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#caster idea
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Casters that hold their wands like pencils and draw sigils in the air, summoning powerful freehand incantations, sketching whatever spell they want, sealing anything with custom crafted seals.
A low level magic staff that is a mop. The casting end is the mop end, and it's attuned to cast Cleanse.
A conductor mage that uses their wand like a conductor stick to control a choir of constructs made out of musical instruments.
A mage with a shield they use as a casting object. In the center of the shield is a magical gem that shoots the spells they cast.
Tonfu casting wands for a monk/mage multiclass that apply spell effects directly on contact with the target.
Wands that are made to be put on horns so the mage can look at something and cast in the direction they are looking in. Call it "wandiadem".
A "J" shaped casting cane working both ends. You can hurl fireballs like crochet balls.
Casting wooden (training) swords attuned to cast Pain or other spells on contact with skin. Used to train soldiers to withstand the pain of the real blows.
The 5ft pole, but it's a casting tool.
A mummified forearm of a lich turned into a scepter holding a crystal orb in it's hand. Might be a very powerful necromantic artifact.
Enchanted golden teeth prosthetics attuned to Charm or Intimidate.
Hairpins enchanted to attack anyone who tries to attack their owner. They fly aiming for the eyes and then return to the user's hair, or (if stained) to their pocket or pouch/bag/whatever.
A twig turned into a staff which forks at the end, forming a Y shape. Casts all spells twice in a row, or sometimes at once, but half as powerful. Meaning instead of one fireball, you get two smaller ones.
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mystic-crochet · 2 months
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Day 1 of making little icons/pixel art for each arc of Unprepared Casters
Today we have a flaming skull (Mortyss) for Arc 1: Dragons in Dungeons!
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anghraine · 7 months
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I was just thinking again about how much I love the idea of D&D Elizabeth/Darcy as a sorcerer/wizard spellcasting duo.
I particularly like storm sorcerer Elizabeth/abjuration wizard Darcy, with Elizabeth as an offensive powerhouse and Darcy a defensive one, and both kind of judgy about each other, yet sorcerers are famously (in fact definitionally!) versatile and a skilled wizard is scary at the best of times.
(Elizabeth is always ready to use Silvery Barbs and Hold Person against Jane's foes and Darcy carefully prepares Lightning Bolt every morning.)
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coolcattime · 3 months
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Mianite D&D AU/headcanon ideas inspired by this ask from @licantropa and the tags by @syndianites and @kiwibirdlafayette
Jordan - Aasimar Paladin (Judgement)/Artificer (Artillerist)
The recently chosen champion of Lady Ianite.
He ran away started his journey away from home to find the answers of his mysterious goddess’ whereabouts in the middle of the night with only basic adventuring supplies and a small robotic companion/pet he’d crafted himself. He ends up finding an abandoned temple turned prison, which it seems his goddess had thankfully escaped from, but he quickly found himself locked in it as a group of opportunist bandits decide to try and get a ransom.
He ends up rescued by Tom, Tucker, and Sonja, a very slightly more experienced group of adventurers which happens to include the champions of the other two gods. They had been hired to rescue Jordan by his (non-biological) brother, and are surprised to hear about Jordan’s quest to find the lost goddess, but all happily join on the quest for their own reasons.
Tom - Tiefling Barbarian (Zealot)/Warlock (Fiend)
The not-quite-undead champion of Lord Dianite.
Once upon a time, Tom was just a normal barbarian, though he doesn’t remember those times very well. As far as he knows, he was once a part of an adventuring party that ended up running into a monster far beyond their own skill and ended up dead. However, his own skills ended up catching the attention of Lord Dianite, who brought him back to life as his champion -- as well as giving him a few more bonuses.
He’s the champion with by far the closest relationship to his god, having a lot of communication with him compared to Jordan (whose goddess is missing) and Tucker (whose god might as well be missing). However, his communication with Dianite has become a double edged sword as the god seems very against him helping Jordan find Lady Ianite, instead telling him to get the man to join their side. He’s happy enough to do the task, but can’t help but get nervous as they start to find more evidence that Dianite might have something to do with his sister’s disappearance and what that might mean for his friends with his loyalty to his god.
Tucker - Human Cleric (Forge)
The champion of Lord Mianite.
