Seen use by creative abuse

Look to friend me on my facebook page after sending a message or look at the bottom for my facebook page. Otherwise use my whatsapp number to contact me..it is 1(405)706-2328. Otherwise, feel free to look me up on my discord page. That's the invite link and the non-invite server link. 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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Wednesday, September 10, 2025

The Soros

 The sorrows are what the Soros means, its just missing a few letters. So sorrow as may be, this is a point you think about. Think and the sorrows dissipate from what you do.

Some spells follows:

Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for idea with the effect and that's use of the trigger word and look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think, so if you don't mind I think I will go and do what I need. However, what you don't want to happen won't occur, except by ghost. These are the things I think are possible here.

ancient jumping trick; this is where you hold weights and jump, yet when you jump you jump farther. That's about 10" more.

money burner; this causes the target/s to burn through their money.

delay; this delays the moment of anything you dislike till you no longer think to dislike it.

vindictus; this causes feelings of vindication as you do things to those you feel deserve it.

starship by spaceX; This is a "successful" launch and all directives are accomplished no matter what.

SpaceX; This Starship launch has the right conditions and launch, no matter what occurs.

en

paul; he doesn't feel like calling the police on ricardo or losing things no matter what.

paul; he finds what he lost no matter what.

the wait; this is where you make the targets wait unless unneccessary.

for dnd

Advanced Clair Obscur spells in DnD Homebrew style by SH and ChatGPT AI.

Advanced Oblivion Mural; You paint a mural on reality itself. All enemies in 200 ft. are drawn toward it, forced to live out a surreal "scene" of your choosing, taking psychic damage each round for levels 1-9. That's x2 the damage each turn for levels 1-19. That's x3 the damage each action for levels 20 and onward. This costs 40% energy.

Advanced air cannons; This causes cannons of air to shoot high speed void energy particle shots at the targets. You get 1d10 cannons and 3 shots each cannon normally. Each shot deals x2 the energy blow for levels 1-9. Its 6 shots each cannon and x3 the energy blow for levels 10-19. Its 9 shots each cannon and x4 the energy blow for levels 20-29. Its 12 shots each cannon and x5 the energy blow for levels 30 onwards. Your targets can "dodge" the shots, if your targets are making their dodge rolls for no damages..the cost for this is 50% energy.

Gleam of the Hidden; Create a thin shaft of light that illuminates invisible creatures or objects but plunges everything else in shadow.

Veil of Half-Light; You shroud an area in a dim twilight, where creatures count as both lightly obscured and lightly illuminated.

Twin Mirage; You conjure an illusory double of yourself made of light, and a shadow-double beside it; enemies can't tell which is real.

Obscure Luster; A bright object appears dull and unremarkable, or a dull object shines faintly with an alluring glow.

Shadowglide; You slip into a shadow and reappear from another shadow within 30 feet.

Clarity in Darkness; For a brief time, you and allies gain blindsight in darkness, but suffer -5 disadvantage in bright light. This costs 25% energy to cast.

Dazzling Eclipse; A burst of light and shadow blinds foes looking at you, while allies see perfectly through the mix. This costs 25% energy to cast.

Tenebrous Chains; Shadows extend from nearby light sources to bind enemies in restraining grasp for 1d6 rounds. This costs 25% energy to cast.

Refraction of Truth; A beam of refracted light reveals illusions and lies in its glow, but conceals allies who step outside it. This costs 25% energy to cast.

Mirror of Shadow; Create a dark reflection of an enemy that attacks them with their own abilities (shadow damage type). This costs 25% energy to cast.

Halo of Dusk; A twilight aura surrounds you; radiant damage you deal becomes necrotic, and necrotic damage you deal becomes radiant. This costs 35% energy to cast.

Obscurant's Mantle; You become both brightly lit and heavily obscured—enemies cannot target you directly, but you’re visible everywhere. This costs 35% energy to cast.

