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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Tuesday, November 25, 2025

Thought spells III

 These are some thought up spells in a list version 3..enjoy!

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.

bad luck; bad luck is just bade luck no matter what.

luck; I get good luck today, this day I get my 2-dollar bill.

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

paul t.; he doesn't mind in sharing his food no matter the point.

paul t.; he doesn't mind discussing his personal finances with me no matter what.

en

spacex; they launch this next batch of starlinks no matter what, as though the right conditions existed in weather and machinery to launch without time delays and set backs.

The effect; things work out for what I do or did..no matter what.

The action; the act is to pay me what I am owed..easily and knowingly.

the way; the way is clear, I can easily afford all my monthly bills..no matter what.

en

whatver; whatever occurs, I don't mind what happens to me nor what I did no matter what.

paul t; he gets a new payee quickly and I get paid what I am owed no matter what.

paul t.; he is no longer somber and too serious in attitude, no matter what he is joyous.

things; things work out in the end..

focus; think of the idea and it is formed..if needed.

en

Physical movement; Put forth the effort in movement or actions and some body does the correct movement to get what you need done. It doesn't matter what distance the body needs to go and do things, its like in an instance as the subconscious mind suppresses time. That makes it quickly happen and it does things right. This works for clones as well, where you create the movement it does by doing things yourself. Like going to the bathroom on time, this is do some small action and it does the deed on a toilet seat somewhere as though it were a coincidence in timing.

doctor; he will see me and join the video chat by 3:50 pm or as quickly as possible no matter what.

spacex; it continues with the broadcast no matter what as quickly as possible.

ULA; AtlasV launches without delays and successfully as though no problem existed with the weather or machinery no matter what.

en

for dnd

light casting; the effect of a normal cast, that effects as you might want.

heavy casting; this is a reaction of the body with the effect of sudden weighing less, about 10 lbs less, and doing extra damage/healing with the cast. that's x2 the norm with an extra 10% energy added for levels 1-9 and can last 1d6 rounds. that's x3 the norm with an extra 15% energy added for levels 10-19 and this can last 1d8 rounds. that's x4 the norm with an extra 20% energy added for levels 20-29 and this can last 1d10 rounds. that's x5 the norm with an extra 25% energy added for levels 30 on up and this can last 1d12 rounds. 

Fatekeeper spells; Think of the effect and will it to exist. Gestering with symbols to create the effect more effectively. Adding traced in air sigils, these are images believed to have empowered thought. Traced in the air by the hand or finger, this causes x2 the effect. You may cause any elemental effect by this idea. Like, focusing wind and lifting the targets off their feet. Then, with a mental nudge with wind you push them off a ledge of something. You could lift an item off the ground to smash against the target for magical bludgeoning damages. Otherwise, you form fire on the targets as they are in sight. In the case of defense, think an earthen wall of energy protects you swirling up from the ground.  This absorbs psychic, physical attacks and other energy effects cast at you. THink water moisture is focused to surround the targets, then freeze them solid. One blow will shatter them. This is what you possibly can do with it. This idea came from the game Fatekeeper: dark messiah.

Antiverminator; this sets some energy in action to rid the rooms of mice.

Exactor; this causes the targets of the spell to create for you exactly what you want.

Energy; this effect is where you think about the targets of the idea and draw from them energy that makes you capable of doing things.

Break; this is where you think about the energy causing a pause in action. The targets don't do anything for 1d6 rounds.

Miracles

Faith based miracles are where you think of the miracle you ask from your saint, angel or God. You can ask them for anything, including the effect of being paid. That uses Devotion, the more devoted to your God the more points by prayer to him/her you made of devotion itself. This means you can get even better effects, the more points of devotion that you have. That's if you intended to cause healing or damage to those you think deserve it. Think to ask for a miracle as you need one. 

For miracles, the amount of damage/healing you can achieve is (devotion points)x([1/3 level, drop decimal][d6 for levels 1-9, d8 for levels 10-19, d10 for levels 20-29, and d12 for levels 30 and up.]+wis mod). So if you had 5 devotion points and were level 11, and had 5 wis mod. Then, you would have 5x(3d8+5) in damages/healing possible or 5x24=120% in amount. If you asked for a stat change, you get the rolls related to the stats changed by +5 for blessings and -5 for curses. THe time of effect is relevant here, this effects the duration or length of time some miracle can effect or until not needed unless otherwise noted. 

