#advanced spellcraft
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shadow-and-flamethrowers · 2 years ago
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Baneful Magic Requires Trigger Discipline
Apply the Four Universal Laws of Gun Safety to your magical practice and you'll be golden.
Always assume all guns are loaded. For some reason I will never fully understand, a lot of people do baneful magic under the assumption it isn't actually going to work. When you're doing baneful magic, you need to assume that it will work, and that it will work devastatingly, to its fullest capacity.
Don't point your gun at someone you aren't prepared to kill. Don't do any magic if you aren't prepared for it to do exactly what you asked it to do. If you cast a spell with the potential to kill someone, you have to be prepared for it to do that. If you cast a spell that could destroy someone's family, you need to be prepared for it to destroy the family in any way the magic sees fit. If you aren't ready for that, don't fucking do it. When I made a poppet of some fucker who attacked my goddaughter, and started breaking its bones, I was fully prepared to actually break his bones. When he ended up in the ER for an injury on the same limb I had just broken, I accepted that as the consequences of my actions. If you don't know how to set and enforce parameters on a spell, don't use a spell that can do things you aren't ready for.
Keep your finger off the trigger until your target is lined up and you have made the decision to shoot. Don't just be flinging shit out into the universe. Don't send out a spell until you have fully laid out what it will do, what you won't allow it to do, the consequences, the sacrifice, and everything else. Don't cast that spell until you are fully confident in your informed decision.
Always be sure of your target, and know what is around and behind it. Make sure you're going after the right person. Make sure you're aware of all of the various ways that this spell can impact the people around that person. Make sure you can accept those consequences. Make sure you can deal with any magical repercussions for your spell.
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commonplace-book-magics · 9 months ago
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Planetary hours, days, and themes—
Referenced from “Magical Symbols and Alphabets”
A planetary day runs from sunrise to sunset. It is split between 12 hours of daytime and 12 hours of nighttime (pp.45).
The easiest way to use planetary energy for timing events is according to their associated days of the week…a planet’s (power) symbol can be drawn on objects for spells or carved on a candle for meditating on the planet’s associated qualities (pp.40).
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driftlessbirch · 1 month ago
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Sometimes an order of protection is the best banishing spell
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the-grey-necromancer · 10 months ago
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Weird Ingredients/Components
Here is a short list of weird ingredients/components that I have used in various magical practices. Beside each of them you will see the method of acquisition or source of the ingredient/component.
shadows- Bag of Night (enchanted object)
fungal spores- harvested local fungi
light- crow feathers
kraken ink- Kraken Rum bottle
gargoyle dust- gargoyle statue
lamprey saliva- Jarred Horror (enchanted object)
cat eyes- cat's eye gemstones
bird hearts- small bell jar
human ashes- Asian art urns
tiger eyes- tiger eye gemstones
pufferfish flesh- preserved pufferfish
monk blood- Benedictine brandy bottle
peace- olive oil bottle
rage- French mustard crock (the brand name is a pun)
essence of enlightenment- Lucky Buddha Beer bottle
frog slime- strange carved frog bottle
preserved flesh of redheads- Scottish Ginger Preserves jar
devil claws- bag of devil's claw herb
brain fluid- pieces of Native American method tanned leather
As you can guess some of these obviously require certain spells to acquire. I am not going to disclose them of course, but if you can figure a way to do similar things yourself then more power to you! I hope that you find this interesting and of inspirational value to your personal practice.
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psychopomp-recital · 1 year ago
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What kind of posts would you like to see from me? Please let me know in the notes below or anonymously in ask.
I want to make content y’all will enjoy!!
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Made with this picrew
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elfingladespsychic · 1 year ago
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chocodile · 7 months ago
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Amaranthine Magic System PART II: Spellcraft for Wizards
This is Part III of a three-part worldbuilding set.
Part I - Part II (you are here) - Part III
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So, what makes a wizard different than a non-magically capable mundane? A few things:
Unusually strong personal magical field
Ability to sense/”see” magical energy
Some unknown characteristic that allows them to manipulate their own magical field as if it were an extension of their body. Possibly a physical difference in brain structure?
The last part is the most important and is truly what sets a wizard apart from every other creature on the planet. Though, of course, without the first two traits, it’s going to be of limited use.
