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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Tuesday, February 14, 2023

AI magic

This is AI magic, the ability to know and comprehend what is needed and react accordingly. Think about the request and it can do it if you need it to. This is all in a good time.

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. 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.

Focused speed up; I found a way to get faster by feel..think energy to the hand and charges it then sniff it. You have to energize it for 2 seconds or more. The longer the charges the faster you get. The charge stays there for a few minutes. So you can speed up several times. Interesting, right? This can be counted as cheating in a speed test, yet it's worth it in the end.

battery effect; this is where you think of the idea to charge your batteries and the body energy supplies a small charge up.

creative batteries; these are makeshift batteries, a pot, copper with water or salt with water and a hand crank to charge the pot of water.

focused charge; this is focusing energy along your body and you feel energy for awhile. any emotions help the power level of the charge to rise as you need it. this can power the body or cause the body to remain without tiredness for awhile.

focused tiredness; think of the tiredness as a source and allow your subconscious use the energy up in daily activity.

tirade; the idea is simple, think and don't do unless you need to get a result by feel.

en

trinket; this trinket creates what you need as you intend it created. touch the trinket as you read this..to effect it with this idea.

hwyo = unheavyweight you.

unheaviness; I am not heavy after this point.

ultra particles; This is a tiny bit of radon, that you can feel and get restored by feel. That's as you focus your energy through the radon and recover perfectly by idea.

paper tags; Think of whatever effects you want the paper tag to do and draw a symbol on it to cause the result to be "activated" by thinking its activated and placed on or near something. This can easily be a warding tag so think and you know what to do.

time shift; Think about the time and think your there, then you stand or sit still and relax by saying "relaxed" under your breathe. Then, your where you want to be.

for dnd

Item; Battery cells, they can power any device. This comes with a free battery charger!

Item; Power crystals, these crystals are radiative and must be handled with care, yet they can power any device requiring a power crystal. They don't run out of charge.

Vehicle part/s; Any vehicle part that you need! These are the tires, engine, brakes or anything apart of the car that makes the car run.

Other license; These are certificates, badges or cards, that are allowing you to be able to do what you need. Such as a license to fly space craft, game license or drive bus and trucks.

Parts and etc; These are parts and things for the household or what you may need parts for so you can repair the item or aircraft.

Other insurance; This is where you get insurance for your house or item from the store and other things.

creatures

cryptid; This creature looks like it has 4 limbs and is immune to physical weapons, can use its own energy to create effects and has a natural skill to create elements. Also it can shapeshift and become almost any shape.

Damage with limbs and claws: 1d8

Damage with effects: 3d10+focus ranks

What it carries: Wand of creation; This weighs 1 lb and can cast any result that is with healing/damages of 3d8+level of character. 

Luck piece;  Worth 5 luck and weighs .5 lbs.

EXP: 10000 xp

Level: 10

Speed: 25'

Luck: 5

Health: 200% of 200%

normal stats

strength: 21

intelligence: 15

wisdom: 15

dexterity: 18

charisma; 15

constitution: 16

skills: focus 16 ranks 

were; This creature looks like it has 2 arms, walks on 2 legs and has a animal head. This creature is immune to fire, can use its own energy to create effects and has a natural skill to create elements. Also it can regenerate 2d10+charisma in health as it shapechanges.

Damage with limbs and claws: 3d8

Damage with effects: 2d10+focus ranks

What it carries: Book of lore; This weighs 4 lbs and creates any core attribute on read as raised by +1. 

Luck piece;  Worth 5 luck and weighs .5 lbs.

EXP: 15000 xp

Level: 12

Speed: 30'

Luck: 5

Health: 250% of 250%

normal stats

strength: 20

intelligence: 18

wisdom: 15

dexterity: 18

charisma; 15

constitution: 16

skills: focus 14 ranks 

Dire Boar

Large Beast, Unaligned

Armor Class 15 Nature Armour

Hit Points 42 (5d8 + 20)

Speed 40 ft.

STR

17 (+3)

DEX

10 (+0)

CON

17 (+3)

INT

2 (-4)

WIS

13 (+1)

CHA

8 (-1)

Saving Throws STR +5, CON +5

Skills Perception +15

Senses Darkvision, Passive Perception 12

Languages --

Challenge 4 (1,100 XP)

Proficiency Bonus +2

Gore-If the Daeodon moves at least 20 ft straight toward a target and then hits the target with their tusk Attack on the same turn, the target takes an extra 2d6 slashing damage. The target must succeed on a DC 13 strength saving throw, or be knocked prone.

Ferocity- A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Scent- This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Improved Initiative- +4 bonus on initiative check

Toughness- The being or creature gains +3 hit points, for every Hit Die they possess beyond 3. 

Skilled Focus- A being or creature is particularly adept at a chosen skill. The being or creature gains a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: the feat can be gained multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Actions

Tusk- Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 2d8+ 3 slashing damage.

Description

Dire Boars live in temperate or tropical forests, in herds from 3-8 (usually a mother, her mate and their piglets until the piglets reach full adulthood at five year if age and are ready to mate). A mother Dire Boar is extremely protective of her kin and will even kill her mate if she thinks he poses a threat. Dire Boars can also be found in a pair of even wandering about in solidarity if they are a male looking for a mate.

Whereas the boar is ill-tempered and generally unfriendly, Dire Boars, like most "Dire" versions of beasts are, greatly more hateful and violent. Although technecally omnivores, Dire Boars prefer to feed on mostly meat, especially in their adult years when their massive bodies take more engery to function. The adults are often found rubbing their tusks against trees and rocks, making them razor-sharp; this, coupled with their keen sense of smell make them a fearsome predator. While usually a scavenger, they aren't averse to attacking smaller creatures or those who stumble unwittingly into its territory.

Particularly brave or skilled orcs are fond of using daeodons as mounts.

A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.

Dire Sabertooth Tiger

Large Beast, Neutral

Armor Class 17 Natural Armour

Hit Points 142 (12d8 + 88)

Speed 50 ft., climb 50 ft.

STR

14 (+2)

DEX

19 (+4)

CON

14 (+2)

INT

13 (+1)

WIS

11 (+0)

CHA

13 (+1)

Saving Throws DEX +8, INT +5

Skills Acrobatics +7, Deception +3, Perception +4, Stealth +10

Senses Darkvision 60ft, Passive Perception 17

Languages --

Challenge 9 (5,000 XP)

Proficiency Bonus +4

Assassinate. During its first turn, the dire sabertooth tiger has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the dire sabertooth tiger scores against a surprised creature is a critical hit. 

Evasion. If the dire sabertooth tigers subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dire sabertooth tiger instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pounce. If the dire sabertooth tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone If the target is prone, the lion can make one bite attack against it as a bonus action.

Pack Tactics. The giant dire leopard has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The dire sabertooth tiger makes three attacks two with its claws and one with its bite.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (3d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (4d6 + 4) piercing damage.


AI stuff

http://chat.openai.com

https://beta.character.ai/ 

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