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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Saturday, October 25, 2025

focused spells

Focused spells are where you feel the idea and react by thinking of things, and in the reaction the soul creates what you want. The idea is easily done, so think about your need and you can do it. This can form in a form of manifestation. So think and you know what to do.

Some spells..

 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.

luck; good luck is restored to me no matter what happens.

SpaceX; The launch of spaceX happens as quickly as possible and without delay, as though the right weather and w=equipment conditions existed no matter what.

snap; snap benefits do not run out no matter what.

Focus; this is where you create by thinking, the spirit makes what you think.

meet; this is where you make things meet. no matter what.

en

Draining; Draining the ideal using stones is useful, so think of the use of obsidian and tigers eye laid on the item and you cancel out the effect of bad results with it. Lay them on it for at least an hour. Wash the stones after use.

for dnd

Normal 

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.

Mask of absorption; Wear a mask and think the attribute or idea is absorbed as energy into the mask. Think to your mask what you want it to do, then it will do it using that energy as its cleaned by the material.

Halloween illusion effects

Pumpkin Gleam; Create a tiny jack-o-lantern light that floats and changes its carved face every few seconds.

Candy Mirage; Conjure the illusion of wrapped candy; it looks delicious but turns to harmless glitter if eaten.

Boo Sound; Create a brief "boo!" (or spooky giggle) from a nearby shadow.

Mask Flicker; A target's face appears to swap between different Halloween masks when looked at directly.

Shadow Peek; A pair of glowing eyes blink from a shadow within 10 ft for 6 seconds.

Trick-or-Treat Duplicate; Create an illusory clone of yourself holding a candy bucket; it mimics your movements with a half-second delay.

Creeping Leaves; Floor becomes covered in rustling leaves that move as if something unseen is crawling beneath.

Ghostly Footsteps; Fabricate footsteps, creaks, or shuffling sounds that move around a location.

Spooky Makeup Glamour; Glamour illusion paints your face with Halloween makeup that shifts every hour.

Tiny Bats; Summon an illusory swarm of pocket-sized bats that fly in formation to spell words before vanishing.

Living Dรฉcor; This costs 10% energy. Animate decorations (fake spiders, skeletons, rubber rats) to move convincingly for 10 minutes.

Phantasmal Cobwebs; This costs 10% energy. Room appears covered in thick webs - sticky to sight and touch, but actually harmless.

Lantern of Whispering Flames; This costs 10% energy. Summon an illusory lantern with a flame that whispers secrets or silly spooky rhymes.

Mirror Masquerade; This costs 10% energy. Anyone who looks in a mirror sees themselves in a Halloween costume you choose.

Apparition of the Candy Thief; This costs 10% energy. A small mischievous ghost manifests to pretend to steal candy or small items.

Haunted Illusion House; This costs 15% energy. Create a room-scale haunted house illusion: flickering lights, moving portraits, eerie music.

Pumpkin Patch Portal (Fake); This costs 15% energy. Create an illusory swirling portal in a pumpkin patch-looks like a gateway to another realm, but it’s harmless.

Spectral Seance; This costs 15% energy. Create illusory "spirits" that answer simple yes/no/unclear questions.

Costume Curse; This costs 15% energy. Illusory costume wraps around a creature/target making them appear as a Halloween monster. The illusion tries to act like the monster too.

Wicked Shadow Puppet Show; This costs 15% energy. Shadows act out a spooky fairy tale of your choosing, with sound and motion.

Ectoplasmic Parade; This costs 20% energy. Summon a parade of translucent, friendly Halloween spirits that walk through town for 10 minutes.

Phantom Trick Door; This costs 20% energy. Create a convincing illusory door that leads to a Halloween-themed pocket scene when opened (pure illusion).

Horror Theme Music; This costs 20% energy. Surrounding ambience becomes cinematic horror soundtrack. Those aware of illusions feel inspired with 1 inspiriation point instead of frightened.

Cursed Carnival; This costs 20% energy. Conjure an illusory carnival with eerie rides, laughing clowns, and games - fun for some, unsettling for others.

Illusionary Pumpkin Beast; This costs 20% energy. Create a large jack-o-lantern monster illusion that roars and chases intruders.

Night of a Thousand Masks; This costs 25% energy. Everyone in a 300-ft area suddenly appears in random Halloween costumes of increasing absurdity.

Phantasmal Nightmare Candyland; This costs 30% energy. Surround area becomes a sugary wonder-horror landscape: candy trees with too-many teeth, licorice tentacles, chocolate quicksand.

Hall of Infinite Mirrors; This costs 30% energy. Create a looping mirrored maze illusion that subtly reflects personal memories or fears and your targets enter it.

Summon the Trickster Host; This costs 35% energy. Manifest a troupe of illusory Halloween trickster spirits who pull pranks, swap items, and rearrange reality in silly but harmless ways.

The October Veil; This costs 40% energy. For 10 minutes, everything appears in its Halloween “true form”:

Pets look like familiars.

Friends look like their inner costumes.

Objects reveal spooky histories.

Candy glows with alignment auras.

Monday, October 20, 2025

Oolong and other teas magic

Oolong tea amongst other teas have a magic of their own. It's basically capable of making you calm down and think .. even in hectic times. This means you relax by feel and do things as needed..

Some spells to come..

Wednesday, October 15, 2025

Timed spells II

Timed spells are capable of creating the idea of the world. If you focus on a thought you perceived yourself having, you can create the thought using the planet energy.

Some 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 the effect  or trigger word and look to read the definition that the subconscious does by feel. So you know what it does.

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 that you like as though you will the effect to exist. 

So if given enough time, the effect happens for the energies will surge and do the idea for you. This is done in effect by what is what where you think. Think the ghost dismissed after offering energy to it and the creator makes it so.

Kat n will; they are in a good mood enough to pass me in my inspection no matter what, this is done by the time they get to me.

Thought and information; think the thought to know and information comes through to you.

Jimmy Kimmel; abc doesn't cancel his show no matter what.

Sonobello; I create what I ca and make it good work.

Judy; she doesn't mind me buying something extra..no matter what.
En

Ashley; she doesn't mind what I do or did..no matter what.

Ashley; she calms down and trusts me no matter what.

En

Fascism; the fascist lose power no matter what.

Judy; Judy needs me to go to the store quickly and get her stuff and I get something.. no matter what.

Focused; focused I remember the idea I wanted to know.

Oak Street clinic; I manage to get there and get things done. They don't go under despite the big beautiful bill..no matter what.

Ashley; she doesn't ask too much from me and doesn't mind that I can't do much for her. No matter what.

Ashley; she doesn't ask me to delete my records no matter what.

