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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Thursday, March 5, 2026

Genetics

 The effect of thinking of the gene, then needing it to turn "on" in your body. This causes the genetics that you want. Then, needing the gene to turn "off" deactivates it. Thus saying, your no longer effected by what you don't want to be effected by genetically.

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.

People; they don't mind what I did or do, no matter what happens.

Judy; she answers my calls no matter what.

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

spacex; the spacex crew 12 launch launches perfectly, no matter what as though the correct weather and equipment was there for launch.

moose; he's not mean to me no matter what.

en

spacex; they launch. spacex launches their starlinks in this space launch no matter what, as though the right conditions in weather and equipment existed.

lag; the lag in the spacex broadcast stops and its smooth sailing no matter what after this.

relief; break free what has attached to you and feeds off you like a leech. Curl your hand up and slash near the stomach area..that breaks the link. then your free.

Whenever; whenever I eat, I don't get dessert.

stevia; the need to eat drops after drinking or eating stevia laden items.

en

Instant energy; Well a trick that usually works is to ask the spirits in the land to give you energy from the leylines.

taking it; I can take whatever I am dished and not mind it no matter what.

spacex; the spacex starlink mission is a success and launches no matter what, as though the right conditions existsed in weather and equipment.

moose; he is no longer too suspicious of what I do.

Answer; I do

en

toxic; it is no longer a toxic relationship no matter what.

moose; he doesn't get worse, he gets better.

exercise burn; the burn is not intolerable.

immune; I am immune to mooses statements no matter what.

moose; he doesn't mind me and gives me no harsh words no matter what.

en

people; they don't mind what I do or did no matter what.

tense; tense and untense your limbs..that's the way to relax your body.

tulsa; the pulse cleanses the body and the soul.

rulsa; by rules you have your saved by feel.

ruusa; the ruse is the thing get trusted and your believed.

en

paying for things; no matter what, I will always be able to pay my bills and for basic amenities.

praying for things; pray to your god for the things you need.

paul t.; paul recovers from his weakness no matter what and quickly.

paul t.; paul is is in the mood to pay me and manages to pay me off what I am owed as quickly as possible no matter what.

for dnd

Weapon: Plasma cannon; The plasma cannon can shoot 50' and it deals plasma damage..4d10+focus in seconds (up to 6 or 1 round) damage in a 10 feet radius plasma shot. It's large, it has a power crystal as it's source. It's weight is 5 lbs.

Avatar class

Description: This is when your God chooses to allow you to channel him and make you his Avatar. This has added benefits, of course, so think to use this class as you may.

Ex

Avatar form (Ex); This is at level 20, when you channel your god so much, that you become like him or her. The energy of your God/dess transforms you from within, making you gain +100% health anf +5 to all core stats in mind.

Avatar of the Convergent World (Ex); Level 20 Feature. You may use this feature anytime you like. At 20th level, you become the living axis between nature, civilization, and the unseen spirit of the modern age. As an action, you enter World Convergence for 1 minute. During this time:

Elemental Sovereignty

You gain a +60 ft flying speed and hover.

You have 1/2 damage resistance to all damage, and immunity to one elemental damage type of your choice each round (chosen at the start of your turn).

Your elemental abilities ignore resistance.

Dominion of the Modern Realm

At the start of each of your turns, choose one Domain to manifest:

Sky Domain - Violent winds swirl around you.

Targets/Creatures of your choice within 30 ft must succeed on a Strength save or be knocked prone for 1d6 rounds. Ranged attacks against you have -10 disadvantage.

Grid Domain – You channel power infrastructure.

Lightning arcs to up to 3 creatures you can see within 60 ft (Dex/Agility save; lightning damage, half on success).

Stone Domain – Concrete and earth obey you.

The ground in a 30 ft radius becomes difficult terrain for enemies, and you gain +2 AC.

Tide Domain – Water answers your will.