Tucker has always been especially loyal to his god, having grown up in temples surrounded by clerics and paladins of the highest respect. He trained and duelled with the best throughout his childhood, though a lot of his training ended up being spent in the forges creating weapons for heroes older and more powerful than himself. Most expected Tucker to become a Paladin, but his divine blessing came a lot more directly and his skills with metalsmithing became his very connection with the god he's a champion for.
He was the first person in the adventuring party after he went out into the world to prove himself as Lord Mianite's champion, meeting Tom when the two were hired for the same job. He's happy enough to help Jordan, though he's never heard of Lady Ianite before, as he believes that it might finally be the quest he's looking for to prove himself as a champion.
Sonja - Shifter Bard (Lore)/Warlock
An Archivist of the Gods.
Sonja has always been a gatherer of information, making sure to collect and tell the tales of great heroes. She was able to gather great crowds to listen to her spin tales into songs and performances. Though showy, she rarely bends the truth of the tale, giving a far more accurate tale even if it does not give the best reflection of the heroes or gods she is telling the tale of. She's popular with the people and can typically charm those who don't like her to get them on her side. However she's banned from a fair number of libraries and museums dedicated to heroes who would prefer their tales be told the way that they're currently being told.
If anyone asks, Sonja is a follower of Lord Mianite. And in fact that's what the other members of the adventuring party believe this to be the case, as in the most technical sense it is true. While definitely not as devoted to the gods as any of her fellow party members, she has a more powerful than most connection to Lord Mianite; she just also happens to have made a pact with an ancient god eating entity for more magical knowledge, but that's really her business and no one else's, even if she can feel her patron tugging to ruin their quest for the lost goddess at every opportunity.
Capsize - Half-elf Rogue (Swashbuckler)/Paladin (Crown)
“The Paladin of Ianite” / The messenger of Ianite
A pirate captain on her own quest to free Ianite who the main party find and join up with by apparent coincidence. They ordinarily meet in a tavern where Jordan, Tom, and Sonja all try flirting with her, only Sonja being in any way successful. However, said first meeting is cut short by a group of armed individuals entering the tavern, demanding a meeting with “the Paladin of Ianite” alone that evening and to make sure she actually shows, they have her brother. As the thugs teleport away, Capsize dashes out to try and find Redbeard as she recognised them as lackeys of one of her less trustworthy clients. The main party doesn't see her panicked reaction due to them all panicking themselves, believing the threat to be directed towards Jordan.
Due to the mix up, the main group end up breaking into the back and freeing the prisoner who it turns out is not Jordan's brother, but Capsize's. They quickly rush to help Capsize, who is holding her own in the meeting turned fight but severely outnumbered until the others show up. After the fight, introductions are done properly. Upon learning of Jordan's quest and title, Capsize and her brother both burst out laughing but offer to take the group to Ianerea to meet the other champion of Ianite as a payment for their help.
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pennamepersona · 3 months
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the thing that finally let me understand wyll was seeing a couple posts about how he's like. unfazed in the beginning. this is normal to him
very "the day you were taken by the nautiloid was the worst day of your life. for the blade of frontiers, it was tuesday"
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rilannon · 6 months
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What if...?
Caster curls into a ball, trying to protect his core and head from the vicious blows raining down on him. His right knee throbs, his neck and shoulders are screaming at him, his left arm tingles in a way that will probably worry him later, but all he can focus on is the boot thudding into the back of his ribs again and again and again. He should regret getting into this situation, but he doesn't. With the pool of sharks circling MJF getting bigger almost every day, and the man himself still stubbornly refusing Casters help with Bullet Club Gold, he had gone after one of the other threats to his boyfriend's title reign. Maybe stepping up to Wardlow and telling him that he had to go through Caster to get to MJF wasn't the smartest decision in the world, but no-one has ever accused Caster of being that smart, especially when it comes to Max. The fact that he had somehow won, blocking the Superplex that would have spelled disaster before managing to push Wardlow off the turnbuckle and following up with a Mike Drop and collapsing dead weight to get the pin, seems to mean nothing now that he's getting his spine pulverised. 
