Seen use by creative abuse

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

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

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


Just updated; Angel's Magic article.
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Monday, April 15, 2024

Thinking points III

Thinking points are the expression you notice exists by the things you state. Like stating "sate" and the body suddenly doesn't feel hungry or "create" and the idea creates itself from thin air. These are examples of the idea, that you state. This means that you create with the creator making your words seem to happen. So think and you know what to do.

Here are 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.

togetherness; this spell lasts for 1 month at the least..what it does is brings people together and they enjoy themselves with chit chat.

improved togetherness; this spell lasts at the least a year and brings people together to work with each other.

macy; she comes today and manages to do our hair and beard cuts no matter what.

whatever; whatever happens, I get the CDs right, no matter what occurs she accepts the CD as it is.

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

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amazon; I get accepted for my request and get a refund.. no matter what.

sanguis; she eats the demon of dysfunction and disorders, no matter what and quickly.

healing light; this is where you think the creator makes a light that heals the allies wherever they are fully. As they absorb the light, they can glow. In fact, they glow bright enough to illuminate the area.

healing flow; this is the flow of energy between you and the area that is focused into healing you.

sanguis; this is the effect of peaceful idea and connotation.

en

enn

in un = in the idea you undo, you gather it as free energy, so then the point is mute. otherwise it causes a moment that's not forever.

trump; he no longer gets coddled no matter what.

upkeep; I can keep up with and afford easily the keurig pods no matter what.

get; I can get or do what I need, cheaply and easily.

doctor; the psyche doctor sees me today by video visit and the staff at life psychiatric clinic talk to me sooner than usual today..no matter what.

en

gotten; the money I got is allowed for by feel. I am allowed what I got, no matter what.

candles; I am allowed a candle, no matter what.

jealousies; Nobody gets jealous over what I did or do no matter what.

bad repute; I no longer have a bad reputation, no matter what nobody thinks anything of it.

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

en

moose; he no longer thinks I stole sheila's card..no matter what.

moose; he trusts me enough to do things for him no matter what.

cassandra; she takes my side, in this issue or situation..no matter what.

thoughts; the thought is done, if I can get clear then I am fine.

luck; I am lucky and luck goes my way, no matter what.

en

defined

af = afraid

ann = announce

odapi = curved sword that's long bladed

odafi = oof or goof

Wednesday, April 10, 2024

What happens

 What happens is this, I get an idea and I create with it, possibly writing it down. So it creates for me. This means you can think of what you intend, then the intention creates itself by the spirit as you need it to occur. So I think this is great. If you can create, you can achieve greater things. That makes what you want to happen as you need it.

Some spells later..

Friday, April 5, 2024

Thought magic IV

This is a point you create with a concept and making becomes easier, the more you do it. Think of the idea and you practice it, the more you do it the easier it becomes. This is a point from the past. 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.

Andrew Mcdowell; He gets his internet fixed no matter what.

Donald trump; he no longer sends out waves of bad luck no matter what.

Andrew mcdowell; he makes good and quick decisions no matter what the rest of the day.

worse; things get worse before they get better. that's if you decide not to drink. if you drink alcohol, things get worse for you no matter what unless your andrew mcdowell. that should be a lesson to those that drink alcohol.

enforcement; anything enforced that is drinking nonalcoholic beverages is allowable except for pornograpgy or molestation.

paul t; he passes his inspections no matter what.

Appeasement; send a little of your energy to cause the being to do what you want.

energy; jebus holds his yard sale as soon as possible no matter what.

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things; things get better no matter what.

lafayette; he doesn't mind what I do, no matter what. he isn't too ambitious, no matter what.

thought; he or she doesn't mind what I do or did.

lafayette; he is appeased no matter what.

thinking; the action you take is the thing you do, it has consequences and yet any good action has no karma or consequences.

lafayette's sister; she can get her stuff today, as she needs to get the CDs. no matter what.

en

ATM; Think to send your energy into the ATM device, thinking to store the energy as cash. This can store fat energy and other energy that you don't want. No matter the point. You don't want to regain your weight if your overweight, so you probably don't want to withdraw it to yourself. Otherwise, withdraw and send to it by normal operations. Think send it away to someone else, if you do gain some back.

soyuz; the soyuz-ms-25 mission succeeds in launching..no matter what.

