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#cyber spell casting
crazyskirtlady · 2 years
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ˢᵖᵉˡˡ ᵗᵒ ᵘⁿˡᵉᵃˢʰ ᵐᵃᵍⁱᶜᵏ...
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ᵐᵃᵏᵉ ᵐᵃᵍⁱᶜᵏ ᵒⁿ ᵗʰᵉ ʷᵒʳˡᵈ ᵃᵍᵃⁱⁿ...
σρєη тнє ∂σσя тσ мαgι¢к
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xcupiddelockex · 3 months
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@c0rpse_r0t.exe on Instagram
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kyaramaru · 1 year
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Guys here me out:
Niji JP magic AU that focuses mostly Mezhers. Only Mayu is gone, Fuwa has left, and Akina was born without any powers.
Basically Mezhers are all childhood friends and Mayu suddenly disappear one day but no one can find him and years past by. Somewhere along the way Fuwa and Akina drifts off and soon Akina is the only one still trying to look for Mayu.
Fast forward and Akina finds Mayu’s final message about the real world and goes off to find clues left behind but runs into Fuwa, who now travels with ROFMAO after learning Kagami had contacts with Mayu after his supposed departure, and has never stopped looking for Mayu.
Akina can’t personally use magic himself but under Shellin, he uses a book to do spells. However the effects are much weaker and take longer to cast then of normal spell casters.
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luvtonique · 4 months
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I suppose considering my last post I should address something.
I'm currently writing "Melodi," and "Foxen," and a lot of people have asked me if there will be "Representation" in those stories.
The answer is, "Not intentionally, no."
I do not write labels, I write characters. I'm sorry, I don't give a flying fuck about representation, I write characters that are important to the story and give them personalities that further the plot.
I love character interactions, I love when characters with heavily different personalities and opinions interact with one another and have disagreements, make stupid decisions, do things that the reader would never do (like "DON'T GO IN THERE" moments).
I also like world-building. I like imagining entire worlds where the governing bodies, the landscape, the whole society is completely different than Earth, especially since I feel very strongly that bringing real-world issues (especially political or ideological) into fictional media completely pulls the viewer out of the fiction.
A story about a fictional world shouldn't be a story about Earth.
Period. I will never change my opinion on that.
It's time to really lay things out here. People have asked me, "Will there be any trans characters in <Melodi/Foxen>?"
The answer is an absolutely resounding, "No. Trans people do not exist in those universes literally at all."
"WHOA, WHAT!? SO YOU'RE JUST ERASING TRANS PEOPLE!?"
No. I'm inventing a world where you can swap your sex by drinking a potion or casting a spell, thus meaning gender dysmorphia would not exist, because if you wanna be a girl you can just snap your fingers or drink a potion. That is not "Erasing Trans People," that is looking realistically at a fictional universe in which we are not born into a body we can't easily change out of.
I'm sorry to have to tell you this but the concept of gender, of culture, of race, of species, are all concepts that exist on Earth, and a fictional world is not required to have any of those things. At all.
Do black people exist in Melodi? Yeah, humans can have darker skin, a lot of them do. Are they a different culture? No. Do they act different? No. Do they look different? Other than the skin color, no. Do they wear their hair different? No.
All of these things are because "Humans" in Melodi's universe are a society obsessed with technology. Humans are the only species with no natural magical affinity, and therefore they put cybernetic bio-chips in their children that give them artificial magic affinity that slowly replaces their circulatory system as they grow up to make them able to cast spells. In Melodi's universe, humans are a society revolving around technological advancements, spellcrafting with their cool digital magic and they've developed kinks and fetishes for people with different cyber wiring patterns in their faces instead of like, "Freckles or no freckles"
There's no Africa or America in Melodi's universe so why would there be African Americans? There's just black humans, who act like all the other humans but have black skin, no cultural differences at all, no racism between them, none of that.
I hate to be the one to break this to all of you but fiction is not real, and as much as you wanna demand it, fiction has no implicit criteria to be realistic or relatable in any way.
And now we get to the elephant in the room, "But Jay, you've said in private that Melodi is a lesbian, isn't that lesbian representation?"
No, that's girls who are attracted to girls existing in a fantasy world where it's extremely possible and reasonable for a girl to sometimes, hear me out, be attracted to girls.
Where gender dysmorphia wouldn't exist because of the immediate ease of access of sex-swapping magics and potions, the same can't be said about a person's attractions. Yes, magic and potions do exist in Melodi's universe that change a person's sexuality, but people still have a sexuality by default.
And here's another elephant, "But Jay, what about racism? Does racism exist in Melodi?"
Yes. Very much so. Melodi takes place in a universe where the different races are fucking vastly different and have extreme cultural differences. EXTREME.
An example: The Feliki do not have familial bonds of any kind and will gladly sell their children to pay their bills. They treat their children, parents, siblings like invaders in their own homes, and will only keep them around if they're useful to the household.