You regain 20% Health, and enemies within 15 ft must succeed on a Strength save or be restrained by spectral currents until the start of your next turn.

You may choose a different Domain each turn.

Avatar's Will: Once per turn, when you deal elemental damage, you may:

Maximize one damage die, or force one target that failed its save to automatically fail its next saving throw against your elemental abilities before the end of your next turn.

Bridge Between Worlds: You cannot be stunned, paralyzed, or frightened during this state.

Aftermath: When World Convergence ends, you suffer exhaustion.

Ability

Elemental Overdrive; Learning ability level: 1. You channel raw elemental force through your body and the modern world around you.

Activation: As an action, choose one elemental type you can bend (fire, water, cold, lightning, thunder, acid, void or bludgeoning from earth). You unleash a focused elemental strike in one of the following forms:

Line (60 ft long, 5 ft wide)

Cone (30 ft cone)

Single Target Bolt (120 ft range)

Damages:

This is where a damage amount is 1/8 the health at levels 1-9, 1/4 the health at levels 10-19, 1/2 the health at levels 20-29. All the health are at levels 30+, unless your target rolls a 10 or above for a savings throw. That's done by rolling a 1d20+luck or if no luck, then its 1d20 and hope to get a 10 or above. Then its 1/2 the health. 

Modern Interaction Bonus: If your element is supported by nearby infrastructure, the attack gains a bonus effect:

Fire (near fuel, engines, neon, heat sources): +1d8 damage.

Lightning (power lines, electronics, vehicles): The attack jumps to one additional creature within 15 ft of the original target.

Water/Cold (rain, plumbing, snow): Targets' speed is reduced by 10 ft until end of their next turn.

Earth (concrete, asphalt, rebar): Targets knocked prone for 1d10 rounds.

Thunder (urban density, enclosed spaces): Targets/Creatures have -5 disadvantage on the Dex/Agility Save you can do to dodge.

(DM decides if environment qualifies.)

Overdrive Surge (Optional Risk Mechanic): After using this ability, you may choose to overcharge:

Add +2d8 damage.

You take force damage equal to your proficiency bonus and cannot use Elemental Overdrive again until the end of your next turn.

Imprint; Learning ability level: 1. You can imprint or interr any information to go into the minds eye of the target.

Elemental Sync; Learning ability level: 3. You attune to the dominant element in your environment. As a bonus action, you sync with your surroundings for 1 minute. Choose the most prominent element nearby (DM adjudicates): Air (open sky), Fire (heat/light sources), Water (rain/plumbing), Earth (concrete/stone), or Lightning (power grid/electronics).

You gain: Resistance to that element's damage type.

+1d4 bonus to damage rolls of spells or abilities using that element.

Urban Conduit; Learning ability level: 3. You can channel elemental power through modern infrastructure.

When touching:

A power line or device -> deal lightning damage instead of normal elemental type.

Plumbing -> extend water-based abilities by +30 ft.

Concrete or asphalt -> treat it as natural earth for your abilities.

Open air above city streets -> gain +10 ft flying speed until end of turn.

Passive: You ignore nonmagical difficult terrain in urban environments.

Avatar State: Controlled Surge; Learning ability level: 5. As an action, you enter a focused Avatar State for 1 minute:

You can use two different elemental abilities on the same turn (one action, one bonus action).

You add your Wisdom modifier to elemental damage rolls.

You shed faint elemental aura (dim light 10 ft).

After it ends, you gain exhaustion.

Reactive Counterbend; Learning ability level: 5. When you take elemental damage (fire, cold, lightning, thunder, acid, bludgeoning from earth), you can use your reaction to:

Reduce the damage by 1d10 + level.

Redirect half the prevented damage to a creature/target within 30 ft.

Atmospheric Override; Learning ability level: 5. You subtly manipulate local weather in a 60 ft radius:

Suppress heavy rain or create light rainfall.

Increase or decrease wind speed (strong wind rules).