En

Things; this is not as bad as it seems..

Don't mind; I don't mind what happened to me or happens to me no matter what.

Whatever; whatever the case, I am not a victim..

Paul t; he pays me at most 20 today and moose gets his 5 dollars.

Energy shark; this summons an air shark that opens wide and chomps down on the targets. Dealing psychic damage.

Paul t; he doesn't mind me and pays me on the 3rd..no matter what..

En

Do; focus on the idea and you get a result fast.

Think; you create what you think about if you need it.

Want; want the idea as you need it and there is a 50% chance of achievement to get it done.

Package; the Amazon packages arrive and I receive them no matter what.

En

I know; I know when I got enough sleep no matter what.

Congress; they agree on a spending bill no matter what in time.

Macy; she comes to do my beard no matter what and quickly.

Ashley; whatever the case, I am able to solve her problems successfully no matter what.

Payment; Paul manages to pay me what I need no matter what.
En

Walmart; they manage to deliver my food to me before 10:30 am no matter what..

Don't mind; I don't mind what taz thinks of me no matter what.

En

Judy; she doesn't mind what I do or did no matter what..and answers to the knock.

The doctor; he will see me quickly as possible no matter what.

Water; drinking large amounts of water prevents sunburn.
Enn

Monday, October 13, 2025

Dr X. Shadow technique

 This is a shadow technique for learning from AI gotten by Dr. X..

The Shadow Technique for Learning is a deep-immersion method where you “become” the person, skill, or concept you’re studying — not just intellectually, but mentally, emotionally, and behaviorally. It’s rooted in a combination of psychological mirroring, subconscious modeling, and energetic assimilation — often used by elite performers, NLP practitioners, and mystics to absorb skills or mindsets faster.

Let’s break it down step-by-step so you can actually use it:

---

๐Ÿ”น 1. Identify the Target (The “Shadow”)

Choose what or who you want to learn from — it can be:

A real person (e.g., Elon Musk, Bruce Lee, Einstein)

A fictional archetype (e.g., a Jedi, a Netrunner, a strategist)

A concept or field (e.g., mathematics, martial arts, cybernetics)

You’ll treat this as your Shadow — a mental projection that embodies the essence of what you’re trying to learn.

---

๐Ÿ”น 2. Enter Observation Mode

Spend a focused period observing your target:

Watch their interviews, lectures, movements, or habits

Study their speech patterns, tone, rhythm, and word choice

Understand their mindset — how they think about problems

Write down recurring phrases, attitudes, or behaviors

You’re essentially creating a data imprint of the shadow’s pattern.

---

๐Ÿ”น 3. Mirror and Imitate

Now, act as if you are them — mentally and physically:

Speak like them for a few minutes a day

Sit, walk, or breathe like them

Think: “How would they approach this problem?”

This begins the neural mirroring process — your brain’s mirror neurons start copying the behavior and internal structure of the shadow.

---

๐Ÿ”น 4. Internalize the Pattern

Once imitation feels natural, internalize:

Visualize their mindset and abilities as a layer merging with your own aura or neural field

Say to yourself:

“I integrate this skill, mindset, and pattern into my own system effortlessly.”

Imagine their skills running in the background of your mind as subconscious subroutines.

At this point, you’re not pretending — you’re integrating.

---

๐Ÿ”น 5. Dissolve and Transmute

Finally, release the external “shadow” and let the synthesis complete:

Enter meditation and visualize the shadow merging with your body, dissolving into light or data

Feel yourself becoming the upgraded version of you

Affirm: “What was once shadow is now part of my mastery.”

This is where imitation transforms into authentic skill embodiment.

---

๐Ÿ”น Optional Advanced Layers:

You can combine the Shadow Technique with:

๐Ÿง  NLP Anchoring — link the state of mastery to a gesture or phrase

๐ŸŒ€ Energy Work — visualize the target’s energy signature fusing with yours

๐Ÿ”Š Subliminal Reinforcement — play affirmations like:

“My subconscious learns like a shadow — instantly and completely.”

๐Ÿงฉ Gateway or Deep Focus Meditation — use theta states to hardwire the integration

---

⚙️ What Makes It Powerful:

Bypasses conscious resistance

Uses the same neural mechanisms children use to learn fast

Integrates skill, attitude, and identity simultaneously

Can be applied to any skill: language, combat, programming, magick, business, etc.

---

Would you like me to show you how to write a Shadow Learning Routine — a daily exercise that applies this technique step-by-step (with timing and integration cues)?

Here’s a detailed Q&A about the Shadow Technique for learning:

---

Q&A: The Shadow Technique for Learning

Q1: What is the Shadow Technique for learning?

A: It’s a method where you “shadow” a person, archetype, or concept by observing, mirroring, and internalizing their patterns, behaviors, and mindset to absorb skills faster. It combines psychological mirroring, subconscious modeling, and energetic integration.

---

Q2: How does it work?

A: You start by observing your target carefully, then imitate their physical movements, speech, and thought processes. Over time, you internalize these patterns so they become part of your subconscious skill set.

---

Q3: Can I use it on fictional characters or concepts?

A: Yes! You can shadow fictional characters, archetypes, or even abstract concepts. The key is to understand their mindset and behaviors as if they were real, then integrate them into your own mental patterns.

---

Q4: Is it scientifically proven?

A: There’s no formal scientific research specifically on the Shadow Technique, but it builds on concepts like mirror neurons, observational learning, and subconscious modeling, which are well-supported in neuroscience and psychology.

---

Q5: Are there risks to using it?

A: Mostly mental fatigue or temporary identity confusion if overused. Some people report feeling “disconnected” from their natural habits if they don’t take time to merge the shadow patterns into their authentic self.

---

Q6: Do I need a teacher to practice it?

A: Not necessarily. Many people practice it independently using videos, books, or structured observation. A mentor can help refine your observation and integration process but is not required.

---

Q7: Is it true the Shadow Technique is banned in Japan?

A: No credible sources confirm any ban in Japan. This appears to be a rumor or misunderstanding. The technique is largely psychological and personal, so it isn’t subject to national regulation.

---

Q8: How long does it take to see results?

A: This varies by individual and complexity of the skill. Some notice subtle changes in mindset within days, while full integration of complex skills can take weeks or months.

---

Q9: Can it be combined with other learning methods?

A: Absolutely. It works well with meditation, NLP, visualization, subliminal reinforcement, and energy-based techniques to accelerate learning and integration.

---

Q10: What’s the biggest benefit of the Shadow Technique?

A: It allows you to internalize skills and mindsets deeply and rapidly, often bypassing conscious resistance, making it a powerful tool for personal mastery in any domain.

