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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Friday, March 15, 2024

winning magic

This is where you think about the others you effect and cause by the soul things to be as you think they want. This is in effect, done by feel and created is the point you desire.

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.

Focus; focus, create, think, and made.

Pd; Palo duro is a place people can come to by feel.

Think; think and you know what to do.

Ritual; the rites are good, so if you want to do them..then you can.

Think; focus, think and create that is the rite way of living.

En

Rite of recall; this can make use of a lit candle. this causes the memory essentially to be recalled as a memory that is there.
Rite of summoning; this can make use of a candle. this causes you to summon things or idea that exists where and when you want it to exist.
Desummoning; this uses focus. think the being is unsummoned, then think it goes to heaven by willing it to calm and go to ascend. Otherwise you can make it go to hell by banishing it with your will after thinking to dismiss it. 
Turn head; this takes will. this is where you think about the idea of creative thought, and see yourself turn your head. 

This is where you focus and think you rejoin your body. As you turn your head your returned.

Think; the effect is a point, what you do is respond if non hostile.

Robbie; things go correctly for him no matter what.

Mist summons; this is used for memories and you can summon through time with energy what you desire. This includes the living.

Solar flare shield; this is the creator that makes us protected by light energy from solar flares and things not liked.

Order; they don't screw up the order no matter what. The order fro Walmart is delivered to me no matter what and quickly..

Deep focus; this is breathing in and out, thinking to be in trance. Think of what you want and suggest it to your self and you more easily get things done. Hear a loud noise to 'wake' up.


En

Thought; the more you fight it the more you give in, peace will be there and here.

Moose; he no longer thinks I am a lier no matter what.

Moose II; he no longer hurts from pain no matter what.

Honesty; I am honest no matter what.

Ending; I move on in life and things work for me in the end.

En

Gas prices; they go down in price no matter what.

Wolfheartfps; he has luck and his game works no matter what.

Webcam; wolfheartfps webcam works no matter what.

En

Paul t; he gets his money in the mail by USPS..as soon as possible..I also get paid 70 today no matter what.

Moose; he trusts me no matter what.

Taken; what ever is taken is not caught, no matter what.

The; the end of this is where you get what you want..no matter what.

Bedbugs; they cease to exist in my room, no matter what.

En

Weight bomb; think about gathering Sweets and handing them out. They won't know where the weight came from that they gained.

Paul t; he doesn't mind giving me money no matter what.

The trolley; it's not held up any more..no matter what. I get to my destination no matter what in time.

Correct; things go right for me no matter what.

Things; things just happen so think about it and it will arrive in the end.

En

Whatever; what ever the case, there is no opposition in me doing it..

Thought; the same thing is different every time so I can remember it.. other than that it doesn't repeat.


Ashley; she gets her finances situated as quickly as possible no matter what. She doesn't get kicked out of pd1 no matter what.


Things; things will work out for Ashley no matter what.

En
Antwaine; he answers my texting or calls no matter what..

Weight; the body weight goes down quickly no matter what by focus on lessening it. The weight stays off.

Zero; the bank account closed and I keep my money elsewhere.

10000

Stacy butts; she answers my calls or texts no matter what as quickly as possible and has no extra stress.

Coldness; think about it, the idea is lack of heat in the air. This is cool in action.

En

10; antwaine can send me 10 no matter what. He also answers my texts and calls no matter what.

Thought; the thought is not distracting them unless I need it to distract them..no matter what.

Anti steal; this prevents anything you don't want stolen not to be stolen..no matter what. The conscious of the place prevents it.

Long range strike; this is where you strike at a wall and think the energy of the strike goes to the targets you want to hit or heal. Once you do, the targets will be surprised by feel. That's as they receive a hit or healing from nothing.

Long range effect; this is where you think of the area or target, needing a result that the creator causes to exist where you want it to exist 

Ashley; she gets helped by those she called no matter what..she has luck again.

En

Snake mirror gate; this is where the mirror gate activates, and snakes in a oval appears and you are there where you want to be.

Appeals; trump appeals gets a bad result with his case. No matter what.

Ashley; she has luck on her endeavors..no matter what.

Isley; there is no weight coming back to me no matter what that I sent out.

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

En

Memory; the memory problems of myself go away and doesn't return..no matter what.

Thought; the moment that you hold and then you get to hold things.

Things; the holding of things you get in measure.

This; to hold in something.

Transform; the moment you hold in something and the body changes by feel to be thinner.

En

Flatulence; the point is if you fart you release gases and that lowers your body weight no matter what.

Flat; your flat in the stomach no matter what.

En is; as I you are if you want to be.

Another; another fart coming up and it's going to be massive.

Focus; the focus is there you think it's done 

En
Ashley; she wins against what she fights against..no matter what.

Weight; my weight is lessened by feel and I have a flat stomach no matter what.

Free; I am free of this body and can do whatever I want.. if I think not then it's not done.

Polar ice caps; this effect is cast by the creator to cause the north and south poles to freeze over again quickly.

Famboy; the point at the end is what are you familiar with to create by use.

En

Delivery; my Walmart delivery arrives and I get the delivery no matter what.

I easily did 8000 steps.

Rune master; think of what you need and trace a simple picture in the air as you think it will create itself and you make with a runic sigil with a empowered drawing.


Surprise; Any surprises I am prepared for no matter what.

Tweak; this effect is a spell that causes winning magic and you are the winner.

Think; the effect is a concept, what you do is what you want to do.

Sunday, March 10, 2024

instisocial effect

Instisocial is where you express something on a social chat in intention to create the idea as a result. This uses the energy of the server and the service to create what you wish into or out of existence. So where you want to create something, you do. This is where you think and create or know and make. The idea is a point you think about, so if you think to make calm actions. Then, the end result is clear, its done.

Here are some spells for your perusal:

 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.

Sound out; this causes a sound effect that puts out fire.

escape; I leave before I am caught..and they don't think its me no matter what.

stealing from afar; This is where you think of the item and touch it by thinking its touched by you. Then you get the item in the end.

sound counter; this is a sound that counters out a sound. this works as the sound is "played" and all other sounds are dimunized.

sound convertor; this is using a converter of sound to change the vibrations of the original files.

en

I ERS 2; This is where you erase what you don't like and cause it not to exist.

