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#as well as the necromancy spell circle
mysticarcanum · 1 year
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straight up getting emotional about a thing that happened in a campaign that ended over a year ago
like. i wrote an ambiguous and biased backstory of a character who is part of an apocalyptic world-ending cult, who deep down wanted to study wizardry but had to frame it as going undercover as an apprentice and stealing secrets from this doddering old archmage to aid her people’s cause . and then she goes and learns wizardry and eventually realizes she wants more for herself and breaks from her cult
and i mean. there’s a lot of ways my dm could have run with that. i was fully expecting that archmage to be furious at my character for lying to and stealing from him. and so when they ran into each other again, i was braced for a fight, or at least an altercation
but instead the archmage went. i knew all along. of course i knew. i’m a divination wizard, silly. i saw a young woman in a bad place and i wanted to help her. i thought that by showing her kindness and creating an environment for her that wasn’t all about power struggles and nihilistic fanaticism that she might realize that there was more out there in the world for her. that she deserved more. you didn’t steal secrets from me, because i gave them to you. i was your teacher. i loved you and love you still
and god i didn’t know where that character was going to end up before then. i thought maybe she could go on a typical wizard hubris spiral, or a revenge quest against her old cult, but in that moment i was like. oh. she is loved. she has new friends, new family. she has a reason to change, a reason to care. her story is just about love, and about making people’s lives better
her alignment shifted from neutral to neutral good soon after. she never stopped being curious, sometimes to the point of foolishness, but she never squandered her teacher’s gift. she left the world better than she found it
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foryoupeko · 2 years
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Danganronpa x Dungeons and Dragons AU
The Necessary Heroes (Survivors)
Sonia: Elf / College of Necromancy - I always associate Wizards with rich people since Wizards mean they’re well educated.
Kazuichi: Half-Elf / Artificer -
Hajime: Human / Thief Rogue & ??? Warlock - He was a thief for most of his life but after [memory static] he started hearing voices in his head.
Fuyuhiko: Tiefling / Draconic Sorcerer - Tieflings (DND equivalent of demons) can be born into normal families if someone made a pact with a demon. So Fuyuhiko is a tiefling born into a halfling family. No one believes him that he’s technically a halfling so they think he’s just a really short tiefling. It pisses him off immensely.
Akane: Goliath / Way of the Open Hand Monk - Akane was ostracized by her community for not being as strong as other Goliaths. But what she lacks in strength she makes up for in acrobatics and speed. Even tho she’s not as strong as other Goliaths, she’s still the strongest in the group.
Lucky 1′s (Murderers + Nagito)
Mikan: Water Genasi / Blood Domain Cleric - I thought the Blood Puppet Channel Divinity matched her remnant personality. And she’s a water genasi (half element genie) because she’s always crying.
Gundham: Aasimar / Circle of the Moon Druid - Circle of the Moon allows Gundham the most animal transforming ability.
Nagito: Elf / Wild Magic Sorcerer - Wild Magic sometimes makes him roll a random effect on a d100 table if he cast a spell. If that’s not a good summary of Nagito’s luck I don’t know what is.
Peko: Warforged / Samurai Fighter - The Fighter maneuver, Bait and Switch, fits Peko really well. It allows her to switch places with an ally and give them more defense against melee attacks.
Teruteru: Gnome / College of Glamour Bard - Of course the horny guy was gonna get the horny class. I think it’s funny if he used Cooking ASMR as his spell focus.
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Okay, I have thoughts about Leander and need to express them.
Now, I could very well end up being wrong and might be missing some things that make everyone else really suspicious of him, but I really don't think he's a bad person completely masquerading as a hero and trying to manipulate people. I do think his whole heroic persona might be somewhat performative, but I think he genuinely wants to help people and be seen as a good person. He at the very least strikes me as a people-pleaser.
I think the problem might lie in him over-extending himself and neglecting his own wants and needs (like sleep, if the dark circles under his eyes are anything to go by). Like keeping up a protection spell just so a certain cursed newcomer can hold his hand/feel him up whenever they want (magic has to take some kind of toll on the user). Or promising to cure said newcomer by claiming to be able to do the work of an entire organization on his own (we don't know what the Senobium's deal is, yes, but they have to have a decent amount of power to have the reputation they do).
There's also the little things, like Leander not complaining about Vere ordering expensive champagne even though the price does seem to concern him. The way he physically jumped in to diffuse the tension. How, if you take him up on the drink, he picks what sounds like the most palatable drink that also introduces you to more of Eridias' local culture. He won't even give us his opinion of the others without asking for ours first, as if he doesn't want to risk disagreeing with us.
He also just doesn't seem to make any decisions for himself in general. The people at the bar ask him to to perform, so he does. Kuras said Leander could help us, so he says he will. The Bloodhounds' reaction to us mentioning the Senobium makes us uncomfortable, so he talks them down; but also we made them uncomfortable, so he moves our conversation outside. We never see him order a specific drink for himself independently: when we first meet him, he just asks the bartender to surprise him, and during his section towards the end, he just orders whatever you order (when they all gather at the bar, we don't get an idea of what drink he ordered or how, but I wouldn't be surprised if something similar happened). Even when he grabs our wrist the first time we touch, I think he does it more to reassure us than out of any desire to touch us more (and I mean that even if you hesitate, because at that point you're like 90% of the way there and he wants you to know he can help. His whole freakout, as I've seen others point out, is probably just due to a stronger than expected reaction from our curse).
As for how that might tie in to what makes him monstrous, I think that might come down to what lengths he's willing to go to in trying to help people. Maybe he's willing to kill for other people, maybe he dabbles in some dark magic like necromancy or has some sort of magic patron he's made a deal with a la dnd warlock pacts, or maybe it's something more self-sacrificial and he's willing to risk his life or sell his soul.
Regarding his relationship with the MC, I do think he could get obsessive over them, but I don't think it would be in the stereotypical yandere fashion. Considering how submissive he acts (and how Ais describes him to be), I think Leander would rather be possessed by the MC than possess MC himself.
I don't know if this makes sense. I just think Touchstarved is doing a lot of interesting and nuanced things, and Leander just being a deceptive yandere feels too easy (no offense to the people making those headcanons, though. love a yandere headcanon. i just like to overthink things).
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Au where someone uses necromancy to try and revive ALL of Damians dead clones to kill the batfam. The bats are all caught up in traps and are busy trying to escape as neon green light cuts through the dark.
A large fist, clearly not belonging to Damian bursts through the summoning circle as a Solomon Grundy-ish figure slowly emerged and towered over the summoner. More...entities...rose from the magic circle as the spell caster ordered the Grundy look alike to attack them. The last of the beings, a somewhat normal if glowing girl, slipped out of the circle and its light faded into nothing as she floated there confused.
Grundy Jr, as Nightwing decided to call him, stomped towards Batmans cage and knocked all the bars away with a single swipe of his arm before picking up the tied up batman and...hugging him?!
Dick no longer knew what to think as the giant of a man continued to hug Bruce and say a word over and over again that sounded suspiciously like "Daddy"
His attention was drawn to a small green light zipping over to the lock on his shackles and undoing it, freeing him. The little light then landed on the bars of his own cage and made them seemingly disappear. He walked though, baffled but unhindered and was curious that the bars reappeared after the entity stopped making physical contact with it. Said light then burrowed into his hair.
The girl and another entity in a classic bedsheets ghost outfit were doing the same for the others as batman and Grundy Jr fought the confused spellcaster.
After the battle was over the girl made a phone call to her "cousin" Phantom. Who was apparently Robins secret (un)dead twin he never told any of them about. The magic user was dealt with, but now they had the new problem of 3 clones following them around calling them father/brother/sister respectively and refusing to go back to the spirit world or whatever.
Jason made the mistake of lifting up the bedsheet see what was under there, stared for a hot minute and yanked it back down. He refused to tell anyone what he saw.
Alfred was a bit...put off by his new grandchildren, but he loved them all no matter what shape or form they come in. And when Phantom appeared and agreed to help any way he could he knew he would be part of the family too someday. Especially with how Damian was hovering over him like an overprotective helicopter parent.
He was not prepared for the "perfect" clone to appear behind him. Silent and confused with no memory to call his own.
Danyals comment, "Well, I guess we're triplets now" earned him a glare from his older brother.
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everlastingmooncoven · 9 months
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Lesson #1: Introduction to Magic
Witchcraft vs. Wicca vs. Paganism:
Paganism is a religion as well as an umbrella term to describe different religions. In the past, it was seen as anyone who wasn’t a Christian. Currently, a lot of practices and religions fall under the category of Pagan. No witchcraft or certain practices are required to be Pagan. Most Pagans do believe in the circles of life and death, with a strong connection to nature.
Wicca is a religion that usually involves witchcraft but not always. It was founded in 1954 by Gerald Garner and involves documents and beliefs such as the Wiccan Rede and the Harm None laws. The Wiccan religion falls under Paganism.
Witchcraft is a practice, not a religion. It can be used inside and outside of religious practices. There are many branches of The Craft, including Green Witchcraft and Cosmic Witchcraft.
Different Paths:
Not all Alchemists are witches, but Alchemy can be paired with the Craft.
Angelic Witches work closely with Angels in their practice.
A Celtic Witch would be a witch who follows the traditions and rituals of the Celtic religion. They may work with or worship Celtic deities and read Celtic myths, legends, and history. This could also include working with the fae, but it’s not required.
In a Ceremonial Witch's practice, it’s all focused on the sacred ceremonies and rituals of witchcraft. It’s more intricate than everyday magic.
Cosmic/Celestial Witches are the astrologers. Focused on the moon, sun, star, and planet cycles, zodiac signs and birth charts are their specialty. They use the energies from the cycles of the universe to fuel their spell work. Lunar Witches and Solar Witches would fall in this category, as their focus is mostly towards the phases of the moon or the sun.
Coven Witches are a part of a coven, this would include a high priest, or priestess along with members of a coven. They bring their powers together to cast spells and do rituals together.
Crystal Witches are all about the use of crystals and gems. Creating crystal grids, understanding the power of their properties, and using that power to manifest or attract the energies that the witch is trying to bring in their craft.