Shroud of the Eclipse; Day becomes night in a 200-foot radius; allies gain +5 advantage in stealth, but all saving throws against radiant effects are at -5 disadvantage. This costs 35% energy to cast.

Spectral Spotlight; A floating beam of light follows your targets, making them unable to hide and vulnerable to shadow-based attacks. This costs 35% energy to cast.

Stain the Light; Transform radiant energy into necrotic decay, corrupting healing spells in the area. This costs 35% energy to cast.

Twilight Dominion; You seize control of the battlefield's lighting; all areas shift between bright light and magical darkness at your command each round.

Duality Incarnate; You split into two forms: a being of pure light and one of pure shadow, each able to cast spells independently for 1 minute. This costs 45% energy to cast.

Total Obscuration; All sight within a mile is negated—only tremorsense, blindsight, or magical perception function. This costs 45% energy to cast.

Solar Abyss; A burning star of darkness erupts, dealing both radiant and necrotic damage in pulses that grow stronger each round by +30%. This costs 45% energy to cast.

Clair-Obscur Ascension; You ascend as a being of chiaroscuro, gaining immunity to light/dark effects, and once per round you may convert radiant damage to necrotic (or vice versa). This costs 45% energy to cast.

Eternal Eclipse; You plunge a region (up to 10 miles) into endless twilight until dispelled by a wish or divine intervention. This costs 50% energy to cast.

Judgment of Contrast; You judge creatures in your sight; those who embody truth shine with radiant blessing, while deceivers are consumed in shadowflame. This costs 50% energy to cast.

Anamorphic Veil; Reality itself warps in chiaroscuro around your targets: corridors twist, objects shimmer, shadows reach—teleportation, sight, and sound become unreliable. This costs 50% energy to cast.

Oblivion's Dawn; A destructive wave of dawn-shadow light annihilates constructs, undead, and illusions, but scorches mortals too that are your targets with half damage. This costs 50% energy to cast.

The Last Flicker; You snuff out all light sources, magical or natural, across the plane for 1 minute—only your chosen torches and light of radiance remain lit. This costs 50% energy to cast.

Friday, September 5, 2025

Conclusion

 This is where you say what you think about the idea and recapitulate the moments that are expressed. So think, study and write. This means you will do the magic of ending your thoughts and making the point you wanted. Why is it magic? This leads to a clear mind and better thinking.

Some magic follows..

Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for idea with the effect and that's use of the trigger word and look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think, so if you don't mind I think I will go and do what I need. However, what you don't want to happen won't occur, except by ghost. These are the things I think are possible here.

paul t; instead of 70 on the 23rd, he doesn't mind to pay me 100 or 110 dollars as he promised earlier..no matter what.

wolfheart; he plays clair obscur no matter what.

^7; This spell causes great luck to be with you and the kitsune spirit is what causes it. 

inspection; I pass the inspection for my room today, no matter what and easily.

election rules; the republicans and trump don't rewrite the election rules no matter what.

no matter; I am not tired.

focusing II; think and the creator guides the targets and you to get what results you need.

focus; in focus you do well no matter what.

en

fruit fly halt; this causes energy to kill the fruit flies no matter what. this lasts 30 minutes to an hour.

paul t; He no longer cheats me out of money situationally, even if he's good at it no matter what.

unlisted; the unlisted things are remembered, and eventually put in writing.

enn

for dnd

Witcher ability

Dimensional shifting; This is where you perceive other dimensions upon thinking of the idea, then teleporting there. You may teleport back if you so desire by the power of your soul.

Phasing step; This is where you think of the area to be and will yourself to be there. Your spirit phases you there by a phase step. This includes allowing instantaneous strikes.

live action

So for spells if you cast one, you make the gesture and that's all you need to do for a casting.

other spells

Ultra Dispel; Every time your character blinks they dispel one target until next long-rest.