Another example: The Lupos choose a person once a year to be their "Hunt Target" and tell the rest of the world that anyone who interferes with their hunt will be slaughtered, and will spend the year hunting down and murdering their target to have a ritual feast.
A prime example: The Bicci literally need to have sex to live, and when starved will literally sexually assault people out of desperation. This has lead to the Bicci being forced to have partners if they ever leave their city so that they can feed off each other, and they will be arrested and dragged back to their city if they're seen alone outside of it. Bicci are also commonly referred to as rapists by other races.
See, I'm very much of the opinion (and always will be) that fiction is not real, and the more that you demand fiction be real, the less you're demanding fiction and the more you're demanding reality.
The world Melodi is in is a very fucked up world.
You will likely not relate to the characters, you will not see a single transgender character, and you will not see any intentional plot points that relate to anything happening in a socio-political sphere in real life because I'm sorry, but that's not the story I'm writing.
I'm writing a story about a fucked up nightmare world, and in Foxen's case I'm writing a story about a family going on an adventure in a silly world with goats and foxes and magic and candy.
I do not write stories about real life.
I do not write my opinions into metaphors nor use my characters as soapbox puppets to convey my opinions on real-life social matters.
And you will not see intentional representation in my works.
That is final, and I will never, ever, ever change this fact about my works of fiction.
Thank you for reading, hope you're having a great day.
Luv you.
~Jay
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thinking about how kris's shield is used to harm
usually, shields are seen as a more passive weapon. which makes sense- shields are for defense, they're to protect you and the ones around you
swords are the offense, the aggressors, the weapon one would use for harm. shields are the defense, the protectors, the weapon one would use to mitigate harm
and yet in snowgrave route, the weapon kris is forced to use is the shield. using the sword beats enemies up, but it can't kill any of them (in fact, attacking using your sword aborts the snowgrave route). in a way, the sword is the protector in this situation- warning the enemies to flee
conversely, the shield is the aggressor. the tp gained from defending (16) is the exact amount of tp needed to cast noelle's iceshock spell. essentially, kris's passiveness is exactly what allows noelle to kill the citizens of cyber world
the shield is the danger. the shield is what allows the player to force noelle to attack every round. the shield is the last thing an opponent sees before they see ice, the last thing they'll ever see
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goqmir · 4 months
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2023's additions to your magic the gathering interaction suite: trinkit's top five control pieces you should be playing now!
There's been a lot of interesting and delightful removal and counterspell cards printed in 2023, and as a sendoff to the year as your resident control player i'd love to talk about the new cards that i'm playing in my interaction-heavy commander decks :) this takes the form of a countdown list because it's fun and clickbaity and consumable but every card on this list is fun new (largely spell-based) interaction i have played with in commander decks and recommend you give a try!
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starting off with our honorable mention: Invasion of New Capenna! while not a card i feel i can recommend in just any deck, this plays so well in Incubate-heavy decks, which is one of my favorite new mechanics introduced this year! this card is an auto-include in Brimaz, Blight of Oreskos, which has been a favorite deck of mine this year. Two mana exile removal on either artifact or creature, which you can easily sac a white dork (or untapped incubate token!) for the casting cost. furthermore, Invasion of New Capenna (inky for short) is the only battle i have ever transformed-- it's legitimately very good as a typal equipment (especially for incubate phyrexian tokens!). if you have an orzhov tokens deck this likely flew under your radar and i'd recommend giving it a shot :)
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number 5 on the list is Cyber Conversion, a new blue staple removal piece. if you're in white or black, you'd be hard pressed to add Cyber Conversion over the other available options-- but this measures up very, very well against the other blue options! it's incredibly playable, allowing for niche interactions, preventing commanders from going back to the command zone until they can kill the cyberman, getting past indestructible (difficult in mono blue!), and generally being a cute little card. @devilkittydeckbuilding is more hype on this card than i am, so feel free to send it an ask about its favorite niche Cyber Conversion interaction, it can easily be the best option in a lot of scenarios. a Witness Protection at instant speed feels very good in hand.
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number 4 is my personal favorite new interaction piece, Bronzebeak Foragers! this is like if a Oblivion Ring did everything you wanted it to-- and i already adore Oblivion Ring effects :3
Bronzebeak makes its appearance in so many of my games, and it constantly pulls its weight. it's a Grasp of Fate you can block with, it's a Fiend Hunter you can junk the exile with, it's a Banisher Priest that gains you life. this might be simultaneously one of the nonlegendary cards i have cast the most in the last couple months and the one that's pulled its weight the best. it's a body, it hits nonland permanents, it hits every opponent, it can junk the item, it can gain you life! what more do you need <3
where Bronzebeak tends to overperform is in my Oloro, Ageless Ascetic control deck, where junking a card with its activated ability gains you life, which you can use to draw a card with Oloro! every part of the card feels really good, especially in dedicated control decks-- you should play this card.
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3rd on our list is a delightful card I adore slotting into every nonblue deck I can fit it in-- Reprieve!