He's just debating if the pain of rolling towards the ropes would be worth it when the assault stops. Caster manages to shift onto his back just enough to see what's going on, even as his shoulders scream at him as he moves his arms. As he opens his eyes, the first thing he sees is the glare of the overhead lights, and two silhouetted figures. As his eyes adjust, the figures resolve into Wardlow and a smaller figure, gesturing angrily at him. It takes Caster way too long to realise that it's Max, fury etched into every angle, face red. Over the ringing in his ears and the screaming of the crowd, Caster can just about make out the words flying from Max. '...ake out your frustration on someone who deserves it, you worthless loser-' Wardlow cuts him off by grabbing the front of his shirt, but before Caster can weakly reach out to help, Max punches him square in the face. Wardlow crumples like a wet paper bag, and Caster spots the shine of the Dynamite Diamond Ring on Max's pinky finger. He stares up at Max in disbelief as he looms over Warlows fallen body, barely noticing the hands reaching to help him. It takes Anthony grabbing his face, turning it away from Max towards himself to check him over before Caster snaps out of the awestruck daze he was in. 
Between Anthony, Billy and his own remaining strength, little as it is, Caster manages to get out of the ring with some of his dignity intact. Moving under his own power seems to be enough to keep the hovering medical staff at bay, at least at ring side. He's got one arm looped over both his team mates, ignoring the pain dancing up and down his spine, when Max rolls out of the ring and comes up to the three of them. His eyes dart over Caster's body, a frown forming when he spots the large boot shaped bruise that Caster can feel beginning to form on his side. Max makes eye contact with Caster again, eyes filled with something that Caster could almost convince himself was concern, before the shutters come down. Max snarls. 'This changes nothing.' He turns to stalk back up the ramp, not looking back, but Caster can feel the giddy smile on his face. He sees Anthony shoot a worried look at Billy over his head, but he doesn't care; Max came and saved him, and even if he likes to pretend otherwise, that does change things. Caster doesn't stop smiling, even as his body aches and pain screams across his nerves as the three of them make their slow walk to the back. Max cares, and that sliver of knowledge is enough to power Caster for as long as it takes. 
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flowercrowngods · 6 months
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cw suicide mention & imagery
original play idea where people seem to live their normal lives but the audience gets the feeling that something’s wrong, there’s a tension and there are things that obviously go unsaid that hang in the air between the characters uncomfortably long enough until the last member of the audience has filled in the blanks in their own way.
there is a figure off to the side, a very young man in a suit, watching them, unmoving and silent, and as the scenes and progress, as characters leave and appear, as the setting changes, the young man is always there. no one interacts with him, but there are moments when they almost do. when the characters stop what they’re doing when they stand close to him, and appear to listen. but there’s nothing.
the sound of TV news reports, all playing over each other, create an uncanny and uncomfortable buzzing that never, never stops, and there are too many to really make out the words. they get more silent the closer they get to the young man in the suit, quieting down to nothing when they stand by him to listen — but the characters seem unaware of the change. so does the young man, statuesque though he is.
then there’s a little girl, covered in dirt, her hair askew, her cheeks rosy — the image of having spent the day outside, playing in the dirt, a smile on her face, her eyes big, as she skips towards the young man and asks, “can we go now? can we play?”
the young man cards his hands through her hair and says, “you go ahead, i’ll be right there.”
but still he stays there, seated.
everything continues as before, but the characters slowly undergo a complete change in character, in routine, in appearance. the old man who wore suits is not dressed in sweats and old, worn out, dirty shirts. the sweet, kindhearted young adult is now quiet and apathetic. the woman who, in the beginning, was talking her friend’s ear off and could barely stand still is unmoving now, staring out into nothingness.
the buzzing and bustling background noise is slowly, gradually getting louder as the characters become increasingly nonverbal and unmoving. the lights dim down.
then all at once, after a crescendo, the noise stops suddenly, the lights turn off completely, before, with warm, yellow light, a woman we’ve seen before — as she stares into nothingness — appears on the stage, slowly approaching the young man as if unsure of her body but undeniable in her grace.
they smile at each other for a moment.
m, whispering: you’re not supposed to be here, not yet
w, cradling his cheeks: i was always supposed to be here long, long before you
m: i know. i’m sorry, i—
w: i know. i forgive you. i’ve always forgiven you
m, after a while: but not yourself
the woman shakes her head.
w: a mother will never forgive herself for burying her child, and a father will forgive himself even less. (a beat) you have such a handsome face.
m: it’s not your fault
w: so beautiful, those eyes, i’ve missed you so much
m: listen to me, it’s not your fault!