Joke summons; This spell allows you to summon an item, unless you already have the item. Describe the item you want and will it to exist, thinking to cause and be in your inventory or you can find by feel. Unless you don't need it, then it doesn't exist there and disappears otherwise.

Solar relief; This spell causes the sun to not be making a solar flare, as though the mind makes the sun not active or settle down. This in idea can end any solar flare up.

Phantom cigarette spell; You give the illusion you're smoking a cigarette, except it does nothing and disappears at will or when it makes someone vocal against it leaving them confused.

Phantom feel good; This spell causes you to feel good, no matter what happens and it even alleviates headaches. It fades away as you no longer need to feel it.

Phantom punishment; This spell causes you or a target to feel pain and a perceived beating, until it fades away when unendurable or not wanted by you.

Phantom idea; This is an idea that pops into your head, that you remember until you go to write it down.

for dnd

Custom spell; This spell is costing 10% energy. You can craft any spell you'd want from the energy forming what you'd want. As long as you describe it to the DM/GM, think and its created if the GM/DM allows. 

Iron shot; The effect of causing iron particles shoot forth and puncture the targets.

Magma bolt; This is where you summon by gateway the magma from a volcano in the form of a bolt that shoots forth and impales the targets. The gate closes by itself.

High jump; This causes you to be able to long jump..as it focuses energy beneath the feet and then you jump better and longer.

Energy vulnerability; This is a spell that causes the targets to become able to be effected by the elements.

Recharge; This spell costs 10% to cast, think and it makes you fully recharged in energy. The creator recharges you on a thought. Make your energy % list as your full energy amount.

Starshield; This is cast using 15% energy. That is where you summon through a gate the energy of a star to your aura. You direct the energy by will, thinking to create a result. THe protection comes in by you not being touched by energy or physical assaults unless its chaos energy that assaults your senses. See the effect is that those whom attack you receive a backlash. 

This means the solar energy is forming tendrils of itself, that attack the targets who attack. Depending on level, you get different levels of backlash damage as you use different types of stars to do it. This is a felt force, that could overwhelm the targets. So there is a 1d100+luck to determine if they are overwhelmed with heat stroke by a 50 or above rolled. This allows them to be out of the fight for 1d6 rounds.

For levels 1-9: You deal back normal or 1x the damages against your targets. This stage uses an orange sun as the source of energy.

For levels 10-19: You deal back double or 2x the damages against your targets. This stage uses a red giant sun as the source of energy.

For levels 20-29: You deal back triple or 3x the damages against your targets. This stage uses a blue supergiant sun as the source of energy.

For levels 30-: You deal back quadruple or 4x the damages against your targets. This stage uses a huge sun as the source of energy.

time trick; you tricking the mind into believing you were the target and getting away with idea.

Multistrike; This is a strike of a weapon, that hits multiple targets by the weapon essence spiritually hitting them multiple places all at once. That's hitting the targets, as you wave or stab the sword as much as you want to hit them. Then the weapon does damages to allot of people, the essence of the weapon forms spiritual versions of itself and that mimicks itself, this happens as its attacking the targets by feel. The weapon damages are the same wherever it strikes, that's with energy raised by surging the effect. Then, the strike happens and the effect fades away. The effect costs 10% energy.

Substance effect; This is using an effect that allows you to empower your soul, or spirit for those that don't have a soul. Mainly its done by sipping, drinking or eating and the body converts the essence of the substance into energy. That means you re-energized yourself, as you think to create with the energy. Think about the effect, then you create it if you will it to exist. This effect allows you to empower yourself by feel. Add +10% energy per sip. Add an additional +40% energy per drink. Add +10% energy per bite. Add an additional +40% energy per eaten food. This can be any food or drink, think and you don't gain any weight by this effect. This spell lasts until you don't need it. Instead, its like an ozempic effect, where you lose weight instead.

Clown summoning; This is doing a spell that summons a clown version of yourself, but only if you are not currently wearing a clown suit.

Faked realness; this is a spell you use to make illusion real. It causes you to create a real effect by a fake effort. It can be where you act the part, and create a real effect. Otherwise you act as though its real and trick the target into accepting it. 

Cause unrealistic effect; This creates what you need, as it's an idea you discuss. So unrealistically, you make a wanted result. Also, as a side effect, the idea is not taken real, so you aren't blamed for the perceivable idea.

