#spellsmith
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i literally hate coloring so much
might play with it, might not
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I’m so insane about spellsmith im replaying the modded clip we got today in my head on repeat anyway this inbetween screenshot is silly and I love it
#talking#rolan x dammon#spellsmith#I can’t wait to cosplay them with Wes in March YAAAAAAA#Dammon let ur disco man out!!!!! get it honey!!!!!!!#so proud of pookie and his dance moves
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Wielders of Wisdom: Introductions Part 1
Sun (Founder) [SS]
Mischievously supportive mom energy; a bit of an airhead
Bright and sassy, yet kind. Hates bullies, but is quick to forgive
Loves Sky so. freaking. much!!! She never stops talking about him.
The most likely to win a prank war
Story: Sun has set her heart below the clouds, and efforts to colonize the Surface are under way. Groose, Pipit, and the other knights have begun to venture out across the world. Yet the people of Skyloft are reluctant to migrate, and unidentified monsters still roam the land in droves…
Dot (Sage) [MC, FS, FSA]
Calm intellectual with a knowing smile and a penchant for dark humor.
Skilled Spellsmith, and amateur blacksmith
Childhood friends with Four. They made a promise to tell each other everything and they haven’t broken it. Yet.
The best at baking pastries
Story: After three separate consecutive attacks by Vaati and Ganon, the kingdom of Hyrule is finally at peace. Now, Dot and her six fellow sages look to secure the future, working on spells and items that should benefit the world at large. Yet others may be out to steal her secrets. And magical artifacts tend to come with risks of their own…
Lullaby (Spy) [OoT]
Silent rogue energy
Zero adventures, but the war keeps her busy. She can handle a spotlight, but she’s best suited to the shadows.
Complicated relationship with Time. Lullaby commissioned Time armor and called on him to fight in the war, and he does it, but they both know he’d rather be anywhere else. They trust and rely on each other, but guilt and history keep them at a distance.
The sneakiest Zelda. Even in this timeline, Impa taught her well.
Story: After Link confirmed her suspicions of Ganon all those years ago, Lullaby led the charge to lock the tyrant away. Impa’s training and Lullaby’s unique skillset as a spy helped Lullaby secure proof of Ganon’s conspiracy, and kept her alive through the resulting assassination attempts from Ganon’s allies. Now, remnants of Ganon’s coalition seem to have allied with outside forces to restart a civil war that’s picking up steam. War-hawks and protestors alike clamor for the queen’s attention while the fighting continues without end. If only Lullaby had more time— or perhaps just more information…
Part 2 >
Masterpost
#lin draws#linked universe#lu wielders of wisdom#lu wow#lu sun#lu dot#lu lullaby#note: I reserve the right to retcon this in the future for greater accuracy or a better story
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I'll be fine." She kissed his cheek. "Styles nearly killed the two men I love most. Trust me, he's going to regret that. After all, it is foolish to get on the bad side of either Spellsmith or Carver...and I just happen to be both.
H.L. Burke, Magicians' Trial
#quotes#H.L. Burke#Magicians' Trial#thepersonalwords#literature#life quotes#prose#lit#spilled ink#friendship#funny-quotes#magic
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Grailfinders #327: Izumo no Okuni
merry nobumas, everyone! sadly, this event doesn’t have any new nobus, but at least it gives us cool builds like Izumo no Okuni! first we make the puppet with some Creation Bard levels, then we fuck demons up with the puppet with some Watcher Paladin levels.
check out her build breakdown below the cut, or her character sheet over here!
next up: our good personal friend Ranmaru
EDIT: huh, okay, Izumo does use her own sword. okay then, ignore most of the negatives then. sorry about that, this is one of the perils of trying to get stuff out the second the story drops
Ancestry & Background
Okuni is a Human, but she also has a puppet- to make that, we’ll start by giving her a Mark of Making, giving her +2 Intelligence and +1 Charisma. this gives her an Artisan’s Intuition for an additional d4 added to all arcana checks and anything involving artisan’s tools, which covers both halves of your expertise! we also grab a free proficiency with woodworking tools so you can get started on building your puppet.
while you’re working, you already start off as a Spellsmith, giving you the Mending cantrip for free redos and you can cast Magic Weapon once a day, but it’s both spell-slot- and concentration-free. speaking of spells, your Spells of the Mark add some options to your spell lists- the full list of spells you can use is in the character sheet, but if you see us take a spell that isn’t on the bard list, that’s why.
you’re a shrine maiden, that’s an Acolyte, so you have proficiency in Insight and Religion as well.
