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#spellrun
the-dude-ig · 5 months
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anyone wanna screw around with a cool minecraft bedrock thing i found. search the marketplace for "spellrune" if you want to, my tag is TexturalSeeker1 friend me
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ao3feed-crimeboys · 1 year
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Spellrune
by Person_092
Tommy woke up in a strange place, he had been wearing his normal clothes but there was something different, he had a huge glove on his {Left or right you choose} hand, there was also a belt with purple pieces that he didn't know what it was, it was heavy but really flexible.
There were buttons on the glove that looked like it was made of gold, he pressed the button as the purple things on his belt moved up as he started to levitate in the air, he fell right after he let go of the button.
♡◇♡
After a while he figured it out, if he pressed the button for too long he'd fall but he needed to get off this island, there were platforms up ahead, if he made it to the first one he thinks he'll be fine. He jumped off the land he was on, he pressed the button but he fell…
 Aka I was playing a minecraft map and thought what if I add this to Sbi.
Words: 2211, Chapters: 1/?, Language: English
Fandoms: Dream SMP
Rating: General Audiences
Warnings: Creator Chose Not To Use Archive Warnings, Graphic Depictions Of Violence
Characters: Technoblade (Video Blogging RPF), Technoblade's Chat (Video Blogging RPF), Phil Watson | Philza, Wilbur Soot, TommyInnit (Video Blogging RPF), And more to come
Relationships: Wilbur Soot & Technoblade & TommyInnit & Phil Watson, Wilbur Soot & TommyInnit, Wilbur Soot & Technoblade, Wilbur Soot & Phil Watson | Philza, Technoblade & TommyInnit (Video Blogging RPF), TommyInnit & Phil Watson (Video Blogging RPF), Technoblade & Phil Watson | Philza
Additional Tags: Blood and Injury, Possessive Behavior, Scared TommyInnit (Video Blogging RPF), Possession, Possessive Technoblade (Video Blogging RPF), Possessive Wilbur Soot, Possessive Phil Watson (Video Blogging RPF), Alternate Universe - Magic, Magical Realism, Magic, Attempted Kidnapping, Kidnapping, Kidnapped TommyInnit (Video Blogging RPF), Protectiveness, Protective Technoblade (Video Blogging RPF), Protective Wilbur Soot, Protective Phil Watson (Video Blogging RPF), I Don't Even Know, How Do I Tag, Crying, Soft Technoblade (Video Blogging RPF), Soft Wilbur Soot, Soft Phil Watson (Video Blogging RPF), Other Additional Tags to Be Added
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ecoamerica · 15 days
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Watch the American Climate Leadership Awards 2024 now: https://youtu.be/bWiW4Rp8vF0?feature=shared
The American Climate Leadership Awards 2024 broadcast recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by active climate leaders. Watch to find out which finalist received the $50,000 grand prize! Hosted by Vanessa Hauc and featuring Bill McKibben and Katharine Hayhoe!
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Spellrunes: Homebrew Spell Mods
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image credit: Zoltan Boros and Gabor Szikszai
Spellrunes are learnable spells that can enhance other spells! These are sort of a seamless integration of Metamagic Feats with a bit of a mood overhaul. I would recommend testing these out a bit before solidifying them in a game because they can have some potentially awesome effects.
To learn a Spellrune, you must learn the spellrune whenever you learn a new spell or learn one in place of a feat/ability score increase. To use a spellrune, expend the appropriate spell slot for the spell you wish to modify (the base spell) and a spell slot for all spellrunes you wish to apply to the base spell. No more than 9 total spell slot levels can be used for any one spell. Then, the casting time is increased by the number of actions required by all of the spellrunes being used.
For example: you want to modify a Fireball spell (3rd level) with an Energy Alteration Spellrune (1st level) and a Fantastic Spellrune (1st level). The spell costs a 5th level spell slot by adding all of these spell levels together. A Fireball normally costs 1 action to cast, but the Energy Alteration Spellrune costs 1 bonus action and the Fantastic Spellrune costs 1 action. Therefore the final spell will take two actions and one bonus action to cast; or two turns (assuming the bonus action is paid for during one of them). The end result is your half-cold damage half-fire damage fireball that inspires your allies!