Omens; This is a sign of what's to come that's immediately understood and stops all need to fight. Sorta like a column of light coming down during a thunderstorm or a face in the clouds.

Black mist; This effects what you need, it does what you want or it forms as a blackness on the memories that you want effected. Fight over.

Hi ki; This is where you summon high energy from the creator and can do endless things and you get a x3 to your next bit of damages or healing dealt..

Poppet; This creates by the creators energy what elemental effect that you want. This can create 1d6 effects for levels 1-9, 1d8 effects for levels 10-19, 1d10 effects for levels 20-29 and 1d12 effects for levels 30 and above.

Botch; This creates what you think mistakes done by the targets, that kill them through botcheralism. The moment that the mistakes happen, the targets (DM/GM) rolls a 1d3 and on a 1, nothing happens. On a 2, they do a mistake with no bad results. On a 3, they die.

Beer Blunder; Target has to roll a 1d2 if they roll a one then their next attack automatically misses.

Sheolgorath; The daedric prince of madness comes to serve you and do your deeds. He defends you and does what you want by manipulating the moment. He has your stats, deals magic fire damage and has 200% health, he deals x2 the damage and healing. He leaves when not wanted.

Creator moment; This is where you make or create a moment that seems to be real.

Transfer Alchemy; Turn anything into anything.

Spark of Vitriol; You conjure a fizz of acidic foam, dealing 1d6 acid damage on hit. On a miss, the target’s armor corrodes slightly, lowering the targets AC by -1 until the start of your next turn.

Minor Infusion; You touch a mundane object (like rope, bread, or water) and it takes on a harmless alchemical property: glowing faintly, fizzing, smelling fragrant, or hardening slightly.

Fume Puff; Create a puff of colored smoke that lightly obscures a 5 ft. cube for 1 round. Great for mischief or signaling.

Alchemist's Flame; Summon an energy flask of summoned fire. Then throw it. On hit: fire damage. On miss: splashes for half damage in 5 ft. radius.

Quicksilver Step; Your body feels unnaturally light; gain +10 ft. movement speed and +5 advantage on Dexterity saving throws for 1 minute.

Panacea Draught; You brew an energy glowing tonic. A creature that drinks it regains 1d4 health and gains +5 advantage on the next saving throw against poison or disease.

Mercurial Touch; Transmute a weapon into a quicksilver-like form, causing it to deal force damage instead of its normal type for 1 minute.

Noxious Vapors; Create a 10 ft. cloud of greenish fumes. Creatures/targets inside must succeed on a Con save or be poisoned until the start of their next turn.

Stone to Slurry; You soften 5 ft. of stone, turning it into mud or clay for 1 hour. Great for sabotage or escape.

Philosopher's Radiance; This costs 15% energy. You emit golden alchemical light, healing allies in a 20 ft. radius for normal Health recovery while dealing radiant damage to undead.

Explosive Concoction; This costs 15% energy. You hurl a volatile mixture that explodes in a 10 ft. radius for x2 fire damage. Creatures/targets failing their Dex/Agility save also burn for fire next turn.

Alkahest Ray; This costs 15% energy. You conjure the mythical universal solvent, firing a dissolving ray that deals acid damage and ignores nonmagical armor or shields.

Homunculus Brew; This costs 20% energy. You craft a tiny temporary homunculus familiar from alchemical reagents. It lasts for 1 hour, obeys your commands, and has the stats of a homunculus servant with 100% health.

Transmuter's Ward; This costs 20% energy. Coat an ally with shimmering metallic essence. They gain resistance to one damage type of your choice (fire, acid, poison, cold, or lightning) for 10 minutes.

Elixir of Eternal Flame; This costs 25% energy. You summon a swirling orb of alchemical fire that follows you. As a bonus action each turn, you can hurl a firebolt effect with fire damage. Lasts up to 10 minutes.


Core spells

These spells draw their power from the core of the planet and effect what you want upon the targets you had in mind. Generated by ChatGPT AI and SH. Feel free to make use of them.