Ability Scores
Charisma is your highest score, as you could probably guess from being a bard. you dance, you hit people with puppets, both of those are charisma. somehow. after that, Dexterity. it’s kind of weird dexterity doesn’t affect dancing, now that I think about it, but you’re a caster so you don’t wear plate mail. that being said we do need to make Strength higher than I’d like, but you’ll have to carry your puppet around most of the time, so it’s kind of a workout, I guess. Constitution is above average because it would suck to die before you even get a chance to use the puppet at all, so you’ll have to live for five levels without it. that means your Wisdom is lower than I’d like and we have to dump Intelligence pretty harshly. it’s far from ideal, but we only need those for skills and saves. thankfully, being a bard and a paladin both help a lot towards making up for these shortfalls, eventually.
Class Levels
1. Bard 1: starting off as a bard gives you proficiency in Dexterity, and Charisma saves, as well as three skills off the bard skill list, a.k.a. the entire skill list. we’ll use Performance to puppet our boy around, with Nature and Arcana to build him in the first place. you’ve got five levels, best of luck.
while you’re whittling, we can also bring up your Bardic Inspiration- you’ve got a couple d6s you can throw at a friend as a bonus action, and then they can use ‘em to improve an attack roll, save, or skill check in the next minute. you get those back on long rests.
also on the same time frame are your spell slots, which you use to cast Spells. Okuni’s a caster, so you can be a bit more liberal with her spell list than you are with most characters- most of the spells on the character sheet are my personal recommendations, or just ones I thought would be useful. if they’re vital for the build, I’ll bring them up here as they’re added. there aren’t any of those this level, but I do recommend picking up something like Identify- Okuni’s bio states multiple times how hip and with it she is, so she knows what’s going on a lot of the time.
2. Bard 2: second level bards are Jacks of all Trades, adding half their proficiency to any skill check they make that doesn’t add it, including your initiative check! you also learn a Song of Rest, adding a d6 to the healing your party does over short rests. standard issue, we’ve all seen it by now.
also, your bardic inspiration becomes Magical Inspiration, so now someone holding onto it can add their d6 to the damage or healing of a spell!
3. Bard 3: but I know that’s not enough uses for your inspiration, right? thankfully creation bards have another addition to it, the Mote of Potential. now when your allies use their inspiration on one of the three original effects, they get a bonus to boot! on a check, they can roll their inspiration twice and pick the higher number. on an attack roll, the die also deals whatever it rolled as damage to nearby enemies, and on a save they gain their roll in temporary hp! this practically turns your inspiration into a spell in its own right!
making your puppet also got… slightly easier, as you can now put on a Performance of Creation, creating any medium or smaller non-magical item as an action, with the only other limitation being your imagination, and your wallet. you can only create items with this feature that are worth 20 times your bard level or less- even a normal-sized puppet is worth 100g, so this hasn’t saved us too much time. it also only lasts a few hours, so you’ll still have to find a more permanent solution anyways. still, while it’s not a cure-all for our lack of puppetry, it does have a million and one uses besides! this recharges on long rests, or you can use a second level spell slot to use it again- just know that you can only have one summoned item at a time.
speaking of second level spells, Borrowed Knowledge is a great pick for Okuni, giving her proficiency in a skill of your choice for an hour, concentration free. again, she’s always in the know of the latest fads, so now you can make sure that’s true!
you also get expertise in two skills, doubling your proficiency bonus in Arcana and Performance checks. she’s good at dancing, that much is obvious- otherwise she wouldn’t be in this game.
4. Bard 4: fourth level bards get their first Ability Score Improvement, so improve that Charisma score for stronger spells and more inspiration. dancing better is a nice bonus.
if you’re really jonesing for a puppet by now, you can use something like Phantasmal Force to at least plant the idea of a puppet in someone’s head and have it hurt them that way. honestly sounds terrifying to me, even scarier than a real puppet beating me up.