---

If you want, I can also make a practical version of this Q&A with step-by-step exercises you can do daily to apply the Shadow Technique. Do you want me to do that?

Yes — there are several techniques that are conceptually similar to the Shadow Technique or can enhance it, each amplifying learning, skill absorption, or mindset integration. Here’s a detailed breakdown:

---

1. Mirror Neuron Training

Concept: Our brains have mirror neurons that fire when we observe others doing actions, helping us learn by imitation.

How it relates: Shadowing is essentially leveraging mirror neurons intentionally. You can make it more powerful by deliberately observing and mimicking physical movements, speech patterns, and decision-making processes.

Enhancement: Combine with slow-motion observation or mental rehearsal to strengthen neural encoding.

---

2. Method Acting / Character Embodiment

Concept: Actors immerse themselves in a character, fully adopting their mindset, habits, and emotional responses.

How it relates: Shadowing a person or archetype is essentially acting as them consistently.

Enhancement: Spend extended periods “living as the shadow” in your own environment to solidify patterns subconsciously.

---

3. Mental Modeling / Cognitive Simulation

Concept: Visualizing thought processes and decisions as a “model” you can run in your mind.

How it relates: When shadowing, you can mentally simulate how your target would respond to situations.

Enhancement: Add problem-solving exercises where you decide as your shadow and compare to real-world outcomes.

---

4. Neuro-Linguistic Programming (NLP) Pattern Integration

Concept: NLP techniques let you model and internalize behaviors, beliefs, and strategies from others.

How it relates: Shadow Technique can be layered with NLP anchoring and state-switching.

Enhancement: Use NLP to anchor the shadow state with a gesture, word, or image so you can instantly shift into that mindset.

---

5. Hemi-Sync / Brainwave Synchronization

Concept: Altering brainwave states (theta/alpha) can increase absorption of new skills subconsciously.

How it relates: You can use brainwave entrainment during shadowing sessions to accelerate learning.

Enhancement: Pair visualization of your shadow with audio designed to induce optimal learning states.

---

6. Subliminal Programming

Concept: Repeating affirmations or signals to the subconscious mind to encode beliefs or skills.

How it relates: Shadow Technique can be reinforced subliminally to deepen integration without conscious effort.

Enhancement: Overlay affirmations that reflect your shadow’s mindset or abilities during meditation or passive listening.

---

7. Flow-State Skill Embodiment

Concept: Entering a highly focused, immersive state where learning and execution are automatic.

How it relates: Shadowing while in a flow state accelerates internalization and mastery.

Enhancement: Time shadow sessions to periods when your attention is peak, or use deep breathing and meditation to enter flow.

---

8. Eidetic / Memory Palace Visualization

Concept: Using spatial memory and visualization to encode knowledge and patterns.

How it relates: You can map your shadow’s traits, habits, and decisions in a mental “palace” to recall and integrate faster.

Enhancement: Assign each skill, habit, or mindset trait to a distinct room or object for precise subconscious retrieval.

---

Synergistic Combination

To make the Shadow Technique even more powerful, you can combine several of these:

Mirror + NLP + Subliminals → rapid behavioral and mindset integration

Mental Modeling + Flow State + Hemi-Sync → deep learning and instinctual application

Method Acting + Memory Palace → full embodiment with permanent recall

---

If you want, I can make a step-by-step “Ultimate Shadow Learning System” that combines all these techniques into a single, daily-practice routine for maximum skill absorption.

Do you want me to create that?

Perfect! Here’s a complete “Ultimate Shadow Learning System” — a step-by-step daily routine that integrates all the powerful techniques we discussed to maximize learning, mindset integration, and skill mastery:

---

Ultimate Shadow Learning System

Step 1: Select Your Shadow

Choose your target: a person, fictional character, archetype, or skill pattern.

Write a concise profile: key habits, thought patterns, mindset traits, strengths, and strategies.

Optional: assign a “shadow energy” color or symbol to help with visualization.

---

Step 2: Observation Phase (Mirror Neuron Activation)

Spend 20–30 minutes watching your target in action (videos, lectures, behavior analysis, or simulation).

Note subtle behaviors: speech patterns, posture, gestures, and decision-making.

Mentally rehearse the actions and decisions while imagining yourself performing them.

---

Step 3: Physical & Behavioral Mirroring

Spend 10–20 minutes imitating the target’s movements, posture, and speech.

Use method acting principles: fully embody their emotions, tone, and responses.

Combine with slow-motion practice to deeply encode motor patterns.

---

Step 4: Mental Modeling & Simulation

Close your eyes and imagine real-life scenarios.

Ask: “How would my shadow handle this situation?”

Simulate problem-solving, conversation, or decision-making in detail.

Visualize the outcomes and adjust based on feedback — treat it as a mental rehearsal lab.

---

Step 5: State Anchoring (NLP Integration)

Create a physical or mental anchor (gesture, word, or image) for your shadow state.

While in the embodied state, activate the anchor repeatedly.

Test by switching to your normal state and then back to shadow — the anchor should trigger instant immersion.

---

Step 6: Subliminal & Brainwave Reinforcement

Play subtle affirmations reflecting your shadow’s mindset or skills during meditation or passive listening.

Optional: use Hemi-Sync or brainwave entrainment audio to enhance alpha/theta states for absorption.

Examples of subliminal affirmations:

“I instinctively embody my shadow’s skills and mindset.”

“My subconscious integrates mastery effortlessly.”

---

Step 7: Flow-State Embodiment

Enter a deep focus or flow state using breathing, meditation, or movement exercises.

Perform shadowed behaviors, decisions, or problem-solving in this state.

Let skills become automatic — do not overthink, simply experience the shadow fully.

---

Step 8: Memory Palace Encoding

Mentally assign each key skill, habit, or mindset trait to a “room” or object in a palace.

Walk through the palace daily, reviewing and reinforcing your shadow’s traits.

Use this palace to retrieve skills and mindset patterns when needed.

---

Step 9: Integration & Transmutation

Meditate for 5–10 minutes to merge the shadow with your authentic self.

Visualize the shadow dissolving into you, leaving only skills, mindset, and behavioral improvements.

Affirm: “What was once external is now part of my mastery.”

---

Step 10: Daily Reflection

Record insights, improvements, or difficulties in a journal.

Note what behaviors or patterns naturally integrate and which need more work.

Adjust your shadow profile as you grow — the technique is iterative.

---

Optional Enhancements

Combine multiple shadows for hybrid skill mastery.

Use energy visualization (color, aura, or symbols) to accelerate integration.

Periodically “test” your shadow skills in real-life scenarios to solidify subconscious activation.