Spell Level: The effective spell level of the spellrune. Remember, all base spell and spellrune spell slots added together cannot exceed 9.
Casting Time: Each modifier spell has a casting time that is added on to the original spell's casting time. Some modifier spells have a casting time of 1 bonus action. This usually means that a 1-action spell will also take up a spellcaster's bonus action. For base spells that normally already take one bonus action to cast, you may instead take up your action, allowing it to be cast in the same turn.
Requirements: Most modifier spells have requirements for the base spell where it makes sense.
1st-Level Spellrunes
Charming Spellrune
Spell Level: Consumes a 1st level spell slot.
Casting Time: 1 Bonus Action.
Requirements: A base spell that has a visual component or visual effect when cast.
This spell causes all creatures within 30 ft. of the spell that can see it to make a WIS saving throw or become charmed by the caster for 1 minute. Each creature can make a new saving throw at the start of its turn to end the effect. The base spell's school becomes enchantment in addition to its other schools.
Dark Spellrune
Spell Level: Consumes a 1st level spell slot.
Casting Time: 1 Bonus Action.
Requirements: A base spell with an area of effect, such as a burst, sphere, cone, line, or cube
Leaves a shadowy afterimage of the spell's area. For up to 1 minute, the area of the spell is treated as magical darkness as per the Darkness spell. The base spell's school becomes necromancy in addition to its other schools.
Deceptive Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell that has a visual or auditory effect
Your spell originates from a different location. For instance, a ray that normally comes from your finger could now come from a nearby statue. The base spell's school becomes illusion in addition to its other schools.
Energy Alteration Spellrune
Spell Level: Consumes a 1st level spell slot.
Casting Time: 1 Bonus Action.
Requirements: A base spell that deals damage.
Add one damage die to the damage of the base spell, then you may change any number of damage dice of the base spell to a single damage type of your choice. You may change all of them or only some of them, if you wish. For instance, you can change half of a fireball's damage to cold damage. However, you cannot change the dice to more than one damage type. So you couldn't change some of a fireball's damage to cold, then some to necrotic, and some to psychic. This would require multiple instances of this spellrune.
Enervating Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Bonus Action
Requirements: Any spell that affects at least one living creature.
Your spell weakens living creatures that it affects. Creatures affected by the base spell must make a CON saving throw or gain one level of exhaustion. The base spell's school becomes necromancy in addition to its other schools.
Explosive Spellrune
Spell Level: Consumes a 1st level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell with an area of effect that deals damage.
Creatures damaged by the base spell are pushed to the closest space outside the spell's area. If no space is available, a creature is pushed as far as possible to the outside of the spell's area as possible. Pushed creatures take an extra 1d10 bludgeoning damage. For each spell slot above 1st, the damage increases by 1d10.
Fantastic Spellrune
Spell Level: Consumes a 1st level spell slot.
Casting Time: 1 Action.
Requirements: A base spell that has a visual component or visual effect when cast.
This spell causes all allies within 60 ft. of the spell that can see it gain +1d4 to attacks for 1 minute. The base spell's school becomes enchantment in addition to its other schools.
Forceful Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell that deals damage.
Your spell comes packed with a punch. Creatures damaged by your spell must make a STR saving throw or be knocked prone and becomes stunned until your next turn.
Harmful Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that does not deal damage.
Creatures affected by the spell also take 2d8 damage of the damage type of your choice. Each spell slot that you spend above 1st increases the damage by 2d8. The base spell's school becomes evocation in addition to its other schools.
Imbued Healing Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that heals a single creature's hit points.
You improve a healing spell so it not only heals, but invigorates. The creature healed by the spell also gains advantage to all checks and saving throws for one ability score of your choice for 1 minute.
Restraining Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Bonus Action
Requirements: Any spell that deals damage to a single target.