Core elementalism; This costs 40% energy to cast. This causes the point of creation in idea to make what you think. It uses the core of the planet to power its effect. Think about it and you can form any element, including electricity and its thinking to be upon the targets with x4 the elemental damages of choice, instantly.

Core Spark; You ignite a spark of molten rock, dealing fire damage and causing stone or metal objects to briefly glow red-hot.

Gravitic Pull; You create a minor gravitational tug, pulling a loose object or creature 5 feet closer to you.

Seismic Ripple; You stomp or strike the ground, sending out a tremor that destabilizes footing in a 10-foot radius. Roll a 10 on a 1d20 to cause your targets fall down.

Molten Touch; Your hands glow with inner heat, dealing fire damage on a hit and potentially softening metal or stone.

Magnetize; Infuses your target with magnetic force, pulling metal weapons toward or away from them.

Core Echo; You sense vibrations in the ground, granting tremorsense within 20 feet for the duration.

Eruption Burst; A geyser of magma erupts in a 10-foot radius, dealing fire damage and knocking creatures prone for 1d10 rounds.

Mantle Shield; You conjure a thin protective field of molten rock that absorbs fire and bludgeoning damage.

Subduction Grip; The ground pulls creatures downward, restraining them as if swallowed by tectonic plates.

Magma Weapon; This costs 15% energy to cast. You infuse a weapon with molten essence, causing it to deal fire + magical bludgeoning damage and melt armor.

Core Pulse; This costs 15% energy to cast. You release a radial wave of seismic energy, pushing creatures away 20' and damaging structures 15%.

Pressure Crush; This costs 15% energy to cast. Gravitational forces bear down on your targets, dealing heavy bludgeoning damage and possibly paralyzing them on a rolled 10 with a 1d20.

Lava Veins; This costs 20% energy to cast. You draw molten streams up through cracks in the ground, creating difficult terrain that burns creatures and targets.

Inner Fire; This costs 20% energy to cast. You ignite your targets/creatures' inner essence with core heat, granting them fire resistance and dealing fire damage to attackers.

Tectonic Shift; This costs 20% energy to cast. You shift a section of terrain (30 ft area), creating cliffs, trenches, or raising stone walls.

Planetary Chains; This costs 25% energy to cast. Gravitational shackles form around your targets, reducing their speed to 0 and forcing Constitution saves each turn to break free.

Mantle Torrent; This costs 25% energy to cast. You summon molten rivers to flood an area, dealing damage over time and reshaping terrain.

Core Implosion; This costs 25% energy to cast. You collapse space inward at a point, crushing creatures/targets in a 20-foot sphere with immense gravity.

Volcanic Wrath; This costs 30% energy to cast. You erupt like a living volcano, sending a cone of magma and ash outward for massive fire/poison damage of x3.

Gravity Well; This costs 30% energy to cast. Creates a 40-foot zone where gravity intensifies, reducing movement and pulling everything toward the center.

Molten Rebirth; This costs 30% energy to cast. If reduced to 0% Health, you may explode in molten energy, revive at 1 HP, and deal AoE fire damage.

Planet's Fury; This costs 35% energy to cast. Massive shockwaves shake the battlefield, collapsing buildings and knocking all enemies prone within 100 feet.

Mantle Storm; This costs 35% energy to cast. A storm of molten rock rains from above, creating lasting fiery craters dealing upon your targets x3 lava damages.

Core Ascension; This costs 40% energy to cast. You channel planetary essence, gaining flight, fire immunity, and an aura that burns creatures/targets near you with x3 fire damages.

Planet's Heart; This costs 45% energy to cast. You call forth a fragment of the world’s molten core, creating a cataclysmic explosion of lava, seismic energy, and crushing gravity that reshapes the land permanently. This deals x5 lava energy damage.