As mentioned in Part I, wizards cast their spells by applying a mental “filter” their own magical output. This is referred to as active casting. Passive casting, which will be covered in Part III, is typically the realm of animals and plants. Being able to filter something mentally is an extremely unique skill only possible by sapient creatures (probably) due to the complexity involved. However, wizards do typically use hand gestures in casting as well. Hand gestures provide an additional optional channel on which you can “filter” your spell. Because it’s easier to do hand gestures than to teach yourself these complex mental filters, it’s common for amateur wizards to use many more hand gestures when casting, while very advanced wizards use fewer of them because they are capable of juggling a larger number of simultaneous “filters” mentally. Additionally, hand and arm gestures are commonly used like the barrel of a rifle, to control and direct the magical energy being shaped by the mind.
Learning how to control magic like this takes many years of study and practice. You must really understand the “physics” of how the waves work and how each puppeteer string will affect the shape of the waves when pulled. On top of that, you need a good understanding of the object you’re interacting with. Magic will move differently through water, air, or stone. If you are trying to create a spell that will create a net of energy that will catch fish in a river, you need to be very familiar with the physics of how magic will interact with water and flesh, as well as have an approximate awareness of how deep the water is, whether the bottom is rocky/uneven or not, how fast moving the current is, etc. Gathering that info will require several steps of study and reconnaissance before you ever get to the “make a net and catch some fish” part.
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Healing magic is very tricky for this reason. Flesh can be knit together, but because the blood vessels and nerves and such are so small, and so many different types of material are present in, say, a cross-section of an arm, successfully re-attaching a limb would be something only an expert who has dedicated their life to studying anatomy would be able to pull off. You know those radioactive tracers doctors use before imaging tests? That sort of thing gets a lot of use in healing magic. Healers can train themselves to recognize the tracer (well, a magical energy equivalent) and follow that through a body, then target their spell on the location where the tracer ended up. Much easier and more reliable than trying to guess exactly where someone’s alveoli are from outside their body.
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Spellcraft has two primary “branches”. The First Branch is a school of magic based on unleashing your own magical potential in a very basic, direct way. Its rawest form would manifest as something like a lightning bolt: an erratic, jagged bolt of pure, difficult-to-control energy. Pretty much all “attack” type spells are variations on this, as well as any spells that involve pushing/pulling/moving things. This branch of magic is seen as much easier and, ironically more beginner friendly. Though it does have the capacity to cause grievous injury, the concentration and mental effort involved mean it’s very hard mix up a “pull” spell and a “fireball” spell. Western Kingdom schools almost exclusively teach this branch.
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The Second Branch deals more with manipulating the world’s “background radiation”. (if First Branch magic can be visualized as a line, Second Branch magic is more of a plane or 3D sphere) The wizard alters and exaggerates the shape of their own magical aura to exert pressure on the “background radiation” around them to produce type spells that are more like buffs/debuffs in a video game. Some examples would include a spell that makes everyone in the area feel weirdly invigorated or sleepy, or slows down/speeds up time in a small area, or makes a room with your dead mom in it really, really cold (cough, cough). These spells tend to be more subtle and frankly kind of weird… it’s a very versatile branch of magic with some interesting potential implications. However, it tends to be the harder type of magic to learn by far and requires a very steady hand and calm mind to maintain.
Though they use First Branch magic as well, it’s worth noting that Second Branch magic is very common in the Eastern Kingdom, where it has been well-studied for thousands of years. Their extensive library of research is kept by the Eastern Kingdom Sultan in his private library. Westerners tend to view the Second Branch as shady and manipulative… who knows what a Second Branch wizard could be doing to you without you knowing? The only Second Branch magic to be commonly used in the West is healing magic.
However, as mentioned before, one important thing about the magic system in Amaranthine is that wizards are not psychic. They don’t have x-ray vision and do not innately know how every object or life form they encounter works, and a lot of specialized magic involves knowing the inner workings of things and being able to picture things clearly in your head. A wizard cannot use telekinesis to pick up an object they don’t know the location or shape of (if they tried, it would likely either not have any effect, or they’d break it/damage it/knock it over by targeting it incorrectly, depending on how “off” they were). Nor could they use magic to pick a lock if they didn’t already know how locks worked well enough to visualize the inside of it.