Reprieve feels good to play. returning to hand is obviously not going to save you the game every time, but it does in a very good number of them :3 and the little extra bits they added to the card to supplement it feel wonderful too-- letting you cantrip it makes it feel so much better to slot in to your interaction suite, and the fact that it bypasses "cannot be countered" (especially when it's used to send back an uncounterable game-ending Thassa's Oracle) is very niche but feels so fucking good when it comes into play.
i've been building a lot of red/white decks lately (i've been on a bit of a mardu kick :3) and i tend to play reprieve alongside Lapse of Certainty and Tibalt's Trickery (and Red Elemental Blast sometimes) as a very delightful to resolve boros counterspell suite which has been incredibly fun.
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#2 is Guff Rewrites History!
they've really been pushing removal lately.
hitting each opponent at the table is really. really good. maybe a bit better than wotc is giving it credit for at the moment-- because the table tends to shake when you resolve Guff Rewrites History for the low cost of three mana.
first of all, the rules text on this card doesn't really convey right away that you are basically sacking any random token for a cascade trigger for any cmc. I don't actually play GRH (pronounced as a dog barking growl "grrrh!!!" when at a table of trans girls) outside of decks that provide me with solid sac fodder-- it's performed for me recently mostly by sacking food tokens in my Rocco, Street Chef and 1/1 humans in my Silvar & Trynn. so that's the first boon-- minimal cost cascade in a deck that's built around it.
second, you hit nonenchantment, nonland for /each player/ which is an insane trick for red to get. this might be one of the best feeling interaction spells i've ever resolved. this thing pulls its weight and then some-- sac a token to it as soon as you can.
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the best interaction piece of the year is not a particularly exciting one nor a surprising one-- Stroke of Midnight.
i like Stroke. it does the thing. it's cute! cinderella's silly moment :3 what if Generous Gift couldn't hit lands (not a big deal) and in return the token it gives them is way, way, way worse (a big deal!)
this is a pretty easy addition to any deck. it's nonland permanent, it's minimal downsides, it's instant speed, three mana-- what more do you want?
here's hoping for a fox themed boros removal spell 2024 <3
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cyberpunkonline · 6 months
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Urban Magic in Video Games: Merging Grit with Wonder
In an era where hyper-realistic graphics and in-depth storytelling captivate the gaming audience, developers have concocted the perfect blend of two seemingly opposing worlds: the gritty urban landscapes and the ethereal touch of magic. From neon-soaked alleys to clandestine spells cast beneath city skyscrapers, this blend promises gamers a one-of-a-kind experience. Dive into the world of urban magic with these iconic video games.
Deus Ex Series Despite being fundamentally a cyberpunk saga, the Deus Ex series has always maintained an underlying tone of mysticism. The world of augmented humans, shady governments, and dark alleys is also a place where ancient cults and arcane rituals dictate the flow of power. The game is a testament to how tech and magic can blend seamlessly.
The Wolf Among Us Telltale's episodic interactive fantasy mystery is an adaption of Bill Willingham's Fables comic book series. It showcases characters from folktales and fairy tales living incognito in the heart of New York City. Protagonist Bigby Wolf, the erstwhile Big Bad Wolf, navigates the city's grime and glamour, ensuring that the magical community's secrets stay hidden from human eyes.
Shadowrun Series Set in a future where cyber enhancements and ancient magic coexist, Shadowrun offers a distinctive blend of tech and mysticism. As you navigate through the game's cyberpunk version of Seattle, magic is as commonplace as hacking, and mythical creatures like dragons play a pivotal role in corporate politics.
Shenmue Series The vast majority of Shenmue is rooted in realism, with its meticulously detailed environments and life simulation mechanics. However, as players near the climax, especially in the latter part of Shenmue III, they are met with a startling twist of mysticism. The final sequence pulls away from the game's realistic confines, introducing a world where magic becomes a reality. It's a startling departure from the game's overarching tone, emphasizing the unpredictability and wonder of urban magic.
Vampire: The Masquerade - Bloodlines Los Angeles might seem like an odd place to find vampires, but this RPG plunges players deep into its underworld, where blood-sucking creatures lurk in the shadows of the City of Angels. With powerful disciplines (vampiric powers) at your disposal, the game is a stellar example of urban fantasy where supernatural entities navigate the complexities of modern city life.
Dishonored Series The steampunk city of Dunwall is plagued by corruption and plague. Amidst its grimy streets and dark waters, the protagonist, Corvo, is armed with otherworldly powers granted by a mysterious figure known as the Outsider. From teleportation to summoning swarms of rats, the blend of magic and industrial-age tech makes Dishonored a noteworthy mention in the realm of urban magical games.
The appeal of these games lies in their ability to juxtapose the roughness of city life with the enchantment of magical elements. It's a testament to the boundless realms of creativity, where developers envision worlds that, despite their stark contrasts, blend together in harmony, creating adventures that remain etched in players' memories.
- Raz
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redheartedtramp · 1 year
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Nora: *On her Scroll*
Random Online User: [What’s your name?]
