there instantly. Step down the stairs to go back.
THe need; The need occurs that you want and the targets must fulfill it. This happens on a 10 or above rolled on a 1d20.
The desire; The need to be free, this is the moment you think about to get a result. The desire is the thing you need at the moment, so you could call upon your targets any element with this effect.
THe want; THe want is the need where you think of the idea and want it. So if you need it enough, it will occur. This creates any 1 or 2 elements on the targets at a time. If two, then they must not cancel each other out. Like water and fire do on occasion. So think, if you get a 10 or above on a 1d20+luck, then you got it.
Stellar blade; This spell causes star energy to appear in the spirit's hand that appears like a dark blade and it projects star energy projectiles at the targets. Dealing x2 the starfire damages.
Minor missiles; This effect is where you summon 1d10 minor magic missiles. Dealing normal magic damages each. You can focus them on one target or many.
Major missiles; This causes you to summon 1d20 major magic missiles. Dealing x2 the normal magic damage each. You can focus them on one target or many.
THe blend; This causes the targets minds to think it was being blended in a blender, distracting them for 1d10 rounds or 1 minute into doing nothing.
The mind; This causes the body and soul to merge of the targets, then the subconscious takes over as the mind.
The world; This causes the targets to experience a new world within them, distracting them into doing nothing physically for 1d6 rounds.
The case; This causes the moment to make itself known, as a case fought out in the targets' minds with them being in court. This distracts them 1d10 rounds into doing nothing physically.
THe ease; This causes the targets to be at ease with you, no matter what you do and no longer need to fight you. You won.
THe easiness; This causes you to be at ease with others, and relax as you get things done. Think of it and it is done, with a +5 to all rolls.
The improbable; This causes the point that you think and some idea manifests as you need it there.
Kill one kill all bugs; This is where you kill one bug and its death sends energy to the rest of the bugs that kills them as well.
Impeach me; This causes the impeachment of those who deserve it in office.
Put it back; This causes the targets to put back their need to attack and they no longer want to attack..you win.
I didn't say that; This effect causes the effect of silence over the targets' area for 1d10 rounds or 1 minute.
Connection; This effect causes the idea of connecting to a signal on a tv or modem..instantly.
Thank you; This effect is where you get a positive feeling. Leaving you with a +3 morale and +5 to all party rolls for 1d6 rounds.
Crashed; This effect is where you cause the targets to fall asleep as though zonked out instantly for 1d6 hours.
Awakened; This effect is where you cause the targets to remain awakened for 1d6 hours.
Cleaner; This effect causes the targets to become clean by energy.
It had to do something; This effect causes the targets to do things you want as you do what you think will trigger a result.
That's a weird one; This causes fate to intercede on your behalf, that makes the targets die mysteriously.
That's a promotion; This causes a raise in pay that you receive from your job.
It shield; This is a hit shield, that takes the hit for 1d10 rounds or 1 minute.
At shield; This is an atomic shield, that makes the atoms in your body absorb the energy of the blow. This lasts 1d10 rounds or 1 minute.
Nails in a coffin; This is a point you think of a problem, that puts the targets down under. They literally die by energy in one blow.
Kalopsia; This makes the targets do a sideways action that causes them to fumble and fall down.
You only live once; This causes the targets to live their current lifetime and once dead they can't be brought back.
Half life; This specialty causes the targets to halve their health and give that health as temporary health to you by the creator making it so.
Green bird; This summons an omen of a green flying bird that warns away the targets from fighting. They seek peace after seeing it. You win.
Pretend we're dead; This effect is the idea that you create the illusion that your party lies on the ground, dead and you are invisible by an improved invisible spell..for 1d10 rounds or 1 minute.
Ruler of everything; The effect is the idea you project to the creator and the creator does the idea to the targets you had in mind.
Early to the party; The party comes upon the targets and surprises them by the effect of energy. You and your party get the first move.
Poison spree; This is where you set up and kill off allot of bugs.
The spree; This is the fun part, you are granted money and its enough to pay for whatever you desire. You are granted 1d100 worth of 10000 gold/dollars.
Trespassing; This spell causes the targets to be arrested by cops for trespassing and sent to prison.
Dress; This spell always has you with some clothes wherever you go.
Drained; This drains the pipes of water no matter what.
Alert; no longer tired, you go about your business.
Pop rocks; This effect causes the rocks around the targets to "pop!" and distract them into doing nothing except observing the rocks for 1d10 rounds.
Constrain; This is where the targets strain to hold it in. That means you can cast this spell on them, they hold their need in to attack for 1d10 rounds or 1 minute.
Constraint; This effect is where you walk near people and don't do things that invite attack. It lasts 1d10 rounds or 1 minute.
King tide; This effect causes the waves that are very high. This causes flooding in the general area. This can be done near a body of water.
Kelvin wave; This causes a temporary raise in water that effects the coast. This drowns the targets in water energy as it forms near them.
Polar vortex; This causes cold patches of air over the targets that freeze them. They do 1 action every 1d6 rounds and receive freezing damage every turn for 1d6 rounds.
Vivek 2; This causes a vivid killoff of the targets in their minds. Think about it and it forms, so where it forms is on the targets themselves as wounds that are vividly there. This deals x2 the normal energy damages.
Ramaswamy 2; This causes the targets to feel swarmed with energy and their prone after a ghost rams them and knocks them down for 1d6 rounds.
Recovery; This causes the effect of instant recovery from an illness or leg break. This costs 35% energy.
Money; The money spell is variety for fun, whatever deal you have is gaining you money for doing things for others. You gain x2 the money for levels 1-9. X3 the amount of money for levels 10-19. X4 the amount of money for levels 20-29. X5 the amount of money for levels 30 on up.
Money II; This causes the effect of earning money by feel. What you earn is 1d100 in gold/dollars.
Money spell; This is a spell cast with 20% energy, that uses money to create results. 200 dollars or gp for normal results, 400 dollars or gp for x2 damages/healing, 600 dollars or gp for x3 damages/healing and 800 dollars or gp for x4 damages/healing.