That's as depicted on the character sheet. Oh yeah, you just cast it with a talisman. What is a talisman? A sock with a bar of soap or a stone in it. You can also make use of a medal, amulet or medallion of any design. It doesn't really matter, as long as you have one on you somewhere. If you intend to use it, hold it and think of what you wanted, then state to the dm/gm your ideal to do. The energy of your thoughts go through the talisman, then as you think what you need gets created by your God. Just remember, more decoration may be needed on your talisman to indicate what it does..

Some miracles

These are some miracles that you can do, if you wanted to get an effect using a Talisman and faith of devotion. Ideal from <a href="http://www.chatgpt.com" target="_blank">AI</a>, SH and Kittymoo.

Part 1

Saint Christopher; He grants safe passage, you must use a catalyst for this miracle. So if you had to go through a Bandit Highway, DMZ, or warzone you just cast it with a talisman. Saint Christopher always grants you safe passage. This uses Devotion instead of Intelligence.

Successful action; What you ask for is if impossible becomes possible. So you make it happen by the power of your faith in your God..This shows the power of prayer.

Tibetan Prayer Wheel Toy; Turns energy into Faith. Every used 10% is +1 devotion point.

God Delusion; Use all your devotion of faith to ignore godwrath from any diety until next long rest... Now we won't have to worry about that pesky God for awhile.

Divine Resurrection; A beam of pure celestial light restores a soul to life, body renewed and mind cleansed of all corruption. Revives a creature dead up to 1,000 years, cures all diseases, curses, and aging.

Heaven's Mandate; The voice of the heavens speaks through you. All creatures within 1 mile must make a Wisdom save or fall prone in reverence or fear. You may command them once, and they obey.

Eternal Sanctuary; You create a holy bastion outside time. You and allies enter a radiant demi-plane immune to scrying, decay, or harm until you choose to return.

Judgment of the Fallen; Your eyes burn with divine justice. Undead and fiends within 300 feet are disintegrated unless they succeed on a Charisma save.

Worldheart Bloom; A barren wasteland erupts with divine life. You transform a 1-mile radius into fertile paradise: rivers flow, forests bloom, and corruption fades.

Time of Grace; You reverse the ravages of fate. All damage, aging, and harmful effects suffered in the last 24 hours by you and allies are undone.

Light of All Souls; Your presence becomes a beacon of eternal compassion. Every intelligent creature within 1 mile loses hostility, gaining clarity and empathy. Violence is impossible for 1 hour.

Divine Storm; A radiant tempest of justice crashes down. A 500-foot radius storm of lightning, radiant fire, and thunder strikes your enemies, sparing the faithful.

Celestial Genesis; You create a new being of divine power. Summon a celestial champion born from your own faith, lasting until dismissed. It has your stats and 100% health.

Ascension; You transcend mortal limits. For 1 hour, you gain divine form: flight, immunity to damage, and the ability to command elements and spirits.

Tears of Mercy; Holy water falls from your eyes. Revives all dying allies within 300 feet, cures disease, and grants regeneration for 1 minute.

Voice of the First Dawn; You speak the word that began creation. Choose one effect: create a mountain, sea, or sky passage - reshaping terrain for miles.

Chains of Blasphemy; You bind those who defy the divine order you speak. Targets (up to 5) who have broken oaths or desecrated holy ground are bound in radiant chains; only true repentance frees them.

Holy Paradox; You merge two impossible truths. You can make the impossible occur for 1 minute (e.g., make light into solid, time flow backward, or water burn).

Infinite Benediction; Your touch spreads blessings like wildfire. Every ally within 1 mile gains +2 to AC and saves, +5 advantage on all rolls, and immunity to fear for 24 hours.

Starlight Revelation; You call the wisdom of the cosmos. Gain instant understanding of any question or mystery; the truth is revealed by the stars themselves.

Wrath of the Seraphim; Six blazing wings unfurl from your back. You become a living weapon of divine fury, dealing radiant damage to all foes within 100 feet each round.

Miracle of Transcendence; You shatter the barrier between gods and mortals. Your allies gain divine ranks temporarily - their weapons count as artifacts and they can cast 1 miracle each.

Soulweave; You mend the tapestry of existence. Repair a broken artifact, restore destroyed land, or even re-stitch a severed soul.

Final Benediction; Your life ends in glory and renewal. You die in holy radiance, but your death blesses the land: crops flourish, peace endures, and your allies are immortal for one year.