Nora: Oh. *Starts typing her name*
Ruby: NORA, NO! *slaps Scroll out of her hand*
Nora: What the hell?!
Weiss: You dolt, you don’t just give out information like that over the internet!
Nora: ...Why? It’s just my name?
Weiss: Idiot! There are plenty of danger to giving strangers your information over the-
Ruby: Cyber-Witches!
Weiss: ...
Nora: Cyber-Witches?!
Ruby: Yes.
Weiss: *takes a deep breath* Ruby. What the bleeding arse are you talking about?
Ruby: Weiss, the real reason you don’t give out your true name on the internet is, so the Cyber-Witches don’t learn your full name. That’s how they cast their spells on you over the web. One minute, you’re shopping for bullets on the internet. And then, boom! You’re a frog!
Nora: Oh my Gods, that’s awful!
Weiss: ...Ruby. I’m glad you understand the basics Internet Safety, but that’s fucking stupid.
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grailfinders · 1 year
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Fate and Phantasms #307: Miss Crane
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today on Fate and Phantasms, we’re building quite a bit of stuff! it’s mostly outfits, what with today’s build being Miss Crane and all, but we’ll be able to make a lot more than that by the time this build is over. don’t worry though, you won’t have to work your fingers to the bone to play this character!
Miss Crane is a funky little combination of Dreams Druid and Forge Cleric, which you wouldn’t think work together, but actually combo quite nicely, as long as you don’t try to put the armor you make on yourself. birds don’t like heavy armor, after all. This is how we’re making Miss Crane more directly helpful to the party. Making clothes is nice- and we will be good at making them- but looking spiffy doesn’t help much in combat.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Tiger, Fire, Cyber, Fiber, Diver, Viber, Jyaa jyaa!
Race and Background
There is technically a crane-headed bird race from Plane Shift Amonkhet, but it’s easier for us to become a crane as a Human than it is to become a human as a crane, so that’s where we’re starting off. (she also seems to stay as a human most of the time in Chaldea, for reasons I’m sure are 100% not related to waifuism)
As a Variant Human, she gains +1 Constitution and Wisdom, as well as a skill and feat of your choice. She is a part of Nature, so that is a no-brainer, but if we want to get weaving right away we’ll need to get clever. Because we are starting as a human, Miss Crane has access to the Prodigy feat, letting her pick up some more proficiencies- a skill (Acrobatics), a tool (Weaver’s) and a language (your choice). You also get one use of Expertise, which will double your proficiency bonus when it comes to weaver’s tools.
but what exactly do weaver’s tools do? if we check Xanathar’s Guide to Everything, they give us some tips. you can add your weaver’s proficiency to Arcana or History checks when examining the make of clothes or other fabric-based items, it’s easier to spot clues in woven tapestries and the like when you’re using Investigation, and of course you can make and repair clothes, the latter taking a short rest, and the former taking… a long rest. so you can now make an outfit overnight. welp, good job everyone! build over, let’s pack it up!
fine, we’ll get to the levels and such.
One last thing- as a wild animal, Miss Crane is an Outlander, giving her proficiency with Athletics and Survival checks!
Ability Scores
Miss Crane’s Wisdom should be as high as possible. I’m not sure exactly what skill check counts for weaving, but being able to see your loom will help immensely. Of course, if it’s not wisdom it’s probably Dexterity. Weaving with wings is almost certainly difficult to do. Next, grab some Constitution. You pull all-nighters regularly, and most of your skills involve taking damage in some way. Fourth up is Charisma. Does making someone think you’re a human count as a deception check? Your Intelligence isn’t particularly great, what with you being a literal wild animal. Finally, we’re dumping Strength- hollow bones, and all that.
Class Levels
1. Druid 1: at first level, druids can read and write druidic! …it’s a language! you can also cast Spells, using your Wisdom to cast and prepare them. Because you can choose your spells each long rest, picking specific ones is less of an issue, but we’ll still bring up any that are particularly useful here.
For your cantrips, Create Bonfire will help you light your workshop, while Gust can be the wind beneath your wings. You won’t have them again for quite a while, sadly. For your spells, Animal Friendship will help you keep in touch with the relatives, and… you can probably throw thread around to Entangle enemies? To be honest, there aren’t many low-level druid spells we’re looking for in this build. Do what you need to.
Oh, there is one last thing- you have proficiency in Intelligence and Wisdom saves, as well as Animal Handling for obvious reasons and Perception to keep your patterns straight.
2. Druid 2: At level two, you gain access to your subclass, the Circle of Dreams! With this, you gain the Balm of the Summer Court. as a bonus action, you can roll a couple d6 and heal up a buddy with the total rolled! they also get a lil temporary hp depending on how many dice u spend. you have a total number of dice equal to your druid level, and they recharge each long rest!
you can also take on a wild shape as an action, turning into a beast of cr ¼ or lower that doesn’t have a swimming or flying speed- so no cranes yet! you can’t cast spells while an animal, but you can concentrate on them! also all your hard stats (strength, dex, constitution, n hp total) get replaced by the animal’s. when you hit 0 hp as an animal or you time out you turn into a human again, and all the remaining damage goes to your regular hp. you can do this twice per short rest! so, idk, maybe turn into a fox in the meantime? there’s plenty of grateful animal stories to go on!