5. Bard 5: fifth level bards have d8s for their inspiration now, as well as become a Font of Inspiration, recharging all spent inspiration uses on short rests as well as long ones! you also get third level spells now like Dispel Magic. demons like using magic, so you’d best spoil their fun.
6. Bard 6: sixth level bards get the Countercharm ability, and for once it’s good for the build. a lot of demons charm or frighten people, so now you can spend your action to give all your allies nearby advantage on saves against those effects. it only works for a round each time, so you’d have to spend each turn keeping the effect up- still, if you’re fighting something like Shuten-Douji, it’s a good idea to have on hand.
if you’d like to use your countercharm while also keeping the fight going, then good news! your puppet drought is over, and your cuppet runneth over thanks to an Animating Performance. as an action you can animate a large or smaller object and turn it into a Dancing Object for the next hour. you then have to use your bonus action each turn to control the puppet, but you can also give out inspiration at the same time.
you can bring out the puppet once a day, or by spending a third-level or higher spell slot.
7. Bard 7: seventh level bards get fourth level spells like Fabricate, letting you spend ten minutes to turn any kind of raw materials into processed goods- for example, a log into part of a puppet, perhaps. you can create a large or smaller object if you have enough material, though using metal shrinks down the possible puppetude to medium size. also, you need proficiency with the sorts of tools you’d have to use to make an item normally in order to make it with this spell, hence our focus on grabbing woodworking proficiency earlier and smithing later.
so yeah, during your next downtime, puppetry is just a spell away!
8. Bard 8: eighth level bards get another ASI, and we’re grabbing the Skilled feat for more proficiencies. you get the proficiency with Smith’s Tools I mentioned a second ago, as well as proficiency with Acrobatics in case your DM thinks that dexterity and dancing thing is as weird as I do, and History. you are history, after all.
9. Bard 9: at ninth level your song of rest grows to a d8, but more importantly you get fifth level spells. if you’re in a pinch, you can use Animate Objects instead of your usual puppetry to give your friend some backup- you can animate up to ten small objects, with bigger sizes doubling how many “objects” they count as for each size larger they are. that being said, they also use your bonus action to control, so trying to use both at once isn’t always the greatest idea. still, they make a good distraction if you need time to drag your bigger puppet out of the fight.
10. Bard 10: tenth level bards have a bigger inspiration die again, and you get another round of Expertise, this time doubling down on Religion and Nature. also, you get Magical Secrets- two spells from any spell list in the game. Legend Lore is a must for any bard, giving you the lowdown on whatever famous person or thing you’re faced with so you can dance appropriately. on the other hand Circle of Power is a must-have for combat, creating an aura around you that lasts up to ten minutes with concentration- during that time, friendly creatures (including you) have advantage on all saves against magical effects- furthermore, succeeding on that save prevents all damage instead of half if it’s that kind of save. demons like fireballs, puppets don’t. simple stuff.
11. Bard 11: with our last level of bard you get sixth level spell slots for stuff like True Seeing to see through demonic illusions and the like. though if I’m being honest we haven’t gotten too specialized yet- let’s fix that.
12. Paladin 1: moving over to paladin gives you a Divine Sense- spend an action up to five times a day to sense celestials, fiends, and undead within 60’ of you. you know the type and location, but not their identity. being able to sense demons feels pretty important for.. y’know, a demon hunter.
you can also Lay on Hands to heal an ally, you have a pool that scales with your level and it refills every long rest. worth noting, this does not work on constructs, so you’ll have to patch up your puppet the old-fashioned way.
13. Paladin 2: second level paladins get a Fighting Style, and with your Defense you get a +1 bonus to all types of armor. I know you don’t wear a lot, but I’d still call your first ascension fit light armor at minimum. also, since you’re attacking via puppet they aren’t “your” attacks, so none of them count for fighting styles.
they also don’t count for Divine Smites, which is problematic, but we’ll find a workaround soon enough. if you do end up using them though, you spend a spell slot when you hit something with a melee attack, dealing radiant damage that scales based on the slot’s level. also it deals extra damage against fiends, which is a nice bonus for a demon hunter.
speaking of spell slots you get another set of spells from being a paladin, but you’ll have to check the multiclassing rules for what slots you have when. for now you can perform Ceremonies and Detect Evil and Good, but you can swap around paladin spells every long rest, so don’t sweat over getting the perfect setup right away.