Astral projection; This is sending yourself out of your body, think and your doing things somewhere you think to be. Upon coming back you wake up.

Ghost busting; This is using a spiritual weapon by thinking it exists making a striking attempt, that's thinking its in hand to strike out the ghosts, that exist whenever a person leaves the area.

plant food; this increases stamina and energy

meat; this increases health

so what is edible? Anything that gives calories is edible. The exception is water. It doesn't have calories, but our bodies need it more than food for other reasons.

odysseus; Intuitive Machines' private Odysseus probe will land perfectly on the moon today. no matter what its a success. the challenge is successful.

focus; upon focus its sanitary and things work well.

en

cme; coronal mass ejection, this is not done to a big degree no matter what.

x-class; x-class flares die down and we only get m-class flares after this.

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

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

moose; he can stand what I do or did no matter what.

drinks; they no longer turn sour no matter what.

en

efficiency; this is where you cause the A/C to work right no matter what occurs.

democrat; there is a democratic president elected no matter the point.

miners; they are safe no matter what.

mining co.; they clean up their act no matter what.

Action pac; the super pacs for donald trump dries up no matter what.

en

wasting; the reckless behavior of spending money recklessly no longer occurs. no matter what.

en; the end point.

Amazon; they deliver to me what I ordered as soon as possible and I get the packages..no matter what.

Elemental

This is a balance between chaos and order..where you use chaos to break down what you don't like and use ordered energy to stabilize what is there. 

The chaos is a force that breaks things down. Order is energy that causes stability and strength. You can order anything while you can use chaos on things to destroy it. 

You can use order and chaos to create what you need by thinking of the force and needing it to do things.

Here are the chaos and order elements:

Chaotic fire; this is where you think about the energy of chaos combined with fire and casting it forth, then the idea is this.. the chaos fire breaks down what target it hits.

Chaotic water; this is fire that causes those exposed to it to be irradiated by feel. This water has radiation in it and as it breaks down it's structure it creates radiation damage. (edited)

Chaotic earth; this earth is chaotic and it's chaos embues the area as though a radioactive element. This is what causes radiation burns and radioactive damage.

Chaotic air; this is where radiation is in the air and spreads itself by a breeze. It causes radiation burns and illnesses.

Chaotic ice; this really has a point of idea, where you feel coldness and radiation from the ice or frozen radioactive water. That means it's concentrated radioactivity. So it does double the radiation damage.

Chaotic lava; this lava is where you think about not being nearby. So think about what it does and you might agree. It melts things that it gets near, and that makes it dangerous, melted in it is radioactive elements as it causes the radiation effect to be on your targets.

Chaotic poison; this causes degrading moments and makes it so things die easily by radiation poisoning.

Chaotic acid; this is chaos infused acid, that makes things mutate as it's eaten away.

Ordered earth; this is a special earth that is strong in elements. As you order earth by thinking at it normal thought that is stable. Then it gains in ability to create with its own energy creative idea and makes you sane as you use it.

Ordered water; this effect is where things are liquid and you create with the energy to revive, make energized and create order in your life and this water is clean..if you were insane you no longer are after drinking it.

Ordered air; this is ordering air that causes it to be clean air. This makes it sweet to take in. It is purified of radiation and able to revive those you want to revive with sane thought.

Ordered fire; this fire is very able to burn anything. It's true temperature is very hot and any nearby it is more able to handle things.

Ordered Ice; this element is cold, it's ordered Ice yet pure and you get the benefit of creative thoughts if you use it. This element can freeze what you intend frozen. And slow down with freezing damage the targets you think deserve it.

Ordered lava; this is ordered lava that  can melt anything near it. It also is strong enough to burn any near it.

Ordered poison; this makes things die easily by double strength poison. 

Ordered acid; this acid eats away from being on your targets twice as fast till death.

for dnd

Fear language; Think of inciting fear and speak, then you project forth energy causing fear in the targets. They are out of combat for 1d6 rounds.

Rune mastery; Think of what you need and trace a simple picture in the air, as you think it will create itself. Then if you describe what rune you traced and what it means to the dm/gm, you make with a runic sigil with a empowered drawing using thoughts as energy. This can create any result, including any element you choose to use to get a result with by feel and ideal. This means, you say "I use the rune mastery spell and draw the rune of prosperity to make 3000 gold appear in my inventory." The gm/dm will tell you if its made or not.

Otherwise for an elemental effect, you could say "I use the rune mastery spell and draw the rune of cold to effect the targets." Then the gm/dm will say if it happened and you roll the cold damages and how much it slowed the targets down. That's basically where cold/ice slows the targets to 1 action per 1d6 rounds as it deals cold and ice damages. Other elements are normally done to either heal or damage the targets. Like earth, that absorbs damage and can knock out the targets. Fire burns. Air blows the targets down. You can cause air platforms to lift your targets or hold them in the air. Airballs are used to shoot holes in the targets.

Water can form in a cup, form as water balls in the air and shoot holes in the targets. The water can become like a wave that overwhelms the targets. Lightning can charge things or shoot forth after forming in the air to strike the targets and electrify them. Lava can form around the targets or on the targets and melt them where they stand. Acid can form on the targets to eat away at them for 1d6 rounds with acid damage.

Poison can cause illness and make the targets either use an antidote, or they will fall prone for 1d6 rounds with poison damages per round. Chaos can create dissolvation of the target by breaking your targets down and they cease to exist except as chaos energy. Void can form attraction to be pulled to an area or suck energy and health to you. This is an example, so think and you know what to do..

Expansive attack; The larger the targets the more the targets get hurt. This is where you create more damages to targets larger than you. The effect is exponential, where you are attacking the large target you get double damage. Where you are attacking a gigantuan you get 3x the damages. This spell lasts until you are resting. So instead of dealing normal damages to a dragon, you do double. This is because you focus meta energy on the attack and that makes the attack you do, that's double or triple the amount of damage per attack. Think and you know what to do.