Aegis of the Eternal; A radiant dome forms, sealing away harm and despair. A shimmering barrier covers a 1-mile radius for 1 hour. Within it, allies cannot die, and time halts for all hostile creatures. 

Aegis of the moon; A radiant dome forms from the moon, sealing away harm and despair. A shimmering barrier covers a 1-mile radius for as long as you like. Within it, allies cannot die, enemies are prevented and time halts for all hostile creatures. 

Divine Eclipse; The sun and moon obey your call. You summon a celestial eclipse that empowers the faithful and weakens evil. Allies' spells double in potency; fiends and undead are blinded and silenced.

Seraph's Choir; Thousands of unseen angels sing through you. For 10 minutes, all allies gain maximum healing from all sources, and your words deal radiant damage to evil creatures each round.

Thursday, November 20, 2025

Offset magic

 This is where you think to set off an effect and the balance is setting off something else. Like you want some luck.. this sets a machine to turn off as it was working and you get a bit of luck. Things like that happen all the time. So think and you know what to do.

Some magic follows:

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

The line; The data flows over the line allot more easily and quickly, despite the weather or raininess no matter what.

spacex; spacex launches as soon as possible no matter what as though the right conditions in weather and equipment existed..

Lafay; he gets his CDs and gets home without a hitch.

delivery; my delivery of the 2 dollar bill reaches me no matter what and quickly.

democrats; they cause the shutdown to end no matter what.

en

good luck; I have good luck from this point on no matter what.

for dnd

Instant travel; This is where you can make use of a map, or if you don't have one you don't have to use one.  What you do is think of being somewhere, need to be there and your subconscious mind slips you into an automative mode of travel. That causes you to move more quickly, then you don't actually think of moving or doing things as its in automation mode. Since your not thinking, this takes no energy as you don't get taxed or winded from it. What does happen is you end up where you want, that's very quickly done as you need to be at the destination. THen you start thinking again. So think and you know what to do as it seems like your instantly there. 

Jamaic; This is where you think of the effect and the rain creates the effect that you need. That is an idea from the area I suspect of the Jamaican island. This allows x3 the effect. Like ice and hail at the targets or some utility effect like wakefulness and sleepiness that occurs when needed..

Jamai; This is where you focus upon the storm's consciousness and think instruction to it. The storm forms the effect of the programming, that's done by feel. All thats needed is the statement of the effect you need. This can form any one element on the targets.

Penguins; These cute little animals appear as an image near the targets as a ghost. This distracts the targets for 1d6 rounds.

Attunations; This causes the planet or area vibration to adjust us, thinking to agree more and observe otherwise througth the energy in the air. The targets agree to do what you want.

Core energy; The planet core directed causes electrical energy on the surface. That powers any device. This is not enough to charge people to deadly energy, its enough to charge devices though your hair might stand up.

Focused ore energy; This effect uses core energy and by crystals, that you must have of any type, you focus it at the targets. You cause them to become prone and they do nothing for 1d6 rounds.

Soothing Touch; You channel a gentle pulse of warmth through your hand, healing a touched creature/target. If they are frightened or charmed, they can reroll the saving throw.

Petal Balm; Small glowing petals swirl and mend minor wounds, restoring Health and cleaning dirt and blood.

Mend Flesh; You knit together a small cut or bruise; target regains Health and gains +1 AC against the next attack before your next turn.

Restorative Bloom; A flower blooms at the target's feet, releasing a burst of pollen healing up to two creatures/targets within 10 feet.

Kindred Pulse; You and one creature/target share life energy: you can transfer up to 1d10 of your Health to them instantly.

Healing Chime; A resonant bell tone echoes, healing 1d10 Health and removing the shaken or frightened condition.

Serene Veil; This costs 10% energy. A veil of light surrounds a creature/target, healing and granting +2 to Wisdom saving throws for 1 minute.

Wound Thread; This costs 10% energy. You conjure spectral threads that stitch up wounds; heal and end one bleeding effect.

Vigor Surge; This costs 10% energy. A burst of energy heals and grants +10 feet of movement until the end of their next turn.

Blessed Regrowth; This costs 15% energy. You cause new life to flourish in your ally's body, healing them and regenerating one lost finger, toe, or small appendage.

Healing Prism; This costs 15% energy. This costs 15% energy. A radiant prism splits light into restorative beams healing up to 3 creatures/targets within 30 feet for normally restored Health each.

Aura of Renewal; This costs 15% energy. You emit a 10-foot aura that restores normally healed health per round for 1 minute (concentration).

