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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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.

Tuesday, February 10, 2026

Deutch Moments

 Deutch moments are where you think of thinking and things fall into place yet this isn't bad related. The intolerable moment is the idea to avoid, so think to avoid what you hate and you get what you want. This is a moment in time that is credible in idea, yet thinking makes it interesting. So think and you know what to do.

some spells to come..

Thursday, February 5, 2026

Present day..

The present day is when we notice change of the past through spells and time changes that occur in the blink of an eye. So be prepared for the best, it's the worst that doesn't happen. All by the power of the creator.

Some spells follow..

Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for the effect or trigger word and look to read the definition that the subconscious does by feel. So you know what it does.

See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells that you like as though you will the effect to exist. 

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

Whatever; whatever it is doesn't overwhelm me with feelings..

Cosmic rays; things in the cosmos generate energy, these are like rays. They no longer effect me.

Helping; I don't get tired of helping people no matter what.

Moose; he notices no pop damage to things in his drawer no matter what.

Noone; noone is going at each other now or ever, no matter what.
En

No one ; no one minds what I do or did, no matter what.

God; he creates what you and I write as a creative God.

Code; I discover a code to pd2 doors that works.

Thing; this is where you think about the idea and know what to do.

Unlimited; I have unlimited energy and idea no matter what.

The doctor; he comes in quickly and I get my appointment done no matter what.

En

Nobody; nobody minds what I do or did no matter what..

Communication shield; the aura keeps you from hearing the wrong stuff.

Commotion shield; this is where the spirit protects you from any commotion you don't want effecting you.

Shield; nothing effects you that you don't want.

No. 5; she brings me to homeland and I get my meds quickly..no matter what.
En

USA; they don't mind not having land and don't start any wars no matter what.
En

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

Nobody; no one minds what I do or did no matter what.

Song notes; this is where you think about the energy forming as notes in the air and going to where you think about.

Luality; a great female figure to seem like.

SpaceX; they manage to launch the starlinks no matter what without delay and the right conditions for weather and equipment.

En
Jake lucky; a great gaming guy to be like that's thin.

Myself; whatever I want to be like that's nice.

Fun; the feeling of the moment doesn't matter..no matter what.. things get done.

Theory; the idea is done, no one minds what I do or did no matter what.

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

Moose; he doesn't mind what I do or did no matter what.
Df = def, definitely 
Eg; creative juices 
Ef; effigy, death moments 
En; the end 
Cost; whatever the cost energy clears it.

Branch flow; seems wave energy can appear chaotic and have branches or lines of energy.


Friday, January 30, 2026

Ro-gain effect

 Ro-gain effects are where you think of hair growth, rub your head with essential oil. Then wash it. This is effective in causing hair retention. So think and you know what to do.

Some spells follow..

Spells; Some point for spells; the left side of idea is = or ; that means effect activator, and right side is definition. This is where you say the idea for idea with the effect and that's use of the trigger word and look to read the definition that the subconscious does by feel. See that's how this works, if you think about the effect and don't need it, then you can cancel out anything that is existing except other spells as though you will the effect to exist. So if given enough time for the energies to surge and do the idea for you. This is done in effect by what is what where you think, so if you don't mind I think I will go and do what I need. However, what you don't want to happen won't occur, except by ghost. These are the things I think are possible here.

jay; he comes up with something to give to angela for her birthday..no matter what.

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

maduro; he gets indicted and no incompetance keeps him free.

noone; nobody minds what I do or did, no matter what.

erg; elaborate reality game.

arg; alternate reality game.

en

The end; noone minds what I do or did no matter what.

dee; he is a good thin man to appear like.

thus; the idea is the thing, you know what to do.

then; the point is done if you need anymore, then ask.

maybe; whatever happens I am prepared for no matter the point.

maybe II; as language goes, I am aware of things that people speak of by feel.

en

lifehacking; creating fun and action with the statement and need by the feel of things and the statement can be written down for recreation. 

Danese; She doesn't mind what I do or did no matter what..also no matter what she answers my calls and knocks at her door positively.

Paul; He doesn't mind me calling him and he pays me what I am owed no matter what..whatever the case, he remains my friend.

Judy; She needs me to goto the store no matter what I do.

high IQ; think and you know what to do.

en

for dnd

Communication shield; the aura keeps you from hearing the wrong stuff.

Commotion shield; this is where the spirit protects you from any commotion you don't want effecting you.

Shield; nothing effects you that you don't want. That's as though hitpoints. These are described as the amount your shield can be hit until its gone. You get ward points as hp.

Hyperactive; This is a body condition where you have more energy than activity. You get +70% temporary energy and x2 the effect.