When it comes to Eclectic Witches they are a hit or miss. They mix and match their own practice from other religions or branches of witchcraft. That can be a good thing and a bad thing. You can make your practice your own and not be tied down to one thing. However, if you are taking from closed practices or taking from spaces where you aren’t welcomed then that is never okay. No matter what branch you practice.
A Death Witch is someone who works with the dead, or practices necromancy. This can also include helping them cross to the other side, honoring the dead in rituals, or helping people through periods of mourning their loved ones. Death deities such as Hel (Norse Goddess of Death) or Hades (Greek King of the Underworld) may be some deities a death witch might be interested in working with.
Demonologists are people who study, work with, or worship Demons and include them into their Craft.
Divination Witches are usually your psychics. They work with tools such as tarot or oracle cards, palm readings, pendulums, runes, etc. They can show the future or receive messages from the other side or from your guides.
Draconian Witches are people who work with Dragons. It is a very intricate path that isn’t made for everyone. You may approach dragons, but when it comes time dragons may or may not choose you.
Elemental Witches use the power of the elements in their practices. Earth, Air, Fire, Water, and sometimes the fifth element known as the Spirit or Either. Through bonding with the elements, she’s able to call on them in her practice. This could also be broken down by Fire Witches, who connect mostly with Fire elements. Water Witches also could fall under Sea Witchcraft. Air Witches could include playing instruments, listening to music, or singing in their practice. And Earth Witches could be classified as a Green or Plant Witch.
Fae Witches are those who work with the Fae in their craft. This is usually paired with the Celtic pantheon, but not always.
A Folk Witch can be hereditary, but not always. They include practices that are either passed down from family members, or their community. They use their ethnicities and the origins of their ancestors in their practices. Sometimes they can be closed practices, sometimes they are just not shared with people outside of those communities.
Gray Witches practice both the left-hand path (black magic) of the right-hand path (white magic). What kind of magic they practice depends on the situation.
Green Witches are all about nature, they use herbology, healing, gardening, and plant magic in witchcraft. They prefer to be outside and in nature, especially when doing their craft. Plant Witches are in a subcategory of Green Witchcraft whose main focus is plants.
Both Hearth Witches and House/Cottage Witches overlap when it comes to how they practice. They are both focused on making their home peaceful and full of magic. This can include candle magic, kitchen witchery, house rituals, etc.
A Hedge Witch is similar to an eclectic witch. But hedge witches are more focused on herbology, elements, astral protection, auras, and nature.
A Hellenic Witch is someone who works with or worships the ancient Greek or Roman deities. They perform rites and give offerings that were presented to the deities long ago.
Hereditary Witches are people whose family practices witchcraft. Power or certain practices are passed through their family line.
Kitchen Witches incorporate magic into their food or drink. They understand the properties that certain foods or herbs have and are able to pair them together to create a delicious, magical-filled dish or drink.
Sea Witches have a strong connection to the ocean. They can incorporate water, seashells, sand, and moon phases in their practices. Any body of water will do, you don’t have to live near any ocean to do sea magic. Lakes, rivers, or any natural body of water will do. They can also work with water spirits, such as mermaids.
Sex Witches use sexual acts and sexual energy to enhance their rituals. This can be done alone or with consenting partners.
A Solitary Witch practices alone or without a coven. They can be any type of Witch.
A Traditional Witch can be a hereditary, a folk, or a ceremonial witch. Any kind of practice that follows a long-standing tradition.
Wiccan Witch follows the Wiccan Rede and the Harm None laws, within their practice. They can include almost any other branch of witchcraft as well. They worship a God and Goddess as the masculine and feminine energies, and love and respect nature.
These are just a handful of witches that are out there, I know I missed many of them. Feel free to mix and match titles or have no title at all. It’s whatever you are most comfortable with and what you have a connection to the most.
Altars:
Altars are prominent in most religions; they are concentrated, personal, and sacred spaces meant for worship, spell castings, honoring ancestors, celebrating holidays and more. They can be simple and hidden, large and extravagant or anything in between. It should be created to please you and no one else.
The arrangement of tools on the altar can vary to each person, there is a basic outline, but you’re not required to follow it. When picking out the tools and decorations make sure you don’t choose random items that might clutter your altar. No matter how big or small your space is, you don’t want a messy place to work in; so make sure everything has a meaning or purpose.
Altars can also come in any aesthetic that you enjoy; some choose a very traditional altar, while others love a modern take on things. They can also be based around an element, deity, crystal, or even your favorite color.
There are so many ways you can present your altar, but as long as you make it your own precious space then the sky's the limit!
Witchcraft Tools:
A Book of Shadows, Grimoire, or another Spell Book can be anything you wish it to be, from a simple notebook, a file on your computer, or a fancy leather-bound book. No matter what it is, always keep it nearby when you are casting; you never know when you might need to jot something down or need a reference.
A Pentagram or Pentacle can be sat in the center of an altar, or worn on a necklace. It represents the five elements and can be used for protection.
Divination Tools would also be kept on your altar or nearby if you are doing spellwork. Whether it be tarot or oracle cards, pendulums, runes, tea leaves, or a crystal ball.
Photos or Statues are great ways to honor your ancestors and loved ones who have passed on (including pets!). You can add photos, notes, and other offerings on your altar as a way to honor them and call upon them. You can also add photos and statues of your guides or deities to dedicate a space to them.
Athames are beautifully crafted knives meant for spell casting or energy channeling only. They are usually not meant for cooking or other purposes.
Wands are created for energy channeling and circle casting, they can be made out of wood, crystal, metal, or glass. You can also craft your own and add crystals, charms, or other decorations to personalize it.
Candles can be used for multiple things. It can represent the element of fire and air, can represent a space for deities or ancestors, or for simple color magic. It’s good to have multiple colors and sizes, but white is usually a good substitute. You could also use birthday candles for spells that have to melt all the way down but you don’t want to wait or leave a burning candle unattended.
For the Earth Element anything that comes from the Earth naturally such as dirt, sand, flowers, leaves, certain herbs, sticks, crystals, rocks, etc can be used to represent the Earth element and be used in many ways.
Cauldrons or other heatproof bowls would be needed for making potions, burning herbs, casting spells, or scrying.
A Chalice could represent the Moon Goddess and the element of water; a chalice can hold water, wine, or other offerings. It can also be used for fertility rituals and spells.
Feathers represent the elements of air, they can be nice offerings for certain spirits, guides, or deities or be used for waving away negative energies.
Bells can represent the air element and are known for cleansing a space of negative energies to leave a peaceful feeling environment.
Each Herb, Plant, or Flower has different properties, each being unique and special. With that being said, some ingredients can be very dangerous and harmful to handle if you are unfamiliar with them; so always proceed with caution when using unknown herbs. And make sure to keep poisonous ones away from your furry or scaly friends and curious children!
Incense not only smells lovely, but they represent the elements of air and fire. They are wonderful for cleansing and each scent has its own special property.
Waters from ocean, lake, rain, storm, tap, or even bottled water can represent the water element; each can be used in a different way in a spell. But also can be used for cleansing yourself or your tools.
Poppets are very powerful tools that can be used for causing harm to enemies, initiating protection around a household, or casting a blessing on those closest to you.
Crystals are helpful for healing, protection, peace, and many other things. They are gorgeous pieces for offerings, or to just keep on your altar or in your car.
Pouches, Boxes, and Jars are a very simple way to hold any spell that you create, usually kept with the person it was made for, buried in the ground, on your altar. It can contain anything from blessings to curses.
Book of Shadows:
1. Create your own spellbooks:
Decide if you are going to have a physical book or binder or if you want a digital book, which could be left online or if you are going to print it out. Figure out the style, do you want traditional, cute, full of stickers, dried herbs or plants included, add artwork. Make it your own. You don’t have to call your spellbook the typical names, you can name your book anything you want. If you work with Spirits, Book of the Dead. If you work with the water element, Storm Book or Way of the Waters. Or sometimes more traditional like The Book of Ways. You can be creative when naming your Grimoire if you want. You can also have more than one spellbook for different tasks or information.
2. Layouts:
The layout of your book is unique to you. Personally, I tend to group similar things together. But here are things you can add to your book.
Some type of index to keep your book organized. You could also include a glossary of common-use terms or phrases.
A book blessing, protection sigils, and/or book dedications.
Your personal correspondences such as astrology charts, what type of path you practice, coven meetings (if you’re involved in one), information about the deities or guides you work with, and favorite divination methods. You could also add your favorite crystals, colors, herbs, flowers, etc.
Basic information about magic. Tools used in your craft, how to make sigils, cleansing, protection, correspondences about crystals, herbs, incense, aromatherapy, etc.
Animal correspondences, what it means when you see certain animals. This could also include familiar work, or any animal guides you work with.
Moon, sun, and planet phases. This can also include constellations, zodiac signs, birth charts, and how to read them.
The Wheel of the Year, any holidays or sabbats that you celebrate and how to celebrate them. This could also include days of the week correspondences and time correspondences.
You can add recipes that you make for offerings or holidays or even have a spellbook be a cookbook instead if you are a kitchen witch or just love cooking.
Any rituals or spells that you perform, what it is, when you cast them, the herbs or crystals you use, what the moon or sun phase was, the phrases you said, what the results were, and if you would change anything.
Divination tools that you use, the meaning behind tarot cards or runes, etc. And you can keep a journal track of when you do any kind of divination, the questions you asked and the answers you received.
History of magic, the path you practice, the deities or guides you work with. Folklore or myths from certain areas that you are interested in.
Lists of deities or guides from the pantheon(s) or groups that you’re involved in.
Different psychic abilities and keeping track of your meditation progress, dreams, affirmations, yoga, and any other energy workings that you do.
Any mythical beings (mermaids, dragons, fae, etc) that you work with and information about them. How you work with them, favorite offerings, spellwork that they’ve helped you with, etc.
Covens:
Covens are usually made up of 13 members that come together to practice Magick or celebrate a Sabbath together. They are normally very private groups that use their energies to reach a common goal or need.