Raise or lower temperature enough to impose -5 disadvantage on extreme-weather saves.

Lasts 10 minutes. Concentration.

Digital Spirit Interface; Learning ability level: 7. You perceive the "spirit" within machines.

You gain:

+5 Advantage on Technology checks (or Arcana for tech in your setting).

You can cast detect magic at will, but it detects power sources and data signals instead of magic.

As an action, you can overload a Small or Medium device within 30 ft (Con save or disabled for 1 minute).

Elemental Reconstitution; Learning ability level: 7. When reduced to 0% Health but not killed outright, you dissolve into your active element and reform at the start of your next turn:

You regain Health equal to twice your level.

Targets/Creatures within 10 ft take elemental damage (Dex save half).

The damages in amount are:

   1d6+Charisma mod with every 2 focus ranks for the health of levels 1-9.

   2d8+Charisma mod with every 2 focus ranks for the health of levels 10-19.

   3d10+Charisma mod with every 2 focus ranks for the health of levels 20-29.

   4d12+Charisma mod with every 2 focus ranks for the health of levels 30+.


Multiphase Bending; Learning ability level: 9. You can combine two elements into hybrid effects:

Examples:

Fire + Air = Explosive blast (extra 2d6 thunder).

Water + Earth = Restraining mud (target restrained, Str save ends).

Lightning + Water = Chain surge (jump to 3 additional targets).

Earth + Fire = Magma strike (ongoing 2d6 fire for 1 minute).

You can apply one hybrid effect per turn.

Spirit Network; Learning ability level: 9. You can sense emotional or elemental disturbances across the country.

You always know when large-scale elemental magic is used within 1 mile.

You can telepathically communicate with creatures you've damaged with elemental abilities within 300 ft.

You cannot be surprised in urban environments.

True Avatar Ascendance; Learning ability level: 11. You fully awaken as the bridge between worlds.

For 1 minute:

You gain a flying speed of 60 ft.

1/2 damage resistance to all damage except force and psychic.

Once per turn, when you deal elemental damage, maximize one damage die.

Enemies within 20 ft have -5 disadvantage on saves against your elemental abilities.

spells:

double take; this is where you come up with funding and pay only to be paid back. all the while you use the distraction of the moment to get your money back.

Sunday, March 1, 2026

Wholesale magic

The magic of wholesale is the magic of the sale. Think about it and you can make anything seem good. The idea though is some things are better than others, so pick and choose what you think is good. Then, on offer of it you could get a good offer in return. 

Some spells will come.

Wednesday, February 25, 2026

new ideal in magic

Think and do, this is the new ideal. Think about the idea and cause the effects as you do things by feel.

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.

Judy; she stops hedging on her clothes washing need.. no matter what.

SpaceX; they launch quickly with no delays no matter what as though the right conditions existed in weather and equipment.

Antwaine; he agrees to donate to me 10 tomorrow no matter what.

Farron balance; he doesn't want to give up no matter what.

Moose; he doesn't take too much of my time no matter what.

Moose; he gets along with me no matter what.

I; I get along with moose no matter what.

Things; they don't mind what I did or do no matter what.
En

Mutter; I no longer mutter no matter what.

Stutter; think about it and you get to know peace as you no longer need to stutter no matter what.

Moose; he doesn't bother me and I don't bother him no matter what.
En

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

SpaceX; the starlink launch no longer keeps being pushed back in time with out delays..no matter what. No matter what it launches successfully and easily by feel.

Pick; the pick is the thing, the subconscious creates the link and you only have to name it.
En

Wess; he doesn't mind me calling him no matter what.

Moose; he doesn't mind me calling wess no matter what.

No one; nobody minds what I do or did no matter what.

Denise; she feels like chatting with me no matter what.

Unreflectant paint; this is where you think about the energy not reflecting your efforts and effects.

En

Wess; he no longer feels overwhelmed by feel no matter what.