w: and your hair! papa would be so glad to know that—
m: mother. mama. listen to me. it’s not your fault
w, tearful and whispering: you were supposed to be fine. you were always supposed to be fine. it was never supposed to be this bad, we were supposed to help, but—
m: i know. i tried, i really did. both times
in that moment, the little girl comes skipping on stage again, approaching them with her wagging ponytail.
g: what are you doing here, mama? will you play with me now? it’s been so long!
the woman gasps, her tears getting the better of her as she falls to her knees and pulls the girl to her chest, who readily returns the hug
w, sobbing, kissing her cheek: hi, baby. yes, i’ll play with you, of course i will. let’s go.
the young man helps his mother up, allowing her to pull him into a hug, and she whispers: “as much as i love her with all my heart, i’m so proud of the young man you’ve grown into. and now i have you both, just as i always did.”
the young man brushes a kiss to her cheek, then lets her go, watching as his mother disappears with the little girl.
m: i have to stay a while. i’ll follow you soon.
(woman and girl, hand in hand, exeunt)
the lights dim, and the buzzing returns, accompanied by the sound of dragging footsteps the audience cannot see, until everything’s back in total darkness. the noise stays. growing louder in increments, leaving the audience uncomfortable and unsure if this was it.
as they quiet down, we hear a man, sobbing uncontrollably, before eerie silence takes his place, too.
the curtain falls.
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blackestnight · 4 months
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tonight in pathfinder:
we've been playing this campaign for almost four years and tonight is the first night anyone in my party has thought to ask if "electra the incandescent" is a stage name
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booksare42 · 27 days
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So I've only got two more UC icons to go over on @mystic-crochet (assuming I don't do Tightrope and And Back Again) but I have a dilemma
I've been trying to do a pirate hat for arc 6, but can't find a good design that fills the space and looks good
And for arc 7, I tried to do Skeventy's paper plate smile but it just looked too creepy
Which means I'm open to new ideas! Please send me literally any ideas that represent either arc and that are simple enough that I can make a small pixel art of it
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wall-e-gorl · 1 year
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Someone who knows how to clip things, could you grab gus asking John if chet does romance and John going uuGHHh no from the 11.5 part 2 verbal component?
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On magical casters.
Classification of casters always have been troubling me so I will try to convey my idea here:
W I Z A R D S
Wizards are the type of MCs (Magical Casters) who are specializing on the usage of spells. See, the franchise of Haroldinho Le'Potterman (you know who I mean) is about wizards and this is a good example. Wizards have spells for cleaning the floor, for opening doors; Shortly saying, for every task. Usually they cast their spells verbally, making them very vulnerable to one very specific transmutation-modification encantation:
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Erase Mouth.
M A G E S
Mages are the guys who can be called the magical artists. Sure, there are many Academical Mages, but usually it's the other way around. Mages don't use spells as their main weapon - their magic is in the freestyle, in using energies, summoning and transmutation in many creative ways with only their mind rather than spells which are somewhat like tools/lines of code. With this analogy, Mages are the programmers who write the code themselves while Wizards take from the code libraries.
Mages are not restricted regarded the usage of spells - they usually do, the only thing is that they might modify those spells easier. Instead of copy-pasting spells, they weave them themselves, adding modifications on the go.
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D R U I D S
This is interesting. Druids as I believe don't directly use magic, at least not when it's causing disbalance. Druids are masters of natural magic, they sense it everywhere, in every living and unliving natural thing. Animals, plants, stones, water; Everything what is opposed to the Nurture is under Druids control.
They don't cast spells nor weave them. They just know "tricks". "Tricks" that will allow them to turn into animals, to command tree roots, to heal wounds. They unlock the nature part of their magical potential and just use those abilities as if they always could do that, as if they unlocked innate powers.
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M O N K S
Monks are close to Druids in concept, but instead of unification with nature, they seek peace inside their souls.
A great monk unlocks their innate powers through discipline, high morals and inner peace. Think anyone from Kung-Fu Panda: they all have some sort of inner peace with themselves, and many are capable of inhumane feats, such as incredible fighting skills, chi stealing, paralysing or healing.
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W A R L O C K S
Warlocks are sort of tricky. In my native language, they are called "dark(magic)book-ers", something like "users of dark magic who learn from dark magic books".