Some Witches prefer Covens rather than solitary because you are able to learn and grow from the other members that you surround yourself with. If you are open with your practices then there can be a lot of backlash from non-pagans who don’t understand or accept your beliefs; so it’s always nice to have like-minded individuals in your life who you can communicate and socialize with.
However, if you are wanting to practice in solitude then that is completely up to you and your personal path. There is nothing wrong with not joining a Coven if your heart says no.
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redlyriumidol · 2 months
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My thoughts/headcanons about the different styles of magic across Thedas. I'm skipping avvar and elvhenan because... idk i don't feel like it (we also can't really comprehend the extent of elvhen magic yet. perhaps we never will.):
SOUTHERN CIRCLES: perhaps the one we've been most familiar with until now. Solas criticises Vivienne on a few counts with regards to her magic and I think this sums it up: "Your rigorous training lays a solid foundation, true. It also creates boundaries, limits, where none need exist." I think that's indicative of the Southern approach to magic in general. The Chantry needs to keep its mages under a tight leash, but it also has a vested interest in training them to be useful, especially in a military capacity. Within the Circles there is some room for experimentation and advancement, but it's always limited by fear and the harsh regulations imposed on their use of magic.
Therefore I think Southern Circle magic tends towards the practical, the utilitarian, somewhat of an inflexible, blunt approach. They likely favour elemental magic, though spirit healing seems to be reluctantly tolerated for its sheer usefulness. There's some variety, though, such as the Kirkwall Circle favouring Force Magic.
TEVINTER: obviously Tevinter mages enjoy a great deal more freedom in terms of magic, and can freely experiment and push the limits, in fact they're incentivised to do so. Leaving aside blood magic for now, magic is an intrinsic part of Tevinter culture, and Circles are regarded as prestigious academies-- I think magic there is viewed as an art, a science. Obviously from a banter between Solas and Dorian we know that Tevinter stole techniques from the ancient elves. There are likely some similarities although obviously Tevinter magic has evolved since then.
Imo Tevinter magic is about precision, skillfulness, refinement, elegance, subtlety. There's almost a certain poetry to it, though it is also showy, ostentatious. They appreciate magic for magic's sake, not just as a tool. I talked in a different post about how I don't like Necromancy for Dorian and I wish he'd had a specialisation that showcased an aspect of Tevene magic other than blood magic- like I said I think this could have been glyph-based magic, which is showy but also might require skill and dexterity.
DALISH: The Dalish mages we've met have been very capable and well-trained, so I think it's unfair to say their magic is inferior to anyone else's. I think it's simply different. Since they live so closely with nature I tend to think they have an intuitive, instinctual approach to magic, almost a natural ease. To Dalish mages, magic is like breathing, though there is a lot of study that goes into it as well.
Obviously we have direct examples of Keeper magic in both Velanna and Merrill, so apart from the typical thornblades-type spells I'd also say they favour primal magic (lightning, stonefist/petrify etc)- based somewhat on the fact that Merrill doesn't have access to the elemental tree in da2. Not that I don't think they can summon fire, but I think they view fire magic differently. This is my headcanon/inference but, like healers, Keepers follow Sylaise's Vir Atish'an, the way of peace. Sylaise represents healing, but also fire. For someone who lives in a forest, fire is useful, but can be destructive if it gets out of control. I believe they don't view fire as an offensive tool primarily, but as something healing.
QUNARI: again, Qunari magic is severely limited, even more so than in Southern Circles. I think the Qunari view their mages as basically walking rocket launchers, but magic is their blind spot. They're terrified of it, so they'll never get the most out of its possibilities. I mean, their mages can't even talk to each other, so what chance is there of exchanging ideas and advancing? This might be the reason why they haven't totally crushed Tevinter tbh. It does seem that Qunari/Vashoth likely make naturally powerful mages, it's just that their magic is unrefined, brutal, basic but destructive. I imagine they favour the most basic elemental or primal magic, hardly venturing into any other schools at all. The Saarebas seem to have lightning abilities in-game, which fits a society which is technologically advanced but limited when it comes to magic.
NEVARRA: so obviously we've got the Mortalitasi. Tbh I'm not as interested in the Mortalitasi as I could be, I think necromancy just doesn't appeal to me in terms of vibes lol. But anyway, it's clear that magic in Nevarra has a ritualistic importance, it's dark and secretive, subtle, and even though it can be used offensively that seems to be a secondary purpose. I think, like in Tevinter, magic is likely an intellectual or a scientific pursuit, but here it also has a religious significance. Obviously they favour spirit magic and necromancy. Unlike Rivain and the Avvar, though, they seem to view spirits as tools/slaves- in Tevinter Nights we see a Mortalitasi using a wisp to stir her tea for example.
RIVAIN: ugh my faves. There's a good chance we'll get to see this in the next game and I couldn't be more excited. We know that the women are trained as Seers and commune with spirits. The Circles there are really just a front to appease the Chantry, while the unique brand of Rivaini magic is a natural facet of life. I think it's probably witchy, obviously spiritual, intuitive, likely also ritualistic. Obviously a lot of it is spirit magic, probably spirit healing, but I like to think they also use Entropy magic (my beloved) because the idea of curses just kind of fits the witchy vibes of it all. Since their culture is so entwined with the sea, storm magic also might make sense.
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backgroundbaker · 7 months
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Don't look now: Fic 4 for @remadoramicrofics
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"Don't look now, but there are two people behind us who have followed us all the way from the High Street."
A younger Tonks would have struggled to fight the urge to turn and look, but her years of auror training had knocked that out of her. While she wasn't great at 'Stealth and Tracking', she was surprisingly good at stealth and being tracked. She didn't even react to Remus' words, the only indication she'd heard them was the gentle squeeze she gave to the hand she was holding.
They were spending their Wednesday evening investigating a tip off for the Order: apparently, a dodgy herbologist was selling lots of Mewt Algae - an important plant in necromancy - to some of You-Know-Who's lackeys. The fact that the tip off came from Mundungus Fletcher meant that Tonks hadn't one hundred per cent believed it, but she was doing due diligence in following it up. On the plus side, it meant that she got to spend an evening wandering around the small city of Wells hand in hand with Remus. They had taken to posing as a couple when out on a mission, not only because it deflected attention, but also because it allowed them to communicate via small movements and signals in the hands they were holding. Smart really, and they had gotten very good at it. The fact that Tonks also enjoyed holding Remus' hand was her little secret, one that she hadn't shared with anyone.
The herbologist lived on an old muggle street next to the city cathedral, but they had apparated to a spot just off the High Street so they could walk about and get the feel of the place. At 10pm, all the shops were closed, and, being a Wednesday, the pubs were relatively empty. Thankfully, the people who were out for a drink were all huddled together inside, probably as close to a fire as they could get, and were not bothered by strangers out for a walk. It did, however, make it easier to notice when other people were following your path - and as soon as Remus had mentioned to her they were being stalked, Tonks became very aware of the echo from four sets of footsteps on the road.
Her opportunity to turn around and look came as they stepped onto Cathedral Green. The grass in front of them was lit by the glow coming off the face of the cathedral itself, warm yellow lamps angled against it to show off it's decorative design. It stretched out behind them, illuminating the buildings around. She made a show of being fascinated by the history of the area, studying each of the buildings in the golden light. Whilst admiring the medieval masonry on a city gate, she was able to observe the two men following them in her periphery. Both were heavy set, wearing thick cloaks and being anything but subtle as they walked through an archway towards them. She took an extra second to look at the stonework before turning back to Remus. 
"Darling," she said, looking up at him (she enjoyed playing up the fake coupleness), "can we go get a closer look at the cathedral?" 
With her hand she was tracing a circle on the base of his thumb, indicating it was time to change plans. Remus, however, was apparently not willing to.
"It's getting late, maybe tomorrow." 
His finger was drawing a straight line firmly on her thumb - stick to plan. 
The space they were in left them quite exposed, and Tonks was worried that the men would try something stupid, like starting a duel. They wouldn't be a match for herself and Remus, but she didn't want things getting too messy. Reluctantly, she let Remus lead her down the road that skirted the grass, getting closer to their destination.
She sensed the moment that one of the men drew their wand and immediately her hand flew to hers. A spell came flying right at her, clipping her slightly on the cheek as she swerved. It must have been a slashing curse because she felt blood spring from the trail across her face. Her only reaction was to throw a return stunning spell, hitting her target almost instantaneously. Remus had also now grabbed his wand, firing a rather angry freezing spell at the other man. Before he'd even hit the ground, Remus was dragging Tonks into a run, away from the two unconscious men, muttering under his breath about how they weren't supposed to create a scene.
They ducked under an arch in another old gatehouse, Remus giving her a firm pull into the dark recess of a doorway alongside him. For a moment, all she could see was his eyes, full of concern and looking intensely at her. Her stomach flipped. She was so close to him she could feel his heavy breathing in his chest, slightly laboured from the short run. She was sure he would be able to feel her wild heartbeat and hoped he put that down to the run too.
"You okay?" He asked, almost in a whisper, his hand coming up to trace a line just under the cut on her cheek.
How he expected her to answer that when he was touching her so softly, she didn't know, but she managed to give him a nod, followed by a quiet "yeah."
She realised straight away she should have lied and said no, because on seeing she was alright, Remus was dragging her off again.
"Good, looks like we've stumbled on the right road to visit our herbologist as well." 
He was right, the distinctive cobbled street lay right in front of them. Even in the dark, it was easy to make out the two rows of identical houses, their tall chimneys disappearing into the night sky.
"You know that Mewt Algae is used a lot in necromancy?" he asked her casually, marching on ahead of her down the road, as if nothing had happened. 
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desiredcaramellatte · 2 years
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Heyo! I just found out ab your blog today, and your writing is immaculate! If requests are open, could i please have some platonic headcanons for licorice with a sweet and innocent reader? The amount of platonic x reader content in this fandom is criminal.
Thank you!! And this is an awesome idea :0 we really do need more platonic stuff, especially for the adult cookies!
Licorice x sweet/innocent reader
~| Licorice finds you awesome. It's so amazing how pure you are. He saw you and immediately went 'Yes, I'm going to befriend them now', and that's what he did.