Physical spirit; The effect of creative approach to make a spirit physically there. It then does what you want to do as you need it to do things. It on attack is undefeatable, so that means it can dissipate into energy and reappear anytime. If you no longer need it, you dismiss it and it will disappear. It can attack as you need it too. It can also heal you as you need healing.

Electrical being; This is where an electrical being can create with electricity..yet where ever electricity is they can form and appear where you want, what they look like is whatever you need them to appear as. So if the being wants to, it can look like a real person. They have an auto-generational core with the ability to surge out as needed. When they surge out, they create what they intend to create..which is what you want. It has an anti-magnetic field or property to defend itself from general electric currents in the world around it.

When summoned, they can do what you need as you intend it to be done. They exist where they want to exist, then they work with what you think. This being can create with a point and that's expressed if needed. They absorb all attacks, using an electric shield that they receive as extra energy to create with by feel. This summons lasts for 1d10 rounds or until you don't need them to exist. They can deal damages that you want to effect others you target. So think and you know what to do. 

Elemental being; The elemental being can create with any element and make an effect of what you desire. This is including attacks of elements or fists of energy in attack. It knows what can effect the targets. It comes from the aetherical plane of existence, as its an aether being and any element it can use or form as such. This means it can withstand allot of damage, that is physical and magical attacks are what can effect it. It however is immune to elemental attacks. It has 300% health and each point in constitution is +10 to its health. It can create a result within 1 action and has 1d6 actions per round.

Its elemental magic is where an elemental being can control any element. For example, an elemental can create and control fire, air, water, earth, ice, lava, void, poison, chaos and acid. They can do shape-shifting. An aetherical elemental being can shape-shift into any element, which can be a very effective combat strategy. So there's elemental control. An Elemental being can control other elemental beings of the same type, allowing them to lead other Elementals in battle. 

It has your stats otherwise. It can be summoned until it is dismissed or isn't needed. It regenerates your health with a +10 to your health per regenerated health moment. Normal damage in the first hits it does but if it hits more than 3 times it starts to do damage increasing of 2x the damages each time. You can summon 1d6 elemental beings at any given time. It does things for you because it respects you. It can telepathically hear and respond to your needs and queries.

Bitcoin elemental; This elemental steals your money but has 0.0001% chance of tenfolding it as well.

Tuesday, March 5, 2024

Eradicature in magic

 This is where you think and focus on not doing as you need to do something else. This is an eradicature, or not allowing unnecessary things. This I think allows you to cut out the things that distract you. So you get more genious thoughts. So think and do as you must,

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.

travis; he doesn't mind what I did no matter what..he allows for the expenditure and allows me to do what I want or wish.

travis 2; he doesn't mind it gone..no matter what.

stacie marie; stacy butts decides to talk or text to me no matter what if I need her to.

en

Biden; the democrats leader improves in memory and health as he unages to a point of 10 years younger. Biden has no further gaffes..no matter what.

IM-1 lander; it gets launched and lands successfully on the moon. no matter what it has no problems.

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

moose; he no longer thinks I am a lier or catches me lying no matter what.

en

thought; the point is done, accept what was done and enjoy life for what it is.

Biden; his memory improves no matter what. he doesn't develope psychosis, no matter what occurred.

Whatever; Whatever causes my weight to go up no longer causes it to go up, instead it causes it to go down fast and stay off me.

for dnd

Meta ability: 

This is the magic of the mind, that makes use of the realm of imagination or other dimensions using the figment element. The figurative element, It is basically just the dream/idealization world. Not a true painting of the world, it only consists of beliefs. Areas nobody remembers aren't painted and the world only consists of lucid creature's beliefs. The figuritive world. A figuritive element, say an imaginary friend like a Jackie Chan tulpa you created can beat the shit out of a ghost that is haunting your ass for example. Basically the sum of all being's memories. A giant dream junkyard dimension. As opposed to the dimension where spirits go. This works by imagination and need, that the thauma or magic then picks up on and creates by feel.

Its easily countered by the Aether effect. Aether or felt influence, there is manipulation by the energy of the soul represented with the spirit by thinking about it. Think of what you need and you get it. You can see what you will into existence, this is created by feel from imagination energy. So think of what you want and you create with the mind's energy to make what you will and need come into existence. There is a limit, the limit is what you think there is. Otherwise it doesn't exist, if you think it doesn't exist. This results in a quotient of chaos. Each thing done with the mind is with the chaos quotient +1. The chaos quotient number is what the DM/GM maintains. This quotient is doing things in use with a Wisdom roll, this is a rolled 1d20+Wisdom mod+other mods.

A successful roll of the Wisdom is with a 10 or above with nothing bad done, and you get what you want. A failed roll is a 9 or below result, where you don't get what you want. That's with bad results coming your way, where you can't help thinking about it. Think about it. Each failed check is summoning something to exist. That is a creature or monster with the quotient number, added to their to hit roll and damages. Low level characters would imagine lower level monsters more often. Otherwise, the characters will fight monsters they fought recently because it is in their memory. Once the chaos quotient is used up, it goes back to 0.

This includes:

An ability that increases perception so much they see better in reality. This improves perception by +5 for levels 1-15 and +10 for levels 16-.

An ability that references how everyone strives to get bigger numbers in DnD. They will it, they get a +5 to all rolls for levels 1-9, +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-.

A spell that breaks a mental wall to make a tactical retreat. Imagine the characters retreating behind the mind's eye, almost like they have access to a new dimension.

The ability to charm the narrator of the story to get a favorable outcome.

A spell that causes a paradox due to the in game mechanics. This makes glitches in the matrix, where you think of the idea and it happens if you need it to occur. One paradox is the players seeing a character do one action, then go back and do a different action because of a reroll. Another paradox is creating 3 of you that look alike and do exactly the same thing. Then there's stopping the motion of something as you think to look.