Toxic; any toxicity dissipates harmlessly away.

Tamara; tomorrow
Tomorra; tomorrow 
Tada; today or yay!

My computer; my windows 10 machine works no matter what and otherwise I do the right things to repair it no matter what and quickly.

Judy; whatever the case, she affords Paul t's snuff no matter what.
En
Judy; Judy asks me to go to the store for her no matter what.

Avatars; great songs work in progress.

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

Any backlash; it doesn't reach me.

Trail; this is the trail of tears.
En

Dawn; seeing a dawn doesn't hurt me.

Mess; clean up time!

Favor; por favor and gain favor in saying yes please.

Slap; the slap face. Avoid it at all costs.

Misty; she exists, think and you know what to do.
En
Healthy; I always seem to eat the healthy stuff no matter what.

Friday, February 20, 2026

Earnings

 Think and it is so, as the master spoke you knew the truth of the words. This is a quote from a book I once wrote in a past life. It reminds us that we earn what we work for and relax to recoup from the work. This is the cycle of working and relaxing as you can know it. There is a way to relax as we work and get results with pay. Think to do what you need and state relaxing, this causes the tenseness in the body to relieve itself. That's as we work. 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.

moose; he doesn't lose his car insurance no matter what.

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

I; I don't mind what moose did or does no matter what.

detoxify; all relationships are untoxic that I have..no matter what.

Thought focus; This is a point you focus and create what you want.

en

out; this is where your out of focus and creative as you think of doing things.

in; in focus and not doing idea.

of; officer

conf; confession

focus; this is where your okay with what you've done and accept the punishment.

en

the writing; this is gotten as idea and it comes to me by feel that I can write down..

Fat magic; Focus your energy in the fat cells and think of what you want. The subconscious should form what you want using your fat as energy.

Walking 8000 steps; Here's how I did 8000 steps..I kept thinking a different thought every time I got tired. and felt energized again.

if you ever need to walk a long distance and get tired, thinking a different thought won't tire you out.

Spacex; they succeed in the launch without delays no matter what.

SpaceX; They succeed in the starlink launch without delays no matter what.

en

wess; I don't mind what he did no matter what.

wess; he doesn't mind giving rides no matter what.

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

moose; he doesn't blame me for lying nor accuse me no matter what.

victory; I am victor over the scenario, no matter what.

en

delivery; I receive the delivery by amazon no matter what and quickly.

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

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

moose; I don't mind what I get as treatment from him no matter what.

moose; he doesn't argue with me no matter what.

en

suage; I avoid being sued no matter what.

Even though she's gone I can still do it; This causes the ability to do what you want to emerge in the body.

Plump; This causes the target to become plump.

Thin; This causes the target to become thin.

sausage; state this and your body becomes longer and thinner like a sausage if you think it will. what you think, the subconscious forms that's by the thoughts and spoken words you speak.

for dnd

skyquake; when the cold air reacts to warm air, it booms and sends a shockwave. that knocks your targets off their feet. if it doesn't, then they run. so roll a 1d6 and if you get a 1-3 they are knocked off their feet for 1d10 rounds. if you roll a 4-6, they run away. combat over.

Stroke; This causes by energy programmed with your thoughts to do so, the person or targets will have a heart attack and stroke that makes them unable to move for the rest of the battle.

Stroke II; The stroke starts with a heart beat, it raises in tempo and the targets blackout. Not remembering a thing that happened as it occured. This leaves the targets prone to do nothing for 1d10 rounds.

Think; This idea is wrought, lets do something about it.

Swap effect; This is where energy rubs against the target and gets some attribute from them, that's as you pass some of your attribute to them.

super engine; this effect causes the idea of the engine becoming super in ability and never failing no matter what.

equipment

plasma blade; This is a burning plasma blade shaped by magnetic fields with an energy source all in the handle. This has 4d10+strength mod in electricity damage, its crit is x4 the range is 12', its medium in size and it weighs 5 lbs.