~| Licorice loves to have conversations with you. You don't insult his voice or call him a disappointment or anything. He always finds it pleasant to be able to talk to you without the worry of being insulted.
~| He likes to send his minions with little messages to you! Some day's you'll wake up to a licorice minion jumping on you and handing you a slip of paper, only to find Licorice's messy writing of 'have a good morning!' or 'did you sleep well?'
~| You can end up having entire message conversations with him via minion. Most of the time it’s about random stuff, or Licorice ranting how Bat-Cat keeps pushing his stuff off of tables and he has to clean up after it.
~| He enjoys head pats. Give him head pats. Do it now. If you’re smaller than him he will even lean down or sit on the floor while you pat his head. Bat-Cat and Schwarzwälder will occasionally join in, and you’ll have one big circle of head pats- either that or you have to head pat three at one with two hands. Good luck if it’s the latter.
~| Licorice will try and teach you necromancy and magic things. He likes it when you genuinely listen to him, and he likes proving he's actually good at something!
~| If you're not good at it, though, don't worry. Licorice will do anything in his power to either help you or perform the spell you wanted to do FOR you.
~| If you compliment this guy in any way he's going to be so happy. Head pats for you.
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siriannatan · 1 year
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How to Make An Unlikely Friendship - Witch!Scott and Empires!Shelby
Just a funny little Idea that suddenly hit me :}
AO3
Evil Sausage turned out to not be as nice as Shelby thought. And she couldn't stop him herself. And no one could find Sausage. He would know what to do. Shelby was a witch and not a mage or a sorcerer or a wizard. Evil Wizards were a bit beyond her capabilities. She would have to find Sausage. The normal, good one who could contact his goddess.
She did have a plan for how to find him. She could not ask witches at the academy or her grandma or even other emperors for advice so... she found a spell to communicate with great witches of other dimensions and even times. Someone considered great by magic itself would without doubt be more than capable of helping her. There was no way it could go wrong.
The ritual was relatively simple. Some ingredients for the chalk she needed were a bit troublesome to get but she managed. And other than that it was just the correct phase of the moon. Prepare the circle and candles and the herbal effigy to burn and she was good to go to invite a Great Witch for a chat. She wasn't sure how exactly that would work, the book she was using did not explain that part, but that probably meant it was not a big deal. The Greatest Storm Witch, as the author was signed, must have known what they were doing. They were the Greatest after all.
And so Shelby went through the ritual. For a second, after she cast the spell, nothing has happened but then there was a whole bunch of smoke. And coughing. "What in the sake of all hells?" Shelby heard a somewhat familiar voice. Scott? She thought. did she end up summoning a Scott from some different dimension? A Great Witch Scott? "Are you playing with magic you should not again, Pris?" the 'Scott' asked.
"I'm not a 'Pris', I'm Shelby, A Great Witch of this area," Shelby introduced herself and cast a small gust to get the smoke away faster. "I'm sorry if I interrupted anything, I can't really control who this spell summons," she added.
This was certainly not the Scott she knew. Not with all the black and dark green and spooky vibes. And was he not breathing or was it her imagination?
"No, no, some rest will not hurt me, others are no challenge anyway. I'm Scott, the necromantic witch, a candidate for the Supreme Witch," Scott introduced himself with a bow and the sass Shelby very much connected to the Scott she knew. "What was that spell even supposed to do? I have a bit of expertise with summoning. And why did you summon me?" he grinned as he dusted off his robes. They were rather nice, nicer than any set of robes Shelby ever had herself. But it made sense he was a candidate for a Supreme Witch. Whatever that was sounded impressive.
So Shelby explained her predicament. And Scott listened, nodding along and not saying anything until she was done.
"Yeah, your friend sounds like the best solution, we have no idea what would happen if I dabbled too much in that. And while I can't get him back, I know someone who can. A demon, friendly one, don't worry, he helped me a lot," Scott finally said and pulled out a thick, bound with dark leather and metal. An impressive book. "Well, he's harmless as long as we're staying safe," he added with a grin.
Scott was not a 'good' kind of witch. Not in the academy's way. He was more of a 'whatever solves the problem without causing too many other problems' kind of witch. Curses. Demons. Necromancy. And one of the participants in a competition for the title of Supreme Witch. Not something that happened in this dimension, sadly. Shelby was sure she'd do great in that.
Summoning Leonard - as the demon was called apparently, took them only a few hours. Scott really knew what he was doing. And it was more than eager to help when Scott offered to 'let him meet Pris again' whatever or whoever this Pris was must have been an impressive person if a demon was interested in them. The demon easily brought Sausage who, without paying any mind to a demon or a necromancer just rushed off to Sanctuary to fight his evil alternate self. 
"He could not see us, I can vanish and Leonard went home," Scott explained before Shelby could even ask. "I suppose I still have a few hours here, the spell, I believe, keeps me here for 24 hours at best," he hummed looking around the foggy swamp. "This place looks... fun."   "The fog's dangerous if you get lost in it, I'm working on getting rid of it," Shelby explained and invited him for tea and cookies. She might as well since she was the one who dragged him to this dimension.
Scott was more than eager for tea and cookies. "I don't remember when someone else booked or baked for me last time... Zombies are rubbish at it," he snickered, offering Shelby an arm.
They spend the rest of Scott's summoning time talking about magic and how limiting the idea of 'good' was. And Shelby learned about Pris. Apparently, she was Scott's self-proclaimed rival and 'fighter of good'. 
"She accused me of wanting to take over the world even, like... Do I look like I want that responsibility?" Scott laughed, he was telling a story of a duel he had with Pris. A duel she requested, lost, and denied Scott's win, demanding an instant rematch like four times in a row. "If she kept away from my magic and apologised for being rude I'd leave her alone, I did it when Joey did," Scott sighed shaking his head.
Another familiar name. And that Joey sounded just as annoying as the local Pirate so Shelby told Scott about her problems with him. And how cool Katherine is. And Scott told her about his best friends Eloise and Cleo, and some other witches he knew. Like the Storm Witch, his dimension's Shelby. Shelby was honestly a bit jealous this Scott had so many witch friends. She never had many friends back in the Academy. She did stay off the topic of local Scott since just mentioning him had her guest looking down.
It was a bit sad when he vanished in a puff of greenish smoke.
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nelyoslegalteam · 11 months
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Assigning Each Son Of Feanor A Grand Relic From The Adventure Zone: Balance Because There’s Seven Of Each Of Them And Also I Do Not Want To Be In This Work Meeting Right Now
Maedhros - The Bulwark Staff. The Relic of abjuration, the school of protection magic. Created out of pure, fierce determination to protect one’s family, the Bulwark Staff allows its wielder to cast powerful spells of shielding. Perfect for the consummate older brother whose entire thing is very much about holding the line (see: all of the emotions I have about Himring as a concept), and also the parallels between Maedhros and Lucretia are so much. They’re both such Bright Clear Line people, taking it all on themselves to see the mission out and stand in the way of the existential horror threatening everyone, and the worst things they do are driven by such a genuine desire to do what they feel they must for the people they care about the most. (For those familiar with both, does it surprise anyone that I love Lucretia so much also?)
Maglor - The Temporal Chalice. The Relic of divination, allowing its wielder control over the flow of time, it sways and corrupts with a promise: You will have the power to undo your greatest mistake. Heavily associated with decisions and regrets, it would be quite wonderfully reflective of Maglor, whose awareness of how wrong his actions are, clear regret of them, and yet simultaneous inability not to continue down the path decided for him is what makes him most compelling.
Celegorm - The Gaia Sash. Okay this one is low-hanging fruit, but it fits so extremely well. The Relic of conjuration, the Gaia Sash gives one the ability to create, control, and communicate with nature. Celegorm deserves godlike plant-bending abilities. As a treat. Let him have this. I also definitely have feelings about Merle being this wonderfully irreverent cleric, specially chosen by the God Of Nature across every universe, and Celegorm’s whole deal as a chosen/paladin of Orome.
Caranthir - The Phoenix Fire Gauntlet. Powers-wise, the Relic of evocation is the most straightforward of the seven, and I feel like that fits Caranthir very well. Lup is associated with fire on a literal level, yes, but also because she’s warm, she’s the connection point for the whole group, and I can see this on Caranthir too, being the one to befriend the dwarves and the humans and to establish this empire of connections everywhere, and Lup’s bright, fierce protective rage is such a good interpretive filter for Caranthir’s fiery temper. Also, the imagery of the Gauntlet burning everything around it down into a perfect circle of black glass just fucks severely on him.
Curufin - The Oculus. Curufin needs to be associated with the Relic whose ability involves summoning illusions so powerful that its wielder can make them reality, because he is a smith and a creator and this aspect is very fitting for him. Curufin also needs to be associated with the Relic of illusion for thematic being a pale imitation of Feanor reasons. Curufin also needs to be associated with Davenport, the character who loses his entire sense of self with the mission because his entire sense of self IS the mission, even if these things happen in extremely different ways.
Amrod - The Animus Bell. The Relic of necromancy, capable of tearing a soul from its body. Thematically perfect and wonderfully dark for the character called the Fated, and as I am a crispy Amrod truther at heart, the associations with violent, abrupt, unfair, being quite literally torn away by death, are in fact very necessary.
Amras - The Philosopher’s Stone. The Relic of transmutation, capable of turning anything into anything else. It’s nothing if not a metaphor for the way that Taako masks, tries to mold himself in wherever will fit him while remaining deeply convinced of the extremity of his isolation, having lost his twin and having become lesser for it. I am a crispy Amrod truther, and extremely obsessed with Amras also as a character who feels like half a person after losing his twin, and transmutation is so wonderfully reflective of the undefined nature of his place in the narrative.
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Becoming a Necromancer, day 8.
Having realised my true calling, and the sheer boredom of Tax Magic (I'm not having a midlife crisis, you're having a midlife crisis!), I have decided to become a necromancer! The path is long but I know it'll be worth it.
Ahem.
EAT SHIT, SERIOOOOOOOOOOOOOOOOOOOOOTH!
Ah, today is a wonderful day! Serioth, as I thought, ambushed me as I was making my way towards Gavamont's tower, but I was ready for him! He cast a Circle of Anti-Teleportation, using a scroll, but...