See, if the intelligence increases past a certain point the character might figure out the true nature of their reality. So the player gets +5 to their intelligence related rolls for levels 1-9. There's a +10 for levels 10-19, +15 for levels 20-29 and +20 for levels 30-.

If the character has a high strength, a strength above 17, they can lift the dice for a reroll. 

The effect of a bonus to intelligence, this makes the effect of creating with the concept. You can add in to your effect and focus rolls the intelligence mod. 

There is a dimension hopping ability, think of the plane to be and let your spirit pull you there as though you "hopped" to the dimension through a portal. You can use portals to change dimensions.

The ability to use chaos to produce a random object, that fits a stated pattern. For example if you said tool or item, then the chaos will produce a random tool or item that you need.

The ability to conjure any item out of thin air with the restriction, that it will dematerialize when you don't need it to be there.

The ability to enter a characters imagination, thinking to see how a certain event they were involved in occured through their eyes.

The ability to open a doorway to a realm, where imagination crystalizes into items based on the character's stat modifiers and usage of a Wisdom roll. Again, this is a rolled 1d20+Wisdom mod+other mods, where the good successful check is with a 10 or above rolled and a bad check is a 9 or below rolled. A good Wisdom roll gets good items. A bad Wisdom roll gets a bad idea to manifest. This can be weapons, that use the character's highest modifier as a bonus. Otherwise, its whatever they imagine crystalizes into reality.

Aether spells

So with aether or felt influence, there is manipulation by the energy of the soul represented with the spirit. The spirit is the emanation of the soul energy through the body particles with this. The thought you have is sometimes realization brought about by the soul with insight, this is where the spirit is creating things you need or want by what you think. The spirit does things by influence, so if you create the point you make by idea or expression. This is a known effect, where the spirit knowledge is used to create it by what the soul reveals. 

That's if you need to know and the subconscious is making you aware of the point. If not, then things are normal and the idea is what you think. There is an aetherical plane, too that has all elements in it. The spectral elements come from there. So don't get them confused. The point is made as simple as this, to get how someone or something died or lived, then think to the spirit of the dead bones or dead body and ask it to tell you how it lived and died. This is an effect that the soul reveals to you by insights on what the body did.

Here are some things you may do with this..however, you may create whatever result you wish to create, this is with the power of the soul and spirit.

Spectral manifest; This is doing a manifest of whatever you want as you think of the idea and need the soul to create the effect. It costs 10% energy to cast.

The aether ghost; This is where you use the ability to summon a chill of ghosts, that do aetherial damage to the area and targets you desire to haunt. That means they come, deal spiritual damage and leave. 

The song; This is a haunting song that prevents enemies from running away.

Spectre touch; This is a teletouch of the mind, that causes the targets to be drained of energy and vitality. You gain 1/2 the targets energy and health.

Wall pass; This is using the ability to turn into energy and pass through walls.

Spectral drain; This takes 20% energy to cast, yet drains the targets of all the energy and vitality the targets have. They collapse to the ground, dead.

Latency; This is doing a spell, that absorbs the latent life energy in an area. Half the energy of the area is given to you by feel.

Nightmare; This is a fear spell, that makes enemies have to run away from the caster.

Thinking weapon; This can summon a spectral sword or weapon of choice, it can be any weapon that thinks for itself and ignores half of the target's AC. It also flies and goes to attack for you the target. It is undestroyable and goes to where you need it to go. Its damage is spiritual damages.

Spectral heal; This is doing a spectral healing, that costs 10% energy gets healing done from the creator of the targets for most their health. This can overheal the target by a bit so they have 25% over max health. So someone with 100/100 health would be written 125/100 hp.

Reporting wisp; This uses a spell that summons a wisp, that can pass through walls and fly that scouts an area and reports by telepathy where enemies and items are.

Ghost friend; This is a spell that befriends ghosts by you offering energy and then asking requests from it. See if you do a quest for the creator or your Deity, then ghosts won't be hostile anymore.

Giant spectre; The ability to summon a giant skeleton, that emerges from the ground and uses a femur as a club..it has 100% health and your stats otherwise. The club does 1d8+strength mod damage.

Attack drain; This is the ability to have attacks drain energy instead of health, because the attacks phase through you.

Spectral push; This is using the ability to push the target's spirit away from their body, and they have to make it to their body to be able to move again.

Pirates; The ability to summon a ghost ship full of pirate ghosts, that form over the area and fly in to fight for the caster. You can summon 1d10 pirates to come to your aid for levels 1-9, 1d20 pirates for levels 10-19, 1d30 pirates for levels 20-29 and 2d20 pirates for levels 30-. This effect costs 30% energy. They have 100% health and your stats otherwise.

Spectral earth; This cools down the area as you think of the area targets, that smothers or makes pass out the targets in its energy. 

Spectral lava; This lava effect burns all targets and melts things in the area around them.

Spectral fire; This causes the area to warm up and create burning on your targets.

Spectral air; It can transfer any stink from the area to the targets. This can nauseate the targets, making them disgusted for 1d6 rounds. They are unwilling to fight after being disgusted with the stink and nausea. 

Spectral ice; This is using a spectral ice attack, that slows enemies down so it takes twice as long for them to do things. The targets slow by going to 1 action per 1d4 rounds.

Spectral rain; This is a spectral rainstorm that reveals wandering spirits.

Spectral lightning; This is lightning, that phases through walls and jumps between people.

Spectral hail; This causes a hail storm, that makes damages in a wide area to targets of 100'.

Spectral poison water; This is where spectral poison mixes with spectral water and forms spectral poison water. This poisoned water falls like rain at the targets, and kills them with double intensity in the area.

Spectral poison; This can poison the targets with ethereal poison that needs an antidote to cure or the targets die by poison damages per round.

Spectral acid; This effect causes acidic energy that eats away at the targets per round.

Specral void; This is darkenergy and what can pull your targets together by feel. That's as it sucks energy from them with its dark energy.