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For this reason, wizards tend to be pretty well-read in general, as you have to know a lot about the mechanics and structure of the world around you in order to make the best use of your powers. Hyden specifically has a lot of esoteric nerdy technical knowledge about how things are put together but also huge blind spots when it comes to how the world works in practice. For example, he may know a lot about the anatomy of a corn plant because he had to study them one time when the Royal Mages tasked him with purifying a village’s corn field of crop blight, but still be unable to identify a carrot or yam. He may be able to draw a detailed diagram of the wheels and axle of a carriage because he helped assemble a fleet of them once upon a time, but not have any idea why those parts go together or what they specifically do.
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hprambles-blog · 2 months ago
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I think people grossly exaggerate how smart Snape is. He took all his orders from Dumbledore who was the mastermind behind everything he did and even after his death, he regularly spoke with his portrait. He also told the prophecy to Voldemort without even realising it spoke of Lily. I doubt he was unaware of when Harry was born so the fact that he was so slow in connecting the dots doesn't scream intelligence to me...
Snape was a master of Occlumency and Legilimency, disciplines so advanced that Voldemort himself couldn't fully penetrate his mind. This alone puts Snape in an elite class of magical intellects. He walked the tightrope between the two most powerful wizards of his time without either truly suspecting the extent of his deception. That takes more than courage.
He reported the prophecy to Voldemort, that was a mistake but made when he was a young DE. The moment he realized Lily was the target, he risked everything to defect and protect her. He understood the consequences of his mistake and, rather than collapsing under guilt, he leveraged his position to become a double agent. He played a role so dangerous and nuanced that Dumbledore — practically the greatest strategist of the era — trusted him alone to carry out some of the most sensitive tasks. He was given the final say in Dumbledore's own death and carried it out with masterful emotional control. Even Voldemort never saw Snape's true allegiance. That level of deception under such scrutiny doesn't happen by accident, it takes genius.
Snape's skill in potion-making and spellcraft shows immense academic intelligence. He even invented spells like Sectumsempra and improved standard potions in the HBP diary. It's not ordinary, rigid intelligence. This is someone whose practical intelligence was so advanced it surpassed the official curriculum.
And Snape didn't just speak with Dumbledore's portrait, he chose to, not because he needed help thinking but because he knew the war wasn't over and the stakes were still enormous. A truly smart person consults the minds of others, especially those who can provide insight into the bigger picture.
He was the best DE and that's no doubt about it. Not even Bellatrix's loud suspicion was enough to make Snape a suspect.
🥧
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ominous-faechild · 2 months ago
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An additional thing about (@ominous-faechild original; do not steal /lhj) runic magic within my writing!
Styluses are essentially the world's early version of wands. They're made to draw runes, but require surfaces to draw on. They always encase—or utilize as the writing utensil—a conduit (an object containing pure magic, ready for use by anyone). After the invention of wands, styluses are often used as "baby's first wand", so to speak.
In other words: styluses become the giant pencil you give a toddler budding wizard for them to begin to learn runic.
For perhaps predictable reasons, artists are often recruited as wizards. Dyscalculia and dyslexia (although not named in-universe) are known to be a particular struggle for budding wizards, however.
Hugo “Cricket” Tinoco from Waves of Misfortune is an example of both. He was sponsored by the Minoguan government to join a runic academy thanks to being a skilled artist, but was eventually forced to drop out due to struggles “recreating” the runes.
(He's got some combination of the two.)
Wands aren't too dissimilar from the tool in Marvel's Doctor Strange that allows them to write in midair. They often resemble the stereotypical image of a wand, and serve as what's essentially a magic pencil that can write in midair.
However, twist: oftentimes, wizards will etch their most-commonly-used spells spells into the sides of their wands. With that, they can then later filter magic through those runes and quickly, easily, and frequently re-use their preferred spells.
Similarly, many more advanced wizards carry around staves—which are essentially larger wands—with larger conduit cores and many, many, many more runic sigils littered across their casing.
While this may seem to (and does, in fact) simplify the art of spellcrafting, there is a risk to relying on previously-etched runes: the caster has to remember where they've put each, or learn to distinguish between them by feel.
Considering the fact that they're often etched as small as possible both to fit more and to keep a possible enemy from seeing what spells you have at the ready... it is very dangerous, indeed, to rely on pre-etched spells. The practice is highly advised against except for master practitioners with several years of experience... and practice.
"Getting a new wand" is also highly frowned upon in this case, because if the caster fails to put their runes in the exact same spots...
Well.
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Some "problems" can emerge.
(unlike last time, i've got this pretty solidified in my mind. i just wanted to share because, again, i thought y'all'd find this cool)
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esoteric-chaos · 1 year ago
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Esoteric Chaos Masterpost - Online Grimoire
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Need help finding all of my personal posts on my blog? Look no further! Here is everything collected in one place for you.