3. Druid 3: third level druids get second level spells! anything with “beast” or “animal” in the name is a good pick, but we’re also gonna grab enhance ability for advantage on weaving checks, and pass without trace to make a quick escape when dawn rises.
4. druid 4: at fourth level you get another cantrip like guidance! now you can add a d4 to your next skill check, like your weaving! you’re kind of a one-trick pony, huh?
speaking of your one trick, use this asi to bump up your wisdom! you also get a wild shape improvement, so you can turn into swimming creatures of cr ½ or lower!
5. druid 5: fifth level druids get third level spells! you can conjure animals, or meld into stone to get the heck outta the fight. kinda. you can’t actually leave, but you’re not gonna get hit any time soon.
6. Druid 6: Sixth level dream druids can create a Hearth of Moonlight and Shadow, a special workshop that will protect you during short and long rests. When you begin your rest, you can create a 30’ radius sphere that lasts until the end of the rest, or until you leave it. While inside, creatures get a bonus to their Stealth and Perception checks, and light doesn’t escape from within it.
7. Druid 7: Seventh level druids can use fourth level spells. Freedom of Movement will make escaping from battle much easier, and you can also become a Guardian of Nature, in one of two flavors. A Primal Beast gains advantage with strength-based attacks, as well as deals extra force damage, an increased walking speed, and darkvision. Meanwhile, a Great Tree gains temporary HP, advantage on constitution saves, makes dexterity and wisdom attacks with advantage, and creates difficult terrain around themselves. Use the former to empower your crane form when it finally appears, and the latter to create a particularly flowing dress for your human form that can protect you and trip up any foes nearby.
8. Druid 8: At long last, the eighth level of druid gives you another Wild Shape Improvement, allowing you to turn into a flying beast of CR 1 or lower. Which, coincidentally, is the perfect way to describe a Giant Swan, the closest thing to a crane we have in the monster manual. You can even still speak Common! Your Wisdom is also maxed out at this level thanks to another ASI.
9. Cleric 1: Now that we have your true form, it’s time to start weaving properly. Once you become a Forge cleric, you gain the Blessing of the Forge, letting you make one suit of armor a little bit tougher until your next long rest with a +1 AC bonus. You can also do this with a weapon, but the armor is more in-character. On top of that, you can technically wear heavy armor now, and use smith’s tools.
as a forge cleric you also get another spell list you can learn from and use your wisdom on! for cantrips grab thaumaturgy to… idk what exactly, but it does a lot so there’s probably something useful there. you can also spare the dying, bc this build shouldn’t heal people but it’s still support-based, and of course mending. to mend.
you also get first level spells, and unlike druid there’s stuff we want here! grab ceremony to spend some time making the perfect wedding dress that’ll be so memorable the lucky brides’ll get +2 ac for a week! or make a funeral suit so perfect undeath will stay away for 7 days, yknow, stuff like that. guiding bolt is pr much the only way we figured you could help the party out offensively. hit somebody, then the next person gets a better chance to hit them too! finally, sanctuary’ll make a dress so pretty, anybody that wants to hurt it has to make a wisdom save or they wont! it’ll break if the person wearing it tries to attack tho, so save it for someone that’s really support-heavy- like you! you also get identify and searing smite for free.
10. cleric 2: second level clerics can channel divinity once per short rest, picking between turn undead and artisan’s blessing. one makes zombies run away if they fail a wisdom save, the other lets you spend an hour to turn raw metal into an item. now you can make clothes and armor! and also more clothes if they have metal in them. make clothes with buttons in them.
11. cleric 3: third level clerics get second level spells, like heat metal and magic weapon! wait, those aren’t what we want. try out aid to make fancy clothing for three friends, with enough padding that they’ll get some extra hp for the day to boot! or warding bond to hurt yourself! instead of your friends, i mean. it’s the only spell we really have that works with miss crane’s whole schtick, ysee.
12. cleric 4: bomp up that constitution this asi for more hp! that means you have more stuff to sacrifice to help the party! yaaaaay! also you can use resistance to keep yourself from pricking your fingers while you weave. wait, you don’t have fingers…
13. cleric 5: a fifth level cleric can destroy undead of cr ½ or lower when they fail their save against being turned. you also get third level spells! elemental weapon ain’t your style, but protection from energy totally is! you can also use life transference to heal someone with your own hp. it kinda breaks character, but losing out on your own health trumps accuracy at this point.
14. cleric 6: a sixth level forge cleric can channel divinity twice a short rest, and they got the soul of the forge! that means you resist fire damage, and you get a +1 bonus to ac while wearing heavy armor! two totally useful things!