14. Paladin 3: at third level you devote yourself to defeating demons and other extraplanar monsters as a Watcher, giving you two kinds of Channel Divinity that you can use once per short rest. your Watcher’s Will gives most of your party advantage on intelligence, wisdom, and charisma saves for a minute, or you can Abjure the Extraplanar to send aberrations, celestials, elementals, fey, and fiends nearby running for up to a minute if they fail a wisdom save.
you also gain access to a pool of permanently prepared performances, like Alarm and Detect Magic. finally, your Divine Health makes you immune to disease.
15. Paladin 4: a fourth level paladin gets their own Ability Score Improvement, so power up your Charisma for stronger spells, channeled divinity, and a stronger puppet as well.
16. Paladin 5: fifth level paladins get an Extra Attack, but that only applies to you, not your puppet. on the plus side, you also get second level spells! now you can cast Magic Weapon more than once a day for your puppet. you can also See Invisibility to detect hidden demons, and use Moonbeam to expose them or other shapechangers.
17. Paladin 6: as a sixth level paladin you emit an Aura of Protection, adding your hefty charisma modifier to every save you make, as well as the saves of nearby friends. up until now you had a +0 in wisdom saves, so that’ll really come in handy!
18. Paladin 7: seventh level watchers also get the Aura of the Sentinel, adding your proficiency bonus to your and nearby allies’ initiative rolls. this technically isn’t adding the proficiency directly, so you get a 1.5x bonus!
19. Paladin 8: eighth level paladins get one last ASI, so let’s bump up your Dexterity so you’ll get hit less often, dance better, and be better with a dagger in case of emergencies.
20. Paladin 9: we finish our build by gaining access to third level paladin spells, including your subclass specialties, Counterspell and Nondetection. more importantly, you gain access to the spell Crusader’s Mantle, finally giving your puppet the chance to deal radiant damage. and so can everyone else within thirty feet of you, for that matter!
Pros & Cons
Pros:
while you don’t get counterspell until very late in the game, you’re great at using it- and dispel magic to boot. both spells use ability checks to counter magical effects, and wouldn’t you know it, bards are great at those! with a maxed out charisma modifier plus half proficiency, you have roughly a 50/50 shot of countering even a ninth level spell while only spending a third level one.
your decent dexterity plus your watcher aura makes you great at hitting first in a fight, and when you add in your puppet’s ability to speed you up and slow down enemies, and you’ll be running circles around them in no time.
while focusing your build so hard on your puppet does create some challenges, it also opens up some great adventuring opportunities. this one’s more a plus for your DM so they don’t have to start power-creeping all the magic loot- instead of getting a +1 sword, maybe you’ll get better metal for your puppet’s armor and raise its AC, or wood that conducts magic better and lets it stay animate for longer, or maybe new puppetry techniques that let your extra attack or divine smites carry over to it. basically, having a physical object you’ll be building up the whole adventure will give you and your dm new avenues to find fun in D&D.
Cons:
that last bit, of course, requires your DM to be flexible, so if you’re playing in adventurer’s league games or just have a new DM that wants to stick to the book, it’s going to cause a problem. by the time you reach level 20 the base stats for your dancing items are woefully outmatched by just about everything you could be facing, so maybe run this idea by your DM before committing to it.
we did what we could to fix up your soft stats, but the hard truth is you still only have 10 intelligence and wisdom. you get an aura of protection, sure, but not until level 17. in the meantime, you risk falling for illusions and mental games from your more otherworldly foes.
your puppet only lasts one hour, so keeping it up and running for longer periods of time will eat through your magic like nothing else. if you burn through every spell slot you have, you can keep him walking for 12 hours a day, which is nice, but that leaves you with almost no magic for anything else. basically, if you’re traveling a lot, invest in a cart. your 13 strength ass is not dragging him around the whole continent.