If a link is not working please let me know and I'll fix it immediately. If you do not see a link and it's just text* those are upcoming posts scheduled.
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Spiritual Hygiene and Beginner Work - The foundations of witchcraft and spiritual upkeep
Grounding and Centering - How-Tos and Methods
Cleansing - The How-Tos and Methods
Banishing - The How-Tos and Methods
Protection - The How-Tos and Methods
Warding - The How-Tos and Methods
Low Energy Practices - Spoonie Edition*
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Basics in Witchcraft - The basics of witchcrafting
Intention
Visualization
Energy Manipulation*
Safety in Witchcraft
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Spell Crafting Basics - The basics of spellcrafting
"How do I create a spell? Spell reversals?"*
"What is casting a circle? Do I need to?"*
"How do I Power my Spells?"*
"Planetary Timing? What’s that?"*
"My Spell Backfired! Help!"*
"I Think I Was Cursed. What Do I Do?"*
Wheel of the Year Masterpost - Spoonie Witch-Friendly
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Intermediate/Advanced Witchcraft - Types of more advanced practice
What is Intermediate and Advanced Witchcraft?*
What is Energy Work?*
Divination*
Cursing, Hexing and Jinxing*
What is Ancestor Work? Breaking it down and how to start + extra
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Types of Magic - Different categories of witchcraft
Lunar magic*
Glamour magic*
Hearth magic*
Chaos Magic* Sympathetic Magic - History and Explanation
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Kitchen Witchcraft - Infused Cooking Oils, Dinner Recipes, Baking, Tea Blends, Syrups, Etc
Kitchen Witchcraft Masterpost
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Herbalism - Herbal Education, Recipes
Herbalism Masterpost.
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Spells - Spells, Pop Culture Spells, Sigils, Spell Oils, Spell Powders
Spells Masterpost
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Spoonie Witchcraft
Low Energy Witchcraft - Chronic Fatigue Edition
Disability-Friendly Prosperity Magic
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Deity Masterposts (mostly the ones I work with)
Aphrodite Devotional and Masterpost
Tykhe Devotional and Masterpost
Hekate Devotional and Masterpost
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Spirit Work
Elves - History & Personal Experience
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Tips and Tricks
Low Energy Cleansing Tip
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Technomagic
Technomagic Masterpost
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Extra’s - Any extra reading material on different topics
Sustainability and Witchcraft*
Endangered and Threatened Plants and Resins*
Gnosis Within the Witchcraft Community
Spell Logs
UPDATED: 4/22/25
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gefionne · 6 months ago
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These Hands, If Not Gods
Solavellan | E | pre-DAI eluvian time travel feat. hot blooded and cocky young wolf and clan mage apprentice Lavellan | [read here]
Ellana Lavellan is one of two apprentices to her clan’s Keeper, and not the most skillful of the pair. She expects to be sent away after failing to earn a place as First, but when she stumbles upon an ancient shrine to Fen’Harel and inadvertently summons the Dread Wolf himself, she finds in him a wealth of powerful, forgotten magics. He’ll teach her, if she makes a suitable offering: herself. Ellana returns to the shrine again and again, summoning Fen’Harel to teach her more, but time works differently on the other side of the eluvian; centuries pass for him while only weeks go by for her. As she grows to know him as Solas, she discovers that the Creators are not the benevolent deities she believed them to be, and that the Dread Wolf is a man she can love. What comfort can a mere Dalish mage offer a rebel god? More than either of them ever expected.
Excerpt below the cut...
The Veil undulated, bringing Ellana up short. Two more droplets spattered the altar and, as she watched, reflected a wavering light that emanated from the surface of the tall mirror. It rippled silver and blue, overpowering the fire in the brazier. Fear gripped Ellana’s throat as a shadow filled the mirror, black against its luminosity. When it stepped out of the mirror and into the chamber, the brightness cut off, leaving Ellana to face whatever had come through it with a broken bow, a stolen knife, and her meager skill with spellcraft.
The brazier’s light caught small shining points set against pale skin: a delicate golden cuff at the top of a knife-sharp ear; a round stud in one nostril of a strong nose; a delicate ring in a full lower lip. Confusion knitted a stern brow over storm sea eyes—gray irises edged with deep blue, oddly like Ellana’s own, yet without any suggestion of her timidity. No, the elf who had come through the mirror had a dauntless bearing and wore fabrics so fine he might’ve walked out of the shrine’s mosaics.