Well, my researches have reached a breakthrough, and I stood up all night yesterday to exploit it. You see, the different schools of magic are not something natural. It's an artificial construct we use to classify spells and types of mana, but they can overlap. Necromancy and Tax Magic are no exception! This is a basic concept, but realising it opens many door. I don't have to abandon anything in order to be a necromancer! I'm still me! Grey Wizard Jim! I'm just learning new things.
So, without further adue, let me introduce to you...
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The Skeleton Mafia Debt Collectors!
My very first proper necromancy spell! Serioth didn't expect that one, and he did NOT like it either! They managed to wound him, and I managed to run away, and reach Gavamont's Tower. I did lose my previous journal in my escape, though. It saddens me a bit, but this is not a day for weeping, and I've got bottles of wine in my bag of holding. I think I'm gonna open one.
This is a day for celebration! To new magic! To new horizons! To new friends!
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peakdeer · 1 year
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Ello! :D your post intrigued me and I’ve had this hc rattling around in my brain since Witchcraft smp started and I’ve wanted to share but I’ve never had the opportunity.
Ok here it goes. When Scott did the magic thing to try to bring the person he want to back back from the dead it summoned Lady Death (which is Mumza cause she is literally death and I hold her in a vice grip). This ruffles her feathers quite a lot and she starts going oof at him, saying how foolish he is for trying to bring someone back from the dead and such. He then explains to her is his reason to why he did it and beg her to bring his love back. Though it is still a foolish endeavor, her heart is softened by his pleas due to her understanding his pain but can’t just bring people back to life; however she does give him the ability to perform the magic needed to back his love back from the dead. In exchange however, Scott has to give a piece of his soul to her and when he dies his soul is forfeit. He accepts and after a very painful handshake she give him the power of necromancy. This left him with stark white hair also she straight up took a piece of his soul and dipped. He later dyed it black cause it gave him a bad feeling but when he does really powerful magic it will turn a lock of his hair white. I have a n e e d to give every single one of my Scott designs a lock of white. Idk why I just think it looks cool :3
Sorry for the block of text, I am quite excited
Scott wasn’t sure how he’d messed up the spell. It was supposed to bring him back—not whoever this woman with the black hair and the fancy hat and the long dress was. He kind of wished he could send her back now—she’d started ranting at him the instant she appeared, and she hadn’t stopped since.
It wasn’t like it was anything new. It was the same thing he’d heard from the townsfolk in his old village, and the same thing he’d heard from everyone else who knew what he was trying to do. “You can’t bring some one back from the dead, Scott! That’s wrong! You’re upsetting the balance, Scott! You’re so selfish, Scott, dragging them back! That’s weird. You’re creepy. Everyone else who did that suffered worse. What, do you think you’re better than them, Scott?”
And you know what? Scott didn’t care. He didn’t care anymore! None of it mattered!
He just wanted him back.
At least he’d done something right to summon this… woman? She had wings, actually, now that he noticed. Perhaps she was an avian?
Oh well. He flipped through his book, trying to find out how to send her away. Her stature left him feeling dwarfed, and he hated feeling small. He also hated being scolded like he was a child.
If only his stupid book would tell him how to get rid of her!
“You’re not listening to a word I’m saying, are you?” The woman’s voice was clipped, clearly annoyed. Scott glanced up at her once before turning back to his book. He needed to send her away now—
“I said—“ a cold presence strayed his throat, stealing his breath. His eyes darted to the woman—she was clearly more than an avian, more powerful than him even. He—he wasn’t sure if he could send her away. “Are you listening?”
“I am now.” Scott snapped, though it sounded more whiny than he’d meant it to, as if he were a little child being scolded by his mother again.
“What are you doing? You’ve got a circle and everything, do you know how dangerous those are? You could bring back something a whole lot worse than me—” She ranted, waving her arms as if to illustrate her point.
“I’m trying to bring someone back, obviously.” Scott answered her, annoyed. Clearly she already knew what he was doing, so why waste her words? He didn’t regret it. Not at all. Not when it could bring him back.
“You shouldn’t. Life and death is something to be taken very seriously, not with this callous sort of carelessness you’re giving it. Those who die do so in their time, and those who live do so in their time.” She sighed, her eyes piercing into his soul. “People can be brought back,” She admitted guardedly. “At great cost—with the disruption of the balance. It’s not smart, though—you’re still young, you still have life left. When you die, you’ll be reunited. But isn’t it worth it to live, even without him? To have your time above the surface?” She beseeched him.
“I know that. I know—I do!  I’ve heard it all before. But I can’t—I have to bring him back! I have to. I can’t… I can’t live without him.” Scott’s calm voice was quickly falling apart, his vulnerabilities laid more plain than he’d ever cared to have them be before—more than he’d ever even let him see.
“If you know, then why are you asking?” Her face looked hard as stone before she sighed, and the sharp lines of her face softening. “No, I know why. I can’t, though. Well, I could—but I won’t. There is more at work than you understand, little mortal.” Her tone was soft, but the hard truth in it hurt. He couldn’t give him up. Not yet! He’d barely even tried yet!
“Please. You’re clearly affiliated with death—couldn’t you help me?” He pleaded, all his dignity left to rot in the wake of this one chance, this one person who could bring him back when Scott couldn’t.
“I’d love to help you—I would—it’s not like I’ve never done it before—but that’s not how life is supposed to work. It throws off the balance, and doing it once was quite enough. I can’t risk any more.”
His eyes are wide and pleading, the absence of anything but desperation—a human brought to their last reserves, and, if she was reading his trembling correctly, to his knees also. Pity bloomed in her heart for the small, sniveling creature before her. She’d always been too soft on the mortals.
“…I suppose I could do something. But—no—don’t look at me like that. I can’t do it. That would destroy the balance. But… you could. For a price.”
She tilted her head, eyes scanning the human. This wasn’t smart—giving power over death to a mortal? It was unheard of, and decidedly stupid.
But it could work.
And wasn’t she willing? He’d keep trying even if she said no, anyway, and it’s not like she could (or would) take him before his time.
“I don’t give power freely, and I give favours even less so. Had you not managed to summon me, I never would have done this. Nevertheless—I can give you the power to bring things back from the dead, and to kill them again. It will take practice. Control. Effort. It will take more from you than it gives, and every spell will come at a price. But, one day—one day it can bring him back. If it does depends on you, and how far you’re willing to go. Would you risk that—for him? Would you accept that?” She extended the offer cautiously, eyes searching his expression for any sort of greed. She found none.
The human straightened. He still looked shaky—still looked afraid—still looked hopeless. But he was trying, bless his little heart, to look brave. His expression was determined, resolute; his mind already made up. “Yes,” He agreed, his voice clearly shivering but strong enough to be sure.
“Good, because there’s more. I don’t only have to worry about the balance—the other gods would have a fit if they found out, and I can’t have that, not after… Well, you don’t need to know. I have to make this look like I need you—and for that, I need your soul.”
“You need… my soul.” The mortal spoke slowly, as if he couldn’t quite comprehend the words.
“Yes. Just a piece—though it’ll all be mine when you die—relax, I’m not a bad goddess. You’ll be fine. You don’t have to take the deal, though—only if you want the power. Only if you want him back that much.” He seemed to take her words as a challenge, as if she were accusing him of not caring enough. Whatever reservation he had left vanished, and his face set into hard lines.
“Yes. Yes, whatever it takes. Whatever it takes.” His voice was made of the same steel, his decision set. He would not be changing his mind anytime soon. And if he did—when he did—it would be too late.
“Then take my hand.” She stretched it out almost nonchalantly, her fingers hanging daintily in the air, dangling as if moved by an invisible wind. After all—some of the most dangerous things could be the most beautiful, the most inviting.
The mortal reached his hand out, and took it—a mistake, but one she could forgive. Wouldn’t she have done the same thing?
She saw the moment it hit him, the dark power racing up his hand, into his bloodstream, towards his head. Always towards the head, and then the heart. It was a gift, not a curse, though you might call it one. Curses went for the heart first.
She watched him fall, the power all too much for his small, sensitive little body, and unable to cope with that little something extra—his debt.
That little piece of soul.
She was sure, as she watched him shiver and convulse, that she’d take good care of it. He wouldn’t have to worry about that.
Scott heaved himself up off the floor, clutching his hand to his chest. Not that it mattered—the pain was in his whole body, equally miserable everywhere. He staggered around the room before his fingers hit the wall, which he gratefully leaned on for balance.
He glanced around, perplexed to see that the Death Goddess was no longer here. Though, he couldn’t be too surprised—deities go as they please, and she’d already gotten what she wanted.
But he had also gotten what he wanted. Or, almost. He had to learn how to, but… he could bring him back. He could! He just had to…
He stormed out of the room in a fury, ignoring the raging pain that caused. He had to get started, had to start studying—he wanted him back as soon as possible. He’d figure out how to do it, and nothing, nothing would stop him.
He nearly walked right past the mirror before he noticed it. Just a flash in his peripheral vision—something white?
He turned, looking at the mirror with a perplexed expression. His reflection looked back at him with the same expression, the same pale-set face and long robes, the same green eyes and… black…
Why was part of his hair white?
He hurried to the mirror, his hand already reaching up and tugging at it. Why was his hair white? His hair was black, and he was still young. None of it should be white!
Had he spilled something on it? Maybe cast a wrong spell? Perhaps—
A wrong spell.
Scott gasped a little, his hand falling to his mouth.
She’d done this. She’d left him a little mark, just enough to remind him of this deal and what he’d agreed to.
Just enough to haunt him.
He stood there staring for a long time until he moved.
He didn’t have time for this. He finally had the power to bring him back and he wasn’t going to waste it on something this silly.
He shot his reflection a dark look as he walked away. He’d just have to dye his hair back later.
The color didn’t match at all.
And if he was honest… it unnerved him. He hated owing people things; it made him feel vulnerable.
And he owed Death herself his soul.
Perhaps he hadn’t thought this through.
No matter—it would all be worth it when Scott got him back.