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Ma'nas pet name for rackal is lovey and she refers to rolam as her bunny once he woke up with his hair a mess, partly wrapped around a horn. She said he looked like a sleepy rabbit and never let that go.
This is so sweet (also floofy bedhead Rolan 🥹)
Had to think a bit on this.
Some casual, default pet names Rackal would use for any partner: sweetheart, love, dear, treasure.
Specific for Ma’na: doll, dearie, moonlight/starlight
Specific for Rolan: dove, my spellsmith, sweetie (just to tease him)
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Chroniques Oubliées Characters Set 4
By Ilina Naydenova (Linay Art)
Master of Arms
Path of Precision
Dwarf Spellsmith
Artefact Spellsmith
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Trans Wizard Harriet Porber And The Bad Boy Parasaurolophus by Chuck Tingle
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Trans wizard Harriet Porber is a master spellsmith who’s found herself in a bit of a pickle. After finishing wizard college, Harriet made a name for herself by creating a hit viral spell, but has since failed to craft a follow up. Now Harriet’s agent, Minerma, is breathing down her neck, suggesting that Harriet take a trip to an island off the coast of England for inspiration.
Hoping for some peace and quiet to clear her head, Harriet Porber arrives to find that her new neighbor, an angsty bard named Snabe from the band Seven Inch Nails, is already there making a racket. This parasaurolophus spellcaster is a bad boy through and through, and with his incredible powers of metamagic, Snabe reveals that this layer of reality is much more than it seems. Could Harriet and Snabe really be characters in a parody romance novel?
Soon enough, these two are discovering they have more similarities than differences: both trans, both strong, and both hoping to create a new spell that will change the world. But with the addition of two devious sentient motorcycles to the mix, Dellatrix and Braco, things start to get complicated.
Now trans wizard Harriet Porber is caught up in a tale of magic and mystery where nothing is as it seems, except for one universal truth: love is real.
#trans wizard harriet porber and the bad boy parasaurolophus#chuck tingle#tingleverse#transfem#transmasc#trans book of the day#trans books#queer books#bookblr#booklr
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Couple of attacks I made in the last couple weeks! These guys were very fun to draw :)
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Drazi W. Spellsmith- Kyrsilly on artfight
Maxwell- Maxwell_creator on artfight
#artfight#art fight#procreate#artfight2024#artfight attack#artfight team seafoam#team seafoam#wizard#wizard art#oc artwork#not my oc
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"average wizard makes 8 spells a year" is actually just statistical error. average wizard makes 2 spells a year. Gorg the Spellsmith, who makes 120 spells on his lunch break, is an anomaly and should not be counted
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Charr headcanons with my ocs
I have five main charr who are closely knit with the 10-30 personal story. Including the sire choices being canonical for them. All my other charr do not follow personal story at all, nor the sire choices.
But only Nastazya actually loses Urvan's warband in Blood. And none of the charr companion choices are lost then. Only unnamed charr from Urvan's band. The other four main charr do not lose their warbands in 1325 AE.
Instead, my main five charr all have one of the companions in their warband. (plus bonus addition of their legion + sire)
Nastazya Ragewelder - Dinky Bluntrage - Rage Warband (Blood - Argus Foolkiller) Marcus Furyclash - Maverick Greatfury - Fury Warband (Blood - Clement Forktail) Tantalus Locksmith - Euryale Spellsmith - Smith Warband (Iron - Clement Forktail) Chip Ironwelder - Reeva Gearwelder - Welder Warband (Iron - Vallus Smokemane) Cali Fellstalk - Clawspur Felldagger - Fell Warband (Ash - Vallus Smokemane)
Howl Boldrage was a part of Rage & Steel Warbands with Nastazya, as a legionnaire at first, before over half their band was lost in brand and they were absorbed into Urvan's Steel Warband. Personal story goes on, etc.
