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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Saturday, March 30, 2024

Sustena magic

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

Some magic:

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

for dnd

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Monday, March 25, 2024

Antiagressional magic

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

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

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

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

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

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

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

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

in breeding; this no longer happens by feel.


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

amazon; They deliver my packages no matter what quickly.

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

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

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

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


en; enn

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

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

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

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

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


sheila; she gets put in a nursing home matter what the case.

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

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

politics; people pay attention to politics no matter what.

for dnd

hectogon - 100 sided

chiliagon - 1000 sided

myriagon - 10000 sided

decemyriagon is 100,000 sided

megagon - million sided

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

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

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

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

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

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

Zoria: Age of Shattering


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

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

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

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

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

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

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

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

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


doffing; taking off

dawning; putting on

Wednesday, March 20, 2024

Egotistical magic

 The moment your egotistical magic happens, you calm down and your emotions release themselves. this is the moment of egotism, where you mention something. if you intend for that to happen, then your soul creates the effect. this is egotism in itself.

Spells to follow later.

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.


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.


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.


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.


Paul t; he gets his money in the mail by 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 matter what.

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


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 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.


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.

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.


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.


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 matter what.

Anti steal; this prevents anything you don't want stolen not to be 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.


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 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.


Memory; the memory problems of myself go away and doesn't 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.


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 

Ashley; she wins against what she fights 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.


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.


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.


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.


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.


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 matter what.


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 matter what.

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


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


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 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 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.


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 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.

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


Corey; I get Corey to allow me some cooked 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.


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

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