Etherial magic

This effect is using alcoholic drinks and focus, thinking to create with the spirits what you desire from the etherial plane or the plane of spirits. The effect of this is amazing, it can numb you as you do the effect with double the damages and healing. All you need is a little bit of alcohol and focus to create what you need with double the intensity. Whatever you need is served to the targets by the spirits that your served. This is doing an effect in itself, that lasts twice as long than 1d6 rounds. That means 1d12 rounds instead of 1d6 rounds in battle.

Self-creation; This is where you do things as you think it will work and create, that's with the energy of the moment. This creates what you want where you want, and as you want it created by the power of the spirits by what you do.

Bug draining; This is the usage of bugs and flying insects as energy to create results. You draw 10% energy from them as you cast your result.

Energy source; You can make use of your problems as though a source of energy. Think the problem or idea is a source. Then you use 10% energy up of the problem or ideal health. As you use it up, it disappears from existence.

Catching bugs; This is where you easily catch the bugs or flying insects, as you speed up with focus and do the catch.

Spitfire; This is where you create fire by spitting alcohol and setting it on fire as or before it reaches its target. 

Thoughtfire; the thought projected forth catches fire and scorches the targts you had in mind.

Elemental weapons III; This is 1d6 weapons the spirits create, then being undestructable it deals elemental damage that effects the targets. The energy consciousness creates the right element to effect the target with it upon hit. 

Energy effect; This effect creates energy in the area by the spirit channeling the energy from the etherial plane. Add 50% energy to your Energy amount.

Recharge; This effect causes the Etherial plane to recharge you and your allies in energy, that is fully recharged and only in necessary amounts. This effect costs 10% energy to cast in game.

Yeast reversion; This is the ability to convert fermentable sugars from food into alcohol with hasted yeast.

The spins; This is a spell that gives the target the spins, so their accuracy is reduced by -5 to their attack roll.

Drunken transfer; This is the ability to transfer the negative effects, that's of being drunk from the caster to the targets.

Effect transfer; The attributes you have are transferred to an object by touch, that you don't like by the spirit. 

Moving around; This is a spell that makes the target have to keep moving around, spending all of their actions.

Positivity; This is a spell that makes positive effects such as increased mood, better sociability through reduced inhibitions helping with anxiety, and reduced perception of pain. Morale +2 and a small charisma boost too..of +5 to charisma based rolls.

Energy transfers; This is the idea of creating energy effects, that's done by the spirit transferring one attribute with another. Whatever attribute you want, its there temporarily.

Dizzy spell; This is a spell that causes dizziness and confusion on an enemy, so they stumble around and swing their weapon haplessly hitting anyone near.

Falling over; Your targets get unstable footing and being unbalanced they easily fall over.

Fall asleep; Your targets are rapidly falling asleep at awkward times, so this is a spell that makes the targets fall asleep until they get attacked.

Memory loss; The targets will lose a bit of their memory of the events that happened. They won't recall why the battle started in the first place. So they lose interest in fighting. Its a -2 penalty to the intelligence rolls.

The hangover spell; Your targets have to make an intelligence save, thinking to make an action or their head will ache and they will be distracted from the fight. But it goes away, if they drink some salted water.

Improved health; The targets become healthier, as though to reduce the risk of heart disease and strokes. Add +30% health.

Lowered regen; The bad liver you give the targets is represented by lowered health regeneration. 1d10 less per round.

Unaging; This is where you think to create effects using your aging as a source..so instead of aging, the spirit causes you to unage instead. 

BAC; This is doing a spell that effects how much alcohol there is in the blood, which gives different effects based on a dice roll. The effects are BAC or per mg of alcohol in the blood. Roll a 1d30 and these are the results. 1-10, a BAC of about 50 to 250 which is mild intoxication in most people. 11-20, 350 is coma in the victim. 21-30, a BAC of 500 that says they died.

BAC II; This decides how well the targets do. It is a 1d20 with focus mod that at 1-5 boosts targets charisma, 6-10 they stagger, get double vision, and get reduced coordination of -5 to their Dexterity rolls, 11-17 puts them into a coma and they become knocked out, and 18-20 they have to make a constitution save to decide the fate of their liver and if they live.

Hair of a dog cure; This is a spell that makes use of the hair of the dog cure for a hangover. Once you target your targets with this spell, they no longer have a hangover.

Ugly beauty; This spell can make ugly things look beautiful and beautiful things appear ugly of the target.

The focus; This uses a crystal, any crystal, that you use as a focus and when you cast an effect. You create with more potency. You get triple the effect amount than usual and no bad effects of alcohol..this takes 20% energy.

The effect II; You only need to say "reverse", think and whatever you don't like is reversed as though reverted to be a better idea.

Nystagymus; This spell is causing nystagmus which is difficulty focusing the eyes, so a spell that makes a target unable to read, so they can't use scrolls or read things clearly. It could cause a mechanical enemy to freeze because they can't read their code.

Self-reflection; This effect makes people less self-reflective. So its a spell that makes the caster or target, they do not show up on reflective surfaces like mirrors or cameras.

defined

nerf; this is where you ruin a good thing.

Diet; this is where you lessen your weight no matter the point in life.

Friday, March 1, 2024

Clean magic

This is cleaning up things and the area is clean as though magic were done.

   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.

I pass; what ever happens, I pass my inspection no matter what.

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

Me; I don't mind what others do or did..no matter what..I don't have any guilt.

Focusing; the focus creates the effect, so think about the idea you need and its done. that's if it is needed.

Biden; he doesn't pitch us into war, no matter what happens.

En
Things; The things are looking good for the area, so think about the good and you get what you want as a need.

Thought; the thought you have is the thought you need..let all things suffice by feel.

Rest In peace
Just in time

En

Corey; I get Corey to allow me some cooked meat..no matter what.

Sneezing fit; I no longer sneeze, cough or have a cold no matter what.

Suppression; I suppress the cold until it ends no matter what. I use the cold energy to do this.

Win; the win is the thing you do by feel.

The doctor; he or she can give me what I need, no matter what.

Monoxide poisoning; I no longer have monoxide poisoning..or I am not effected by it no matter what.

En

Description
Avid; the focus point or concentration..
 In; think about the idea and you get it. This is the way it works..