Life Surge; This costs 20% energy. A wave of divine vigor surges through a creature, healing x2 health and curing one disease.

Heartbond Revival; This costs 20% energy. Link with an ally within 60 feet; when they take damage, you can choose to take half instead and both heal normally healed Health.

Rejuvenating Winds; This costs 20% energy. Whirling air restores vitality, healing all allies and yourself within 20 feet for normally healed Health and ending exhaustion.

Purity Rebirth; This costs 25% energy. Holy light purges poisons, diseases, and curses from all allied creatures/targets, restoring x3 Health.

Echo of Mercy; This costs 25% energy. When an ally within 30 feet drops to 0% Health, this spell automatically triggers to heal them norm,ally healed Health as a reaction.

Vital Bloom Field; This costs 25% energy. You create a 15-ft-radius area of healing flora that lasts 1 minute. Creatures/targets who start their turn there regain normally healed health.

Celestial Restoration; This costs 30% energy. A burst of starlight heals x3 Health for creatures/targets you choose and grants them temporary flight (30 ft.) for 1 round.

Soul Reforge; This costs 30% energy. Reconnects the spiritual essence of a creature/target, restoring x3 Health and ending charm, fear, or paralysis.

Reviving Radiance; This costs 30% energy. Emits divine light that heals yourself and all allies in 30 feet for x3 Health and blinds/hurts undead for 1 round the same amount of damage healed.

Phoenix Mend; This costs 35% energy. Flames of rebirth envelop a creature/target, healing x4 Health and cleansing all negative status effects.

Ethereal Renewal; This costs 35% energy. You pull restorative energy from another plane; heal yourself and all allied creatures/targets for x4 Health, even if they're unconscious or petrified.

Regenerative Bloom; This costs 35% energy. The target gains regeneration (10% Health per round) for 1 minute and regrows a missing limb over that time.

Mass Spirit Mend; This costs 40% energy. Spectral spirits swirl through the battlefield, healing up all yourself and all allied creatures/targets for x4 Health each and granting resistance to necrotic damage for 1 minute.

Harmony of Life; This costs 40% energy. A song of pure life energy harmonizes the area; yourself and allies within 60 feet heal x4 Health and gain +5 advantage on death saves.

Sanctuary of the Eternal Heart; This costs 40% energy. Creates a glowing dome of vitality; any creature/target inside heals 20% Health at the start of their turn for 10 rounds.

Divine Genesis; This costs 45% energy. You summon a burst of creation energy that fully restores Health to yourself and all allies within 60 feet and revives those who have died within the last minute.

Lifestream; This costs 45% energy. You channel the raw current of life itself; heal one creature/target to full Health and remove all conditions, curses, and diseases.

Rebirth of the World Tree; This costs 45% energy. You plant a radiant seed that erupts into a colossal spectral tree instantly, healing all creatures/targets including yourself in a 100-foot radius for x5 Health and restoring withered land and flora.


Saturday, November 15, 2025

Think and do

 This is where you observe the idea you want and do things to secure the moment. The magic is where you create by focus and think the idea you need, that your soul creates. Thinking about things as you observe things your ready to pounce, so to speak. This means you can create what you need as you intend the idea you want. 

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.

spacex; this spacex launch launches no matter what despite what could go wrong.

spainsat; nothing goes wrong with spainsat.

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

spacex; The starlink mission manages to launch easily no m'atter what.

cat control; they no longer overeat.

spacex; they don't push back the time on the launch anymore, no matter what.

spacex; they launch the starlink satellites without a hitch as though the right conditions in weather and equipment were there..no matter what unless not possible.

en

spacex; the wind calms down and allows the launch today and they do propellant load..no matter what.

heart rhythm; my heart rhythm is no longer irratic no matter what.

The Message; //Sets your karma to 1,000/1,000.

for dnd

Mask or ring of absorption; This costs 30% energy and uses an action. Wear a mask or ring and think the attribute, some energy that surrounds you or idea is absorbed as energy into the mask or ring. Think to your mask or ring what you want it to do, then it will do it using that energy as its cleaned by the material. Describe the spell and the effect and whom it effects to the DM/GM for the effect. Like, "I cast Mask or ring of absorption for blesses of the party." W/O quotes.

   The things it can do:

    If you need speed, its an extra +10' for 1d6 rounds.

    If you need attributes you draw from the stats of the targets for 1d6 rounds, draining them as -5 to their stat rolls and +5 to your own.