15. cleric 7: at seventh level you get fourth level spells, like the whole reason we’re in this class, fabricate! take some raw materials, spend some magic, and turn them into items! this works on a lot more than clothing, but more importantly it works on clothing. it doesn’t really say how raw the materials can get, so w/e, take some dead sheep and make some clothes.
(u also get wall of fire but w/e make clothes)
16. cleric 8: our last level of cleric gives you another asi and makes you resilient, bomping up your constitution and making your saves proficient! you also destroy undead of cr 1 now, and you can make a divine strike once per turn, dealing an extra 1d8 fire damage on a hit! but don’t hit, make clothes.
17. druid 9: ninth level druids get fifth level spells, letting you commune with nature, control winds, or tree stride. that last one’s super useful, it lets you bounce from battle real fast, as long as there’s a good-sized tree around.
18. druid 10: now that we’ve got clothesmaking down to a science, it’s time to bounce! tenth level dream druids can take hidden paths as a bonus action, teleporting up to 60’ away up to five times a day. you can also teleport someone else this way, so I guess you can make plugsuits now!
also you get primal savagery now, because… idk, why not?
19. druid 11: for your sixth level spells, investiture of wind lets you get a little loosey goosey while you’re still a human, flying around and launching gusts of wind all over the place. you can also weave up a primordial ward around yourself for resistance to elemental attacks, and you can react to gain immunity to a damage type too, ending the spell. finally, you can transport via plants, letting you move through any good-sized plant around and travel anywhere in the plane!
20. druid 12: for our final level, you’re getting durable! that rounds up your constitution again, and you heal up better during short rests, always getting at least 8 hp back on each die!
Pros and Cons
Pros:
you make shit real good. anybody need armor? you got’em. party needs to get dressed for an actual party? you got’em! need silver bullets? you gotta break character, but you can still do it! this all kind of depends on your game being very reliant on supplies and such, but “I can make customized suits and dresses for the party” will never not be cool.
even when you’re not making stuff, you can make good stuff happen with all your support spells, buffing your allies’ defenses, HP, and even giving them resistance to damage!
you’re hard to take down, with almost 200 hp (great for a caster) and the ability to fly and gain more hp from wild shapes, hunting this goose can take some time. and that’s before we get into your ability to teleport across the plane or, y’know, heal yourself. I know we left it off the build to keep it true to the character, but you can do it. nobody’s going to mind you breaking character if it keeps the party alive.
Cons:
this build isn’t really focused around damage. while you do have some options, (especially if you break character) there’s not a lot of variety or power in the build as-is. don’t wander off on your own.
you also still need supplies if you want to make fancy outfits aside from reflavoring, so be prepared to spend out the beak on good fabric.
druids are all about no metal. forge clerics are all about metal. I’m not saying it’s impossible to play this weird combo, but your DM’s going to raise an eyebrow.
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stardomtrash · 9 months
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The Lore of Death
Someone asked me to explain the lore of The Clown. Behold, a condensed down version that's friendly for all your non-wrestling normie friends (as I make a concerted effort to avoid revealing this is wrestling related. Idk I found it funnier that way)
Once upon a time there was a woman named Kaori Yoneyama.
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One day, she became possessed by the powers of death metal and began hanging around with some raver chicks with neon glow weapons called Tokyo Cyber Squad. She changed her name to Death Yama-san, and all was well for a long while. She had many friends.
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However, due to very tragic circumstances, the neon ravers had to be disbanded, and Death Yama-san was left without a home. She was taken in by our resident heroes who go by the name Stars. They cast a magic spell on her to remove the darkness from her, and turned her into a happy clown by the name of Gokigen Death (lit. translation to I Am Good Mood).
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Gokigen Death and Stars played together for a long while, until they were challenged by the forces of evil, known as Oedo Tai. They waged war, and after one gruelling battle, Gokigen Death was captured by Oedo Tai and corrupted by their darkness, turning her into Fukigen Death (lit. translation I Am Bad Mood).
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She now runs around with them, causing mischief, reading the sports paper and smoking air cigarettes. There are also rumours she is an alien, but these are unfounded.
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toomanyf4ndoms7 · 2 months
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Hypothetical Fighting Game: Delta-Fighters rundown:
I bet you didn’t see this coming. Or maybe you did. Either way, settle down. This is a long one.
@ohbee-whatcanyoube
Summary:
They say that violence isn’t the solution to anything. But it can be entertaining. Especially if both parties are having fun. At Kris and Susie’s behest, the Dark World has allowed a contest of fighting prowess to entertain the citizens, featuring numerous volunteers from the Light World. Who will win? Who will lose? Is this all an illusion for a nefarious scheme? Who cares, just enjoy the show!
Characters:
Kris: Our favourite human, specialises in defence and offence, a Jack of trades but not truly excelling on any one level. Use the flirt move to stun your opponents.
Susie: With a mighty axe and a scary smile, Susie can cause heavy damage and take it too. But try not to get too aggressive, you could make a mistake.