Mental scene; This is where you think of the moment, then it appears as a scene in the mind. It ends when the scene or music ends. This can be a relating moment, where you tell a message to the target in their minds. When it ends, it ceases to exist as though it didn't happen.

put out; this is where you absorb the water splash and spread it throughout the aura, putting the fire out.

Saturday, March 30, 2024

Sustena magic

 This is where you create stability, as you think "sustena" and that is done as you feel energy. This is created by the spirit in making what you desire, you think as though you were very stable and not wild by any means. This is a magic in the making.. here are more magic examples.

Some magic:

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.

brownie recipe.. I suggest beating the egg whites first. Also try making the brownies with bread flour.

anti-glut; this effect causes the gluttony to no longer occur.. 

7 deadly sins; The Seven Deadly Sins are: greed, lust, wrath, sloth, pride, envy, and gluttony.

The Seven Heavenly Virtues; They are: charity, chastity, patience, diligence, humility, kindness, and temperance. Mention it and its done.

Interference; This is where you run interference, so your thinking about the idea to not allow and your subconscious mind. That creates the moment in time where it suddenly stops.

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winds; the winds around the starship from space-x are good no matter what. the winds are no issue.

Things; This means you are free to do what you want.

thought; the thought you think, if needed is done.

Shield talk; This is where you imagine coming upon some shields, think and being able to accidentally touch them with your mind and now you're way past them. The trick is that everything is made of energy and intent, and if you can find the thread of intent that connects a construct to whoever it's still connected to, you can follow that thread back to the source of intent. Usually just saying 'hi' that way gets most baddies to back off. You don't really get attacked anymore, for the most part, so this means you also become oblivious to the times that you do because things bounce off the shields or else find out that 'I know that trick too now'.

tanya; she comes through with the 4 dollars no matter what she gets the cds.

en

no matter; no matter what, sam doesn't begin to think I am unallowed at his door again.

quickening; this is the effect of re-energizing yourself. that's as you think and realize what you wanted to write.

tiktok; they don't ban tiktok no matter what.

finding things; saying "fid" pronounced fide will invoke st. anthony and cause him to help you find things easily.

for dnd

Focus goes up with higher vibrations and morale and down when it gets spent training skills. That's when your out of stamina. This means every 1 morale point above 5 there is a +3 to your focus rolls. Every time your out of stamina, your focus rolls can go down -5 with a -5 penalty. Otherwise your focus roll goes down -2 after your stamina reaches 10. 

alignment spells; These are spells that have different effects based on character alignment. These spells cost 10% unless listed otherwise.

Karma beam; A spell that does light radiant damage if you're good, physical damage if you're neutral and dark negative damage if you're evil. Also chaos uses stronger, but fewer dice while law uses many, smaller numbered dice for the damage roll.

Elemental beam; This is where you focus the element associated with your aliggnment to deal healing or damage to the targets. That means Fire for good, Air for neutral, and Earth for evil.

Fruit pump; Eat some fruit and those that are good feel better as though healed of all ailments, those that are neutral are feeling creative as though energized and that means +10 to your energy per fruit. Those that are evil are gifted with what they want.

Figurative or aetherical; This is an attack that deals spiritual aetherial damage if your Intelligence is higher than Charisma and figurative dream damage if the Charisma is higher than Intelligence. The good deal damage all at once and the evil deal the damage over time. For neutral it is 50/50. That means roll a 1d100+luck and get a 50 or above for success.. Also, this means instant damages for good people, damage every 2 actions for neutral people and every round for evil people.

Focus stance; You may do this spell 3 times in a game. This is a focused stance that differs whether the Strength, Dexterity, or constitution is higher. The different character choices could be mapped as an alignment too. Any good act will create with the good alignment. Any neutral act will create with the neutral alignment. Any evil act will create with the evil alignment. Good will have the highest stat raised 2 points, neutral the lesser two get half the boost, and evil takes away points to add to the highest stat 2 points. These are temporary points.

Hellish rebuke; This spell is only allowed to evil characters. It raises hell on the targets and the suffer 2000 deg F fire damages.

Neutral rebuke; This is where the character changes the mind of the targets, that's done by pointing things out and causes them to not want to attack. This can only be done by a neutral character. 

Evil rebuke; This is where the targets receive mental damages, that's done by statements of neurotic causing things and the targets get the damages. This can only be done by an evil character.

The fianchetto move; This is where you do a move that causes them to not have a move and you deal damages if they are not taken. Only a cleric can use this. The good cleric can cause the targets to be taken to heaven. The neutral cleric causes the targets to be taken to purgitory. The evil cleric would cause the targets to be taken to hell.

