void FixedUpdate()     //If I Hit Something I Do A Pushback On Everything Within (CircleRadius * 2.5f)
    {
        if (_MyObject == null)
        {
            Destroy(this.gameObject);
        }

        if (Collided == false)
        {
            if (_TimeToComplete > ClockTest.TheTimes)
            {
                _ObjectHit = Physics2D.CircleCastAll(transform.position, test [0].SpellVariables [1], Vector2.zero, 1, WhatCanIHit);                 //If Collided
                if (_ObjectHit.Length > 0)
                {
                    _ObjectHit = Physics2D.CircleCastAll(transform.position, test [0].SpellVariables [2], Vector2.zero, 1, WhatCanIHit);                     //If Collided Do A Expanded Pushback
                    foreach (RaycastHit2D s in _ObjectHit)
                    {
                        if (s.transform.gameObject.layer == 8 || s.transform.gameObject.layer == 15)
                        {
                            theObject = s.transform.GetComponent <CreatureRoot> ();
                            if (theObject != null)
                            {
                                if (theObject.Stats.TotalImmunity == false)
                                {
                                    if (theObject.Stats.HealthImmunity == false)
                                    {
                                        if (test [0].SpellVariables [0] * (1 - theObject.Stats.PhysicalResistence) > 0)                                          //If The Creature Have Resist > 1 Then The Attack Will Heal The Creature. Fire On Fire Might Heal?
                                        {
                                            theObject.TookDmg(Mathf.CeilToInt(test [0].SpellVariables [0] * (1 - theObject.Stats.PhysicalResistence)));
                                        }
                                    }

                                    if (theObject.Stats.VelocityImmunity == false)
                                    {
                                        vectorPower = (test [0].SpellVariables [5] * (1 - theObject.Stats.VelocityResist) - theObject.Stats.VelocityAbsorb); //Not Sertain About

                                        if (vectorPower > 0)                                                                                                 //If There Are More Resistance Then The Effect Does, Do Nothing
                                        {
                                            theObject.MyRigidBody.velocity = ((s.transform.position - transform.position).normalized * 1) * vectorPower;
                                            theObject.VelocityChange(vectorPower);
                                        }
                                    }
                                }
                            }
                        }
                    }

                    _MyObject.GetAnimatorVariables().SetAnimatorStage(1000);                     //1000 - 1010 Is Values Used For The Purpose Of Animator State Changes Which Isnt Similar To Any Spell 'ID'
                    _MyObject.Stats.Speed -= test [0].SpellVariables [5];
                    _TimeToComplete        = ClockTest.TheTimes + test [0].SpellVariables [6];
                    Collided = true;
                }
            }
            else
            {
                _MyObject.GetAnimatorVariables().SetAnimatorStage(0);
                _MyObject.Stats.Speed -= test [0].SpellVariables [5];
                Destroy(this.gameObject);
            }
        }
        else
        {
            if (_TimeToComplete <= ClockTest.TheTimes)
            {
                _MyObject.GetAnimatorVariables().SetAnimatorStage(0);                 //1000 - 1010 Is Values Used For The Purpose Of Animator State Changes Which Isnt Similar To Any Spell 'ID'
                Destroy(this.gameObject);
            }
        }
    }