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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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.

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