Seen use by creative abuse

Look to friend me on my facebook page or look at the bottom for my Discord chat page, if still up, that is also here if you need invite and here if you are already a member. If any abuse is there think to stop it then the creator stops what you don't think is necessary or don't need to work better. I think or not and it fits the point, so you see the point you so if you think, then your focus can know what is there by area you think. I figured out you aren't a mental target if you are thinking that your not otherwise thinking your one makes you one. So lets hope that works as you wish.

If you think you're a personal or mental target, stop then think to do something else as long as it's normal. I think i figured out my real illness, If I think to do or write I won't if I panic or if I allow things then I can write the ideal. So I will write as I think or will and I don't have to be there to write it.
This is where I think as you want to do things, or work until I don't need to do things as this is use of this. I think this is a blog based off my past life, working with memories that I happen to remember.

Here is an appropriate quote of the day: "Something I realized is that spells and magic don’t work if your soul determines it isn’t best for you or your growth... that’s why some magic works for some people and doesn’t for others. Some can grow wings some can’t, that memory just came to me because I tried to do it." -pup


Just updated; Angel's Magic article.
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Monday, October 21, 2019

Eldritch effect magic

This is an effect of mana and life that you imagine. See as long as you can imagine the effect, then you can get what results you need. This is the point you speak about in idea. So that means you create as you think, or work with some idea. Enjoy what you need from this list, ciou and farewell till later, good-bye.

Some spells

think and go; This is the point you think about things and go by feel what you need. You always conserve money and think things through their paces. So if you need things you are satisfied enough and don't get illegalities.

Time; this is the time of no time or moments that occur by what you think and need, otherwise think or things not needed are not done as you think it's not done.

writing stuff

I think it's entirely possible, I am the only one typing things. So I think I will create something with what I type. This is a point to create with that I do. So I think people won't mind. This is a point in idea, so bear with it and work things out. That's it for the writing corner. Enjoy and ciou.

definitions: (skip to end)

Magnetic bracelet; Magnets in a bracelet that you can wear and get relief to pain and conditions. Once you wear it, don't take it off unless you want to puff up in swelling.

game stuff

Witch class
Saves: Will good
Weapon & Armor Proficiencies: All  normal and martial weapons except exotic with ambidexterity but light armor or no shield. This is Weapon Accuracy proficiency of +3 and light armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis), Streetwise (Wis), History (Int) and Focus (Wis).

Class features:
Any level: They follow the superstition (Ex) unless they choose to act normal.
1st level gains Charm magic (Cha)..
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and Supernatural ability (Cha) .
4th level 2 bonus feats.
5th level gains Hex magic (Cha).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex).
8th level gains 2 bonus feats.
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
14th level gains Divine self (Ex) and 2 bonus feats.

A familiar is gained any level for free or discount. They follow the moment using their superstition (Ex). 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

Witchcraft: This ability is using charisma as the base stat. There is four innate skills in witchcraft: Charm magic, Supernatural ability (Cha), God magic (Cha) and Hex magic. As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system.
Charm magic; This uses the angels, sephirim or devas to create what you need, the effect is 1d8+charisma mod per each 2 Focus skill ranks as a point. There is 1d6+focus rank duration. if non-instant, in seconds or rounds within battle and minutes outside of battle unless unlimited amounts of time is allowed.
Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, to get what results you want as though a charm. The effect damage or healing is 1d8+focus rank per each 2 levels of the character as a point. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.
God magic; This is using God names to create what is needed, this works as you call out the God name and ask a request. This is what is used by feel for the Wiccan and Witches won't actually use this as an ability . where they their ability is powered by their spirit  guded by their soul.  The effect of God magic is similar to charm magic, except the damage or healing amount is 1d8+Focus rank per each 2 levels as a point for the character. Duration, if non-instant, is 1d6+focus ranks for seconds or rounds in melee and minutes outside of battle unless unlimited in time.
Hex magic; 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, so instead of 1d8 its 1d10. So  the effect is 1d10+charisma mod per each Focus skill rank as a point. There is 1d8+focus rank duration. if non-stant, in secocond 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.

Gloss skills:
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Superstition; The moment they sense things awry, they are aware of the moment and know the cause, this makes for natural fears and idea that could exist. So if things could go wrong they stop what the think is the cause and work with idea to make what is to exist. Otherwise they make with idea for the moment. This is where they create by feel with the point that the moment is made by themselves. This uses their idea of what exists, then they do what is necessary to avoid the trouble that would come. This is a point they won't do what they feel is uneccesary and will do what they think is fair.