Sidestepping; this is a spell that lets the user sidestep a friend or foe, that's done in different ways based on alignment. The good character can move right past them in one turn deftly like they are moving through a crowd in half of the time as usual, the neutral do a baseball slide under them making them prone, and evil goes over them and gets a free attack.

Battlechess; This is where you think to cause them the targets to play battle chess in their minds. The targets play themselves unless there is only one. Then, your soul copy plays them in their minds. The good player causes them to lose. The neutral player causes them to win against each other and lose to you. The evil character causes them to lose however they play. Once this spell is cast, they seek attention elsewhere and leave you and your party alone. Yet, when playing it, per move they deal damages to themselves, that are radiant damages.

Base jump; This is when people jump off of cliffs, airplanes, and towers to parachute to the ground. 1 in every 257 end up going sour. If your good, you make the jump. If your neutral, your damaged. If your evil, your killed if you roll a 9 or more after rolling a 1d100.. Otherwise, base jumpers use wingsuits or parachutes to survive a fall from an object.

Mountain spell; This is a spell that creates a different type of mountain terrain based on alignment. A good character can create a mountain with a peaceful water spring covered in grass and maybe snow. Neutral characters create a rocky plateau where all is fair and equal in terms of terrain, while evil characters create an angry volcano ready to erupt at any time with lava covering it.

Bazaar; This spell causes your market deals to be done. If your good, you have 1/2 the price. If you have neutrality, you pay a normal price. If your evil, you pay double.

Healing effect; This is a spell that can be used when low on health that heals everyone in your party back to full health. If you're evil you do negative healing, which damages everyone that isn't evil. If you're good then the good and neutral characters get healed as normal. If you're neutral then everyone in the party's HP gets set to the average total current HP between everyone in the fight.

Focus regaining; This spell causes whatever you lost to be regained, unless you no longer need it. Only neutral players may cast this.

Awards; You get rewarded by your efforts, think and you do things in idea to get what you want. If your good, you get a +2 morale boost and you get what you want. If evil, you get nothing of what you wanted and -2 morale boosts. If neural you get what you wanted and no morale boosts.

Effectivity; This spell makes double the radiance damages on those, that are evil and not in your party. Good alignment, there is no effect to them. Neutral alignment, there is normal radiance damages.

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Angel or demon; Think of the idea of summoning a guardian force and your soul does. If your evil, you summon a demon. When you summon a demon, roll a sanity check. That is a 1d20+will, this makes certain on a rolled 10 or above that you remain sane from contact with the demon. If not, you can strike anyone nearby or lose your turn. That is an additional 1d4, this is where a rolled 1-2 will be strike out and 3-4 is lose your turn. You can always reroll the sanity check. So if your good, you summon an angel. If your neutral, you summon a valkyrie or battle angel. These beings have your stats except for being with 100% health.

Shield reflection; This is where you get a shield, that is energy that reflects the things that hit it back at them. This is a reaction spell that can be done anytime, including on the time of attack.

Shield shift; This is where you think to touch a shield, and cause it to do what you want. That means you can shift to anywhere or cause it to attack the targets with energy damages. Also you can say "hi" and cause them not to attack. This is a reaction spell that can be done anytime, including on the time of attack.

Fractal shield; This shield is where you use swirls of energy, that break apart the energy or attack into pieces. What you do is summon the energy from the ground in a swirling pattern. That's thought to raise itself from the ground and surround you. As a fractal pattern, that will deflect back radiance damages at the target, this is from what they intended to hit you with. This is a reaction spell that can be done anytime, including on the time of attack.


deadliness; you use up 2 actions to deal a even more deadly blow, that's the next time you get a blow on the target. this means you deal double damage the next time you attack and hit. use up 4 actions to deal triple the damages.

interference; this is where you run interference and cause the targets due to your own actions to not want to attack, and if that happens you both win the fight.

dnd; this effect causes you to roll a dice and it can be any dice, then you get a result that you mention. this cancels out the failure of the die roll and if you roll a 1, you reroll.

doom; this spell causes whatever you say, however its meant as a dommed or fated moment on the targets.

it spell; this makes the word "it" to become a hit upon the targets, that's done of a spectral blow that disables the targets. Think and it causes said targets to not want to fight due to disability.