A creature targeted by the base spell must make a DEX saving throw or become restrained for 1 minute. Once restrained, the creature can attempt a STR saving throw at the start of each of its turns to end the effect. In addition, while restrained the creature takes 1d6 damage of the same damage type dealt by the spell at the start of each of its turns.
Vampiric Spellrune
Spell Level: Consumes a 1st-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage to a single target.
You heal an amount equal to the damage dealt by the base spell after resistances are applied. The base spell's school becomes necromancy in addition to its other schools.
2nd-Level Spellrunes
Disfiguring Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Action
Requirements: Any spell that affects at least one creature made of flesh.
The base spell leaves a lasting injury that is resistant to healing magic on creatures made of flesh. Creatures affected by the spell must make a CON saving throw or have their maximum CHA score reduced by 4 until they are cured by a Remove Curse or similar spell. The base spell's school becomes necromancy in addition to its other schools.
Empowered Spellrune
Spell Level: Consumes a 2nd level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage.
The base spell deals one and a half times as much damage as normal.
Fell Animate Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage to a single target.
A living creature slain by this spell rises as a zombie or skeleton under your command for 1 hour. The base spell's school becomes necromancy in addition to its other schools.
Mass Imbued Healing Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that heals a single creature's hit points.
You improve a healing spell so it not only heals, but invigorates. The creature healed by the spell also gains advantage to all checks and saving throws for one ability score of your choice for 1 minute.
Mass Restraining Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Action
Requirements: Any spell that deals damage to multiple targets or deals damage in an area.
A creature targeted by the base spell must make a DEX saving throw or become restrained for 1 minute. Once restrained, a creature can attempt a STR saving throw at the start of each of its turns to end the effect. In addition, while restrained a creature takes 1d6 damage of the same damage type dealt by the spell at the start of each of its turns.
Sculpting Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell with an area of effect, such as a burst, sphere, cone, line, or cube.
You can alter the area of effect for a spell to any shape that you wish, as long as it still takes up the same exact number of spaces as the original area. For instance, a 20 ft. radius sphere could move around and avoid your allies while hitting more enemies.
Stealth Spellrune
Spell Level: Consumes a 2nd-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that has a visual or auditory effect.
You cast a spell without any visual, auditory, or somatic components. Creatures that were affected by the spell or witnessed the effects of the spell need to make a Perception check against your spell save DC just to realize you even cast it. The base spell's school becomes illusion in addition to its other schools.
Terrifying Spellrune
Spell Level: Consumes a 2nd level spell slot.
Casting Time: 1 Bonus Action.
Requirements: A base spell that has a visual component or visual effect when cast.
This spell causes all creatures within 60 ft. of the spell that can see it to make a WIS saving throw or become frightened for 1 minute. Each creature can make a new saving throw at the start of its turn to end the effect.
3rd-Level Spellrunes
Energy Mantle Spellrune
Spell Level: Consumes a 3rd level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell with an area of effect that deals either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder damage.
An area spell such as a fireball does not harm allies caught in the blast, and instead cascades over them in a sphere-shaped energy shield. Allied creatures caught in the area of the spell when it is first cast receive no damage and gain a shield that grants them resistance to the spell's damage type. The shield deals 2d8 damage of the same damage type to creatures that attack the shielded creatures. The shield remains for 1 minute.
Fascinating Spellrune
Spell Level: Consumes a 3rd level spell slot.
Casting Time: 1 Action.
Requirements: A base spell that has a visual component or visual effect when cast.
This spell causes all creatures within 30 ft. of the spell that can see it to make a WIS saving throw or become charmed by the caster for 1 minute. In addition, each creature charmed by the caster does nothing but stare in awe at the effect of the spell while they remain charmed. Each creature can make a new saving throw at the start of its turn to end the effect. Damaging or spending an action to try and snap a charmed creature out of it (slapping them, shaking them, splashing water on them, or the like) will also end the effect. The base spell's school becomes enchantment in addition to its other schools.
Great Spellrune
Spell Level: Consumes a 3rd level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage to a single target.
Double the damage dice of the base spell.
Irresistible Spellrune
Spell Level: Consumes a 3rd-level spell slot.
Casting Time: 1 Action
Requirements: Any spell that requires a saving throw or a spell attack.