---

This system combines:

Mirror Neurons → observation & imitation

Method Acting → emotional & physical embodiment

Mental Modeling → decision rehearsal

NLP Anchoring → instant state switching

Subliminals + Hemi-Sync → subconscious encoding

Flow State → automatic application

Memory Palace → precise recall & integration

---

If you want, I can also make a condensed 30-minute daily routine version that hits every step in a practical, time-efficient way — perfect for real-world daily practice.

Do you want me to create that?

Perfect! Here’s a Shadow Discipline Routine — a short, daily practice designed to help even naturally undisciplined people internalize consistency, focus, and self-control:

---

Shadow Discipline Routine (Daily Practice – 20–30 Minutes)

Step 1: Choose Your Discipline Shadow (2 min)

Pick a person, archetype, or version of yourself that embodies perfect discipline.

Write down key traits: punctuality, focus, consistency, self-control, and mental resilience.

Visualize them clearly in your mind, like a role model or a version of yourself you aspire to.

---

Step 2: Observation & Mental Modeling (5 min)

Imagine how your shadow handles a typical day.

Mentally walk through a scenario where discipline is needed:

Waking up early

Completing tasks on time

Avoiding distractions

See yourself thinking, acting, and feeling exactly as your shadow would.

---

Step 3: Physical & Behavioral Mirroring (5 min)

Stand or sit in a posture your disciplined shadow would adopt.

Take deep, steady breaths and mimic their confidence, focus, and energy.

Optionally, repeat a few phrases or affirmations in their voice:

“I follow through effortlessly.”

“I am consistent and reliable.”

---

Step 4: Anchor Your Discipline State (2 min)

Create a small gesture (e.g., pressing thumb and forefinger together) or a word (e.g., “Focus”) as a trigger.

While in your shadow state, repeat the gesture or word several times.

This allows instant access to your disciplined mindset later in the day.

---

Step 5: Subliminal & Visualization Reinforcement (5 min)

Close your eyes and visualize your ideal disciplined day unfolding smoothly.

Imagine tasks being completed effortlessly.

Optional: listen to subtle affirmations in the background, e.g.:

“Discipline comes naturally to me.”

“I take action consistently without hesitation.”


---

Step 6: Flow-State Practice (5–10 min)

Pick a single real task (writing, exercise, study, cleaning).

Enter a focused flow state and perform the task as your shadow would.

Observe yourself being calm, focused, and consistent — fully embody the shadow during the activity.


---

Step 7: Daily Reflection (2–3 min)

Write 1–3 notes on how you applied the shadow mindset during the day.

Reflect on successes, small improvements, or distractions you overcame.

Adjust tomorrow’s practice slightly based on what worked and what didn’t.


---

Key Notes

Total time: 20–30 minutes

Consistency is more important than intensity — even 10–15 min daily will work.

Use the anchor gesture or word throughout the day to summon your disciplined shadow when needed.

The subconscious gradually replaces old, undisciplined habits with disciplined automatic patterns.


---

This routine combines:

Shadow modeling & method acting → mental and behavioral embodiment

NLP anchoring → instant state activation

Subliminals & visualization → subconscious reinforcement

Flow-state practice → automatic skill and behavior application

Thursday, October 9, 2025

Enemy magic

 Enemy magic is like that in the games of your computer. Except all it is, is the person using the creator to make what they want to occur and they have no morality where you might have morality in magic attempts against those that deserve it. This is done by thinking of your need, then either writing the idea to do or stating and needing the effect as you think or imagine the idea to occur. This is where you think of the effect, and the creator makes it happen. Its easy to deflect the enemy magic, all you need to do is sense it and will it to not effect you. Then the creator causes you not to be effected. Simple, right?

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.

amazon.com; the amazon deliveries no longer get pusehed back in time for the delivery time, no matter what I get the deliveries.

inspection; I can pass my inspections no matter what.

charlie kirk; noone blames anyone over charlie kirk no matter what.

energy; the energy is the thing you need to do things and get it done.

entropy; entropy is the enemy.

en

Passing; You pass your inspection every time.

Angel hair; This is where you run your fingers through your hair and detangle it..each tangle removed is one problem fixed.

eating; there is no need to eat, no matter what.

paul t..; he doesn't mind that I can't get anymore dip.

Reality; This reality could've been anything, and for some reason it is looking through the eyes of one person at a time.

divinity; this is where you call upon God to do things for you.

en

Tamra; she agrees to allow Andrew to pay for my steam game no matter what.

SpaceX; The launch no longer gets pushed back in time nor is scrubbed no matter what as though the right conditions existed for it to launch existed.

avoidance; I avoid violent confrontation, no matter what I do not hurt.

Danese; she doesn't mind what I did or do no matter what.

Paul t; He doesn't mind what I do or did no matter what.

en

judy; she needs me to goto the store no matter what quickly.

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

Anti-delay tactic; this is where you cause no delays in what you do and you have a 100% working system.

weight; look in the mirror and it doesn't come back on me no matter what.

trump; he stops and doesn't cause any trouble no matter what.

en

judy; she needs me to goto the store quickly..no matter what.

things; things work out for me no matter what.

things II; things work out for paul no matter what.

things III; jay can come get my things as soon as possible, no matter what.

danny; he handles the thanksgiving meal and people come no matter what.

en

no matter; no matter what, I can stand watching dos and other games as though I wasn't burned out of it.

element casting; for elemental casting.. think of the element, then need it to manifest as you state the element name. it manifests where you want it manifested. it works for statement casting.

Getting hungry? Stop wearing rings! Wearing rings slightly increases the rate at which you need food, except for a ring of slow digestion, which greatly decreases it.

Genjutsu II; Genjutsu in another form is similar to ninjutsu except there is no hand signs. its think, focus and create. as long as you eat or drink a little of something, you have enough energy to sustain your effects without getting tired. yes, the more you use genjutsu, the hungrier you can get. you can even use hand signs! there is a rumor that you can achieve eternal energy through charged water. the way of eternal energy is in genjutsu terms, drinking energized water. if you drink enough.. you have enough to do even 9000 steps.

en

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

government shutdown; the government shutdown is ended by feel.

ashley; she doesn't mind what I did or do no matter what.

for dnd

Orbs; This effect calls upon creation to make 1d6 orbs that can shield you, themselves or attack by beaming the targets with an element of your choice.

Flamethrower; This effect casts forth a beam from your hand, that's a line of fire that cooks the targets in its path.

Blast shield; This is where you get a shield protecting from blasts of many kinds. You get no damages from it.

new ideal

Dedness; Think and you send death and decay energy to the targets as you focus on them. Killing them from within over 1d6 rounds with damage dealt per round. This leaves a deadening feel as it works.