Their entire thing is they got their magic from a patron, a being of powerful nature that gifted them abilities of different kinds. They can learn to use the magical powers they were given as spells or incantations, but generally, these will just remain abilities. Think "opening unholy portals to hell so you can summon foul little demon minions" or "turn into a six-limbed monster cat with laser eyes" and such. Warlocks can lose their powers if they don't follow what their patron tells them to do, or can be punished by the patron severely, so much that their powers won't matter anymore afterwards.
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P R I E S T S
Priests are too, like Warlocks, getting power from a patron in a religious fashion. It is tricky to differentiate of course, and even as I am writing this I am unsure how to tell the difference.
There is one, though. While Warlocks had their abilities are given by the patron and it is not necessary for them to have innate magical talents, Priests have their abilities unlocked by their patron. Meaning they cannot be taken away if the Priest loses faith or betrays their patron, instead gaining negative effects for using them since they use their religion as a channel, and boy oh boy if their deity doesn't have it turned on at all times.
Priests are somewhat religious Mages, not bound by specific spells.
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C L E R I C S
Clerics are the religious Wizards type. They are reading their holy books and repeat prayers, wield powerful encantations and follow the guiding hand of their patron while doing so.
Their gifts aren't gifts exactly. They can be magically talented, but the only way they will use this talent is to cast standard and limited spells provided by their god. And, importantly, these words will not lose their power if they ever were to betray their patron. They will know the key to the patron's locker of magical powers, and the only thing the patron can do is either smile from the irony or try to weaken/block such spells.
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P A L A D I N S
This... Is difficult. Yes, they are pretty much like Priests and Clerics, yet they are way more gifted than them. They are something like the middle ground between the religious duo and Warlocks: they are something like pawns evolved into chess queens, upgraded by their patron, given, not unlocked, strenght and powers.
They follow the orders of their god, and will be punished if they decide to turn away from them. They made their choice, and their patron would be qutie dissapointed once betrayed. The results may vary, but I think at least part of the powers will stay with the Paladin - at least the spells.
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S H A M A N S
Shamans are too, quite quirky. But as I classificate them, I think they are somewhere in the middle between Druids and Warlocks.
Shamans are powerful masters of nature magic, but they are not bound to just that. They have a hint of Monks in them (spirituality), and usually have some sort of a patron (may it be a Spirit Animal or just any sort of spirit honestly). They can heal, they can harm; They can create, they can destroy - Shamans are not the keepers of balance, they are the keepers of the law of the jungle, of traditions, of history and myth.
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S A G E
Sage isn't really a caster type of a magic user. A sage is just a person of experience and wisdom, who knows the secrets of life and destiny.
Sages don't make guilds. Many don't even think themselves as sages even. They are just people whose words have a weight to them. Ones who see and understand. They can learn magic, sure, of any kind at that, but they will always be something like a lowkey Monk: in peace with themselves, and wishing to help others.
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S O R C E R E R
Sorcerers are the talent type casters. They have so much magic in them they can't control it.
This magical potential can be tamed yes, but with very hard training and maybe some limitations (think Shadow the Hedgehog's rings). Sorcerers don't know how to cast spells, but they have some skills and encantations that are weirdly specific or powerful. Some sorcerers are planetouched, and are gifted with powers over the elements (think benders from ATLA). Or they have wild magic in their veins, causing strange and random stuff to happen at times. Maybe they are capable of using just this one specific spell of gargantuan power which even the greatest magic casters can't replicate, or maybe they have some sort of superpower due to their gift (think Encanto or X-men).
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B L O O D H U N T E R S
This is the trickiest one. Basically, think self-corruption for a greater good. It's like a Warlock, but usually without a patron. It is somewhat Sorcerer, but their innate potential is mixed with training and education of a Mage or Wizard.
In my opinion, Geralt of Rivia is one very clean example of a bloodhunter. Has innate potential (seventh son of a seventh son), has training (in Kaer Morhen), was "corrupted" (witcher elixir) and fights for a greater good. He is somewhat "evil", "dark" or "grim", but more in an antihero sort of way.
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A R T I F I C E R S
Artificers are not exactly magic users. Their powers are granted not through patrons, not through training but through artifacts. It might be a badass sword (King Arthur?) enchanted armour (Ironman?) or pretty much everything.