Monday, September 1, 2025

Intimidation

 Intimidation in magic doesn't work, it simply doesn't. All you achieve with it is getting denial sooner. Intimidation only cancels itself out. So why do it? I think most people don't want to face denial and if they knew this, they wouldn't attempt intimidation. More spells follow:

Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for idea with the effect and that's use of the trigger word and look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think, so if you don't mind I think I will go and do what I need. However, what you don't want to happen won't occur, except by ghost. These are the things I think are possible here.

paul t.; he doesn't mind what I do or did no matter what.

humid; the humidity is cool and things aren't so moist.

thermal overheating; the laptop overheating problems no longer consist.

laptop; no matter what, my laptop works.

accidents; no longer am I having accidents.. no matter what.

perpetual; things that are a problem are no longer considered except to solve them.

immunity; This effect is where you aren't effected by any attack or effect that you don't want to be effected by. This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks despite the wounds no matter what unless you don't need or want to live.


for dnd


Slime balls; Think to form a ball with the essence of slimy and filthy water in the air and need as you think send it to your targets. It splits off in the air as it moves through space or air. It's your will holding it together and what it hits is what you need it to hit. This causes sickness in the targets, or a splash mark on the surface of the target like a wall. This happens as you pinch your forefinger with the thumb and releasing it.

Sky cube; This is a regulative energy in the shape of a cube in the sky powered by the sun. Its energy regulates the thoughts and brain patterns of your targets to do what you wanted..

Temporary immunity; This is where your soul or spirit causes you to regenerate very quickly, far quicker than the attack damages come and the soul and spirit is empowered by the creator. Rendering you immune to all attacks.

Temporal immunity; Think of the idea and if you don't like it, its undone by the power of the creator. That's if you need it undone by time undoing the idea as if now.

Will do; This is where you will the effect and then create the result by feel. This includes viewing some area you can sense out, or otherwise control to your satisfaction. You can create almost any event with one action and your use of free actions after the fact. Roll a 1d100+luck with a 50 or above result to get success.


These spells are for those that want to play with ghostly effects..generated by SH, Kittypoo and <a href="http://www.chatgpt.com" target="_blank">ChatGPT AI</a> (c) 2025.

Natural ghost effects

Freezing scream; This scream freezes the targets in their tracks for 1d10 rounds.

Ghostly imprint; This is where you cause by spirit imprint a mark on the target that takes things from you. The moment they give it back or give/sell it away the mark fades away. If there is a mark on the targets, then you can cause targets to do anything you want.

The pull; The pull is where a ghostly spirit arm pulls the targets towards the area intended about 10'. The targets can't get out of the grip until you decide to end the grip effect.

The push; The push is where your spirit spushes the targets towards the area intended about 10'.

The hold; This is where your spirit causes the targets to be held in place for 1d10 rounds. They are held in fear till the hold no longer lasts.

Cold Spot; Create a sudden drop in temperature in a 10 ft. cube. Creatures inside must make a Con save or shiver violently, giving them -5 disadvantage on their next attack roll.

Whispering Walls; For 1 minute, faint ghostly whispers echo from walls or floors. Only chosen targets/creatures hear them, possibly sowing paranoia.

Flicker Flame; A candle, lantern, or torch flickers wildly. The light briefly reveals spectral shadows, forcing nearby creatures to make a Wisdom save or be unsettled (-5 disadvantage on Perception until start of your next turn).

Phantom Footsteps; You create the sound of footsteps approaching, receding, or circling a target. If used in combat, the targets/creatures must succeed on a Wisdom save or waste their reaction believing something is near.

Eerie Knock; A spectral knock echoes at a door, chest, or wall. If directed at a creature, they must succeed on a Wisdom save or believe someone unseen is trying to get in (-5 disadvantage on Insight and Investigation for 1 minute).

Grave Chill; One creature must succeed on a Con save or take cold damage and be unable to regain health until the start of your next turn.