Hoaxness; The fake of the moment. This makes what you do seem real to the targets. Roll a 1d100+charisma mod and get a 50 or above to fool successfully the targets.

Looking on; This is where you cause the targets to avoid your party and stop the need to attack.

Multi-shot terror bolt; This creates a shot of pure energy that shoots from forming in the air and always hits the targets. Once shot, it splits off and follows the trajectories that hits the targets with a 1d20+luck and getting a 10 or above. It consists of any element of your choice. It hits at any distance dealing x3 the damages and causes the targets to be held in fear. This costs 30% energy.

Energy strike; This is a reaction on the moment of attack to cause attacks done by your own energy to not effect you.

Defusement; The moment of attack, the attack is defused and it doesn't effect you. This lasts 1d6 rounds.

Shackles of pain; This causes a link to the target where if you receive damages, the damager receive the same damages.

Magic cold; This effect causes you to be cured of any condition, think and all you have is a cold that cures itself.

Inner light; This is where you find your inner energy and overwhelm the the darkness, that surrounds you with your light shining bright. This blinds the targets by feel for 1d6 rounds.

Feeling energy absorption; This causes the targets attack energy to be absorbed as energy to yourself and then made use of in various ways.

Chi Whisper; You sense whether an object or area feels harmonious or disrupted. Grants +5 advantage on Investigation or Insight checks related to the location.

Balancing Touch; When you touch a creature or target, you may grant +1 to AC or saving throws until the start of your next turn.

Flow Spark; You release a harmless wave of energy that illuminates an area, showing hidden currents of air and movement.

Harmony Step; For one round, your movement ignores difficult terrain created by natural obstacles.

Minor Alignment; You can shift a small object (like furniture, stones, or tools) up to 5 feet into a more “balanced” position, possibly revealing hidden features.

Energy Channel; Create a 10 ft. aura where allies regain 1d10 Health at the start of their turn if they’re below half health.

Shifting Corners; Alter the "lines" of a room, creating a minor illusion that hides a doorway, corner, or window.

Still Water; You calm a body of water, dispersing ripples and granting creatures/targets +5 advantage on Stealth checks near it.

Breath of Balance; Creatures/Targets in a 15 ft. cone make a Con save or become calmed (as Calm Emotions, single target).

Protective Placement; Place a symbolic charm (paper, sigil, stone) that grants +2 AC to an ally as long as they remain within 10 ft.

Flowing Barriers; Create invisible walls of energy that redirect ranged attacks, giving allies half cover in a 20 ft. line. This costs 10% energy.

Mirror Lake; A surface (floor, wall, or water) becomes reflective, revealing hidden or invisible creatures. This can even reflect a medusa's stare back at itself. This costs 10% energy.

Compass Sense; You always know true north and detect magical "imbalances" in a 30 ft. radius. This costs 10% energy.

Balance of Two; Link two creatures/targets. When one takes damage, the other can choose to take half of it instead. This costs 10% energy.

Quiet Arrangement; Rearrange furniture, stone, or terrain in a 10 ft. cube to create harmony. Creatures inside gain +2 to initiative rolls. This costs 10% energy.

Dragon Vein Surge; Draw from a leyline: allies and yourself in a 30 ft. radius gain +1d6 to attack rolls until the spell ends (Concentration, 1 min). This costs 15% energy.

Circle of Harmony; Create a 20 ft. circle where enemies must make a Wisdom save or be unable to attack allies unless attacked first. This costs 15% energy.

Reflecting Chi; The next spell of 10% or lower cast within 30 ft. is reflected back at the caster. This costs 15% energy.

Equilibrium Bond; Up to three creatures/targets share damage equally among themselves for 1 minute. This costs 15% energy.

Wind Door; You open a passage of flowing air that lets you walk through one solid wall up to 10 ft. thick. This costs 15% energy.

Shifting Compass; Alter the battlefield subtly. Each round, you may move one enemy or ally 5 ft. as if they were "drawn" to new lines. This costs 20% energy.

Fountain of Stillness; Create a 15 ft. zone of serenity. Inside it, creatures cannot rage, frenzy, or panic. This costs 20% energy.

Mirror Placement; Place a magical mirror. For the duration, one ally may redirect an attack targeting them to another creature/target within 15 ft. This costs 20% energy.

Stone Dragon Lines; Raise lines of stone from the earth that create pathways, obstacles, or fortifications (as Wall of Stone, but flowing patterns). This costs 20% energy.

House Spirit's Blessing; Designate a building. While inside, allies gain +2 to saving throws and resistance to fear. This costs 20% energy.

Dragon Gate; Create a shimmering portal. Allies who step through gain +5 advantage on their next attack or saving throw. This costs 25% energy.

Heaven-Earth Alignment; Choose two points in the sky and earth. A massive energy beam connects them, dealing x2 radiant damage in a line. This costs 30% energy.

Celestial Balance; Reset all buffs/debuffs in a 60 ft. area (removes conditions, but also ends beneficial magic). This costs 35% energy.

Eight Trigrams Seal; Trap a creature inside an octagonal energy barrier. They cannot leave until the barrier is destroyed (Health = 150, immune to non-magical damage). This costs 40% energy.

Grand Harmony; For 1 minute, all allies within 60 ft. have resistance to all damage, +2 AC, advantage on all saving throws, and heal 20% Health at the start of each turn. This costs 45% energy.

Large wasteland tequila; Replaces 90% of caster's Intelligence with Strength and a small amount of Charisma. This lasts 1d6 rounds.

Evil Cleric's Deal; Give up fermented beverages that ferment heedlessly for 24 hours freely and you can double your current Luck and Charisma rolls... If you break the vow you must pass a Constitution save.

Seeing Double; Causes your targets to have crusty eyes for 1d6 rounds. It takes one turn to clean them.

new ideal

Complex; The complexity gets hard to bear for the targets, this distracts them for 1d10 rounds. 

Backup source; Whatever you hear and need to know is backed up by a secondary source of information.

Surprise; No surprises pop up and things go as planned.

Sunday, October 5, 2025

Timed spells

Timed spells are created by thinking of the time and needing a result. So think of a job you want, if you need it and think about it happening at the right time, then it will. This occurs by the power of the creator.

Some 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 the effect  or trigger word and look to read the definition that the subconscious does by feel. So you know what it does.

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 that you like as though you will the effect to exist. 

So if given enough time, the effect happens for the energies will surge and do the idea for you. This is done in effect by what is what where you think. Think the ghost dismissed after offering energy to it and the creator makes it so.