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thecreaturecodex · 1 year
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Modron, Secundus
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Image © @tredlocity​
[The secundus modrons actually have unique abilities, albeit class abilities from multiple other classes. They’re monks, clerics and wizards all in one. I simplified their casting a bit, in the manner of some of the other shared spell list monsters out there like gold dragons and guardian nagas, and gave them some abilities that aren’t just copies of character class abilities. I asked Tred to give them a crook and flail because the art for the modron hierarchs in the original MM2 always reminded me of Akhenaten.
Incidentally, if you want to make these guys even more complicated, I could see giving them access to a second spell list other than sorcerer/wizard. A divination or enchantment based secundus could use the psychic spell list, for example, or a conjuration or transmutation one use the druid list.]
Modron, Secundus CR 23 LN Outsider (extraplanar) This metallic humanoid is tall and gaunt, clad in robes. It carries a crooked rod in one hand and a jointed flail in the other. The symbol of a half-circle is embedded in its forehead.
The secundi are the most powerful of the modron hierarchs save for Primus himself. They are nearly unique creatures—only seven exist at any time, although when one is slain, a new secundus is rapidly promoted from the ranks of the tertians. They represent the domain of Magic, although Primus’ other domains (Artifice, Knowledge and Law) are all reflected in them as well. Their primary task is to facilitate the will of Primus however it needs to be done. At any time, several of the secundi can be found in the Great Modron Cathedral maintaining the Energy Pool and communing with Primus directly, while others are coordinating the efforts of lesser modrons. They are the final line of defense between Primus and any who would dare attack him, and great incursions into Regulus are met with a secundus response after an initiation of hostilities and the reports of scouts.
A secundus is well suited to this task of defense, as they are alone the equal of an entire regimen of wizards, clerics and monks. A secundus can strike with lightning speed, set up lethal vibrations in an enemy, and are capable of casting a wide variety of offensive and defensive spells. On the off chance they do not have just the right spell prepared for the occasion, a secundus can call upon the versatility of magic itself and cast almost any spell. This can only be used once per day, so most secundi typically save this ability for an emergency or highly unusual foe. The seven secundi each have specialized in a different school of magic—all of the schools except for necromancy are currently represented.
One of the many tasks of the secundi is to analyze reports from individual modrons and make suggestions for who is to be promoted amongst the hierarchs when casualties occur. Primus makes the ultimate decision, of course, but appreciates the plurality of viewpoints. This also acts as on-the-job training; each secundus knows that, if the unthinkable happens and Primus is slain, the next Primus will be chosen from their ranks. The secundus who commits the greatest act of service to the forces of Law within a week of Primus’ death will be the next Primus. Each of the secundi already has contingency plans lined up in case of Primus’ demise.
The seven secundi each have a simple alphanumeric designation, reflecting their order of creation and chosen school of magic. When a secundus is slain, the numbers decrease by one, and the new secundus adopts the number 7. Although there are no current redundancies in the schools specialized in by the secundi, it is not impossible that such a thing may happen in the future if Primus wills it. The seven secundi are CO-1, AB-2, TR-3, EV-4, DI-5, IL-6 and EN-7.
Secundus               CR 23 XP 820,000 CR 23 LN outsider (extraplanar, lawful, modron) Init 37 (fixed); Senses darkvision 60 ft., detect chaos, greater arcane sight, Perception +41, true seeing Aura shield of law (DC 28) Defense AC 40, touch 24, flat-footed 40 (-1 size, +10 Dex, +1 dodge, +4 deflection, +16 natural) hp 475 (27d10+297 plus 30); regeneration 10 (chaotic, force) Fort +24, Ref +29, Will +31 DR 15/chaotic and epic; Resist acid 10, cold 10, fire 10; SR 34 Defensive Abilities constructed, freedom of movement, uncanny dodge Offense Speed 50 ft., fly 80 ft. (perfect) Melee unarmed strike +38/+33/+28/+23 (4d8+12) or unarmed strike flurry +36/+36/+31/+31/+26/+26/+21 (4d8+12) or +4 axiomatic nunchaku +42/+37/+32/+27 (1d8+16 plus 2d6 lawful) or +4 axiomatic nunchaku flurry +40/+40/+35/+35/+30/+30/+25 (1d8+16 plus 2d6 lawful) Space 10 ft.; Reach 10 ft. Special Attacks flurry of blows, quivering palm Spells CL 20th, concentration +32 (+36 casting defensively) 9th—maximized cold ice strike (DC 30), mage’s disjunction (DC 31), mass heal (DC 31), meteor swarm (DC 33), overwhelming presence (DC 31), symbol of vulnerability (DC 31) 8th—maximized breath of life (DC 27), discern location, quickened divine power, greater spell immunity, fire storm (DC 33), maze, protection from spells 7th—forcecage (DC 31), greater scrying (DC 29), mass cure serious wounds (DC 29), quickened protection from energy, quickened remove blindness/deafness, resonating word (DC 29), spell turning 6th—antimagic field, banishment (DC 28), chain lightning (DC 30), disintegrate (DC 28), heal (DC 28), quickened mirror image, quickened owl’s wisdom 5th—cone of cold (DC 29), quickened divine favor, greater forbid action (DC 27), quickened magic missile, mark of justice, prying eyes, spell resistance 4th—cure critical wounds (DC 26, x2), fire shield, inflict critical wounds (DC 26, x2), imbue with spell ability, resilient sphere, tongues 3rd—archon’s aura (DC 27), dispel magic, fireball (DC 27), haste, magic vestment, prayer, searing light (x2) 2nd—arrow of law (DC 26, x2), bear’s endurance, blur, bull’s strength, magic mouth, spiritual weapon (x2) 1st—cure light wounds (DC 23, x2), identify, magic missile (x3), ray of enfeeblement (DC 23, x2) plus 7 0th--detect magic, read magic, stabilize, virtue Domain—Magic Spell-like Abilities CL 23rd, concentration +33 (+37 casting defensively) Constant—detect chaos, freedom of movement, greater arcane sight, shield of law (DC 28, self only), true seeing At will—clairaudience/clairvoyance, greater command (DC 25), greater teleport, order’s wrath (DC 23), protection from chaos (DC 19), sending 3/day— dictum (DC 29), dispel chaos (DC 25), finger of death (DC 27), geas/quest, greater dispel magic, wall of force 1/day—anyspell (DC 29), gate (DC 29), power word kill Statistics Str 34, Dex 30, Con 32, Int 31, Wis 35, Cha 31 Base Atk +27; CMB +40; CMD 55 Feats Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Divine Interference, Dodge, Gorgon’s Fist, Greater Spell Focus (evocation) (B), Improved Initiative, Improved Unarmed Strike (B), Maximize Spell, Medusa’s Wrath, Quicken Spell, Scorpion Style, Spell Focus (evocation) (B), Stunning Fist Skills Acrobatics +37 (+45 when jumping), Climb +24, Diplomacy +34, Fly +40, Intimidate +34, Knowledge (arcana, planes) +37, Knowledge (dungeoneering, engineering, geography, history, religion) +34, Linguistics +34, Perception +41, Sense Motive +39, Spellcraft +37, Stealth +29, Swim +24, Use Magic Device +37; Racial Modifiers +2 Perception Languages Celestial, Infernal, Modron, 24 others, telepathy 100 ft (81 miles for other modrons) SQ coordinated ally, coupled casting, fixed initiative, monastic training, school training Ecology Environment any land or underground (Regulus) Organization solitary, council (2-4) or party (1 plus 2-12 modrons) Treasure double standard (+4 axiomatic nunchaku, rod worth 60,000 or less, other treasure) Special Abilities Anyspell (Sp) Once per day, a secundus can cast any 8th level or lower spell from any spell list as a spell-like ability. This spell has the normal casting time for that spell. This is treated as a 9th level spell. Coupled Casting (Ex) A secundus can use spells with somatic components without penalty if it is wielding a rod in one hand and a weapon in the other. Flight (Su) The fly speed of a secundus is a supernatural ability. Flurry of Blows (Ex) A secundus gains the flurry of blows class ability of a 20th level monk. Monastic Training (Ex) A secundus gains Improved Unarmed Strike as a bonus feat, and deals unarmed damage equal to a 20th level monk. It also gains proficiency with all exotic weapons with the monk descriptor. Quivering Palm (Su) A secundus gains the quivering palm ability of a 20th level monk, except that it can maintain a number of quivering palms in different creatures equal to its Wisdom modifier (12 for an ordinary specimen). The save DC to resist a secundus’ quivering palm is Fortitude DC 35. This save DC is Wisdom based. School Training (Ex) A secundus gains Spell Focus and Greater Spell Focus feats for one school of its choice as bonus spells. It may apply the effects of these feats to its spell-like abilities as well, including to appropriate spells simulated with the anyspell ability. Spells A secundus casts spells as a 20th level cleric with access to the Magic domain. It may also prepare and cast spells from the sorcerer/wizard list as if they were cleric spells.
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ketamollykaine · 3 months
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Midnight City: the Ritual
Don't be afraid to lose. Don't worry if it doesn't turn out exactly how you envisioned it. Be careful what you wish for.
Supplies:
Acacia Wood: psychic enhancement Alcohol: offering for the spirits Balm of Gilead Tears: summoning, manifestation Bat's Head Root: obtain wishes Black Walnut: Access divine energy, encourage blessings from deities Blood: soul signature, life force, sacrifice Dittany of Crete: manifestation, astral projection, underworld energy Hyssop: Spiritual opening Jezebel Root: achievement, darkness, risk Job's tears: perseverance through hard times Road Opening Oil: to encourage clearing of the path ahead Graveyard Dirt: veil slipping, necromancy, summoning Diatomite: achieve honest desires Mercury: crossroads, life force, death, communication, necromancy Chalk, to draw the door to enter the city Cauldron Chalice 12 12" taper candles Cross Roads Athame, ceremonial blade Black veil Sigils of Bathin, Malphas, Bifrons, Murmur, Gremory, and Seere Sigils of 6 ancestors to protect you on your journey
Instructions:
Begin the ritual on a Saturday morning with a New Moon ahead for the night. Spend the day meditating on what you want, communing with your ancestors, petitioning for protection for the journey ahead. Treat your body and mind well, drink plenty of water. As the day moves ahead and the sun begins to set, take a shower and envision washing your old self away like paint rubbing off of your skin. If you can, bathe in a natural body of water after your initial shower. Utilise the energy of water for its ability to show you what's on the other side of the veil as well as slip one through to the other side. When finished with the water, change into all black clothing and put on your black veil, whether it be a simple piece of fabric or an ornate veil.