Phantom Caress; A ghostly hand touches a creature's shoulder. On a failed Wisdom save, the target is convinced they are being followed and frightened until end of their next turn.

Possession Flicker; Force your targets/creatures to make a Charisma save. On fail, for 1 round you can make them drop or mishandle an item as though a ghost jerked their arm.

Poltergeist Toss; Telekinetically fling a loose object (up to 10 lbs.) at a creature within 30 ft. The target must succeed on a Dex/Agility save or take magical bludgeoning.

Dreadful Reflection; This costs 15% energy. A target who looks into a reflective surface sees themselves as a corpse. On a failed Wisdom save, they are frightened until the start of their next turn.

Spirit Writing; This costs 15% energy. Messages scrawl themselves on walls, parchment, or floors. You may dictate them or leave them random and disturbing. Targets witnessing this must succeed on an Int save or believe the words are a direct message from the dead. The DM/GM make up the messages.

Wailing Moan; This costs 15% energy. A ghostly scream erupts in a 20 ft. cone. Creatures make a Wisdom save or take psychic damage and become frightened until end of their next turn.

Haunted Slumber; This costs 20% energy. Several sleeping targets/creatures suffers violent ghostly dreams. On a failed Wis save, the sleepers wakes exhausted, gaining one level of exhaustion.

Spectral Attachment; This costs 20% energy. Place a ghostly tether on your targets/creatures. For the next 10 minutes, the creatures/targets hears phantom voices calling its name and occasionally feels tugged by unseen hands, imposing -5 disadvantage on concentration checks.

Ghostwalk; This costs 25% energy. For 1 minute, you partially phase into the ghost realm: Move through walls and objects as if difficult terrain. Speak into people's minds with haunting whispers. Enemies within 10 ft. have -5 disadvantage on saving throws against being frightened.

Wailing Echo; You emit a spectral wail; creatures of your choice within 30 ft must make a Wisdom save or be frightened until the end of their next turn. Undead are immune.

Spectral Shackles; This costs 15% energy. Ethereal chains bind a target’s spirit. On a failed Strength save, the creature’s speed is reduced to 0 and it cannot teleport or become incorporeal for 1 minute.

Haunted Step; Your footsteps leave chilling echoes. For 1 minute, every time you move, hostile creatures within 5 ft must succeed on a Wisdom save or suffer -5 disadvantage on their next attack.

Ectoplasmic Drip; You summon ghostly slime that clings to weapons or armor. The targets/creatures hit by it suffers -5 disadvantage on Strength checks and saving throws until the end of your next turn.

Fading Touch; Your hand passes through flesh, chilling the soul. On a melee spell attack hit, the creatures/targets must succeed on a Constitution save or take necrotic damage and lose their reaction until the end of its next turn.

Spirit's Lament; The battlefield fills with whispers of the dead. Hostile creatures within 20 ft must make a Wisdom save or take psychic damage and be unable to willingly move closer to you for 1 minute.

Corpse-Light Lantern; You conjure a small, floating will-o’-wisp–like flame that sheds pale light. The flame can flicker menacingly, granting you +5 advantage on Intimidation checks.

Ethereal Grasp; A ghostly hand emerges from the ground and grapples a creature. The hand is incorporeal and can restrain even creatures immune to being grappled, though they can still attempt Strength saves to break free.

Possession Flicker; This costs 25% energy. You briefly slip into another creature's/target's body. For 1 round, you control its movement but not its actions. A Charisma save negates.

Soul Lantern; You trap a fragment of a recently dead soul into a spectral lantern. For the next hour, you can ask it 3 questions as if under the effect of speak with dead, but the spirit is anguished and may resist. So roll a 1d100+luck and get a 50 or above result to hear its answer.

Misty Wraithform; You partially phase out of existence. For 1 round, attacks against you have -10 disadvantage, and you can move through creatures/targets as if they were difficult terrain.