    For curses, its -5 to all the targets rolls except attack, that's -10 to attack for 1d6 rounds.

    For blesses, its for 1d6 rounds and +5 to all rolls except attack, that's +10 to attack.

    Time effects are speed time for speeding up the targets by +1d4 actions per round, stopping time for 1d6 rounds as you move effortlessly amongst the area, and slow time for slowing the enemy to 1 action for every 1d6 rounds.

    You may do instant telepathy, listening mentally and sending otherwise your thought to the person.

    You may do telekinesis, lifting with your mind what you want lifted, including people and yourself, and send it to be where you wanted.

You may do clairovoyance, you know whatever you want by feel or vision from your third eye empowered by the mask or ring.

    For other things, like incrementing down or up things like weight or whatever. Its in increments of 5.

    Otherwise, its an instant elemental effect to the targets by feel. 

If you need to cause utility effects, like sleep or wakefulness, then its for 1 day.

Light leap; This makes you as lights as a feather and all you need to do is leap in the air being guided by thought and your hands catch on to lead you to your destination.

Cast iron stomach; This allows you to eat anything and not get sick. Add +10 to your Fortitude roll when you eat.

Distract and go; This is where you present an illusion to the targets near you of 20'. Then, you "go" to get away at enhanched speeds of +10'. They are distracted for 1d6 rounds or 36 seconds.

Distracting thought; This illusion is sent at the targets, that makes them feel good inside and not notice the activity you do. This distracts them for 1d6 rounds. Any loud sound ends the distraction.

Cat leap; This thought makes you light as a feather, then your fingers become clawlike. All that's left is the leap and you can leap far! Add +20' to your movement and +5 to all dex/Agility rolls.

Totemic effect; This is where you cause by spiritual influence, the element or effect to exist in the area you deign necessary to protect. It only effects those that you want effected. The surface of the area is coated with the element or the targets are effected with the effect you would want like healing/sleep/wakefulness etc..basic effects are blessings to allies and curses to enemies. This totem effect puts a +5 to all rolls to you and allies. Also, it curses the foes with a -5 to all their rolls. So, if you are an intruder and enter the area you can get x2 the elemental damages/healing. This lasts until you no longer need it. Also, you need a totem built to reflect the effect you desire from it. Once built, it will do what you need it to do, any distance. Once the totem is destroyed, the effect is gone. Add +10% energy to galvanize the totem, and make it indestructable. Add +20% energy to cause it to focus it and make it deal x4 elemental damages/healing.

Primal fear; This is where you show a sign of strength or break something, thinking to scare the opposition into behaving near you. There is a chance the opposition will run, so roll a 1d6 and if you get a 4-6 rolled they run.

Primal love; This is where you show a sign of liking with a sign of strength. Then, the targets will love you for doing things for them.

Primal reaction; This is where you focus upon your targets and need your primal animal self to come out. Then you get an extra chance at attacks. This allows a +10 to attack rolls and 1 extra action.

Animalism; This is where you focus on your primal self, think and show what you can do as though you were an animal. You get +5 to all rolls.

Finding; This is where you find things that you seek.

Primal aggression; This is where you think to feel primal, think and show your inner urge as you attack the targets. You get a +5 to all strength related rolls.

Primal warfare; This is where you feel the primal need and get the benefit of created effects. Think and make use of the need you feel to fuel your strength and desire. You get +10 to all rolls. This costs 30% energy.

Primal energy; This is where you gather personal energy from doing things called poder. You get +10% energy per action.

Specter; The specter appears near the targets and is taken as a giver of bad omens.. -6 to all rolls for luck to them. If the targets have no luck, like monsters, then their luck starts at 0. The caster isn't effected by this.

The rhetorics; The idea not meant to be answered. This is where you state something and its taken rhetorically, thats stated in such a way its ignored. So you are ignored this round, unless you want to be talked to or responded to. THen you are, eventually. State, "The rhetorics" without quotes to activate it.

Focus; Think, focus and create.

Heart cure; This is a non invasive procedure that corrects the heart. You get +5 to your Constitution rolls.

Irrhythmia; This causes the targets to colapse with irratic heart conditions.

Bite of the Wild; Range: Self. Effect: Your teeth or claws grow feral for 1 round. Melee spell attack deals magical slashing or piercing damage.