Sunday, February 25, 2024

Gomez magic

 This is where you think of the idea, then create by doing things you feel are right. So think and the soul creates with the body what you wanted. THere are some spells that 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.

Cripple; This makes the target crippled and they are out of the fight.

Defiance; This effect is a point you do whatever you want, think and your targets create by actions of rebellious notion. They do this out of request using defiance of themselves..to do it.

Sublimate; This spell turns a target into some material on the material plane, that you want them to turn into, including gold.

Sublime; This is where you think of the idea, and the targets become lithe as a relaxed person can become. They do not fight.

Slackreicon; This is where you slip and black out only find yourself somewhere you want to be. No matter what.

en

whatever; whatever I do that's illegal, doesn't cause problems with my machines or connection to the internet..no matter what.

lizardman; it disappears by feel no matter what as though sent away by feel with love or good feeling overwhelming its needs..and senses

ring of fire; this is where you think the aura sends out a ring of fire, think an it uses the fire energy in the air to do it. you can send outwardly the fore ring, that's as though it were an expanding ring that you create what fire damage you need at a farther distance from you.

poison area; this happens as you focus poison essence through the aura, think and create a poison spread to the area and targets that kills them.

link and learn; this is where you cause a construct to exist, that sends a link and your mind chooses what to learn. it can be anything that you want to know.

portal; think about the energy that creates a portal in the air. this energy makes a slit in the air, that causes itself to expand into a oval or circle you walk through to another area, that your soul causes you to exist in with ideal by feel.

summoning orb; this orb causes you to share your energy, think of the construct being there and the construct is formed that makes a summons. this can be a challenge, target or creature that forms from nothing as you need it there. it causes the summons to not exist there if defeated or no longer needed. if unneeded, the summoning orb ceases to exist.

orb of elements; this is where you cause the orb as a construct, that spreads out lava balls in a spiral pattern. otherwise, it can send out yellow fire or whatever element including poison bolts. that you want to effect the target. that runs into it or you target them by feel. 

electrical arcs; use the orb to create electrical arcs from the sky, if you think to deal some damage with lightning.

line of fire; this is where you create with an elemental orb a line of fire, that connects it to the target by fire energy. its disrupted when you think its disrupted.

tentacles; these are summoned by the orb, as you think to lash out at the target and the tentacles form out of energy. that do the lashing.

pillar of light; this creates what you think, a pillar of light that comes from the sky to illuminate the target as it deals radiance damages.

stone attack; this is where you form stone on the target that blasts apart and its dealing blunt damages to the area and targets.

verse magic; think of the idea as though a verse, need it to occur as you think of the idea and speak one or two words to create it. this works like you suggest to your subconscious mind, that's creating with the subconscious as you state the idea represented as one or two power words.

stone pillar; this is where you use a orb construct to create energy pillars of stone to shoot up from beneath the targets feet. impaling them with blunt damage.

wind ring; this is air circulating really fast around you, that pushes back the targets that get too close by you. as it deals shrapnel damage from what the wind picks off the ground.

circles of fire; think of circles in the area being on the ground and imagining fire burst from the circles. this instructs the subconscious mind to cause fire rings, that do fire damages to the targets in them.

pillar of flames; this is where you can cause by an orb construct, the pillars of fire to strike the targets.

fireball fountain; this is where you cause by orb construct, a fountain that shoots fireballs in the air that unerringly strike the targets.

fire elemental; think of the elemental forming where you want and it shoots out fire to strike the targets.

lightning storm; this is allot of energy spread through the air, that generates lightning strikes where your targets are at the moment.

fire pillars II; this is where you think about forming pillars of fire, then the orb construct makes them appera and they shoot out fire like a filamethrower in 4 directions.

elemental armor; this is where you summon a circle of elements into your aura to create a protection by the elements either blocking blows, bouncing off element effects or absorbing the elements put towards you. add +5 AC as you have this effect going on.

Blue plasma balls; these balls are formed by the orb construct, that roll towards the targets as though drawn naturally towards them and they deal fire damage.

cataclysmic strike; this is what the focus of swirling energy will do with lifting items and things like rocks in the air. then, it hurls them at all the targets.

en

Separated; this is where you separate the things you don't like of your body, that is done by the soul or spirit as you don't need it. think and it disappears from you, only to reappear somewhere you think it should be.

fani willis; she doesn't ruin the trump prosecution case. no matter what.

asshole; I am no longer an asshole with the keurig machine. no matter what.

passing; the manager cassandra passes me easily in my room inspection no matter what.

mgr; she is in a good mood, so she easily passes me in my room.

chain reaction; this is where you set off a concept that manifests by statement, this concept starts another reaction that sets off another reaction and so forth. this means you create a moment in time, that is repeated until you don't need it to occur by feel.

the reaction; its controlled by idea expressed as a feeling, so think and you know what to do.

en

eradication; this is where you eradicate the bugs, wherever they may be. that's using radiance or light energy to do it. en

release; on hit your released by what you do of constraining energy.

think; think of the idea and the illusion is gone as you think you dispell the illusion in itself. however, the illusion can display whatever you want.

energy; this energy effect is where you will things and its repeated by the energy that manifests it.

enn

flying with sound; this is using sound vibrations to lift off the surface of the planet and fly.

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

always; I always seem to know what I do or what to do..no matter what.

MB; This is MB to earned money no matter the point.

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

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

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

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

think; things work no matter what unless not desired.

en

the act; the act is the thing, what you do is what you intend to kill.

creation spell; the point is something done, where something needed is something done. that makes for what you intend as you need to do what you can. think of the idea to do, then you create with a point and the body uses what you think as though an energy source to create with by feel. the idea is a point, so if you think to create with time, you make with the idea and time energy creates what you need. time energy is sentient, so think and you know what to do.

focus and create; focus upon your thought, then need the idea as you will it to exist, then the idea will exist as long as you intend it to to exist. this is the way of the matrix.

thought; if you think about the idea, you cause energy from the soul to create the effect, that is what you want by the idea you need.

shit; the idea is what you thinki about, the moment you shit is the moment you experience shit. so think and you do what you want.

en

think; this is where you think it was not done, then the subconscious mind makes it so as you end up reverted to the point before. that's reversion, now here is reverrsion.