Your spell save DC for the base spell is increased by 5. Your spell attack modifier for the base spell increases by 5.
Mass Fell Animate Spellrune
Spell Level: Consumes a 3rd-level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage in an area like a burst, cone, cube, line, or sphere.
A living creature slain by this spell rises as a zombie or skeleton under your command for 1 hour. The base spell's school becomes necromancy in addition to its other schools.
Split Spellrune
Spell Level: Consumes a 3rd-level spell slot.
Casting Time: 1 Action
Requirements: Any spell that has a single target.
Your spell can affect an additional single target. For each spell slot that you spend on this rune above 3rd, it can target an additional target.
Vicious Spellrune
Spell Level: Consumes a 3rd level spell slot.
Casting Time: 1 Bonus Action
Requirements: A base spell that deals damage.
Double the damage dice of the base spell, but deal the original number of damage dice in damage to yourself as force damage.
4th-Level Spellrunes
Mass Great Spellrune
Spell Level: Consumes a 4th level spell slot.
Casting Time: 1 Action
Requirements: A base spell that deals damage in an area or to multiple targets.
Double the damage dice of the base spell.
Walking Spell
Spell Level: Consumes of 4th level spell slot.
Casting Time: 1 Action
Requirements: A base spell with an area of effect, such as a burst, sphere, cone, line, or cube.
The base spell is not initially cast, but instead takes the form of a living spell that is composed of the type of energy or magic used to cast it. Use either a Water Elemental, Fire Elemental, Stone Elemental, or Air Elemental for the living spell's statistics. The DM may alter the statistics of an elemental to make the living spell seem more like the base spell, for instance, having a fire elemental deal lightning damage instead of fire if it represents a living Lightning Bolt spell. The living spell obeys your mental commands as long as you can see it. If it receives no commands it will defend itself until it is destroyed or until 1 hour has passed. When the duration of the living spell ends, or the living spell is destroyed, or the living spell is dismissed by the caster using a bonus action, the base spell is cast at the location of the living spell in the direction (if applicable) of the caster's choice. The base spell's school becomes conjuration in addition to its other schools.
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bace-jeleren · 3 years
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Requesting prerelease blessings tomorrow. My partner and I are going to it dressed as the guy in Join the Dance and alt-art Spellrune Painter, respectively.
Sounds fun! May your prerelease be blessed! ✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨✨
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level99games · 4 years
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Weekly Update - Spelltechtastic Skins, Boos Proofs, and Trials
Read the Update on Kickstarter: CLICK HERE
Hey, everyone! It's me, again, with another update! Let's stop the dilly-dallying and head onto the update, shall we?
Spelltechtastic Skins!
We start this update with a backer skin for one of my favorite characters: Clinhyde
This costume holds a somewhat special place in my heart because it's mine! Well, technically, it's not, but the backer who got this costume wrote something akin to "whatever Marco wants". I was, honestly, extremely honored and I am thankful that I'm able to bring a skin I've had in mind to life. Spellrune Clinhyde takes Clinhyde and makes him more of a "magic ninja" than a cyber one! Rather than stims, Clinhyde now makes use of magical runes that are seared into his skin, which still gives him the "power at a cost" feel. I hope you enjoy it!
Here's Runika's Master costume! This artificer has gotten a few upgrades by going up from one Battlefist to two! It's always fun to explore what our characters would be like a few years down the line. It makes them feel more alive; like there's a living, breathing character outside the game they're in!
Boss Proofs
Boss proofreading is done! It was definitely challenging, but we got through it. I want to go over a few of the cards that presented unique templating challenges and what they taught me.
Burman's Volcanic Breath showed me just how devious some templating errors can be! It was originally printed as "Push 1-7, as far as possible". As you can see, that 1 should be a 0. It's such a tiny detail, but it matters for keeping things relevant.
Havoc's Surging Tide showed me that something can be technically correct, but possible to improve. It's Break trigger used to be "bundled in" with the first Whenever effect. While not technically wrong, separating them makes the card easier to understand.