Tea summons; This effect is where you summon tea in a cup made right, that stimulates you and keeps you awake on the drinking of it for 1d6 hours. The tea cup disappears after your done with it.

A bottle of joy; This effect summons a bottle that has a top and it appears in your inventory. Whatever drink you wish it to have it holds or if you no longer need it to hold the drink it doesn't. Energy +50%.

Directed energy; This is a reaction that can be done anytime, sometimes as you sense the energy. Think of what you want and need it. The energy should do it by its consciousness understanding your need. 

pretender class

Ex

Master of the Long Con (Ex); If you spend at least 24 hours embedded in a group under a false identity, you gain advantage on all checks against that group and can issue commands as if you were a trusted leader. If revealed, enemies suffer disadvantage on their first attack or check against you due to shock and disbelief.

Conman (Ex); At level 20, the energy boosts your will and you get what you need. You get +5 to all core stats and +50% health.

ability

Elemental False Flag

You can summon by thinking to the consciousness of energy what any elemental effect you want on your targets. This will disguise elemental destruction as someone else's signature. When you deal elemental damage, you may change all evidence, sensory cues, and magical residue to match a different creature, faction, or elemental source of your choice (dragon, mage order, corporation, cult, storm anomaly, etc.). Investigators have -5 disadvantage on checks to trace the effect back to you. Magical detection identifies the damage as originating from the chosen source. Creatures/Targets damaged by the effect have disadvantage on their first Insight or Investigation check related to the event. 

Once per short rest, you may also change the damage type of one elemental effect you cause to another elemental type you know, as long as the visual and environmental effects remain convincing.

Modern Flavor Examples:

Lightning damage appears as a power-grid overload

Fire damage looks like an industrial accident

Cold damage resembles cryogenic failure

Acid damage mimics chemical sabotage

and etc..

 The damages/healing in amount are:

   1d12+Charisma mod with every 2 focus ranks for the health of levels 1-9.

   2d12+Charisma mod with every 2 focus ranks for the health of levels 10-19.

   3d12+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+.

Fabricated Credentials; You can produce flawless digital or physical credentials on demand. As a bonus action, gain advantage on Deception and Persuasion checks involving authority, employment, or access for 1 hour. Magical and technological verification treat the credentials as legitimate unless they beat your Deception rank with a 1d20.

Confidence Exploit; Your certainty disarms suspicion. When you fail a Deception check, you may reroll it and take the new result. If the reroll succeeds, the target also suffers disadvantage on Insight checks against you for 1 minute.

Social Engineering Protocol; You instinctively manipulate systems built by people. You gain proficiency with hacking tools, forgery kits, and disguise kits. When interacting with security systems, locks, or bureaucracy, you may use Charisma instead of Agility/Dexterity or Intelligence.

Borrowed Authority; When impersonating a role (officer, manager, doctor, technician), you may issue short commands as if affected by command. Targets must be able to reasonably believe your authority. Uses equal to proficiency bonus per long rest.

Narrative Control; Once per short rest, when a creature questions your actions or motives, you can immediately redefine the situation. The creature must succeed on a Wisdom save or accept your explanation as truth for 10 minutes, treating contradictory evidence as coincidence.

False Flag Operation; As an action, you may frame another creature or faction for an event you caused within the last hour. Investigators have disadvantage on checks to trace the event back to you, and the framed party has -5 disadvantage on social checks related to the incident for 24 hours.

Media Manipulator; You understand the modern attention economy. When an event involving you becomes public, you may choose the narrative: hero, victim, or authority. Gain advantage on all Charisma checks related to that event for 24 hours and reduce any infamy or legal consequence by half.

Identity Cache; You maintain multiple airtight personas. You can switch identities during a short rest, completely changing name, appearance, voice, and digital footprint. Magical attempts to identify you reveal only your current persona unless cast at a higher level than your class level / 2.

Plausible Deniability; When caught in the act, you can shift blame instantly. As a reaction, force a creature within 30 feet to make a Wisdom save or believe the situation is a misunderstanding, delaying hostile action against you until the end of their next turn.

docs

new diet; eat less portions and drink more water. if you have you eat more, eat a little more and that's all.

recipes and potions

chocolate mocktale; apple cider, chocolate stevia, ICE drink (any flavor), vanilla extract. Mix and enjoy!

Sunday, January 25, 2026

Good dieting

Here is a good diet; Eat less portions and drink more water. if you have you eat more, eat a little more and that's all. Some people can follow this advice, yet it seems to work. I lost 3 lbs with it so far. So I hope you can make good use of it, as well. Ciou.

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