Earthen Pulse; Range: 30 ft. You stomp, sending a tremor through the ground. The targets/creatures on the ground must succeed a Dex/Agility save or take magical bludgeoning and be knocked prone.

Whisperleaf; You whisper to nearby plants. They convey faint sounds, letting you eavesdrop within 30 feet through vines, grass, or roots.

Scent of the Hunt; Gain advantage on Wisdom (Perception) checks involving smell for 10 minutes. You can detect invisible creatures within 10 feet if they have a scent.

Spark of Life; You conjure a pulse of natural energy to stabilize a dying creature and restore health if they succeed a Con save (DC 10).

Primal Roar; Area: 20 ft radius; Enemies make a Wis save or are frightened until end of next turn. Allies gain +10 advantage on their next attack from the invigorating sound.

Stonehide; You harden your skin like bark and stone. Gain +2 AC and resistance to bludgeoning damage for 10 minutes (Concentration).

Call of the Alpha; One beast or primal spirit within 60 ft must make a Wis save or become friendly to you for 1 minute, treating you as a pack leader.

Vine Lash; Create a whip of vines (reach 15 ft). Melee spell attack; Magical bludgeoning + Grapple (escape is a strength save).

Ferocity Surge; Touch a willing creature/target. It gains +10 ft speed and +1d4 damage to melee attacks for 1 minute.

Totem Spirit; Costs 10% energy. Summon a spectral animal (bear, wolf, or eagle) that grants nearby allies small bonuses: +1 AC, +5 ft speed, or +5 advantage on Perception checks.

Earthen Grasp; Costs 10% energy. You command roots and dirt to seize an enemy for 1d6 rounds (same as Maximilian's Earthen Grasp but flavored with primal nature).

Nature's Retaliation; Costs 10% energy. Reaction Spell. When hit by a melee attack, the attacker takes 2d6 piercing damage from sudden thorns.

Hunter's Instinct; Costs 10% energy. For 1 hour, you gain +10 advantage on attack rolls against one chosen creature type and can track it unerringly.

Windstrider; Costs 10% energy. Enchant your feet with the swiftness of the gale. Double your jump distance and movement, and ignore difficult terrain.

Primal Surge; Costs 15% energy. You and allies in 30 ft gain temporary health = your Int mod + level, and +5 advantage on Strength and Dexterity checks for 1 minute.

Aspect of the Predator; Costs 15% energy. Transform partially into a beast (fangs, claws, eyes). Gain +10 advantage on attack rolls, darkvision 60 ft, and +2 AC for 10 minutes.

Thornstorm; Costs 15% energy. Area: 20-ft radius. Razor-thorns swirl violently, dealing magical slashing damage (Agility/Dex save for half) and turning the area into difficult terrain.

Wild Healing; Costs 15% energy. Natural energies surge to heal up to as many creatures/targets in 30 ft for x2 Health. Leaves and light bloom around them.

Primal Call; Costs 15% energy. Summon a beast for 1 hour. It obeys spoken commands instinctively, acting on your initiative. This beast has your stats and 100% health otherwise.

Rage of the Earth; Costs 20% energy. Area: 20-ft radius, 60 ft range. The ground erupts in jagged spikes. Each creature/target must make a Dex/Agility save or take x3 bludgeoning and piercing damage and be restrained.

Spirit of the Hunt; Costs 20% energy. Summon an ethereal wolf that hunts your foes, attacking each turn for force damage. It lasts for 1 minute (Concentration).

Nature's Wrath; Costs 20% energy. Lightning, wind, and stone crash in fury. Choose up to three creatures within 60 ft; each takes x3 mixed damage (Dex/Agility save half).

Avatar of the Wild; Costs 25% energy. You assume a hybrid form of primal fury. Gain +4 to your Strength rolls, +2 AC, and regeneration (5% Health/turn). Melee attacks deal 2d8 extra damage for 1 minute.

Genesis Storm; Costs 25% energy. A storm of creation and destruction sweeps a 60-ft radius. All creatures/targets take x4 lightning or radiant damage (your choice), and plant life instantly sprouts or withers depending on your intent.

Monday, November 10, 2025

Draining effects

 This is where you use a onyx and a tigers eye and place it on the item to drain of bad energy.  This causes the item to work better no matter the cause. After 1 hour, take the stones and hold them under running water and think "cleanse" and the energy is gone. Otherwise, think of the idea and focus the energy into action, making the effects of your desire as you do things to generate the energy in the first place. The aftereffect is draining feelings that make you feel tired if you overdo it. 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.