#gw2#guild wars 2#charr#nastazya ragewelder#marcus furyclash#chip ironwelder#calypso fellstalk#tantalus locksmith#dinky#maverick#reeva#clawspur#euryale#howl#headcanon ramblings#the 5 charr companions have too much personality for me to leave four of them killed off
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listen. i am sitting here with a debilitating migraine
im sorry if you followed me for that one spellsmith lineart
i saw the really kind tags i got on the handful of reblogs that it went around with though, so like i appreciate that. im gonna try and... anyway
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THERE ARE THREE SAVES ON MY SPELLSMITH PLAYLIST?????? Who are you people. All I wanted to do was update the icon to a game screenshot and I got jumpscared…..I hope y’all like my music taste teehee my bf and I will continue to update it
#talking#spellsmith#rolan x dammon#Idk how to use Spotify so I didn’t even realize it was public until rn BAHAHSHSHAH#I hope u guys enjoy bastille and egregious headcannon/personal au influence on this one baybey#bg3
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Character Intro
🖌 Basics: Name: Devereaux Sauvage Junior Pronunciation: Dev-er-oh Sew-vahge Meaning: Devereaux ~ "bank of the river" Sauvage ~ “untamed” Junior ~ "the younger one" Birthday: September 25th, 1959 (Libra) Age: 23 Gender: Demiboy Pronouns: he/him (and they/them) Sexuality: Demisexual Siblings: Two older sisters, Marie-Joëlle and Blanche Mathilde Mother: Rosemonde Sauvage Father: Devereaux Sauvage Senior Other Family: N/A Languages: French, English, Latin Current Residence: Aix-en-Provence, France Hometown: Aix-en-Provence, France
🖌
🖌 Wizard Fun: School: Beauxbatons House: Papillonlisse Year of Graduation: 1977 Occupation: Junior Spellsmith at the French Ministry of Magic Pet: A crup named D’Artagnan Blood Status: Pureblood Patronus: A crup. Little, but fierce - like someone else in his life that might protect him. Boggart: His father discovering his secrets and scolding him for it. It starts as a trail of broken and torn artworks on the ground and if he doesn’t pull himself away, the scene gets progressively worse. Amortentia Scent: Fresh paint, D’Artagnan’s wet fur, lilies, mushrooms frying in butter Wand type: Pine, dragon heartstring, 9 ½ inches Affiliation: Death Eaters (but strongly hates their beliefs)
🖌 Appearance: Face Claim: Austin Abrams Height: 5’8 Hair Colour: Dark blonde Eye Colour: Hazel - the kind that seem to change colour in different lights Typical Hair Style: Fwoopy. His hair is soft and long enough to want to run your fingers through. He wears it brushed to the right, forming curls around his ears and at the back of his neck. For work and formal events, he does gel it back. Fashion Style: Rich and comfortable. He wears sweaters, knits and jackets that look expensive. If he had his way though, his closet would be just as full of loose shirts and men’s blouses and more flowery prints. Distinguishing Features: Generally looks tired. Resting bitch face away from public events. Dazzling conversationalist at public events. Dog at his side wherever possible.
🖌 Personality and Interests: Positive Traits: Attentive, well-rounded, sociable, promising, expressive. Negative Traits: Dry, snooty, selfish, apathetic, vain. Quick Facts: Can paint (duh). Likes jogging. Can only cook maybe 5 meals tops. Feels alone. Would die for his dog. Would kill for his dog. Hobbies: Painting. People watching. Reading the papers. Going to art galleries for hours at a time. Walking D’Artagnan in nature. Skills: Good at playing a role. Bad at keeping his cool around Laure. Good at painting. Great at making a statement. Good at horse riding. Great at finding hiding spots for items. Bad at intimidation. Theme song: “Prince of the Hanging Gardens” by Beatenberg
🖌 Headcanons:
Voice: Devereaux’s voice changes depending on the situation. He’s been trained to be a good guest or host at parties, so he tends to sound livelier then. His voice is usually a little nasal though as he is very French, with a touch of vocal fry. A generous helping of vocal fry when he’s talking to friends. He speaks English with a strong French accent.
Handwriting: Cursive. He fills out a lot of Ministry forms on the daily, so his writing has to be legible.