couple; this causes the moment of a spirit child that fights by your side. the child is a fey that has your stats and 100% health.

hellman; this causes the targets to get frightened of you due to hell visions. they want to run away and no longer fight you.

ugh; this causes the targets to become undecided and not want to attack you.

ahh; this causes the body to recover its full health as you think to be better. this costs 15% energy.

vicious; this causes you to become focused on being vicious to your targets, and you deal double the damage, whether your next spell or attack.

whell; this causes wellness on you and your party and hell visions on your targets. they become frightened of you, as they want nothing to do with you and leave you and your party alone.

when; This causes your targets to connect to the void source, then you see them have too much of it as they suffer fatalities.

fatality; this is cast using 20% energy. THat causes your targets to suffer from targeted blows, that deal triple the damages or critical hits for 1d6 rounds.

bad influence; this is thinking bad thoughts against the targets and willing something to go wrong for them. THat means you cause them to miss their turn and get a mishap on themselves. This means you make them do a mishap and they deal damages against themselves.

alright; This idea that comes to the targets minds causes them peace and prosperity, that's as they do things as though everything is alright.

third eye bash; this causes the third eye by envisioning the blow to their third eye, thinking to become malfunctioning in idea as though its them that does it.

deadly; this is where you make your next attack or spell against the targets you had in mind, and cause them to suffer radiance damages as well as the normal damages dealt to them.

Guidance II; This is where you think to create a better action, so you suggest to the mind of the targets what you want and the subconscious creates what results you wanted.

Forget; This erases the minds of the targets of what you don't want them to do. That means, you cause them to do something else instead of violence. If in fact, they had violence on their minds. Its like, they decide to not attack you, due to the fact they don't remember to attack.

Forgetful; This is where you cause the targets to fill up on food and drink, making them desist in any other activity.

Rememberance; This causes you or the targets to remember what you forget to remember.

Playact; This is where you act the part, then the targets follow the leader to do what you desire them to do.

Dumb II; This is where you cause by spiritual influence the targets to become dumb, hate and make mistakes that cost them their lives.

Dumhb; This is where every mispelled word is giving you a result you desire, that's as the targets get bad at doing things and you create what you call by making what you wish.

enh; every thought, you make a log of the idea you would do. this is useful so you know what the enemy will do. you receive a vision of their log they write in their minds, that's as you think to know it.

ennh; This spell stops those you want stopped. They literally have no actions per 1d6 rounds. This also heals whomever you want to heal, that's if its due to the circumstances by the creator doing the healing fully, instantly. This costs 10% energy. Mention that you cast this spell, think and mention whom you want to be healed.

Inflict; This is where you think to create a result of infliction, then wounds start to appear on the targets by feel. This deals energy damages.

Infliction; They the targets inflict on themselves damages per round, that's done of their own heinous attacks against themselves.

Run; This clears the parties minds as it can cause a mail carrier to run, it incites attacks of the people nearby the targets so they get attacked by a mariad of things.

en

Monday, March 25, 2024

Antiagressional magic

 This is the magic of the moment, where you use magic by thinking of your need and stating the effect intention. The subconscious does the idea and lowers your aggression by the need being expressed. The idea is done using the creator as a source of energy. This is an effect done by feel. Think and you know what to do. 

Here are some magic effects to try out if you so desire them..

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.

focus; things are alright, think and you know what to do.

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

thought; to have fought you have peace no matter what.

self-generation; so basically, if you want to generate power, focus energy along your arms to your hands. focus energy to exist and the two hands will create a live in current, that staarts low and gets intense. thats how you do it. before you touch a device.. touch a surface of a cabinet or similar. then you won't short it out. basically, discharge your self..

balance; he no longer gives me the cold shoulder, no matter what.

in breeding; this no longer happens by feel.

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double chin; I no longer have a double chin upon detecting it no matter what.

amazon; They deliver my packages no matter what quickly.

wolfheart; wolfheart succeeds in geting the golden dice no matter what. he doesn't feel nervous no matter what occurs..

Aerosol; The effect is forming clouds that create a cooling down of the area.

bills; I can afford paying my bills doubly over no matter what.

wealth; Think the word "Wealth" in my head before you go to sleep. it makes the dreams that lead you to money.

en

en; enn

the end is all in the light of the moment. you know, I do.

the point you know; this is a point you realize by what is done. think and you know what to do.