Ralsei: A long range mage, Ralsei can end a fight with stunning spells or surprising magic. But he’s squishy, so be careful.
Lancer: Lancer, lacking his father’s build and ruthlessness, prioritises speed and tricky attacks to score victory. Watch out for his bike.
Noelle: A mage specialising in ice magic, Noelle can use a range of spells or kind actions to play a fight from her preferred range. Just, try to be careful. She might cast a spell she doesn’t know.
Berdly: A mid range character, Berdly can use his halberd and strategic intellect to make his opponent’s bottom of the class.
Temmie: A loveable oddball, Temmie can keep the opponent guessing with her incredibly high damage abilities.
Sweet Cap'n Cakes: Three characters in one, the rebels of Cyber World use their sick beats and quick reflexes to score a win, so long as their player knows what to do.
Jevil: The trickiest one of the bunch, Jevil is the character you go to if you want to feel everything go topsy turvy. Still, for those willing to entertain the jester, he promises a show.
Spamton: A [TOP SALESMAN SINCE 1999] Spamton can use his [ENDORSEMENTS] to achieve [HEAVEN] but, failing that, he has a little [HYPERLINK BLOCKED] to tip the scales.
Queen: A deceptively dangerous character, Queen uses a multitude of different tactics to make her opponent press escape key on life. Still, try not to spam her health recovery. Battery acid has a little kick to it.
King: A mighty glacier type of character. Slow, but hits like a train with titanium spikes attached to the front.
(Later characters to be added with chapter releases. Likely other classmates or noteworthy Darkners.)
Stages:
Most of the stages are drawn from the games, but there are some original places. Some stages have a Light world version and a Dark world version.
Castle Town.
Field of Hopes.
Great Board.
Castle Grounds.
Forest of Dreams.
Jevil’s Freedom.
Cyber City Fairgrounds.
Queen’s mansion.
The Bridge.
Hometown Streets.
Gym Class.
Abandoned Classroom/Dark Fountain.
Modified Computer Room/Cyber Fountain.
Style and presentation: The game is sprite based, but with higher pixel counts to increase character expressions.
The gameplay is primarily based on platform fighters like Super Smash Brothers, where you need to knock the opponent off the stage using Act-Tacks (basically smash moves.) However, you can set the rules to be decreasing stamina for a more traditional experience.
The gameplay has two modes. Either free for all or team battle. Team battle means two characters for you, and two for either the CPU or other player. Some pairs work better than others, so be sure to explore possibilities. (Certain pairs also have unique entrance animations.)
There’s a meter similar to Tension Points, you can use it to enhance special attacks, enter a brief defensive state where you take less damage, or use a powerful super attack.
There would either be voice acting, or just simple voice work like grunts and short phrases during battle, long dialogue in character stories being text boxes with minor vocal noises.
There’s a basic tutorial system hosted by… Toriel. Duh.
Intermediate tutorials are narrated by Rouxls. Advanced are done by Seam.
Modes:
Single player:
Character stories: Detailing their adventures as they progress to the main event. Completing each story gives the character an alternate costume.
STORY, only unlocked after completing the individual character with everyone: Details the events of the ‘tournament’ which isn’t nearly as professional as you’d think. Includes the FINAL BOSS.
Arcade ladders: The good old ladders. Face against random opponents and the final boss to the unique ending.
Practice Mode: Practice your skills. (You have the option to use ICE-E as the practice dummy instead of a playable character. This is the only time thaf character exists in the game.
Online:
Online versus: Face a (presumably) human player and prove your skill.
King of the Hill: Watch matches and give points.
Miscellaneous:
Gallery: Watch cutscenes, see concept art, promotional materials, alt costumes and the special character biographies.
Music: Jam out to the remixed tunes.
Audio: Listen to audio clips.
If you want me to go through the roster, let me know.
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blogbeatsever · 5 months
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Wired Wizardry Exploring Web Development in Edison
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In the bustling city of Edison, New Jersey, a digital transformation is underway, and at its core is the mastery of web development. The wizards behind the scenes, known for their wired wizardry, are the web development experts redefining online landscapes. In this blog post, we'll explore the intricacies of web development in Edison, uncovering the magic that turns visions into captivating digital realities.
The Digital Alchemists of Edison:
Web development is no longer just about coding; it's a form of digital alchemy, turning ideas into interactive, user-centric websites. In Edison, web development experts are akin to modern-day alchemists, wielding languages like HTML, CSS, and JavaScript to transmute concepts into seamless online experiences. These digital wizards understand that a website is more than code – it's a virtual storefront, an interactive canvas, and a dynamic reflection of a brand.
Innovation at the Core:
The best web development companies Edison thrive on innovation. They are constantly pushing the boundaries, incorporating the latest technologies and design trends to ensure that websites not only meet current standards but also set new benchmarks. From responsive design for mobile users to immersive user experiences, innovation is the beating heart of web development in Edison.