Devereaux’s crup’s name follows a naming convention started by his eldest sister, Marie-Joëlle. Her first pet was a crup named Porthos, who all three children doted upon. She then named her owl bought for school Athos. When she left home, she bought twin puppies for her remaining siblings without asking permission from her parents, marking the first and only sign of defiance she ever showed. Blanche Mathilde chose the name Aramis, and Devereaux’s hound ended up as D’Artagnan.
Devereaux has synaesthesia. When he hears or says a person’s name, he has a strong association with a colour.
He suffers from periods of depersonalisation. He’s never told anyone about it.
Under the pseudonym Vérité, he frequently defaces public property with graffiti protesting the Death Eaters as well as old-fashioned pureblood society.
Devereaux dreams of having his artwork up in a gallery, but has never voiced this desire. Not only has his father actively discouraged his artistic pursuits, but Devereaux isn’t sure he’s talented enough. His work comes from the heart and that makes it hard for him to look at objectively.
Devereaux only learnt how to swim due to the amount of times Laure shoved him into rivers and ponds growing up.
Devereaux loves eclairs. Melted chocolate on his fingertips reminds him of his childhood days with René and Laure, licking all of the chocolate and cream off of the pastry and throwing bits of the dough to feed the ducks.
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Many would assume it's to prevent anyone from getting too much power; the effects of magic rings can be incredible, after all, and the Mage's Guild likely doesn't want just anyone running about with all that power. If someone steals those rings, or gods forbid, the person who bought them in the first place has ill intent, it would surely cause problems. Some people have even come up with a whole big conspiracy revolving around keeping magic in the hands of those the Archmagi approve of, away from the "good and ordinary" people. Not everyone believes that, sure, but the idea of the Mage's Guild wanting to keep that power away from others is pretty ingrained in the public consciousness.
That is not, in fact, why the rule is in place. Anyone with experience handling or crafting magic rings could tell you that. So many people assume that it's to keep the public safe, or the Archmagi in power, but in truth? It's for the wearer's own good.
You see, magic rings are crafted using Lumite, which typically contains a very large concentration of pure magic. A spellsmith works the raw ore, shaping it into something more suited for a ring while also focusing it on a certain type of spell. Limiting the magic output per use, making sure it does what it's supposed to instead of whatever nonsense the wearer can dream up; it's not as if a ring designed for basic housekeeping magic needs to use up the same amount of magic as a high-level combat spell. The base is made of silver or gold- at least, if the ring's any good- amplifying the magic even further. It's why one magic ring can last a good few years, if the craftsman knows what they're doing. But with all that raw magic in such a small space, there can be... complications.
When any two magics touch each other, there is almost always an explosive reaction. With weaker magic, it's very small, so it's not much of an issue. But magic rings don't have weak magic. Sure, you might only be able to bring a certain amount out at a time, but that's still an incredibly large amount of magic stored in one little gem. So when the gemstones of two magic rings touch...
Well. The gory details aren't really necessary. The point is, you aren't allowed to have more than two magic rings on your hands, one on each, to prevent them from accidentally touching and exploding. And as nice as all the power that magic rings can give is, you likely want to keep your hands. Plus all the other things that'd be caught in the blast.
Everyone knows people are limited to wearing two magic rings at most at any one time. This is the story of why that rule is in place.
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Splinterlands BATTLE MAGE SECRETS Featuring Aim True in a Bronze Brawl
Featuring Bronze League Summoner and Monsters in Action!
CHALLENGE RULES
RULESET: AIM TRUE
Description: Melee and Ranged attacks will always hit their target.
This applies to magic attacks even if the Phase ability is in play.
Reasons Why I like it I like ain't true because it gives those slower attacking monsters a 100% hit rate and it neuters the speed, dodge, and flying at some monsters have that in some games make them seem unhittable. It also means that a lot of monsters will be removed from the board as there is just not enough healing to go around for all the hits.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
Watch the Match Here
MANA: 34
Ruleset: Aim True: Melee and ranged attacks will always hit their target.
Ruleset: Healed Out: All healing abilities are removed.
SPLINTERS: Fire, Water, Earth, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Rulesets The rule sets are interesting as we have a 100% hit rate, and no healing for monsters. This means that speed and armor or other abilities like shield and void will play a bigger role to help reduce the amount of damage taken since we cannot heal the damage back.