At 11:30 begin your way to the crossroads with your supplies. Make sure to find one that is relatively quiet and unused. You will start the ritual by casting your circle with the white chalk. Mark twelve points on the circle, draw a line halfway through the circle and draw a door on top of the line. This door is your entrance, and if you succeed, it will not be your exit. Be cautioned, this ritual is only for those who are ready to leave behind what they knew in favor for what their heart truly desires. By entering Midnight City, you enter a domain of darkness, chaos, and infinite potential.
Continue to set the space by placing a candle at each point. Place the sigil of Bathin at 12, an ancestor at 1, Malphas at 2, an ancestor at 3, Bifrons at 4, an ancestor at 5, Murmur at 6, an ancestor at 7, Gremory at 8, an ancestor at 9, Seere at 10, and an ancestor at 11.
Light each candle, moving in a star pattern. Walk the circle clockwise 12 times, end in the center and take a seat in front of the door, where your cauldron and chalice sit.
Pour the alcohol you brought as libation into the chalice and take a sip for yourself from the bottle.
In the cauldron begin a fire with the acacia wood. Let the smoke pour over you and breathe it in, feeling your psychic gifts attune and grow in power. Start the fire spell by throwing in dried hyssop, the spiritual opener. Throw the Bat's Head Root into the fire, bringing forth your greatest wishes. Build the fire with black walnut wood to access divine energies and encourage the demonic deities to bless you. Burn your dried Dittany of Crete to aid in manifestation, astral projection, and bring the underworld to you.
Take your athame, make yourself bleed and smudge your blood onto the Jezebel Root. This represents yours life force signature and your dedication to achieving your wish, your recognition of the risks involved, and accepting the darkness in and around yourself. Throw the root into the fire. Sprinkle Job's Tears into the fire to aid in your perseverance. Now that the fire has plenty of heat, add your Balm of Gilead Tears as an offering for summoning the spirits. The fire will soon go out, when it begins to dim, kill the flame with graveyard dirt, and add pieces of diatomite to the mix of ashes, resin and dirt. Smooth the surface, pour some road opening oil and smooth a final time before adding enough mercury to create a mirror.
Scry into the liquid metal. Repeat:
"Bathin, lead me to the city. Seere, see me to my wishes, mark me abundant. Bifrons, mark me intelligent in your realms. Murmur, bring to me the souls I wish to see. Malphas, act on behalf of my pains. Gremory, speak to me of the past and beyond."
This chant will bring youinto a trance. From their seat, you will rise and step upon the door. After you've stepped onto the door, you will disappear from the site and find yourself out of trance in a completely dark world. The previous part of the ritual was only the opening ceremony. It couldn't be that easy, could it? The six ancestors that you've called upon will be in the world with you, facing the same dangers you do. In this world, you are not human, but soul. The beings in this world are not friendly to human souls, besides the owners of the realm, the demons you've called on.
You will begin to walk forward, quietly. The beings in Midnight City are aware of your entrance and are seeking to find you. Even though you are in the dark, you have an advantage. You have your ancestors to guide you and give you help. Be sure to be quiet and take every single word your ancestors say seriously. Don't fall into fear.
To make it past the monsters, you must control your fear as it begins to smell and your path becomes laden with twigs and pits. Should you remain calm and focused, your path will be straight and clear. There is no set distance or time to the path, everything depends on you. You burned Job's Tears for a reason.
Should you fail and be caught, your soul will become trapped in Midnight City along with your ancestors souls, paying the ultimate price seven times. In darkness, you will wander, wounded and perpetually dying. You may be eaten whole, you may just be scratched, but if you're found, you've lost.
Should you succeed, you will begin to see a light coming toward you. You will be at a crossroad that fits the reality that coincides with your heart's desire. Your ancestors and demons will surround you, and tell you about what will change. This is your only way out, if you don't like it, you face falling into the trap of Midnight City forever or going into a reality you fear.
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thetypingpup · 1 month
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WayV In BG3
Got bored and made Wayv a team of necromancers, and of course it turned out to be way more involved than I thought 😅
Click here for Ateez in bg3
Rq so I don't have to repeat this with everyone, everyone has the power to cast Animate Dead, which allows them to raise a corpse and turn it into an undead creature they can control. Most of them also have the ability to Speak with Dead and have necrotic spells, which is just death magic put simply.
Kun: The leader is gonna be Thee Necromancer himself, a necromancy wizard. He learned his powers through lots of study, which paid off bc he's very powerful and very dangerous as a result. He doesn't even have a weapon, not that he needs one bc he can summon (un)living weapons at will. Out of everyone, he can summon the most undead minions at once, basically a mini army of zombies and skeletons and ghouls. He's also got quite a few spells that draw on necrotic power and drain the life from his enemies. On top of all of that, he can summon an additional army of undead ghouls thanks to a cursed book he found, the Necromancy of Thay. Solo he's an absolute powerhouse, but of course, he travels with his team.
Ten: Trickery Domain Cleric of Tymora, the chaotic good goddess of luck. He's got a lot of the traditional cleric powers, so lots of healing, buffing, helping the team. He also has quite a few stealth abilities and can do things like disguise his and his team's appearance, confuse people by creating copies of himself, and teleport. When stealth is needed, he and Yangyang are usually the ones to take the lead. He also has the ability to summon familiars and talk to animals.
Winwin: Winwin is gonna be the Druid of the group. Like other druids, he can turn into animals, talk to animals, and has elemental spells. Specifically, he's a Circle of the Spores Druid, and he can use said spores to raise the dead as well and summon extra minions for him to command. He's also got quite a few other innate necrotic abilities, can give himself and his team the ability to see in the dark, can read people's minds, and can transform everyone into a cloud of mist for easier travel.
Xiaojun: I couldn't help it, he's a Paladin. On the surface appears to be a regular, charming, battle capable hero. But in reality, he's an Oathbreaker. He used to be a Paladin of Tyr, the lawful good god of justice, and sworn to a divine oath. He broke that oath, and now instead of divine might he's got dark necrotic powers like the rest of his team. Despite this, he still has a few holy powers, and he has a couple holy (and unholy) weapons at his disposal. He's always on the front lines of combat. It's easy for him to pose as the heroic face of the group. He can also summon familiars and talk to animals. May or may not have some dealings with a certain evil dragon goddess, a certain opposite to the dragon god Seonghwa serves, but atp Xiaojun isn't interested in being bound by another divine oath.
Hendery: He's the Warlock of the group. With very similar powers as Kun, he learned extra spells through study, except he was gifted cursed grimoires like The Book of Shadows and The Book of Ancient Secrets by his patron. Speaking of, he made his pact with a Great Old One, so his patron is an eldritch being from a cosmic realm that exists just beyond the bounds of mortal comprehension. He's got quite a few tricks up his sleeve, from powers that can read and mess with people's mind, to a sword that he can imbue with pure necrotic energy, to the ability to manipulate necrotic energy itself. On the team, he, Xiaojun, and Yangyang are the mostly likely to conduct negotiations and talk to people, but unlike them Hendery can charm people into getting his way.
Yangyang: The group's Bard, he's a College of Lore Bard with an expertise at arcana, so he's super adept at spellcasting, like right up there on a wizard's level. With his violin, he can cast spells that instill fear, bestow curses, and take control of people, monsters, and otherworldly creatures. Because of this, he's able to control large crowds of enemies with his captivating performance of magic and do quite a bit of damage. Interestingly enough, he's also quite adept at stealth and can see invisible creatures, so he can keep to the shadows or take center stage and be just as dangerous. He takes the lead with Ten when the team needs to be stealthy. He can also give himself and his team the ability to turn invisible.
Haven't thought of much for them story wise, but this is what we got so far 😅
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ultramagicalternate · 3 months
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ULTRAMagic Interlude Chapter 16
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Master Post
Voidborne flew through the air, going straight to Blood-Wraith’s hand. He exhaled and summoned the crystalline blade. Wanting to see what her opponent could do, Dunja started out by only activating one of her whip blades. Facing off with someone who had a major role in defeating The Lich of Old made her cautious. She needed to scope out what he could do and not rush into a particular strategy right out of the gate. Dunja expected the boy to attack first, but he did not. Five steps of circling each other prompted her to attack first, slamming her whip on the ground.
The dust cleared quickly, revealing nothing. Dunja then glanced upwards only to see Blood-Wraith right above her, ready to bring Voidborne down upon her. It was impressive how quick and nimble he was. The queen responded by whipping out her unactivated blade, using it to parry the attack. This knocked him away and caused Blood-Wraith to fall to the ground. He then quickly transformed into Indigo Wolf, which created a shockwave that knocked Dunja back. It was unorthodox yet smart. The maneuver afforded him some breathing room so he could regroup.
After a series of failed strikes, Blood-Wraith quickly realized that Dunja could easily counter him with her whip blades. The thing was that they only had so much range though. Thinking of which form would be ideal to give him some space, he decided Azure Spider was the way to go. It could get up into the air with ease if he needed to quickly escape. Golden Dragon could also get into the air, but the form was large and cumbersome. Dunja could easily beat on it and prevent him from getting into the air. What he needed was speed and agility, not strength and endurance. Plus Azure Spider was less of a strain on his body.
Dunja was met by a barrage of fireballs from an opponent that was hard to keep up with. The minute she approached, Blood-Wraith would just leap to the other side of the arena. Dunja noticed that Blood-Wraith was using the fact that the audience was protected by a magic barrier to his advantage. He could freely fire off attacks, keeping the queen on her toes. She assumed he would eventually corner her, but something different happened. A lasso of silk tightened around her waist, binding her arms to it. A very sneaky and well done move.
Blood-Wraith flung Dunja up into the air and shot several, massive fireballs at her. Naturally she was not going to take this lying down. “AHK, AR, VEY!” She shouted from her throat as the web broke and a protective barrier formed around her. The audience was on the edge of their seats.