Tailored Solutions for Diverse Needs:
Edison is a melting pot of businesses, each with its unique identity and requirements. Web development experts in the city understand the importance of tailored solutions. Whether it's an e-commerce platform demanding robust functionality or a sleek portfolio site requiring stunning visuals, these professionals create bespoke solutions that align perfectly with the goals of their clients.
User-Centric Design:
User experience is paramount in the digital realm, and web development in Edison places users at the center of the design process. The wizards behind the code meticulously craft user interfaces that are intuitive, visually appealing, and optimized for seamless navigation. From the layout to interactive elements, every aspect is designed to enhance the user journey.
E-Commerce Enchantment:
For businesses in Edison seeking to establish a robust online presence, e-commerce is the enchantment of choice. Web development experts specialize in creating secure, user-friendly e-commerce platforms that not only showcase products but also facilitate smooth transactions. The wizards ensure that the online shopping experience is as magical as a visit to a physical store.
SEO Sorcery:
In the vast digital landscape, visibility is key, and web development in Edison incorporates SEO sorcery to enhance online presence. The wizards optimize websites for search engines, ensuring that businesses rank prominently in search results. From strategic keyword placement to technical SEO elements, every enchantment is woven to maximize online visibility.
Responsive Magic:
In a world where users access websites from various devices, the magic word is "responsiveness." Web development in Edison ensures that websites adapt seamlessly to different screen sizes, creating a consistent and engaging experience across desktops, tablets, and smartphones. This responsiveness is not just a technical feat; it's a testament to the wizards' dedication to delivering enchanting user experiences.
Security Spells:
Web development in Edison is not just about creating visually stunning websites; it's about casting security spells to protect digital assets. The wizards employ the latest security measures, from SSL encryption to secure payment gateways, ensuring that websites are fortified against cyber threats. In Edison, web development is synonymous with both beauty and brawn.
Collaborative Conjurings:
In Edison, the web development process is not a solitary spellcasting affair. It's a collaborative conjuring, where clients and developers work in tandem to bring visions to life. Regular communication, feedback loops, and an iterative approach are the pillars of successful web development in Edison. The wizards understand that the best results emerge from a collaborative dance of creativity and technical expertise.
Conclusion:
In Edison, web development is more than a technical craft; it's a form of enchantment that brings digital dreams to life. The wizards behind the code blend innovation, user-centric design, and tailored solutions to create websites that captivate and resonate. From e-commerce enchantment to SEO sorcery, web development in Edison is a journey through a realm where wired wizardry transforms ideas into immersive digital realities.
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jonphaedrus · 1 year
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black friday cyber monday is a dangerous dark terrifying evil spell cast by mechanical keyboard companies to steal all of your money and give you more big pieces of plastic that go click clack and light up bright colors and i
gave in to their wicked wiles and bought stuff :(
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hinged-status-un · 1 year
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Im going to cyber bully you/j
casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go away casts spell of go aw
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haru-n-harkel · 2 years
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Weird thought, but I wanna see an inverse of the standard isekai trope. Instead of some modern day kid being flung into a high-fantasy setting and having to go on their hero’s journey or whatever, I wanna see some mage of moderate power, maybe an artificer of some kind if we’re being flavorful, be flung into a sci-fi setting. And I don’t mean Starfinder, I don’t mean Spelljammer, I’m talking something like Cyberpunk or Star Trek, and just... having to get by. 
Their magic still works, they can still perform all the rites, cast the spells, use their full slew of powers, they just exist in a technologically-based setting now.
And before anyone says, I do not mean Devil is a Part Timer. While I do enjoy the dichotomy there, that’s not what I’m after. Not “fantasy character in modern real world.” I want “Fantasy Wizard analogy dealing with Cyber-Capitalist hellscape.”
Is it just me?
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loreholdlesbian · 1 year
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Card transcription
Five cards
The first
Aetherglass 1U
Artifact [common]
When Aetherglass enters the battlefield, you get EE (two energy counters).
4, T: Proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
The second
Calorizer G
Artifact [uncommon]
T, Sacrifice a creature or discard a creature card: You get {E} (an energy counter).
T, Pay E: Create a Food token. (A colorless artifact with "2, T, Sacrifice this artifact: You gain 3 life.)
The third
Kaleidonite 3G
Artifact Creature- Construct [common]
Converge- When Kaleidonite enters the battlefield, you get {E] for each color of mana spent to cast it.
Whenever Kaleidonite attacks, you may pay {E}{E}. If you do, put a +1/+1 counter on it.
3/3
The fourth
Aether Leech 1B
Creature- Aetherborn Vampire [rare]
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.
When you cast this spell, target player loses all {E} (energy counters). Aether Leech enters the battlefield with a +1/+1 counter for each counter lost this way.
2/1
The fifth
Cyber Spirit Guide 3
Artifact Creature- Spirit [common]
Exile Cyber Spirit Guide from your hand: You get {E}{E} (two energy counters).
2/2
As Kamigawan society became more ingrained with technology, so too did the kami.
End transcription
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