Sunday, February 15, 2026

Earning effects

 This effect is where you create an effect by writing it down, then the spirit makes understanding why it occurs. This is earned by doing actions and thus, can be recreated by thinking it is recreated and you know what it is. So think and you know what to do, that's as it is directed by gaming into play and reality. This includes horrendous sounds by thinking the spirit or angels makes the sound. They do what they feel you need. That's how beings work, they feel your need and create the idea into reality. Interesting, right?

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.

delivery; THe delivery speeds up by feel no matter what and I get the delivery I ordered.

musk; musk no longer helps the republicans no matter what.

omni; the effect is in the past, the present is where you take notice of it.

omna; holy name

omne; holy negation

omno; omnicient know-how

omnu; creator's right

omny; holy denial

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

spacex; the starlink 6-100 mission is a success as it launches successfully as though the right conditions with weather and equipment no matter what without delays.

moose; he passes his inspection no matter what.

Me; I pass my inspection no matter what with flying colors.

en

for dnd

These are spell ideal from SH, Kittymoo, Caz, Kio and Ben.

Teamwork; This effect is where the allies look "over your shoulders" and help with supplying energy to create an effect. Depending on how many allies join in, makes the effect. Its x2 per ally on healing/damage that's added to your own effect. Like its 2 allies then added to the damages is x4 the effect.

Egress; This effect is where you leave an area. The targets leave and combat over. You can enter the area after as a checkpoint.

Deia; This is your God that you call for protection. Nothing bothers you or damages you for 1d10 rounds.

Force negation; This negates any energy blow at you as it is a point you react to by what you sense, you redirect outside energies at other outside forces - sort of like the stereotypical water-mage/bender doing better near an ocean or fire-bender having an easier time near the mouth of an open volcano, except you'll use every element and then stop to ask the spirit of a dandelion if it could give your spell a kiss for good luck. The power-word-kill equivalent is using the enemy's own energy against them.

Expanding power; This expands your energy by 50% each time you cast this spell. It costs 10% energy to cast. Its expanding your own power or ability to perceive things largely. Start with a little marble swirling with energy (red, blue, idk, start with red for some reason) and blow it up to the largest thing that you can possibly imagine. It grows and grows and expands and expands until it encompasses the known universe. Zoom out and start over. Treat that huge new thing as if it were now once again the size of a marble. Then, keep growing it. Its like starting at subatomic scale and zooming out, until the multiversal structure of the cosmos becomes evident (you can just do it in an empty blank black void tho, like in its own parallel universe).

Astral vision; after casting this spell, you can view at any distance anything you wish to view. This uses a "third eye" technique described in a book. It claimed it opened the eye for the astral sight, allowing one to see the astral plane in reality or in their dreams, the ether etc. it was about breathing in imagined green-red mists in the environment and then breathing them out slowly, imagining they would pass through your third eye on your forehead, "opening it up" like unclogging it, and the mist breathed out from there being green. slowly you would turn the place from red or red-green into completely green, breathing in green mist and breathing out green mist (from your third eye)  until it opened up. However, with techniques like that you can substitute out any colors and forms, that 'feel right to you' and it still will work right for you.. 

Flurry of blows; This is where you cause snow to fall and when it falls, each flurry of snow deals cold damage to the targets and healing to you and your allies.

Fury of blows; This is where you create a storm of blows, that hit the targets for x4 the energy damage. This costs 40% energy.

Healing blows; You heal per each blow to you. This lasts 1d10 rounds.

Healing blows II; You heal per each blow to you as the blows seem intense. That heals x2 the damage to you as you take them. This lasts 1d10 rounds. This costs 20% energy.

Healing blows III; You regenerate x3 the damages per each blow to you, think and you regain lost limbs in a moments notice. This lasts 1d10 rounds. This costs 30% energy.

Mortal hit; This is where you cause upon the targets, a hit that kills with one attack. The hit can be any hit, that hits the targets. Think and you do. This costs 30% energy.