Soda Revive; Did you get one of those no CO2 misprints? Use a straw as a catalyst and exhale into the drink making it taste better.

paul's sister; his sister manages to recover and pay paul what he is owed quickly, and by that I am paid what I am owed..no matter what.

paul's funds; he gets his funds no matter what occurs as soon as possible.

normal; the idea is normal and doesn't get you in trouble.

no matter; no matter what, nothing bad happens except for trump.

en

slow digestion; this causes the targets to not need to eat no matter the point.

integrity; its a success in flying around the moon, no matter what.

walmart; they deliver by the time I resceduled, no matter what the point.

get ready; the idea is about to come.

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

en

slow tide; this slows the time around the targets.

don't get caught; this causes you to not get caught by feel.

spacex; they manage to launch from florida no matter what.

spacex; the launch for tonight is no longer set back in time and launches, that's as though it had the right conditions in weather and machinery no matter what.

enn

for dnd

Wis spells; Cast a spell and use Wisdom instead to cast it. Roll a successful wisdom check to get a successful result.

Not Tired; Spend 10% energy to fully restore from Fatigue.

Mana Surge; Spend 10% Stamina to fully restore Energy.

Health Balm; Spend 10% Energy to fully restore Health.

Power answer; Think your query, then your God answers in your mind what the answer is with a cleansing pulse of energy. That restores your status from diseased and poisoned.

Monk Bought Lunch; Spend 10% energy to remove hunger.

Priest's Balm; Spend 5% energy to remove poison, blight, and disease.

Equal strength; Whatever the targets strength, you have an equal and opposite strength. Like the targets can crush an opponent, well you suddenly can magically recover people that are "crushed" and vice versa.

Mend Flesh; You close minor wounds, restoring Health and removing surface bleeding.

Purify Touch; You cleanse a small item or food from toxins or decay.

Vital Spark; A brief surge of vitality grants some creatures/targets advantage on their next saving throw against exhaustion.

Balm Whisper; You whisper soft words of renewal, stabilizing a dying creature/target within 30 feet.

Rejuvenate Bloom; Flowers, moss, or crops instantly flourish in a 5-foot radius, restoring minor plant life.

Cleansing Dew; Mist rains from above, removing disease and granting healing to all allies in a 10-ft radius.

Restorative Veil; A faint shimmer protects your creatures/targets, granting +5 advantage on saving throws against poison or disease.

Mend Spirit; You calm emotional pain and grant temporary Health equal to your Int modifier.

Soothe Pulse; Slows heart rate and stabilizes critical conditions, ending one effect causing exhaustion or panic.

Repair Vessel; Gently knits together wounds, repairing some health or restoring small damaged constructs.

Healing Circuit; Threads of light jump between allies; heal Health, divided as you choose. This costs 10% energy.

Aura of Renewal; Allies within 10 feet regain 1d4 Health at the start of their turns for 1 minute (concentration). This costs 10% energy.

Vital Drain Reversal; You steal fatigue from an ally, transferring exhaustion to yourself. This costs 10% energy.

Restore Pathways; Reverses mild paralysis or limb numbness; ends effects reducing speed or agility/dexterity. This costs 10% energy.

Calming Rain; Summons soothing rainfall; removes fear, charm, and up to 2d8 HP of damage. This costs 10% energy.

Restoration Field; A shimmering dome heals Health each round for creatures/targets inside, lasting 1 minute. This costs 15% energy.

Rebalance Essence; Realigns body and soul; ends curses, poison, or necrotic afflictions affecting ability scores. This costs 15% energy.

Echo Mend; You "record" healing energy, reapplying it automatically if the target takes damage within 1 minute. This costs 15% energy.

Regenerative Pulse; Radiates healing in a 20-ft radius; creatures/targets also regenerate 10% Health/round for 1 minute. This costs 15% energy.

Sanctified Roots; Roots burst from the ground, stabilizing allies and restraining undead in holy light. This deals holy damage to the retrained undead till they are no longer retrained in 1d6 rounds. This costs 15% energy.

Spirit Infusion; Revives a creature reduced to 0 HP with healing and radiant aura for 1 minute. This radiant aura emits light that lights up the area for 30' and inflicts light force damage upon the undead. This costs 20% energy.

Temporal Mend; You reverse time slightly on wounded creatures/targets, restoring it to Health it had 6 seconds ago. This costs 20% energy.

Restorative Communion; You link minds of allies; when one regains Health, all linked regain half that amount. This costs 20% energy.