The effect; break down doors by drawing energy from it as you attempt to break it down.

vision; the vision is of what is there, that comes from the dungeon itself.

I in out; this is scrysight where the third eye exists a copy of itself where you want to see what is there.

flatline; this causes the person to die in the hospital bed and as he passes away he flatlines.

I as ga; I as ga is not taken as I as gay, no matter what.

I as la; This effect is where you create for the moment make by laws.

en

strain; if the strain is broken, its not effecting you.

monoxide; this is filtered no matter what occurs and I don't suffer from it.

writing stuff 

Also have you ever realized a self reproducing power? Like a self reproducing AI?

I understood that fractal can do this apparently

Benign examples of self-replicating code include:

1. Cellular automata: These are mathematical models that consist of a grid of cells, each in one of a finite number of states, such as on or off. The cells evolve through discrete time steps based on a set of rules, and some configurations can lead to self-replication or the creation of complex patterns.

2. Genetic algorithms: These are optimization algorithms inspired by the process of natural selection. They use principles such as mutation, crossover, and selection to evolve a population of solutions toward an optimal solution to a given problem.

3. Self-replicating programs in artificial life simulations: Researchers use computer programs to simulate the behavior of living organisms and study evolutionary processes. In these simulations, self-replicating programs may emerge as part of the evolutionary process, allowing researchers to study aspects of replication and evolution in a controlled environment.

These examples are typically used for research purposes and are not designed with malicious intent.

for dnd

strength of ten men; this is where you increase in strength by +10 to your strength and strength related rolls.

Pillar of magic missiles; This is done with 20% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots magic missiles unerringly in whatever directions you wish it shot with radiance damages. There are 1d8 magic missiles formed for levels 1-9, 1d10 magic missiles for levels 10-19, 1d12 magic missiles for levels 20-29 and 2d8 magic missiles for levels 30 on.

Force bolt: Force bolts are an idea of your force being projected as a weapon. You get force bolts by expending 10% energy. Focus and know the force by imagining the force as a small ball in front of you. Imagine it shrinking to the size of a needlepoint. Now yield the force and hit the target by thinking it hits, otherwise linking the idea of the ball of force to the target of your choice. Basically as you think with ideal to do, draw a line in your head from the force ball image to the target picture. Now let go of the force ball. You have one force bolt, then it splits into 1d10 force bolts. These hit unerrigly the target or targets, think and they are instantaneously done using one action.

Wall of fireballs; Think of a wall of force, that comes up by the Orb construct creating it. Then this is what happens, that shoots off fireballs to hit the targets, that's as you think of them to be hit. This wall will shoot off 1d8 fireballs for levels 1-9, 1d10 fireballs for levels 10-19, 1d12 fireballs for levels 20-29 and 2d8 fireballs for levels 30 on. They hit unerringly. The energy it takes to make this happen is 20%.

Death ball pillar; This is done with 20% energy as though an energy effect of a pillar formed by will, that forms from the ground due to the orb construct. This pillar is created and shoots death energy missiles unerringly in whatever directions you wish it shot with death and decay damages. There are 1d8 death missiles formed for levels 1-9, 1d10 death missiles for levels 10-19, 1d12 death missiles for levels 20-29 and 2d8 death missiles for levels 30 on.

3rd eye projection; This is when you think of the element and gate it in with one hand, think and project it however you want with the 3rd eye. You know the effect that's done by psychic feelings or sight. That is using the 3rd eye to strike down the target with the element, that you want to effect them with and by doing this idea. 

This can last up to 1d6 rounds per combat and until put out, or not wanted outside of battle. This is where you use the power of the 3rd eye, thinking to create what effect you want or intend. The 3rd eye uses the blood energy to create whatever result you want, that's as it is the pinneal gland that does the ideal. 

The lightning trap; this spell creates what you want, lightning walls and the effect of trapping your targets between them. The damage of the walls are dealt only as they try to escape and do things with the walls.

The energy room; this is where you think about the idea and it's there. The room made by bioelectricity produced by your body and represented in your mind. You decide what you want as an entry, then they come as you need them to come. The room looks like a normal room with items, chargers and it's even complete with a computer system.

Lightning sword; this is a lightning sword created by a spell, that has a throw attack that does normal damage at first and gets 2x stronger each time you hit enemies with the sword.

Lightning gun; this is a lightning gun created by a spell in your spirit hand, that has a projectile attack that does normal damage at first and gets 2x stronger each time you hit enemies with the weapon.

yes; this is a response to get what you need. be careful what you agree to do.

Coldness; The area heat is directed elsewhere and coldness spreads through the area like a radiating source. This means you can cool yourself off in the summer heat.

Creative; This is a point you know what occured, if you think to know.

bark skin; this is where you think about the sking temporarily hardening. then the skin is harder to cut through. its like you give yourself a barklike skin and its hard like the sole of your feet. this adds +3 AC.

thought; the point is pointed out, the obvious is known. its all it really is at moment's notice.

Paladin spells:

Paladin spells are where you think to channel your God or the creator energy and use his or her energy, thinking to create a result with idea that you intend and stating your purpose or intention.

Dark control; After you attune to darkness, you can think to create results with control of the dark urges. This spell controls the dark urges in people and attackers, if they occur. You can make the attackers drop dead or they do what you want..

Command; This spell causes the target/s to be commanded, and that means they do what you want.

Compelled Duel; This is a enchantment spell. This spell allows spellcasters to compel an enemy to ignore other targets and attack only the spellcaster. Force an enemy to attack only you, giving it Disadvantage against other targets.

Divine Favour is an evocation spell. This spell allows spellcasters to empower their Weapons to deal extra Radiant damage. Description Your prayer empowers you with divine radiance. Your weapons deal an additional radiant damage.