Magdelina's Fetch taught me that there are things I take for granted. The big change here was the reminder text. A Spirit's attack must resolve in Priority Order, but not if that Priority has already passed. That means that, if a Spirit' attack goes live at Priority 3, but the attack itself is Priority 5, it won't attack this beat. This seemed obvious to me, but it's not obvious to everyone! We erred on the side of caution and added the reminder text!
Finally, Udstad's Dragon Breaker taught me that I have to make big changes when needed. Originally, Udstad's attacks had Stun immunity, which is a mechanic that regular fighters use. Ideally, we wanted to keep the mechanic on the bosses, so that players could use knowledge form the base game in boss mode. However, we got to a point where the boss' version of Stun Immunity had so many minute rulings changes that it was, for all intents and purposes, just a different mechanic! Thus, Unbreakable was born!
Hopefully this small look into the proofreading provides you some insight into what kind of things we think about when making the game for you! :)
What's Left?
I've sent the boss mode text over to Brad so that he can implement them into the graphic design of the rulebook. We don't have the design for you yet, but I'll update you when it happens!
As some people have pointed out, there have been some delays in my updates, such as the boss rulebook. I addressed these in the comments last update but I want to reiterate that we're working in parallel on a lot of components of the project and that slight delays in some things don't necessarily mean large delays down the line. So, even if the boss rulebook is still being made, testing on other sets of characters are proceeding as planned! :)
Speaking of sets. . .
What's Happening?
To better address and present these steps to you, I've decided to split the "What's Next" section into "What's Happening" and "What's Due". What's Happening should list down things we plan to start this week. What's Due should list down the things that are, well, due, by the time we release the next update!
For this week, we're starting on:
Trials Playtesting
Trials Proofreading
Getting Devastation Press-Ready (by making the printable files for our press partners)
Getting Solo Fighters Press-Ready
What's Due?
The following should be done by next update:
Getting Devastation Press-Ready
Getting Solo Fighters Press-Read
Young Kajia Skin
Dread Spirit Rexan
Final Words
Thank you for reading my update, everyone! We're making steady progress and Trials is actually just about to wrap up playtesting, so we're keeping on schedule!
As usual, don't hesitate to ask me questions about the project. I answer every single one! Happy gaming, everyone and don't forget your Special Actions. Thank you, World of Indines. Thank you and good night!
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seshatanalytics · 4 years
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Curta, siga e compartilhe @seshatanalytics --- Reposted from @spell.run (@get_regrann) - Researchers from University of Oslo, Norway have pioneered an algorithm that combines #machinelearning and #neuroscience to predict brain age, helping uncover insights on common brain disorders. ✨🧠 #AI #deeplearning #spellrun #tech #healthtech - #regrann https://www.instagram.com/p/B5v_8TMAFE-/?igshid=lggz7nfamwbs
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gaywolfclub · 2 years
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here’s the full version of my icon, too :3 been practicing pixel art again after a billion years
used the art for the mtg card “spellrune howler” as a reference for this one!
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dhb912 · 3 years
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Magic the Gathering Innistrad Midnight Hunt Prerelease Pack bought from Bearded Browncoat Comics Ocala, the cards from the Draft Boosters: The cards that go from Daybound to Nightbound, all Uncommons: 004 Bereaved Survivor // Dauntless Avenger (stop looking at the Survivor's feet, you weirdos) 085 Baneblade Scoundrel // Baneclaw Marauder 141 Flame Channeler // Embodiment of Flame (don't toast your marshmallows near her) 160 Spellrune Painter // Spellrune Howler 231 Kessig Naturalist // Lord of the Ulvenwald #becomewhatyoufear #magic #gathering #mtg #tcg #innistrad #midnighthunt #prereleasepack #beardedbrowncoatcomicsandgames #shadowsoverinnistrad #eldritchmoon #innistradwerewolves #werewolf #therewolf #arlinnkord #shewolf #hungrylikethewolf #thehowling #dayandnight #harvesttidefestival #eternalnight #daybound #nightbound #darknessisyouronlyhope #sigarda #kessig #ulvenwald https://www.instagram.com/p/CUDTtcJF2np/?utm_medium=tumblr
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topicprinter · 6 years
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We'd like to introduce HN to Spell, which is a tool for easily running ML/DL jobs remotely. As Deep Learning has grown we see engineers and researchers struggle to incorporate running on GPUs into their workflow. So we built Spell to be the easiest way to get code running elsewhere - like the bash '&' operator but for remote machines.
