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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Wednesday, July 15, 2026

Singnificant spells

 There is such a thing called significant spells, that you chant the words to create the effect, thinking of what you need. This can create anything if you have a candle lit nearby. 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.

inspection; Paul and I pass my room inspection no matter what..the managers doing the inspections feel like passing me and paul.

farron balanced; he gets out a few new vids no matter what quickly.

Pfeifer; This causes the effect of piping in fluid and out waste.

Moose; He doesn't get into an accident no matter what and he and whomever riding with him doesn't get caught by the police for not wearing a seatbealt.

casper; this is where you send calming thoughts and cool feelings.

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

inspectors; they don't discover any bedbugs in my room or on my bed no matter what.

en

Magic control; The point you make or do controls the moment and you decide when it ends.

whatsapp; it loads no matter what.

inspector; the bedbug inspection for my room turns up no bedbugs..no matter what. I wonder what they were freaked out about?

trump; he succeeds in getting peace with Iran no matter what and quickly. The Iran deal isn't about to collapse no matter what.

focus; the focus is on the moment, think and you know what to do.

en

ok bed bug experts; this inspection comes and looks and does not turn up to find 1 bedbug unless I don't have to pay for the treatment.

Each bug; bedbugs are replaced by fruitflies no matter what.

Spending; spending is curtailed till the necessities are bought, no matter what.

necessities; forever the ncessessities are things you need to buy and nothing else.

spent; whatever I spend or give away I get back 3 times more in funds no matter what.

en

Nix; cut

Tomorrow; they do my room and I have fun for 4 or 5 hours only to return to find things improved..no matter what everything works.

nobody; nobody minds what I did or do no mater what.

Fair; This is fair for what I did.

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

I; I seem to care no matter what.

en

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

Moose; no matter what he is calm and not hyperactive.

Loomer; Alien look or overlook.

people; they don't mind what each other does no matter what they do or did.

for dnd

Nix; This causes you to cut the problem out by feel.

In focus; think and you do what you need.

Toxicity - Exerpt by Caz

The concept of poison. Many poisons exist in forms, some can be gathered from areas like jungles where they exist as roots or stingers of common animals. Others are sold by alchemists in a purified form in ampoules, some to be applied to a weapon or can be applied in any form. The effects are numerous - paralysing agents, ones that stop the heart, or cause delirium. Radiation poisons exist. They are caused by cursed magical artifacts, the poison is in an area and causes stunning effects, leading to an eventual strong poison.

A good toxicity system should make poisons feel different from ordinary damage. Instead of every poison simply dealing poison damage, toxicity can represent how much harmful substance has accumulated in a creature's body. This works well in both fantasy and modern homebrew settings.

Toxicity Score

Each creature has a Toxicity Score that starts at 0.

Whenever a creature is exposed to poison, disease toxins, radiation, cursed energy, venom, or certain alchemical substances, they gain Toxicity Points (TP).

Different poisons add different amounts.

Exposure Toxicity Gained

Weak venom +1 TP

Standard poison +2 TP

Military/alchemical poison +3 TP

Magical poison +4 TP

Radiation zone (per minute) +1–3 TP

Legendary toxin +5+ TP

A creature can suffer multiple different toxins at once.

Toxicity Thresholds

Instead of using HP damage alone, toxicity builds over time.

1–3 TP – Contaminated

Slight nausea

Disadvantage on Perception checks involving smell or taste

Healing restores 1 fewer HP per die

4–6 TP – Poisoned

Gain the Poisoned condition

Speed reduced by 10 ft.

Cannot regain more than half maximum HP from magical healing

7–9 TP – Severe Poisoning

Choose effects based on poison type:

Paralysis

Hallucinations

Tremors

Muscle weakness

Bleeding

Organ damage

Every hour make a Constitution save.

Failure:

Gain one level of Exhaustion

or take poison damage

10–12 TP – Critical Toxicity

Every minute:

Constitution save

Failure:

Become Incapacitated

Fall unconscious

Internal organs begin failing

13+ TP – Terminal Toxicity

Each minute:

Constitution save.

Failure:

Gain two Exhaustion levels

Drop to 0 HP

Heart failure

Permanent injury

Death if untreated

Poison Categories

Instead of one poison type, divide poisons into categories.

Neurotoxins

Examples:

Spider venom

Snake venom

Magical mind poisons

Effects

Paralysis

Confusion

Tremors

Memory loss

Hemotoxins

Effects

Internal bleeding

Reduced healing

Necrosis

HP maximum reduction

Cardiotoxins

Effects

Heart irregularities

Reduced movement

Random unconsciousness

Instant death at high toxicity

Cytotoxins

Effects

Flesh damage

Burns

Lost limbs

Permanent scars

Hallucinogens

Effects

Delirium

Fear

Charm

Illusions only victim can see

Metabolic Poisons

Effects

Hunger

Fatigue

Exhaustion

Slow spell recovery

Radiation Poisoning

Unlike ordinary poison, radiation lingers.

Sources:

Cursed relics

Arcane reactors

Magical wastelands

Meteor fragments

Void crystals

Exposure adds Radiation Toxicity.

Stages

Stage I

Skin irritation

Fatigue

Stage II

Hair loss

Reduced healing

Stage III

Necrotic tissue

Permanent Constitution reduction

Stage IV

Magical mutations

Organ failure

Death

Toxicity Resistance

Resistance reduces Toxicity gained.

Resistance Effect

Minor Gain 1 less TP

Moderate Gain half TP (rounded up)

Major Ignore weak poisons

Immunity Ignore nonmagical toxins

Radiation resistance is separate.

Recovery

Natural Recovery

Long Rest

Remove 1 TP.

Bed Rest

Remove 2 TP.

Medical Treatment

Medicine check

Success:

Remove 1d4 TP.

Antidotes

Different antidotes treat different toxins.

Item Effect

Universal Antitoxin Remove 2 TP

Snake Antivenom Remove all Neurotoxin TP

Blood Cleanser Remove Hemotoxin TP

Purification Potion Remove 1d6 TP

Divine Restoration Remove all TP

Radiation Chelator Remove Radiation TP only

Poison Crafting

Each poison has five statistics.

Potency (Toxicity gained)

Delivery (injury, inhaled, ingested, contact, radiation)

Onset (instant, 1 round, 1 minute, 1 hour, 1 day)

Duration

Treatment

Example:

Black Marsh Root Venom

Potency: +2 TP

Injury poison

Onset: Immediate

Effect: Paralysis at 6 TP

Antidote: Marsh Antivenom

Radiation Zones

Every area has an Exposure Rating.

Rating Effect

Safe No effect

Low +1 TP every hour

Medium +1 TP every 10 minutes

High +1 TP every minute

Extreme +2 TP each round

Characters wearing protective gear or using magical wards reduce or negate exposure.

Optional Rule: Toxicity Overload

If a creature gains 5 or more TP from a single source or exceeds 15 TP, it must immediately make a Constitution saving throw (DC = 10 + current TP). On a failure, it suffers a catastrophic effect determined by the toxin's type, such as complete paralysis (neurotoxin), cardiac arrest (cardiotoxin), massive internal bleeding (hemotoxin), or uncontrolled magical mutation (radiation). This creates dramatic moments for especially dangerous poisons without making every toxin instantly lethal.

This system keeps poisons distinct from hit point damage, rewards preparation with antidotes and protective gear, and gives you flexibility to represent everything from jungle venoms to cursed radiation fields using the same underlying mechanics.

Supernatural spirit shift; This is where your God teleports you through the spirit. You and your party, if they want to go, go to somewhere you would rather be  and wake up there.

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