Mana 42 mana is a pretty good amount of mana that should allow any card you want to play but not the insane 99 mana where you can play every plus 10 legendary you want
Splinters Splinters are wide open, the only one missing is life and I think matches like this will favor magic attacks or possibly a heavy melee with trample reach for water.
Summoner IMMORTALIS I want to give my monsters void and shatter to get through my opponents armor and help neuter the amount of magic damage I could take
**First Position ENDLESS APE ** One of my new favorite tanks. Well it's not a heavy hitter, it does have high health, a little bit of armor but scavenger can help it add some health along the way and while there's no healing in this man, having a healer heal it as it continues to build health is a great way to keep it around
Second Position VENARI SPELLSMITH Since this is brawl I want to add something that has dispel to eliminate all of the bloodlust and Martyr boosts I anticipate scene
Third Position FUNGUS FLINGER Speaking of martyr, I definitely want to boost katralba as much as possible so I added it here for a boost before it hits the front
Fourth Position KATRELBA GOBSON My primary attacker, double strike sneak with two melee is definitely where I hope to build some stats. Adding shatter should help get through those pesky armor on the back end and hopefully I can build through bloodlust
Fifth Position VENARI MARKSCRAT If I'm going to boost it for the front I might as well plan on trying to boost it from the back if they play sneak
Sixth Position ACIENT REDWOOD Getting a devastating heavy hitter with arrows is always fun. While it may go last, five damage from any monster is pretty big. Going last it should also not have to contend with much armor and can just eliminate health
Opponent Lineup & Match Play
Summoner OBSIDIAN Not surprised to see them focused on adding magic as without healing it is one of the hardest attacks to counter
COEURL LURKER Typically a great first monster, but with taunt and true strike you know what's going to get hit and we'll get eliminated. A pretty high man of cost for first position with taunting. Not sure it's a choice I would make
QUEEN MYCELIA Great choice, adding protection will help protect those monstrous from melee and arrows
JINI GUISE Not a card I have used a lot in brawls, but it's another layer of armor that will help protect. Plus it has blood lost on a magic attack is so it could start to build some stats that way
MAGI OF CHAOS After the magic boost, it's dealing three base which is a big head and a great card to choose in this format
VENARI SPELLSMITH Much like me, it appears they also want to play the spell to help eliminate any of the bloodlust
MYCELIC SLIPSPAWN An odd choice given that the first card also has taunts and will be targeted first. This will typically work better if the first primary tank does not also have taught.
Round 1
That's around one starts I'm not 100% sure who will win. While I will cut their attacks in half from magic, I'm not sure I will get knockouts and build control up before she gets to the front row. As the round starts everyone's attacks hit and I am the first to secure a knockout as redwood hits Courel lurker
Round 2
Round two starts and I'm now targeting slip spawn. I am quick to lose endless ape before knocking out slip spawn once again by ancient redwood. That's two big knockouts in a row for the big guy. As the round finishes off I secure a final knockout and things are definitely looking good for me
Round 3
It's crazy to think that I'm winning pretty well considering cotrelba hasn't scored a knockout bloodlust yet but have no fear she gets her first one at the start of the round. That's round three continues I continue to eat away at their lineup
Round 4
Things are looking like I should win for sure. I have a lot more monsters attacking and I'll get martyr boosts plus potential bloodlust. As Round 4 starts I do some damage before getting a blood loss boost, and then we end the round at my three monsters to their two, but I have speed boost and heavy hitter. At this point around 5:00 really isn't needed as I get to attack first and I'll get two knockouts on the double attack from katralba
Round 5
A nice double attack victory to start the round both with knockouts and both adding bloodlust boost to her stance not needed but not unwanted. I love to see those stats increase
Thoughts - and Chances to Win Again
I think I had a pretty good lineup, but things worked really well for me in order of attack. Things could have gone slightly differently for me and might have definitely been harder if their tank attacker did not also have taunting. I think he'll consider doing this lineup again where I give some of my best cards void and shatter so I can go out and wreak havoc against my opponents. Void is becoming ever more important in my mind to counter magic
~~@senstless
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