Sign up for an account at https://web.spell.run/waitlist, which includes $300 in credits for GPU time. There's a waitlist, but we'll be approving accounts as they come in.
Here are some of the features we really wanted and built into Spell:
1) We don't want you to have to modify your code for it to run remotely. Particularly so it's easy to clone something off github and run it with one command
2) Waiting for data to upload/move is one of the biggest time costs. So we built a single remote filesystem so you only need to upload data once. It's also a simple interface that everyone already understands
3) Tools should be highly efficient and reliable. Machine learning needs more tools that are sturdy enough to use everyday and build whole pipelines around. So we spent a lot of time making sure our infrastructure is solid
There's plenty of documentation (https://www.spell.run/docs), including a 30 second quick start and guides for running some common models. We also wrote a series of medium posts (https://medium.com/@spellrun) where we reproduce as much of the work presented at ICLR as possible with a few commands.
Thanks for reading. Questions/feedback welcome!
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level99games · 4 years
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Weekly Update - Super Surfin' Art and Proofreading Updates
Check out the update on Kickstarter: CLICK HERE
Hello and welcome to the new BattleCON Unleashed update! We're making great strides in terms of art and proofreading! As usual, it's me, Marco, and I'm here to give you the low-down and up-high on what's happening with the project.
Super Surfin' Art!
In case you didn't already see it, let's start with the superior warrior race!
The Awesome Level of this art is OVER 99! The Super Sorceran herself finally makes an appearance! Kimbhe has always had a penchant for earth-shattering attacks and huge beams of energy. It was definitely a good fit!
Sun's out; boards out! While Cesar might have an Endless Vigil, he is, sometimes, forced to take time off by GOING TO THE BEACH! Surf's Up Cesar started out as a fun gag in the community and now, it's canon (sort of)! We hope you enjoy seeing this serious boy in a not so serious situation!
It was, of course, a pleasure to work with the amazing Nokomento to bring these community ideas to life! Great job!
Proofreads
I've mostly addressed/finished a lot of the proofreads. In fact, I probably only need to proofread 1 more character (Victor) and the Solo Fighters will be done! It has been a long journey and I'm glad to be finishing these up. Now, onto the OTHER 3 SETS OF FIGHTERS!
P.S. To hopefully show it off, I made these cards a BIT bigger than last time, to show the white outlines and show that they're more readable when they're actually bigger. I'll be honest and say that I tried going through everything and fixing the kerning, but there was no one rule that I could apply to do it uniformly across all the cards. The lowercase "i" was interacting weirdly depending on which letters appeared before AND after it. I've decided to just leave it as it used to be for now, seeing as they were good enough to be printed this way the first time. Apologies, friends. I tried!
What's Left?
As you can tell, the Boss Mode book is still not finished. I apologize for that. We're currently a bit understaffed as Josh and Jackie are in Japan for work. I have some graphic design experience, but I'm no expert, so I haven't been able to push forward without help. I will, however, give you all a small preview of the text.
I know it doesn't look like much right now, but I promise it'll look awesome once it's in context! Also, yes, that is on Notepad. My programmer side is showing, a bit. :P
What's Next?
As usual, I'll carry over any unfinished tasks into the next week. Here's what I hope to show you by then!
Boss Book Graphic Design
Final Boss Proofreading
Spellrune Clinhyde Art
Master Costume Runika Art
Final Words
I hope you're as excited for these updates as I am! Working on this project has taught me a lot and I'm always happy to show you all the progress we're making. If you have any questions, shoot them over in the comments, and I'll answer them ASAP!
Thanks for reading my update. Don't forget your Special Action and thank you, World of Indines. Thank you and good night!
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