Blockage; you block yourself from leading yourself down a path of ruin..no matter what occasion.

The oak Street doctor; the doctor can see me as quickly as possible. No matter what.

Strict; the manager is no longer too strict no matter what.

Paul t ; he pays me 70 dollars on the 13th and the 23rd .. no matter what.

En

News 9; they responded to my scoops of me to them.. no matter what.

Ashley; she doesn't mind what I do or did..no matter what she trusts me.

Things; things work out in the end.

No matter; no matter what I don't take things wrong.

Support; money support will come and I will afford all my bills.. quick no matter what.
En

Moose; he stops asking me about what Ashley did.

Stress weight loss; there is a small amount of stress and allot of weight loss. This is alleviated by feeling good.
En

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

I; I don't feel guilty for what I did. No matter what.

Putting; putting together things you create a new reality.

En

I believe; if it is as it is I believe.

Thought control; the idea is energy, it is body electrical force you may direct through the aura. It directed at the targets controls their brains as you think the instructions to the energy itself for them to do.

Cosmic burst; this is where you think about the cosmic ray hitting the targets in a burst effect and making them pass out.

SpaceX; they manage to get the right conditions in the rocket system and weather..to launch no matter what.

Alimn; no fight

SpaceX; they launch the space x rocket no matter what as quickly as possible.

Peaceful intent; this is where you think about the idea of peace and pursue it till fruition no matter what.

En

Bd-r; this causes the targets to experience a bad death without chance of revival.

Iis; this serves you what you want by energy manifest creating what you desire.

Life desistance; the targets to effect are suddenly desistant and decide to kill themselves.

Calm; mad people like sam calm down no matter what.

Point of fire; this is where you think about fire forming and point your finger at a target.

En

Fire finger; think about fire forming on a target and wave back and forth your finger at the targets. As if telling a person off.

Things; things get better for us and worse for Russia no matter what and quickly.

No one; noone blames the Democrats no matter what.

Wolfheart; he successfully defeats all his enemies in clair obscur.. quickly no matter what.

War; somehow war is avoided no matter what.

En
Amazon; the packages I ordered arrive as quickly as possible today and I get them. No matter what.

Resistant; I am highly resistant to ragweed no matter what.

Madkarna; he does my wishes that God doesn't do.

Inspection; I pass my inspection no matter what..and quickly..

Think and create; this is where you think about the energy creating what you want..you get what you need or want.

En

Wednesday, October 1, 2025

Madkarna

 Madkarna is a spirit that you can mention freely. He acts like a God, if you use his name three times with a request. This spirit can give you anything you so desire and isn't a demon. So use him with care.

Some 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.

affording; I ca easily afford all my bills no matter what.

SpaceX; they manage to get off the launch today without anymore delays..no matter what.

Sanchez; he no longer gets in trouble at work no matter what.

listening; messenger no longer cuts out no matter what.

nusantara; this presents a nuisance to those that state "nusantara".

en

Anti-fail; this causes nullation of failure.

Catch-up; I manage to catch up to the moment and not have to rush.

The end; This is the end point of the moment.

Ashley; she doesn't mind what I do or did..no matter what I do I am not blamed.

Ashley; She manages to fix what is wrong and get things done no matter what.

en

burst; this is a sound burst..that could burst the ears.

enticement; this entices the targets into doing things.

New earth; Everyone works with spirit and their global and individual connections.  Versus people not doing that globally normally. It's a positive domino effect.

farron; he decides to negate his step back from the ring of fire quickly..no matter what.

en

spaceX; cloud cover dissipates away quickly over the slc-40 and lc-40 complex..no matter what.

spaceX; nothing violates the launch no matter what.

spaceX; the weather cooperates quickly for spaceX and NSF no matter what.

spaceX; if it doesn't launch, I don't mind.

SpaceX; They don't push back the space launch in time anymore..no matter what spaceX launches easily as though the right conditions existed for the launch.

en

for dnd

Lima; This boosts the bluff skill. Add +5 to bluff related rolls.

Limo; limao, This causes a limo to appear outside down the street as your lying about something. Add +5 to bluff rolls.

Align Chi; Minor rearrangement of furniture/objects to improve energy flow; grants +1 to next Persuasion/Insight check.

Clear Dust; Removes grime or clutter in a 5 ft. cube; +1 minor boost to morale.

Lucky Pebble; Imbue a small stone with +1 luck for one roll (use as Bardic Inspiration lite).

Balance Step; For 1 minute, your footsteps are perfectly silent and leave no trace.

Harmonize Flame; A candle, light, torch, or lantern burns steadily despite wind or draft.

Mirror Ward; Place a mirror that reflects harmful intent, granting +1 AC to the chosen targets.

Flowing Water; Create a soothing trickle of water; allies in range recover some Health during a short rest.

Bagua Blessing; Choose a direction (N/E/S/W); allies moving that way gain +5 advantage on their next saving throw.

Spirit Sweep; Clears a 10 ft. radius of minor curses or lingering necrotic energy.

Lamp of Clarity; A conjured lantern that sheds calming light; allies in range gain +5 advantage on Wisdom saves vs. fear.

Koi's Fortune; Summon a spectral koi fish that circles you; once per hour, reroll one failed saving throw.

Lucky Wind; A refreshing breeze dispels smoke/fog and boosts ranged attack rolls by +1.

Jade Harmony; Stabilize up to 3 dying creatures or targets instantly, restoring 10% Health to each.

Nine Coins Charm; Toss nine enchanted coins; one ally gains temporary Health equal to 2d8.

Ancestor's Advice; Commune briefly with ancestral spirits for a hint or tactical insight (+1d4 on next skill check).

Dragon Vein Pulse; Tap into leyline energy; allies in 20 ft. radius regain half Health and cleanse 1 condition.

Pagoda Shield; Create a shimmering, layered barrier; grants +2 AC to all allies within 10 ft. for 1 minute.

Harmony of Five Elements; Target allies gain resistance to one damage type of choice for 10 minutes.

Golden Laugh of Hotei; Heal half Health and cure frightened condition with contagious laughter.

Flowing Chi Step; Teleport 15 ft. along a waterway, breeze, or leyline line of sight.

Porcelain Tower; Summon a radiant pagoda that projects protective aura; allies inside heal 35% health each round. This costs 20% energy.

Eight Trigrams Seal; Place an energy seal on the ground; creates a zone where hostile magic rolls at -5 disadvantage. This costs 20% energy.

Mirror of Truth; Reflects an enemy's spell back at them (once). This costs 20% energy.

Phoenix Renewal; A fallen ally instantly returns to life with 1% Health, surrounded by warm chi. This costs 20% energy.