Glancing around the chamber and then back at Ellana, he advanced two steps, speaking in quick, liquid words it took her altogether too long to identify as the ancient elvhen tongue. While most Dalish spoke little more than a few phrases, Keeper Deshanna had studied what remained of their predecessors’ language extensively. She had passed that knowledge on to both her apprentices, and in a rare show of savvy, Ellana had picked it up best.
Yet, for all her lessons, she could barely keep up with the flourishes of this elf’s pronunciation and cadence. His vocabulary far exceeded hers, every syllable fluid and spoken in a deep baritone. He gesticulated for emphasis, Ellana catching every fourth or fifth word—where, expected, misled. She strained to focus, but it was all too much, too fast.
Raising her hands in what she hoped was a universal gesture of stop, she said in the ancient tongue, “Please. Please speak slowly and with, ah”—she sought the correct translation—“short words.”
He cut his tirade blessedly off, eyebrows drawing in again. Ellana despaired for a heartbeat that he hadn’t understood her, but then he said, slowly and in short words, “What is this place? It is not where I expected to be when I came through the eluvian.”
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rivensdefenseattorney · 2 years ago
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Alfea's Curriculum
(WIP)
Department of Alchemy and Potionology
Beginning Level:
Introduction to Potion Brewing: A foundational course covering basic potion crafting techniques, understanding ingredients, and the fundamental principles of potion making.
Botanical Studies for Alchemists: This class introduces students to enchanted botanical studies, focusing on identifying and understanding the magical properties of plants used in potion-making.
Essentials of Healing Magic: An introduction to healing and restorative magic, emphasizing the ethical use of magic for healing purposes and the basic principles of channeling energy.
Intermediate Level (Prerequisites: Beginning Level Classes):
Intermediate Potion Crafting: Building upon the introductory class, this course explores more complex brewing techniques, potion stability, and the interaction between different ingredients.
Advanced Botanical Studies: Delving deeper into enchanted plants, this class explores rare and powerful botanicals, their cultivation, and their specific applications in potion-making.
Healing Elixirs and Remedies: Focused on practical applications, this class teaches students how to create specific potions and elixirs for various healing purposes, including physical and emotional ailments.
Advanced Level (Prerequisites: Intermediate Level Classes):
Mastery in Potionology: A comprehensive study integrating advanced potion crafting techniques, potion artistry, and experimentation with rare and volatile ingredients.
Enchanted Gardens and Sustainable Magic: This class explores the creation and maintenance of enchanted gardens, emphasizing sustainable practices and the ethical use of magical resources.
Advanced Healing Arts: Mastery-level training in healing magic, focusing on complex healing spells, energy manipulation, and the integration of potions with magical healing.
Overlapping Classes:
Alchemy Lab Practicum: This practical class runs parallel to different levels, allowing hands-on experimentation and application of theoretical knowledge in a controlled environment.
Ethical Practices in Potion Making: An ethics course required at each level, focusing on responsible use of magic, moral considerations in potion making, and the consequences of misuse.
Department of Elemental Arts
Beginning Level:
Introduction to Elemental Arts: A foundational class introducing students to the basics of elemental forces (earth, air, fire, water), their manipulation, and the ethical use of elemental magic.
Defensive Magic Fundamentals: This course covers the basics of defensive spells and shields, teaching students how to protect themselves using elemental magic.
Arcane Foundations: An introductory class exploring basic arcane arts, including rune crafting, spell formulation, and magical incantations.
Intermediate Level (Prerequisites: Beginning Level Classes):
Elemental Control and Channeling: Building upon the basics, this class focuses on honing the control and manipulation of specific elemental forces, teaching students to wield them with precision.
Combat Magic Techniques: This class delves into combat-oriented elemental magic, teaching offensive and defensive combat spells tailored to different elemental affinities.
Advanced Arcane Studies: Expanding upon arcane foundations, this course explores complex spellcraft, advanced rune work, and the creation of personalized spells.
Advanced Level (Prerequisites: Intermediate Level Classes):
Mastery in Elemental Manipulation: A comprehensive study focusing on mastering the fusion and synergy of multiple elemental forces, enabling students to create powerful elemental effects.
Advanced Defensive Tactics: Specialized training in advanced defensive spells and strategies against various magical and physical attacks.