Over at the royal court box, Dragoslava and Desislav were amazed by what they just saw. “What was that!?” She demanded to know.
“Incredible. I don’t think I’ve ever seen magic like that” Desislav remarked.
“Void magic, children,” Englehart answered.
Radovan elaborated. “Dunja is naturally proficient in it. Akin to necromancy, it is a rare type of magic that calls upon the cosmos itself to enact the caster’s will. Not many void callers are known to exist, however.”
Aureolus was also amazed. “Awesome… but why does she speak her magic? I don’t have to do that…”
Dragoslava and Desislav looked at Aureolus, but Barna spoke up. “Well if I remember correctly, she was working on that before Milosh happened…”
“Indeed, brother,” Englehart replied.
Back at the fight, Blood-Wraith was having trouble countering the void spells. “Dunja, is that void magic?”
She smiled. “Right you are, kid. First time?”
“Kind of. Aureolus can do similar, but it never crossed my mind to spar with him over it…”
Dunja swung her whip at him, forcing him to dodge. “Well then maybe I should train you a bit after this is all said and done.”
After a few more evasions, it was Blood-Wraith’s turn to smile. “What was that you said about cards, coffins, and fate yesterday?”
She threw her hands up. “Alright, fine, I was a bit doom and gloom last night…”
This distraction gave Blood-Wraith an idea. Still in the form of Azure Spider, he leapt high into the air. Next he switched over to Ochre Serpent and began spitting water blasts. He wanted to try this to mix up his strategy, but there were no bodies of water around, forcing him to get creative. Dunja liked everything about it. The planning, the sneakiness, the ridiculousness of it all… No wonder The Lich lost to him. Using one of her void spells, she flew into the air herself. Water blasts were destroyed effortlessly with both whip blades. The audience could only guess what was going to happen next as Dunja rapidly approached her target.
With a swift flick of her wrist, Dunja had one of whips coiled firmly around the serpent. She summoned a great deal of strength and flung him down to the ground with a massive crash. The audience gasped in shock while Blood-Wraith’s entire family nearly had a heart attack. Dunja landed on the ground near the dust cloud, waiting for a sign of activity. A green and black hand grasped the edge of the small crater, hefting itself out into the open. It was Verdant Might.
“Oh no, I’m not done yet… argh, that hurt” he said with a chuckle.
Curious to see more of his hand to hand skill with Voidborne, Dunja deactivated both of her whip blades and used them as normal swords. Verdant Might’s namesake was no joke; Dunja was on the ropes as she did her best to respond to each attack. The long reaching swipes, stabs, and swings from the angelic sword staff were definitely a massive challenge to handle. Blood-Wraith focusing on hitting on her made things even trickier. Now it was her turn to gamble: Dunja took her left blade and hit Voidborne at the right angle, knocking it out of Blood-Wraith’s hands. Seeing this made Valentina silently panic.
Blood-Wraith also panicked, giving in to his instincts. This involved him ramming right into Dunja. He knocked her blades out of her hands and caused her to fall on her back. She rolled out of the way before he could elbow drop her. Seeing an opening, Dunja took him and suplexed him. That stunned him for a moment, but Blood-Wraith recovered and tried to sweep her legs. The queen jumped, but the battered combatant got up and caught her, slamming her into the ground.
No one had expected this turn of events. What had started out as an honest duel devolved into a wrestling match. The two were slamming into and throwing each other around with reckless abandon. The Audience was eating it up, but everyone in the royal court box was nearly having a collective aneurysm. They shouted at the two to stop, or to go easy on each other at the very least. They were not mad, just gravely concerned over what the two were going to do to each other. Englehart was sweating bullets over all of this and Barna could see it as plain as day… he shared the feeling. 
“RIGHT, LEFT, UPPERCUT… GOOD, NOW DISCOMBOBULATE HER… SHOOT, WATCH OUT FOR THE HAYMAKER! RIGHT, RIGHT… I SAID RIGHT…!” Radovan should have been also telling the two to stop, but instead he was shouting instructions at Blood-Wraith. This caused Rose to give him some of the most gravely bewildered looks ever.
The Audience roared in excitement as the two clashed. Their brawn and attrition was being pushed to its limits. Eventually they both came to a stand still as they locked arms and pushed up against each other. “Jeez, what is it with boys and wrestling?” Dunja sassed as she struggled.
“GRR, I’M NOT GIVING UP!” Blood-Wraith growled. Fire was surging through his veins.
“Welp, sorry for what I’m about to do, Blood, but… AHK!” A shockwave knocked him prone, allowing Dunja to grab him by the legs. She swung him around multiple times before letting go, sending him rocketing into the wall. The crash rendered everyone speechless. Dunja looked utterly horrified, however. “Uh-oh… I may have put too much into that… BLOOD! ARE YOU OKAY?”
Before she could go over to him, Englehart leapt down to the arena and went to check on Blood-Wraith. He laid there on his back, returned to his original form of fire and metal. “Blood, how many fingers am I holding up?”
“Uh… er 5… 4, 5, 3… 4, 2… 1… 6?”
“No, boy. That was just an illusion…”
“I was about to say… since when do you have six fingers?”
Englehart laughed and turned to the Audience. “Don’t worry, everyone, he’s alright!” With that, the crowd erupted into cheers and applause. Several medic mages rushed over and promptly got Blood-Wraith onto a stretcher.
“Are… are you sure he’s going to be alright?” Dunja stuttered as she had trouble maintaining her footing.
Englehart nodded. “He’ll be fine. The lad is hardy in both mind and body. Besides, I’ve heard this isn’t his first rodeo in regards to hand to hand combat… I trust our match won’t be as… rough?”
Dunja shook her head. “No no, absolutely not. That was completely unexpected.”
“Excellent. I’d prefer not to strike a lady, especially my own wife. Regardless, you both fought well. Go rest up and get ready for our duel.”
“Sure thing… ooh, ow ow…ow…”
As the other medic mages assisted Dunja, Englehart turned back to the audience. “Did we expect anything less from our former queen and one of the heroes of The Iron City?”
While Englehart remarked on the fight, Blood-Wraith had visitors in the medical wing. “Jeez, who taught her how to fight like that?”
“That would be me, son,” Radovan answered. “I uh… have a past of getting into brawls when I was a youth.”
Rose shot him a look. “A past best not to pass on to our newest family member, dear” She chided, then calmed herself. “Although I must say that it’s interesting that he fights with the same grit you had despite his origin. Now Blood, what got into your head that caused you to fight hand to hand like that?”
“I’m not sure…er, uh… um…” He was still a little dazed from the fight.
“I presume that earlier had something to do with that?” Radovan put forth. “That drive to prove yourself?”
Blood-Wraith nodded. “Uh, yeah. That.”
Dragoslava leaned on her knee. “Well at least this time it ain’t for the sake of the cosmos…”
“Agreed. If that was the Lich, we would have been screwed” Desislav pointed out.
Aureolus could not hold back his excitement anymore. “Blood? THAT WAS FREAKING COOL” he energetically complimented. 
Blood-Wraith smiled. “Thanks… definitely hurt though…”
“I noticed you were having trouble when Dunja started using her void magic” Aureolus commented. “Do you want me to teach you Void magic? Or at least what I know at the moment?”
“Oh, thanks, Aureolus. Sure.”
“And speaking of that stuff, Desislav! Can I have your soul fragment?”
“Wait, right now?”
Aureolus nodded. “Yup, right now. I’ve made up my mind: I want to be as awesome as Blood and I think you’re my last fragment.”
Desislav turned to the others, who were nodding in approval. He shrugged. “Um, alright then…” He produced an Indigo flame in his hand that flew right into Aureolus.
The transformation went off without a hitch… except, not much happened. Two wings like the void of space gently sprouted from his back and what appeared to be seven crystal shards began calmly orbiting him. “Aureolus was confused. “That’s it?”
“Was it supposed to be more grandiose? How do you feel?” Radovan inquired.
“I feel… different. It’s like I’m actually something now… oh hey, look at my body!” It was more solid and visible now.
“Maybe it’s because you were nothing beforehand…” Blood-Wraith slowly got off the bed. “...So the transformation wouldn’t be as flashy as mine was…”
Aureolus nodded again. “Yeah, I suppose that makes sense…”
Rose got up to support Blood-Wraith in case he fell over. “Whoa, easy, sweetie. Are you sure you’re ready to get up?”
“Yes… ow. Let’s head up to see the next match.”
The group was greeted by Barna, Corentin, Kresimira, Vexation, and Valentina back at the royal court box. The royal council was sitting further up in the back. Everyone was relieved to see that Blood-Wraith was alright… then Kresimira got up to scold him. “BLOOD-WRAITH ANDREW RAYNOT. What was that!? That was… it was… How uncouth of you!”
“Wait, my middle name is Andrew?” This caused the rest of the group to chuckle and giggle.
“Er, yes!” Kresimira replied. “Honestly I thought I taught you better than that…” She chided as she crossed her arms. “...but I must say that that was some impressive ingenuity on your part. So… maybe I did teach you some of that as that quick thinking is to be expected of an alchemist. Well done, Blood… never do that again.”
“No promises, but I’ll do my best” he stated as he sat down.
Corentin chuckled. “Now see, If I had been fighting Dunja…”
“... if you had been fighting Dunja, I’d have to spend the next week fixing you up” Barna jumped in. The whole box laughed while Corentin groaned.
Kresimira gently nudged her future husband. “As much as I worry, let’s leave the fighting to the others, dear.”
“Alright, fair enough.”
“Everyone! It’s starting” Vexation pointed out. “I’m curious to see what the king brings to the table.”
Barna smiled. “If I know my brother, he’s going to turn this into straight up art, rather than a typical bout. A battle of magic rather than might that’s going to be something to remember.”
“Agreed,” Radovan replied. “Many people don’t realize it, but Englehart has spent years perfecting his alchemy for this day. We’ll see how Dunja handles this.”
Next: Chapter 17
ULTRAMagic Alternate © 2022 William Ford II (ChaoticTempleKnight)
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