Voodoo Witchdoctor:
Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, to get what results you want as though a charm. The effect damage or healing is 1d8+focus rank per each 2 levels of the character as a point. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.
Divine Self; The Witch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of the Spirits. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.

The modern witch
Witccan class
Saves: Will good
Weapon & Armor Proficiencies: All  normal and martial weapons except exotic with ambidexterity but light armor or no shield. This is Weapon Accuracy proficiency of +3 and light armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis) , Survival (Wis) , Streetwise (Wis), History (Int), High bartering (Wis) and Focus (Wis).

Class features:
Any level: They use the Wiccan crede (Ex).
1st level gains Charm magic (Cha)..
2nd level 2 bonus feats.
3rd level gains spell recognition (Wis) and God magic (Cha)..
4th level 2 bonus feats.
5th level gains Hex magic (Cha).
6th level gains 2 bonus feats.
7th level gains Natural science understanding (Ex).
8th level gains 2 bonus feats.
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
15th level gain Divinity (Ex).

A familiar is gained any level for free or discount. They follow the Wiccan crede (Ex). 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

Witchcraft: This ability is using charisma as the base stat. There is four innate skills in witchcraft: Charm magic, Supernatural ability (Cha), God magic (Cha) and Hex magic. As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system.
Charm magic; This uses the angels, sephirim or devas to create what you need, the effect is 1d8+charisma mod per each 2 Focus skill ranks as a point. There is 1d6+focus rank duration, if non-instant, in seconds or rounds within battle and minutes outside of battle unless unlimited amounts of time is allowed.
Supernatural ability; This is using the spirits, their spirit or the spirit that goes through everything, thinking of what you want and need to cause by the soul the spirit, whatever it is, to get what results you want as though a charm. The effect damage or healing is 1d8+focus rank per each 2 levels of the character as a point. The duration is 1d6+focus rank if non-instant. This is done in seconds or rounds in melee and minute outside of battle unless unlimited in time.
God magic; This is using God names to create what is needed, this works as you call out the God name and ask a request. This is what is used by feel for the Wiccan and Witches won't actually use this as an ability . where they their ability is powered by their spirit  guded by their soul.  The effect of God magic is similar to charm magic, except the damage or healing amount is 1d8+Focus rank per each 2 levels as a point for the character. Duration, if non-instant, is 1d6+focus ranks for seconds or rounds in melee and minutes outside of battle unless unlimited in time.
Hex magi; 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, so instead of 1d8 its 1d10. So  the effect is 1d10+charisma mod per each Focus skill rank as a point. There is 1d8+focus rank duration, if non-instant, in secocond with battle and minutes outside of battle unless unlimited amounts of time is allowed.

Gloss skills:
Natural science understanding; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done. This is a +4 to int.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Divinity; The Wiccan find belief is enough to get them through anything. Their belief is whatt turns out with idea to be true enough for their Gods to give them ability and create for them what they need or wish. This is where they are divine beings and create as though a God working with the creator. The Wiccan gains by using the power and ability of their Gods +5 Con, +5 Int, +5 Cha, +5 Wis and 100 HP..
Wiccan crede; The wiccan crede is this belief, whatever you do is done in threes if you do things to others and they don't like it, then this is visited upon you by the power of three.

Think and give; this is where you think and know to give what you have. So when you have something you know is bad for you, you give it away  by feel.This happens without stress.

When; his is where you think of the time reality and match reality to the moment that you think into existence, this is also where you can stand still and create some feel or effect.

Herbology; Herbal and otherwise, you know the right things to use for the effect you desire in a potion or drink. This happens without stress and you are calm as you do things. So healing if desired is done. This is a known effect of increased intelligence and wisdom by +3.

Eldritch class
Saves: Will good
Weapon & Armor Proficiencies: All normal and martial weapons except exotic with ambidexterity but light or medium armor and no shield. This is Weapon Accuracy proficiency of +3 and medium armor proficiency.
Skill points at 1st: (6+Int Mod)x4
Skill points per level: 6+Int Mod

Class skills: Bluff (Cha), Concentration (Con), Craft (Int), Arcana (Int), Profession (Wis), Perception (Wis), Survival (Wis), Streetwise (Wis), History (Int) and Focus (Wis).