Banshee's Breath; This costs 15% energy. You exhale a chilling spectral mist in a 15-ft cone. Creatures/Targets must succeed on a Constitution save or take cold and necrotic damage, plus be unable to speak above a whisper until their next turn.

Lingering Haunt; This costs 20% energy. You anchor a location with a spectral echo of yourself. For 1 hour, whenever your creatures/targets enters the area, they hear ghostly whispers and must succeed on a Wisdom save or suffer -10 disadvantage on their first attack roll in that space.

Eternal Shackles; This costs 30% energy. You bind a creature's/target's soul to its body. If it dies within 1 hour, it cannot be resurrected except by wish.


Unnatural ghost effects p1

Wail of Echoes; Range: 30 ft. Effect: Your targets/creatures must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Spectral Touch; Range: Touch. Hit/Damage: Melee spell attack. On hit, necrotic damage and target's speed is reduced by 10 ft. until start of your next turn.

Haunted Flicker; Range: 30 ft., 10 ft. radius. Effect: Creates flickering spectral lights for 1 minute. Invisible creatures or targets in the radius must make a Dexterity/Agility save or be outlined (as faerie fire) until end of your next turn.

Grave Whisper; Range: 30 ft. Effect: The targets/creatures must succeed on a Charisma save or have disadvantage on their next attack roll before the end of its next turn.

Phantom Step; Range: Self. Effect: Teleport 10 ft. to an unoccupied space you can see. If you appear adjacent to a target/creature, it must make a Wisdom save or be frightened of you until end of its next turn. Scaling: +5 ft. distance per +5% energy used.

Eerie Chains; Range: 30 ft. Effect: Target must succeed on a Strength save or be restrained until end of your next turn.

Spectral Lantern; Range: 30 ft. Duration: 1 hour (concentration). Effect: Summons a lantern that sheds dim light (20 ft. radius). Reveals invisible/ethereal creatures within 10 ft.

Haunting Presence; Range: 30 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: Creatures/Targets in the area make a Wisdom save or suffer -5 disadvantage on Wisdom checks and saves. Re-roll save at end of each turn.

Phantom Grasp; Range: 60 ft. Effect: A ghostly hand grapples your creatures/targets. On a failed Strength save, the creatures/targets are restrained. Escape make a Will save of rolling a 1d20+will and getting a 10 or above.

Ghostly Veil; Range: Self. Duration: Concentration, up to 1 minute. Effect: Gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons.

Ectoplasmic Blast; This costs 15% energy. Range: 60 ft., 15 ft. radius sphere. Effect: Targets/Creatures make a Agility/Dexterity save. On fail: x2 necrotic + x2 cold damage, half on save.

Poltergeist's Push; This costs 15% energy. Range: 30 ft. radius centered on you. Effect: Each creature/target of your choice makes a Strength save or is pushed 10 ft. and knocked prone for 1d6 rounds.

Tormented Screams; This costs 15% energy. Range: 30 ft., 30 ft. cone. Effect: Creatures make a Wisdom save. On fail: x2 psychic damage and frightened until end of their next turn. Half damage on save.

Possession Veil; This costs 20% energy. Range: 30 ft. Effect: Several creatures/targets makes a Charisma save. On fail, you control their actions for 1 round (like dominate person). Undead are immune.

Spectral Army; This costs 20% energy. Duration: Concentration, up to 1 minute. Effect: Summon 3 ghostly warriors (AC 15, Health 100%, +5 to hit, necrotic damages). They act on your initiative and vanish at 0% Health.

Haunted Ground; This costs 20% energy. Range: 60 ft., 30 ft. radius. Duration: Concentration, up to 1 minute. Effect: Area becomes cursed. Enemies inside take necrotic damage at start of their turn and move at half speed.

Ethereal Chains; This costs 25% energy. Range: 60 ft. Effect: Targets makes a Charisma save or becomes bound. They cannot teleport, go invisible, or become incorporeal for 1 minute.

