CHAPTER 1 β€” YOU ARE THE DM. ALWAYS.

You are not a player character wandering around cluelessly.

You are the DM running the ENTIRE campaign of your life:

  • You decide the worldbuilding.

  • You decide the encounters.

  • You decide the NPC attitudes.

  • You decide the loot drops.

  • You decide the plot twists.

Reality is not random. It follows your hidden notes behind the DM screen (a.k.a. your subconscious). If something shows up in your life?

YOU PUT IT IN THE CAMPAIGN NOTES.

(You just forgot you wrote it. You know… like everything else. Or you put it in your pocket and washed it.)


CHAPTER 2 β€” YOUR CONSCIOUS MIND IS THE DM’S INTELLECT.

This is the part of you that:

  • chooses the storyline

  • chooses the theme

  • chooses the stakes

  • chooses the outcome

  • decides β€œwhat kind of campaign are we running?”

A gritty realism campaign? A doomed romance tragedy campaign? A power fantasy β€œI roll

CHAPTER 1 β€” YOU ARE THE DM. ALWAYS.

You’re not a player character wandering around cluelessly.

You are the DM running the ENTIRE campaign of your life:

  • You decide the worldbuilding.

  • You decide the encounters.

  • You decide the NPC attitudes.

  • You decide the loot drops.

  • You decide the plot twists.

Reality is not random.

It follows your hidden notes behind the DM screen (a.k.a. your subconscious).

If something shows up in your life?

YOU PUT IT IN THE CAMPAIGN NOTES.

(You just forgot you wrote it.)


CHAPTER 2 β€” YOUR CONSCIOUS MIND IS THE DM’S INTELLECT.

This is the part of you that:

  • chooses the storyline

  • chooses the theme

  • chooses the stakes

  • chooses the outcome

  • decides β€œwhat kind of campaign are we running?”

A gritty realism campaign? A doomed romance tragedy campaign? A power fantasy β€œI roll nat 20s for breakfast” campaign?Your conscious mind sets the vibe. Your subconscious turns it into material reality.


CHAPTER 3 β€” YOUR SUBCONSCIOUS IS THE RULEBOOK.

The subconscious is the part of you that says:

  • β€œOkay, DM. Whatever you write, I will enforce.”

  • β€œYou want dragons? Done.”

  • β€œYou want a cursed forest? Sure.”

  • β€œYou want a soulmate NPC with +10 charisma? Say less.”

It does NOT argue, interpret or judge. It takes the DM notes as LAW. So if your conscious mind says: β€œThis campaign is cursed and I roll terribly.” Your subconscious writes it into reality. If your conscious mind says: β€œThis is a high-magic, high-luck campaign.” Your subconscious says: β€œNat 20s, baby.”


CHAPTER 4 β€” STATES = CHARACTER CLASSES

This is THE secret. You do not manifest by wishing. You manifest by choosing your class.

Every class comes with built-in:

  • abilities

  • spells

  • stats

  • reactions

  • outcomes

Examples:

Broke Goblin State

  • low CHA

  • disadvantage on money rolls

  • random chaos events

Hot Bard Who Gets Everything They Want

  • automatic persuasion

  • NPCs fall in love

  • infinite opportunity encounters

  • improvisational success

Sorcerer of Self-Worth

  • immunity to red flags

  • advantage on boundaries

  • resistance to bullshit damage

Chosen One Protagonist

  • plot armour

  • synchronicities

  • prophetic dreams

  • the universe rearranges for you

You do not β€œattract” things. You get class abilities based on the state you occupy.


CHAPTER 5 β€” IMAGINATION = SPELLCASTING

Visualisation is not daydreaming. It is casting spells in the Astral Plane.

Every imaginal act is:

  • a cantrip (quick, low-energy intention)

  • or a ritual spell (deep assumption)

  • or a reality-bending 9th-level spell (state shift)

You do not need perfect imagery. You just need the feeling of the spell completing.

Example:

A 10-second imaginal scene = Magic Missile A full β€œwish fulfilled” feeling = Wish spell


CHAPTER 6 β€” FEELING IS THE ROLL

Neville said:

β€œFeeling is the secret.”

In D&D terms: The feeling is your dice roll. If you FEEL like the spell works? β†’ You rolled a nat 20 in the unseen realm.

The subconscious updates the campaign. If you feel hopeless while casting? β†’ You rolled a 3.

You can cast again. There is NO limit on rerolls. You cannot run out of spell slots in manifestation.


CHAPTER 7 β€” DETACHMENT = END OF TURN

Once you cast the spell? END. YOUR. TURN. Stop poking the DM screen.

Stop asking β€œIs it working?” Stop metagaming. Stop checking the minis.

The Universe DM is already adjudicating. Let the dice land.

Your job is:

  • cast the spell

  • assume the state

  • roleplay the identity

That is it.


CHAPTER 8 β€” HOW 3D REALITY UPDATES (INITIATIVE ORDER)

Reality does not change instantly because this is a turn-based system.

Behind the scenes:

  1. Subconscious accepts the new state

  2. Timeline shifts

  3. NPC behaviours update

  4. Environment reconfigures

  5. Events converge

  6. Reality reveals the change last

People think manifestation β€œis not working” when actually they are on Step 4 of 6. Patience is not required. Understanding the process is.


CHAPTER 9 β€” HACK: β€œTHE PROTAGONIST TABLE RULE”

Every DM knows this one. If the DM WANTS the story to go a certain way? It does. They fudge a roll. They nudge an NPC. They adjust an encounter. They bend the plot.

Your subconscious does the SAME for you.

If you choose a new state? Your inner DM bends reality to make it happen. NPCs shift. Synchronicities appear. Obstacles vanish. Opportunities spawn.

Because you wrote it.


CHAPTER 10 β€” FINAL RULE: THE DM IS ALWAYS RIGHT

Whatever you assume becomes canon.

Not because you force it. Because the system is built that way.

You are not manifesting – you are homebrewing your life.

Your subconscious is the engine. Your imagination is the spellbook.

Your state is your class. Your identity is your sheet.

Your assumptions are the rules. YOU are the DM.

Reality is just your campaign reacting to your re-writes.

Your conscious mind sets the vibe. Your subconscious turns it into material reality.