Class features:
Any level: +2 to familar effects or attack if any gotten. At any time, the eldritch can turn vampiric nature and if they died they are vampires.
1st level gains Chaos effect (Cha).
2nd level 2 bonus feats and Eldritch magic (Cha).
3rd level gains spell recognition (Wis).
4th level 2 bonus feats.
5th level gains  Spell subversion (Cha).
6th level gains 2 bonus feats.
7th level gains Natural science skill (Ex) and Chaos confusion (Cha).
8th level gains 2 bonus feats and Hex magic (Ex).
9th level gains Luck (Ex).
10th level gains Abundance (Ex) and 2 bonus feats.
13th level gains Elder being (Ex) and 2 bonus feats.

A familiar is gained any level for free or discount. They follow the moment using their superstition (Ex). 2 Bonus feats every two levels starting at level 12 and every three level higher than 20th.

Eldritch ability: This ability is using charisma as the base stat. There is one innate skill in eldritch ability: Eldritch magic (Cha). As always, if you need to get success, then use a focus skill check with 10 or above as result. Otherwise you may use the Diceless system.
Eldritch magic; Eldritch is condensed mana magic to cause effects and it transcends time and space. This uses the death of something to get an effect with added personal mana energy and other energy. To kill something doesn't mean you always kill it, you just stop some function. By using this, you can master the negative.

The way we gather it, is think of a container being in an object and this makes the energy gathered by a thought 'anme' at the object. This makes it gather the necessary energy. When used by thinking about it, the effect is possible to create a detriment or death in the object. You create effects with thinking about the container of energy, and stating or making by willing your intent for the effect.

If you decide to end the eldritch energy that effects by objects. Then, decide to stop it, and it stops itself. So if you wanted to get an effect for levels 2 to 7, then its 1d6+cha mod per each 2 focus ranks. For levels 8-13, its 1d8+cha mod per each 2 focus ranks. For levels 14-20, its 1d10+cha mod per each 2 focus ranks. For levels 21-27, its 1d12+cha mod per each 2 focus ranks. For levels 28 and above, its 1d12+cha mod per each focus rank. Now duration is 1d6+focus ranks for levels 2-7, 1d8+focus ranks for levels 8-13, 1d10+focus ranks for levels 14-20 and 1d12+focus ranks for levels 21 and above. That is done in seconds or rounds in melee, minutes outside of battle or unlimited for non timed events unless the person wanted to end the moment..

Gloss skills:
Natural science skill; This is learned by intuition or the soul knowledge. The science they understand is what is there to understand, so they understand what is necessary by what is done and the soul intuition is what makes it correct. This is a +4 to int.
Hex magic; The magic of curses and what you need by the spirit that goes through everything, this uses the third eye by feel and that is energy used to create your desire.  This is stronger than charms, so instead of 1d8 its 1d10. So  the effect is 1d10+charisma mod per each Focus skill rank as a point. There is 1d8+focus rank duration. if non-instant, in second 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.
Luck; they gain +5 to luck and this is where they can get easier effects by feel.
Abundance; The fact exists, they are abundant in things. So they get things easier. This is a +4 to charisma and +4 to Wisdom as a stat.
Elder Being; The Eldritch are not unlike a God in their ability to create effects and withstand natural disasters by the power and ability of their own mind. They transform into an energy form, this is where they are unable to be effected by normal weapons. So they are able to do things unnaturally and turn into enrgy, that phases what they have into energy to by the power of their mind if unfocused. So they can turn solid again and this allows magical weapons, that means they are with what they have physically. They absorb all energy attacks in total including elemental, as mp added to their MP total that's temporary and lasts a day. They gain +4 Con, +4 Int, +4 Cha, +4 Wis and 100 HP.
Vampiric;  At any time they can turn vampiric nature if it's nearby. If they died, then they come back as vampires, that have their stats and abilities. Except if in sunlight, they suffer a -2 con bonus and could pass out if exposed to 3 hours sunlight. After 3 hours, if they don't make a concentration check or picks the longest or shortest straw, they could seem to pass out and remain in a death like sleep, comotose. If they survive, then they are likely to seek vengeance for attacks or they can create better by passing off the energy of the need as a source that is all damage turned into mp added to their total MP by the feel of using a crystal or thinking it's a source.

This is in an eldritch effect that uses the idea of life energy to sustain them and death and decay energy to keep them calm. This means they are able to create what they need, by using an enhanced eldritch ability. Instead of what the effect normally is, it's doubled in dice instead. Also they level up normally, so it's not as though the character is stuck at a certain level. It's as though their magic got more powerful by the focus they have with life energy, that helps them as they create their effects by feel with idea that's from being nearby the aura energy waves.

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