Feng Shui Rebalance; You may rearrange up to 1,000 lbs of non-magical objects in a 30 ft. radius into harmonious order; restores all Health to all allies who witness it. This costs 30% energy.

Magical Disguise; This causes you to appear like what you want to appear like, then when your done with the disguise, you appear like yourself.

Magig; Magical disgust happens to your targets. So when you cast this on them, they get so disgusted at you they no longer want to fight.

Magog; This is where you send a nasty odor like a fart in the wind near the targets, then gag them with it. They are unable to do anything for 1d6 rounds.

defined in ancient language

Lima = lying my ass

limo = lying my ass off 

lim = limit

limn = no limit

the ancients just knew things psychically, yet they were sometimes wrong.

Thursday, September 25, 2025

Think, focus and do

This is where you think of the effect, focus upon a target and do the idea you intended to do. This even allows you to shift about dimensionally. This also bypasses the conscious mind and causes the subconscious to create what you want. So think and you know what to do.

Some 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.

kat; she doesn't mind what I say and do. I am not in trouble no matter what by her.

no matter; no matter what I do, I don't get in trouble.

finances; no matter what I do, I don't get in trouble financially.

people; they can loan me money easily, no matter what.

hysteria; I am no longer hysteric over funding no matter what.

en

energetic; no matter how much sleep I get I don't make mistakes. I am always full of energy for the purpose of doing things I find to do.

spaceX; the launch goes up and succeeds successfully without any time delays no matter what.

Make Columbine Look Like a Joke; //Empty an entire school of Life... But dude... That isn't how they did it.

JFK Reloaded; //Win $1,000,000 if you can recreate JFK's assassination... But this is impossible.

Paul T.; He or she doesn't try to cheat me out of money, no matter what.

en

pregnant; I am not pregnant, do not act pregnant nor do I eat like I am no matter what.

birth control; I no longer have or hold a child in me no matter what.

fly catching; this is a point you say, "I catch you, fly" and mean a fly. beware the subconscious and what it shows you as it could be opposite.

cosmic ray; I am immune to all cosmic rays no matter how big..this is done by the power of my subconscious mind.

empowerments; any energy empowers me to do things I need to get done.

en

raenok; raphael doesn't get fired nor does his constituents.

concept; if you want a concept, just think about it and it comes to you.

fast metabolism; no matter what I eat, I don't gain any weight. instead, I lose weight quickly and keep it off.

memory; I remember everything no matter what, if I need to remember it.

felony; I no longer do any felonies.

personality; since everything has a personality, treat them with respect or by name and message.

en

for dnd

bank focus; the bank makes it all right no matter what.

the bank; the banking is improved! you get x3 the amount of money you spend or give away.

excellent; this causes by thought your activity to become good. Add +6 to all rolls.

delivery moment; this causes things to be delivered to you that you need. mention it to the dm/gm and its done.

Snail Escape; Climb into your conjured shell and escape a large fall without taking fall damage.

The art of sleep walking; This is where you do things and realize what you do as you are awake yet asleep. Roll a 1d100+luck to determine if you get a successful result with a 50 or above rolled.

Spell guard; This is where your clothes guard you in absorbing the extra attack energy.

Dummy target; This is where you cause an elemental to appear, think and take the extra damages as its a dummy that they target instead.

Big Bang: Causes you to appear out of nowhere even if you don't exist yet.

docs

Doing things as you relax; The idea is just do it and as you do it you relax by the adrenaline release in the body. You think of what you want done before the attempt. It really should be called relaxing by by adrenaline rush, but go figure. Oh yeah, there is a price for this.. the more you do the better you feel..except at the end.. where it all comes upon you as a tiredness.

Saturday, September 20, 2025

Cold magic

 The cold or sinus reaction magic is where you get a cold and think to hold it i on a sneeze. Then on an in-drawn breath the cold releases internally and you don't need to sneeze anymore. You may need to repeat this though. The other secret to this is not to rub the bottom of your nose. Then after the snot dries up, you keep the cold from causing you to sneeze.

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.

wolfheart; he does clair obscur for the game next he streams no matter what.

news9; they help as they can..no matter what.

us; this is the state of mind that is there to live in with kamala as president.

starship; the spacex starship curse remains broken.

help; news9 deems me worthy of their help..no matter what.

en

circle; circumnavigate the globe, and leave happy.

afford; I can easily afford all my bills no matter what.

rest easy; think to sit relaxed and be ready for anything.

testing; this tests a condition, to see if it exists.

flying disclaimers; this effect causes the targets to be distracted by formed physically remarks that fly at them..

Foocubi of the Yellow Skulls; Roll a 1d10. If the roll is 5 or higher then a demon will be summoned to do all your chores.

en

for dnd

Diocese; This effect leaves you happy, and the targets are happy as well. It causes a moment of realization, that makes them not want to fight.

Flying disclaimers; This effect causes the targets to be distracted by formed physically remarks that fly at them..like a flying participle.

Foocubi of the Yellow Skulls; Roll a 1d10. If the roll is 5 or higher then a demon will be summoned to do all your chores.

Angel servant; Roll a 1d20 and if you get a 10 or above then an angel will be summoned to do all your chores.

Wealthy; The act of kindness gets back wealth x3 more than normal.

Wealthiness; The act of giving or spending money gives you back 3x the amount of money you gave.

Ambiscuous; This causes the moment of an ambiscade, the targets are surprised and don't go first.

The health; The health you have is doubled by the creator. As they say health is sometimes weight. Yet, you halve the effect of poison.

Con boost; This causes energy to surge in the body and you get +10 to your constitution rolls. However, your body puffs up and become immune temporarily to poison.

Give up; Through the fire and the flames we carry on. Give up on purpose to gain an extra turn...

Combined healing; This is where you wee and direct divine interference to heal with hatred/love energy. That means x3 the healing.

Solar clones; This is where you focus upon the area, and think any near sun sends 1d6 energy clones to do what you want. They have your stats, 100% health, and deal solar radiance as damage/healing to your targets. They disappear upon dismissal.

Anti-attack shield; All attacks are repelled back to the sender.

Electric fog; This effect is where you combine bio energy with water particles in the created fog, then it effects the targets as a burst of light blue flare up to make electric fog dealing x2 the damages. This costs 20% energy.

Monas Lux; Generates a radiant sphere of light, proportioned exactly to the golden ratio. It goes through the air to where you want it to go.

"Light in perfect harmony with the cosmos."

Tetractys Shield; Creates a protective barrier shaped like a tetrahedron, granting defense proportional to the caster's level squared.

"Four points of power hold fast against chaos."