Sacred Renewal; Dispels all exhaustion on creatures/targets and grants immunity to fatigue for 1 hour. This costs 20% energy.

Nature's Reclaim; Restores a corrupted land; cleanses blight, poison, or necrotic terrain within 60 feet. This costs 20% energy.

Greater Restoration Surge; You channel divine energy, removing all curses, poisons, and diseases in a 30-ft radius. This costs 25% energy.

Divine Reweaving; You reconstruct a damaged body part or organ, restoring full function (restores lost limbs). This costs 25% energy.

Life Bloom; Target reduced to 0 Health erupts in healing petals, returning to life with 50% Health and radiant damage burst. This costs 25% energy.

Purity Cascade; Cleansing waves ripple out; removes magical corruption, restores ability drain, and deals radiant dmg to undead. This costs 25% energy.

Worldheart Invocation; You merge with the life force of nature, creating a 60-ft aura where all allies regain 30% Health each round and death saving throws automatically succeed for 1 minute. This costs 25% energy.

Wednesday, November 5, 2025

Sleeping magic

 If you put yourself in a trance, focus on your breath and as your breathing in and out you fall into it. Think to suggest what you want, and you are awakened as you hear a loud noise or bang your foot or hand. You will get a result. The subconscious mind will do it. This is a real idea I saw others use and they got magic done by feel. Your God is sometimes what grants the magic, so think to write what you want and he will create it, if necessary. If you want to end war, then need it ended as you write, "war is ended" over and over. That's at least 4 times. That's how it works.

Some magic will come later.

Saturday, November 1, 2025

Oblong effect

 This effect is where you think of the idea and if oblong in shape, its energy creates what you wish. Think of the idea to create, hold the shape and make the point to create with the suggestion to the subconscious mind. This effect fades away as you go asleep. This is a point in ideal to the last thought I had before waking up from a long sleep. 

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.

whatever; whatever the case, I can afford to pay all my credit card bills no matter what.

paul; paul t. has luck! he gets paid early no matter what..

restricted; the idea you want if illegal is restricted from happening.

war crimes; any war crimes are prosecuted.

tariffs; the tariffs get dropped, no matter what except to russia.

\

en

starship; starship flight 11 launches with no time setback, as soon as possible. that's where the right conditions in weather and machinery exists for launch no matter what.

Building down; This causes the building down of what you don't want, including fat and damages. The amount of fat and damages turns into healing by a factor of 1d6. That means it lowers per second as you do things. So if the factor was 3, then the damage is divided by 3 per second until its gone. This costs 40% energy. Each percent of energy is 1% of fat.

Kuiper; The falcon9 kuiper launch goes off the launchpad without a hitch no matter what.

pass; I pass my upcoming inspections no matter what.

en

judy; she needs me to go to the store as soon as possible..no matter what.

passage; I manage to pass my inspection no matter what and easily.

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

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

Ahmen; this is where I create the idea I did it if safe.

en

edill; he completes his project, no matter what.

weight; the weight goes down and stays off the body..no matter what.

resolution; things resolve in US favor no matter what.

mike johnson; he swears in the democrat that won the special election, no matter what and quickly.

frosty; the frosty morning is heated up, summer and winter is mild except for the north and south poles. In the north and south poles, its even colder.

en

think; if I think of anything more, I will put it down in writing.

spacex; their launch today will succeed by feel no matter the point as though the right conditions in weather and equipment existed.

fixed; the right things happen to correct the conditions that exist and this will make things right again.

fixable; this is the the subconscious that I think will correct things if they are fixable. you know if they are.

get; the moment I am done, I go and do something interesting.

en

for dnd

thought to do; this is the things to do..it comes to you as you need something to occupy your time. the dm/gm will tell you a list of things you may attempt..the dm/gm is your subconscious that you know by interpretations.

Agiel; The effect is simple, think of the idea of inflicting pain on strike and your rod or weapon deals pain damage.

Anti-aging; This effect is where you think of the idea of "aging nullification", then touch a crystal and will the crystal to spread its effects you wanted. Your aging stops.

Action movement; This is where the physical energy is inertia and it builds up the static energy in the body. Then when you build it up enough, you transform it into active energy and the cycle continues. Add +10' to your movement temporarily. 

defined in ancient language

ahm; Ah me. Forgive me.

m; me, my, myself

the ancients just knew things psychically, yet they were sometimes wrong.

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