Mortal blow; This costs 20% energy as you focus upon as a point upon the weapon and strike the target. This strike kills the targets in one blow.

Mortal blow II; This costs 30% energy as you focus upon the targets as a point and think strike the target. This strike kills the targets in one energy blow.

Treasury hit; This effect hits the treasury of the targets, thinking to deal for x3 the money charge as damage. Think to kill the targets and you get a money drop that's x3 the normal amount.

I don't know; This causes the targets to repeat your words and state "I don't know", that's making them not kill the moment of an attack you deal to them. I don't know means "I kill in it what I kill now" and can kill what makes you stop things from working. Safely used as you state "I don't know", that's as you think to not kill what helps you out.

I know; This causes the targets to stop what they are doing, think and act better. They no longer want to attack you and your party, no matter what you do. I know means " I kill now" and can be used by stating "I know" thinking to stop what you don't like that your doing and start doing something normal right after.

K; This effect upon statement intending the ancient meaning, kills the motion or idea you want killed instantly. This can even end the targets life within 1 action or instantly if you intend it to do so. Normally, it can be used to kill off the need, if the need was there to attack something.

G; This means God, good and bless, think to use this to bless you and your party with the statement, "I cast G;". Think and you and your party are getting the benefit of a +5 to all rolls, that's except attack rolls that are with +10. This lasts 1d10 rounds.

Ke; This is where you focus your energy upon the vermin and bugs, thinking to rid yourself of them. This drives away all vermin and bugs from the area, safely.

Pinneal knowledge; This where you think to activate your pinneal gland and you become psychic. Thinking you know makes you knowledgable because of this. Add +5 to intelligence based rolls and knowledge all roll results.

Recovery; This is where you recover in a moments notice by feel from what ails you. All diseases and poisons disappear from effecting you.

Death n decay; The death energy of the cells can be focused to cure diseases..as you focus out all your death and decay energy from your body. The disease disappears.

Trial n stoppage; This is where you try something and the body builds up resistance to the effect. So basically, it didn't seem to happen. Cast this on your targets, then they try things and stop wanting to do it. Fight over as though they stop and its a delayed reaction.

Stop and start; This is where you start doing things that seem interesting that you want after stopping what you don't like. Think and its done. Add +5 to all intelligence and wisdom based rolls for 1d10 rounds.

Madness spell; This effect causes the madness to effect your targets, think of what they see and they don't see reality again. They see what you want them to see, instead. This distracts the targets so they don't react to you and your attacks for 1 hour. That costs 30% energy.

Slippage; This effect causes the effect of slipping by what you state, that's as a suggestion into their subconscious mind with a conscious statement. The targets you do this to, automatically do this instead of what they planned.

Back-breaker; This effect is done through the thought of the persons'/targets' back breaking as you will it to occur. They collapse to the ground or can't get up from where they are, that's for the remainder of the fight that they are outta the fight. Fight over.

Spelling effect; Think of the effect, then need it or will it and it occurs as the idea just happens. This is effective for elemental effects, sleep/wakefulness and blessings/curses. Any blessings are a +5 to all rolls for the allies and yourself. Any curses are -5 to all rolls for all targets.

Room shift; This is where you make use of the outer soul body and shift to your oversoul's inner room, that's opening the door, entering and waiting as the oversoul body moves about and goes places. When you sense its safe, you "teleport" out of the inner room by opening the door room and walking out to the outer world area. That you appear in and do things as you want. The items you get shift with your soul body, that you want to go with you. This is instantaneous.

Instant en; Think and the end is done..instantly. That you need to occur. This causes the targets to perceive the end, even though it never occurred. They end their need to fight you and your party, then fight over.

en

additives

Magic resistance can be handled with a 1d100+Will with or without enchanted gear. Roll a 50 or above to counter the effect. Feel free to reroll with a Bonus action.

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