False life; This spell is easy to cast. That causes you to gain temporary health. That's if its done by the shadows granting you, and your allies the health from your targets you target.

mom; I don't lose my mom no matter what.

death; I don't die no matter what unless I want to.

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sheila; she gets put in a nursing home quickly..no matter what the case.

I; I am no longer effected by the actions of the past..no matter what my conscious is clean.

biden; he improves his poll numbers to be better than trump..easily no matter what.

politics; people pay attention to politics no matter what.

for dnd

hectogon - 100 sided

chiliagon - 1000 sided

myriagon - 10000 sided

decemyriagon is 100,000 sided

megagon - million sided

Rescinding attack of energy; This attack is what creates the effect of energy attacks, that are firey and fall from the sky to effect the targets. This effect lasts 1d6 rounds.

Rescinding elemental attack; This attack is what creates the effect of any element in attacks, that are the element and fall from the sky to effect the targets. This effect lasts 1d6 rounds.

ascending attack; this is costing 10% energy, where you send up a construct 30' that goes into the air above your targets. its an energy ball that does what you want. think to it to cause it to attack your targets, it attacks them below it and it does this with whatever element you desire to send their way.

Item powered focus; Hold an item, then focus your mind on the thought you want to summon. This is the idea you create by making, that's with the power of the soul. You can create any effect, that's done by willing it to exist and it manifests as you want. You could create ice effects, fire effects, lightning after standing back and concentrating. Also, you can create with the power of the item and the energy of the target. The effects are instant if formed, they can effect multiple targets and you control the element you create.

Aesthetic powers; This is where you create an effect, that's done by making with the spirit using the creator to make a manifest. Think and that means you can focus, through the spirits hands you create what you desire. This includes any element or purification done by feel.

Focus points; This is a concept, that ghosts use. They focus as they think to use the items or the creator, that they have nearby as energy. THen, they create what they need to occur in a manifest by use of that energy.

Zoria: Age of Shattering

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Technomancy, or techno-magic, is a modern term that refers to the practice of incorporating technology into magical or mystical practices. When considering time in the context of technomancy, several intriguing ideas emerge:

1. *Digital Ritual Timing*: Technomancers may utilize digital calendars, scheduling apps, or even astrological software to determine auspicious times for their magical workings. They might integrate algorithms or AI-generated data to optimize their rituals based on planetary alignments, lunar phases, or other esoteric timing systems.

2. *Real-Time Connectivity*: With the advent of the internet and social media, technomancers can connect with fellow practitioners across the globe in real-time. This allows for synchronous group rituals and shared magical experiences regardless of geographical location. Time zones become less of a barrier as practitioners can coordinate rituals using online platforms.

3. *Temporal Distortion and Simulation*: In technomancy, the concept of time can be explored in unconventional ways, reflecting the digital realm's fluidity and malleability. Practitioners may experiment with virtual reality simulations or augmented reality experiences to alter their perception of time during rituals, creating immersive and transformative magical experiences.

4. *Data-driven Divination*: Technomancers may leverage algorithms, data analysis, and machine learning techniques to perform divination or gain insights into future events. They might analyze patterns in large datasets, such as social media trends or financial markets, to inform their magical practices and decision-making processes.

5. *Temporal Loops and Recursive Magick*: Inspired by concepts from computer science and mathematics, technomancers may explore ideas of temporal loops, recursion, and feedback loops in their magical workings. They might create digital sigils or algorithms that recursively modify themselves over time, harnessing the power of iterative processes for manifestation and transformation.

6. *Cybernetic Time-keeping Devices*: Technomancers may create or utilize enchanted devices, such as smartwatches or biofeedback sensors, to track and manipulate their physiological rhythms and subjective experience of time. These cybernetic tools could be programmed to synchronize with specific magical intentions or rituals, enhancing practitioners' awareness and control over temporal phenomena.

7. *Time Travel and Alternate Realities*: While more speculative, some technomancers may explore virtual reality environments or alternate reality games as metaphysical spaces for time travel or exploration of alternate timelines. These digital realms offer unique opportunities for immersive storytelling, collective imagination, and experiential magic beyond conventional physical constraints.

In summary, technomancy offers a fascinating intersection of technology and magic, where practitioners can creatively engage with time in innovative ways, leveraging digital tools, algorithms, and virtual environments to enhance their magical practice and expand their understanding of temporal phenomena.

defined

doffing; taking off

dawning; putting on

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