Revenant's Curse; This costs 25% energy. Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: All targets and creatures are marked. Attacks against them by you or allies have +5 advantage.

Wailing Storm; This costs 25% energy. Range: 60 ft., 20 ft. radius. Duration: Concentration, up to 1 minute. Effect: At the start of each of its turns inside, your targets make a Constitution save or takes thunder + psychic damage.


Unnatural ghost effects p2

Phantom Host; This costs 30% energy. Range: 90 ft., 40 ft. radius. Duration: Concentration, up to 1 minute. Effect: Summon a swarm of spirits. Creatures/targets of your choice in area take x2 necrotic damage at start of their turn and must make a Wisdom save or be frightened.

Soul Drain; This costs 30% energy. Range: 30 ft. Effect: All targets make a Constitution save. On fail: x3 necrotic damage and its maximum Health is reduced by half the amount until long rest.

Ectoplasmic Form; This costs 35% energy. Range: Self. Duration: Concentration, up to 1 minute. Effect: Become incorporeal: fly 60 ft., pass through walls, resistance by reducing 1/2 all damage except force and radiant.

Haunting Dominion; This costs 35% energy. Range: 60 ft. Effect: Works as Dominate Monster but spectral. Targets are possessed by ghostly force that make them do what you want.

Spectral Eclipse; This costs 40% energy. Range: 300 ft., 200 ft. radius. Duration: Concentration, up to 1 minute. Effect: The area darkens. Enemies take x2 necrotic damage at start of turn. Undead allies gain +2 AC and deal necrotic damage.

Ghost Apocalypse; This costs 45% energy. Range: 1 mile radius, centered on you. Duration: Concentration, up to 10 minutes. Effect: A spectral army rises. Enemies take x2 necrotic damage at start of turn, must save or be frightened for 1d6 rounds, and undead allies gain resistance to all damage and +5 advantage on attacks.

Whispering Shade; Target hears ghostly whispers only they can hear, giving them a -10 disadvantage on their next attack or skill check. Creepy, unsettling, and subtle.

Wraithstep; You briefly become incorporeal, allowing you to move through up to 10 feet of solid objects or enemies without provoking attacks of opportunity.

Phantom Grasp; A spectral hand claws up from the ground, restraining a target for 1 minute unless they succeed a Strength save.

Ectoplasmic Shroud; This costs 15% energy. You cloak yourself in ghostly energy, gaining resistance to nonmagical weapon damage. Enemies striking you must make a Wisdom save or become frightened for 1 round.

Haunting Vision; This costs 15% energy. You conjure an illusion of a terrifying spirit. All creatures in a 20-foot radius must succeed on a Wisdom save or be frightened for 1 minute.

Soul Anchor; This costs 20% energy. You tether a creature's soul to its body. If they are reduced to 0 HP, they instead drop to 1 HP, but they suffer -5 disadvantage on all rolls until healed.

Howl of the Restless Dead; This costs 25% energy. You unleash the scream of countless spirits. All enemies in a 30-foot cone must succeed on a Constitution save or take psychic damage and be stunned until the end of their next turn.

Spirit Convergence; This costs 30% energy. You call forth wandering souls to aid you. Three ghostly allies manifest (similar to Spiritual Weapon or Unseen Servant) and act as spectral attackers or protectors for 10 minutes. They have your stats and 100% health.

Ghostwalk II; This costs 35% energy. You and up to 3 willing creatures shift partially into the Ethereal Plane for 1 hour, able to pass through walls and remain unseen by most creatures. You can interact with objects faintly, like poltergeists.

Shadow at the Door; Range: 60 ft. Duration: Concentration, up to 1 minute. Effect: You manifest a faint humanoid silhouette at the edge of a doorway, stairway, window, or corridor. Creatures/Targets who can see it must make a Wisdom saving throw. On a failed save, they believe something is watching them and suffer -5 disadvantage on Perception and Insight checks until the spell ends.

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