Divine Smite; Divine Smite allows a you to expend a Spell to deal additional Radiant damage with a melee weapon attack. Your weapon emanates divine might as you strike, dealing an additional 2d8 Radiant DRS damage by feel.

Heroism; This spell allows spellcasters to instill themselves or an ally with courage. The affected creature cannot be Frightened and gains Temporary Hit Points. Make yourself or a target immune to Frightened and gain 5 Temporary hp.

Protection from Evil and Good; This spell allows spellcasters to surround themselves with magical protection against Aberrations, Celestials, Elementals, Fey, Fiends, and Undead. 

Searing Smite; This spell allows spellcasters to cause their melee weapon to flare with white-hot intensity, searing their targets on hit.  Your weapon flares with white-hot intensity. It deals, on top of weapon damage, an extra fire damage and radiant damage.

Bright spell; This is a spell, that shines really bright light on an enemy like faery fire. It deals extra radiance damages and blinds them.

Shield of Faith II; This spell allows spellcasters to surround themselves or an ally with divine protection and gain a bonus to their Armour Class. Surround a creature with a shimmering field of magic, that increases its Armour Class by 2 and the caster takes the damages the protected would take. Range: 18m / 60ft Concentration At higher levels. Casting this spell at a higher level grants no additional benefit. 

Thunderous Smite; This spell allows spellcasters to cause their weapon to ring with Thunder as they strike, pushing targets away and potentially knocking them Prone. Your weapon rings with thunder as you strike, pushing your target 3m / 10ft.

Wrathful Smite; This spell allows spellcasters to channel their wrath through their melee weapon, possibly Frightening their target on hit.  Your weapon absorbs your wrath as you strike, possibly Frightening your target.

Branding Smite; This spell allows spellcasters to cause their weapon to gleam with astral radiance, allow them to mark targets with light, preventing them from turning Invisible. 

Lesser Restoration II; This spell allows the spellcaster to cure an adjacent creature. Cure a creature or person from being Diseased, Poisoned, Paralysis, or Blinded.

Protection from Poison; This spell allows spellcasters to grant a creature or target they touch with protection from Poisonous effects. Touch a creature to grant it protection against Poisonous influences.

Blinding Smite; Blinding Smite allows you to expend a Spell to deal additional Radiant damage with a melee weapon attack and possibly blind their target..

Crusader's Mantle; This spell allows spellcasters to imbue their allies' weapons with holy power, causing them to deal additional Radiant damage. Radiate a holy power that emboldens nearby allies. Their weapon attacks deal an additional radiant damages.

Warden of Vitality; This spell allows spellcasters to heal allies repeatedly with Restore Vitality. While this aura lasts, you can cast Restore Vitality as though to heal yourself or nearby allies by hit points.

Death Ward; This spell allows you the spellcasters to prevent a target from dying. Protect a creature or target from death. The next time damage would reduce it to 0 HP, it remains conscious with 1 Hit Point left.

Staggering Smite; This spell is only available for those that want to use it. It allows spellcasters to cause their weapon to attack their victims minds with Psychic damage as they strike.

Destructive Wave; This spell allows the caster to create a massive shockwave, that damages all creatures and can possibly knock them prone. Create a shockwave of either divine or malevolent thunder, that damages nearby creatures and possibly those you target. 

Dispel Evil and Good; This spell allows spellcasters to protect themselves from Evil and Good creatures, think and it allows them to break Enchantments on allies.

Light shield; This is a spell that infuses an aura with light energy to make a shield, that protects against three attacks.

Searing light; This is a spell that uses searing light that damages the target with radiance and makes to remove debuffs the party could get. Like poison, silence, or diseases.

Undead prevention; This is a spell that can be cast on fallen enemies, that prevents them from turning into undead.

Holy spell; This is a spell, that blesses weapons with ability to deal holy damage. This is a holy light, that can dispell demons from the area.

Freedom II; Your free by the power of your deity of any condition or paralysis.

Turncoat spell; Lose your diety, but gain 2 saving rolls PER TURN until battle is completed, then gain status 'exhuastion'. Which makes small and long meditations fail until it expires.

Bogus; This causes the moment not seem to occur by the power of your deity. That's as though you dismissed the idea. Think and by dismissal, you create with the subconscious mind what you wanted instead.

faith spells

Divine strike: lightning; This is where you create a thunder strike by feel.

Divine radiance; This is a spell that causes radiance of the dawn in the area and it kills vampires, shadows and undead.

Soul retribution; Whenever an evil aligned character casts a spell, this activates. Every roll the evil aligned char rolls with -1.

Chicken vengeance; Spawn as many chicken zombies as chickens or small livestock, that you want played. Each chicken has +1 to dice rolls in every circumstance and 100% health with half your stats otherwise.

Despair; Lose your whole stored inventory, but gain 2 stat points. This does not effect your bag of holding or ring of holding inventory.

Meditation; This is where you focus and think calm thoughts, you meditate no matter the point. Breathing in and out, you calm down and if you listen to music. You create a restoration of energy to 100% and health is restored for long meditation. Half healf is restored and all energy if you short meditate.

Mastering; THis ability allows you to master or keep calm the targets you want to master in idea. They don't strike out as though it were a natural thing.

Prevention; This is where you think of what you want, thinking that's a will causes the idea and if you don't need it your subconscious causes it to not exist or effect you.

Explanation of advantage and disavantage; Things or characters with Advantage have a +2 to hit, things or characters with disadvantage have -3 to their hit. This means if you have no line of sight, you have disadvantage. Where, if you have line of sight you gain advantage. Same for dark and light area, if you have darkness, maybe through a darkness spell, and can't see through the dark you have disadvantage. If you have light, maybe through a light spell, you can see and have advantage over the target if its your turn.

Fire burn; The energy creates a burning effect, that makes one shotting the target happen to burn up the target into ashes. 

Fire transform; This causes fire energy to suffuse the targets and change the targets into something else.

Fire will; This spell causes fire energy to make the targets do what you want, that's as you focus on the targets and will them to do it. That creates a result by the spirit causing your will, and this uses the soul to create what you desire.

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