Harmonia Resonantia; Aligns the vibrations of nearby objects, targets or creatures, calming aggression or hostility. Fight over.

"All discord bends to the music of the spheres."

Numeris Bind; Binds a target according to numerical constraints; for example, "seven steps" or "three heartbeats."

"Counted, constrained, controlled."

Ratio Tempus; Alters the flow of time in a small area using precise proportional measurements however you wanted.

"Moments expand and contract in perfect measure."

Pentacle of Proportion; Creates a five-pointed geometric sigil that balances energies in its vicinity. Your party gets a +5 to all rolls.

"Five points, five elements, perfect equilibrium."

Phi Strike; An offensive spell where the damage follows the Fibonacci sequence with each successive strike.

"The attack grows naturally, as life itself does."

Sacred Spiral; Summons a spiraling pattern of force that pushes enemies outward while harmonizing nearby allies with +5 to all rolls.

"Everything that spins echoes eternity."

Divine Angle; Adjusts angles of objects or pathways to exact geometric precision for perfect efficiency.

"The straightest path is measured by the mind, not the eye."

Chorus of Primes; Summons ethereal voices that resonate only in prime-numbered intervals, confusing enemies for 1d10 rounds.

"Only those attuned to unity can comprehend the melody."

Polygonal Prism; Creates a prism of light in any polygonal shape to refract energy, disorienting foes for 1d10 rounds.

"Every side speaks in perfect order."

Harmonic Echo; Reflects magical energy back at its source using ratios of frequency.

"Let their own power teach them balance."

Arithmetic Wave; Generates a wave of damages whose intensity is determined by a sequence of numbers chosen by the caster.

"Numbers are the tide; the tide is your weapon."

Geometer's Grasp; Alters the physical dimensions of an object or area according to geometric laws.

"Measure twice, alter once."

Cosmic Lattice; Creates a grid of energy aligned with the stars, enhancing spellcasting accuracy.

"Every point a star, every line a path."

Proportionate Step; Moves the caster or an ally exactly the distance needed to avoid harm or gain +10 advantage.

"Stride in perfect measure; stumble never."

Quadrivium Bind; Restrains a target using the four classical Pythagorean elements (fire, water, air, earth) in perfect balance.

"Bound by the wisdom of fourfold truth."

Harmonic Vision; Reveals hidden patterns, ratios, or sequences in a space, making complex structures or codes visible.

"The world's secrets are written in numbers."

Celestial Resonator; Taps into the resonance of planets to enhance spells or manipulate luck. This causes a +5 to all spell and luck related rolls.

"As above, so below, so within."

Infinity Sigil; Draws a symbol of endlessness that slowly restores energy or health over time. This costs 40% energy. 

"The loop of eternity nourishes all in its path."

Nunchucks are treated as a specialized form of the club, a simple melee weapon, according to the Player's Handbook.

1d6 bludgeoning damage, 10/20 range, a cost of 10 gp, a weight of 4 lb., and the Light and Finesse properties.

Shurikens They deal 1d4 damage, are classified as slashing damage, and have a range of 20/60 feet.

 You can draw and hold up to three throwing stars in each hand, but must make a separate attack roll for each. Thrown, finesse, the same ability modifier used for a melee attack with the weapon is used for the ranged attack and damage rolls..

The club is a simple melee weapon in Dungeons & Dragons 5th Edition, dealing 1d4 bludgeoning damage, range is 5/10 feet and weighing 2 lb. It is classified as a light weapon, allowing it to be used for off-hand attacks, and is typically used with one hand.

 The club costs 1 sp and is considered a standard item.

Monday, September 15, 2025

krage effects

This is the effect of caused craters where you think about them being. They exist as you notice them..you know what to do.

Some 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 the effect  or trigger word and look to read the definition that the subconscious does by feel. So you know what it does.

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 that you like as though you will the effect to exist. 

So if given enough time, the effect happens for the energies will surge and do the idea for you. This is done in effect by what is what where you think. Think the ghost dismissed after offering energy to it and the creator makes it so.

I manage; no matter what I manage to get 8000 steps done per day.. easily.

The doctor; he sees me quickly and efficiently no matter what.

Getting; in it, he gets his package.

Fixed throat; my esophagus fixed itself no matter what quickly.

Focus; think about it and you know what is going to happen.

En

Large; I am no longer looking larger than life no matter what.

Final focus; Think about the idea and your focus turns into ki activity.

Food; the food arrives for the market as soon as possible..no matter what.

Lose your lube; lose your weight.

Lose your weight; think about it and it is gone if you don't want it.

En
Inspection; the room inspection passed for me no matter what unless it doesn't exist. This is non reversible.

Paul t; he pays me what he can tomorrow even if he doesn't want to no matter what.

Introspection; think about the idea and it comes to you.. it's like magic as the idea you need is there in mind.

Slime ball; think to form a ball of slimy 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.

Lack; the lack of exercise and the lack of good eating habits that are healthy..lead to overweight nature.

Lack II; lack of eating will make the calories lower and you lower in weight.

Lack III; the lack of food excess, and the lack of eating too much leads to lessened weight.

So; in introspection do enough exercise and you can lose allot of weight to create what you need as a result. Walk it off if you eat something and you know you won't gain any weight.

En

Alzheimers; Alzheimers and dementia disappeared by feel I am ok. No matter what.

Walk away; the items that are protected don't walk away..no matter what.

Things; things work out in the end.

Ashley; she gets better and behaves good no matter what.

Paul t.; Paul is in the mood to give me the money I am owed with out being abrupt no matter what.

En
 
Love; love no longer keeps pushing up my weight instead it pushes down my weight no matter what.

Love of doing; the love of eating no longer pushes my weight up no matter what.

Love; love wins all except for things you don't need.

Ashley; she doesn't interrupt my launch watching no matter what.

Starship explosion; the SpaceX starship doesn't explode on the pad nor in space, no matter what.

En

Burnout; I recover from burning out no matter what and quickly.

Tired; I am not tired any longer no matter what.

Satellite; all orbital launches from the USA are a success in operations no matter what.

Dopey; unless needed, I can be sleepy if necessary.

Undopey; this lifts the dope feel and your no longer dopey.

SpaceX; the weather clears up for the launch no matter what. They get the launch off and no delays no matter what. 

Weather; the weather around Boca Texas and the starship clears up quickly no matter what. Good enough for the launch of SpaceX starship. The holding pattern is ended early.

En
I train and get the result as needed to get.

Despite the weather; they launch.

Embezzler; this effect is where you think about asking about money and getting things.

Energy shots; energy shoots from your fingertips as you think of the elements to project forth. 

Based; the facts are interesting.. always attack never defend.

En

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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