Sad thing about Artificers is that without their artifacts, they are pretty much nothing. I say "pretty much" because to me, they are still a threat. Artificers are not just users of artifacts - they can be their creators. For this they will need some magic components, sure, but as such, they are to be feared in any situation.
Basically they are not-quite magically gifted people who study magic and it's physical implementations, such as runecircles and sigils, enchantments, alchemy and many more.
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(Pictured: an artificer when threatened in their natural habitat)
S T A G E M A S T E R S
Even though Houdini wasn't a magic user, he was considered unnatural and mystical. A stage performer, an illusionist; Those people's magic is in the secret, in the way they trick people into thinkin they actually have magical powers while using nothing but tech.
I mentioned them just for a good measure, to illustrate what they basically are. They are sort of Artificiers, sort of Thiefs (regarding their sleight of hand) but almost never true mages. There could be a trope where a stagemaster is actually a magical caster of sorts, but it only adds an additional level of mystery. How do you make magic look like mundanity looking like magic?
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Of course I will stay silent about the "battle-" modification for classes; A battlemage is a mage specifying in fighting, Battlewizard might know a couple of harmful spells to aid in battle (making them slightly similar to Bloodhunters but without the corruption bit). Generally any sort of battlecaster is just capable of using their magic quicker and on the go while in battle. Hop - and the enemy is petrified, turned to pebbles by a smash of a hammer seconds later; Shazam - and a trench instantly forms before your feet, swallowing a line of the incoming enemies and giving you the high ground advantage (*cue to Obi-Wan heavy breathing*).
Now we are done! I think I touched every matter, so please let me know if I forgot something; It might be that some classes are just variations of the already listed ones of course.
And so, I can show you the several criteria of classes classification:
-> Source of power.
-> Way of using said power.
And that's basically it. You can get your power from innate talents, unlocked sources of energy inside of you, from a patron, artifacts or some sort of mutation (Witcher elixirs).
The way you use it of course is different too. You can read spells out loud or can weave your own incantations, aka Bookworm versus Freestyler.
Sorry for a long post and here's a sweet potato:
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mystic-crochet · 1 month
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Day 8 of my UC crochet project
This time it's an eirden for Arc 5: Lives of the Party!
Basically just an owl's head in the colours of the eirden art we've seen, and in two different lightings so you can see the little grey markings.
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mmmm thinking about... every element having a variety of expressions. thinking about an aesthetic of handedness, w/ certain expressions of each element being sinister and others being dexter, while the "root" of it can be used with either. this is also me thinking abt the aesthetics of mages having physical signs of their magic use, that grow and deepen as they become more proficient in casting. marks on their hands and arms. this would probably be agnostic to the mage's usual dominant hand, or maybe it's even that a right-handed mage who focuses mostly on sinister magic will become left-handed over time. ambidexterity is almost as rare in magic as it is irl, since it's usually difficult to be truly equally good at both kinds.
this is working backwards from the typical positioning of the twins wrt each other but i think dexter magic tends to be predominantly active, easily weaponized, very direct. conversely sinister magic is gentler, more easily used subtly for healing or manipulation. or possibly it's the other way round! i'm thinking of it as them casting with their 'free' hand since emmet seems to generally stand to ingo's right, but the thing is they do quite a lot, maybe even most? of their gesturing with the hand closest to the other, so it might be the inverse.
i also do really like the "one giant adventuring party" idea i pitched a lil while ago bc i think that's fun. with protag as the sort of nominal party leader, who is in a sort of weird position of being a very powerful mage who has no idea how to do magic. it's immediately visible from looking at them bc both arms are covered in glowing rainbow swirls, suggesting near-perfect ambidexterity in apparently every magical class, but every time they cast a new spell they're just as surprised by it as everyone else. and their giant party of mostly mages and then 1 or 2 physical fighters (someone pls help me balance teamcomp my squad is dying) is also there trying to help them learn how to actually. do magic not by accident.
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lckboys · 1 year
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Instant Photos from Worlds 2022
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altblock-tm · 4 months
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me a while ago: Hey it’d be cool if I wrote a silly little story with Diarmuid and a Master that actually like wasn’t a dick to him :)!! Just for self-indulgence
me now, knee-deep in separate ideas and the urge to rewrite any drafts I have and make it into a fic the moment I have a coherent idea which will take years:
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perenial · 4 days
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oh shit its pesach i almost forgot to make my cinnamon biscuits
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