Mystical Combat Mastery: An advanced combat-focused class, teaching students to seamlessly blend elemental forces into offensive spells and maneuvers.
Overlapping Classes:
Elemental Combat Practicum: Practical training sessions running parallel to different levels, allowing students to practice combat techniques under controlled conditions.
Ethics in Elemental Magic: A mandatory ethics course at each level, emphasizing responsible and ethical use of elemental and arcane magic.
Department of Magical Studies
Beginning Level:
Introduction to Magical Studies: A foundational course providing an overview of the magical world, including an introduction to mythical creatures, historical contexts, and the basics of artisanal magic.
Mythical Creature Identification: This class focuses on identifying, studying, and understanding various mythical creatures, their behaviors, habitats, and magical properties.
Historical Foundations of Magic: An introductory class exploring the history and evolution of magic, tracing its origins through ancient civilizations and significant magical events.
Intermediate Level (Prerequisites: Beginning Level Classes):
Advanced Mythical Creature Research: Building upon the basics, this course involves in-depth research projects on specific mythical creatures, their impact on Fae realms, and their cultural significance.
Legends and Lore: An exploration of mythical tales, legends, and folklore, dissecting their symbolic meanings and their influence on magical practices.
Artisanal Magic Techniques: This class focuses on the practical side of artisanal magic, teaching students the creation of magical artifacts, wand-making, and enchanted objects.
Advanced Level (Prerequisites: Intermediate Level Classes):
Mystical Anthropology: A comprehensive study of the relationship between Fae and mythical creatures, exploring their interaction, cultural exchanges, and historical significance.
Advanced Magical Historiography: This course delves into the analysis and interpretation of magical historical texts, deciphering ancient scripts and understanding magical artifacts' historical contexts.
Mastering Artisanal Magic: Advanced training in crafting powerful magical artifacts, imbuing them with specific abilities, and understanding the intricacies of enchanted object creation.
Overlapping Classes:
Mythical Expedition Practicum: Hands-on fieldwork that runs parallel to different levels, allowing students to conduct research on mythical creatures in their natural habitats.
Ethics in Magical Studies: A mandatory ethics course at each level, emphasizing responsible research and ethical practices in dealing with magical creatures and historical artifacts.
Department of Diplomacy and Leadership
Beginning Level:
Foundations of Diplomacy: A foundational course introducing students to the principles and practices of diplomacy, including negotiation techniques, diplomatic etiquette, and conflict resolution basics.
Leadership Essentials: An introductory class covering the fundamentals of effective leadership, emphasizing communication skills, decision-making, and team management.
Cultural Studies and Intercultural Communication: This class explores the diverse cultures within the Fae realms, teaching students how to navigate cultural differences and communicate effectively across different lineages.
Intermediate Level (Prerequisites: Beginning Level Classes):
Advanced Diplomatic Negotiation: Building upon foundational skills, this course delves deeper into negotiation strategies, scenario simulations, and diplomatic problem-solving.
Strategic Leadership: An intermediate-level class focusing on strategic planning, visionary leadership, and fostering innovation within Fae communities.
Diplomatic History and Case Studies: An exploration of historical diplomatic events within the Fae realms, analyzing case studies and learning from past diplomatic successes and failures.
Advanced Level (Prerequisites: Intermediate Level Classes):
Masterclass in Diplomatic Relations: A comprehensive study of diplomatic relations between Fae kingdoms, advanced negotiation techniques, and the art of maintaining alliances.
Leadership in Governance: Advanced training in governance principles, focusing on leadership in politics, law, and decision-making processes within Fae societies.
Crisis Management and Diplomatic Crisis Resolution: Specialized training in handling diplomatic crises, conflict resolution, and mediation techniques in high-stakes situations.
Overlapping Classes:
Diplomatic Simulation Practicum: Practical simulations running parallel to different levels, allowing students to apply their diplomatic and leadership skills in realistic scenarios.
Ethics in Diplomacy and Leadership: A mandatory ethics course at each level, emphasizing ethical leadership, integrity, and responsibility in diplomatic engagements and governance.
Department of Mystic Arts and Expression
Beginning Level:
Introduction to Enchanted Artistry: A foundational course introducing students to magical expressions through visual arts, covering basic techniques and introducing mystical elements into artistic creations.
Fundamentals of Musical Enchantment: An introductory class exploring the fusion of magic with music, teaching basic musical theory and introducing enchantments into compositions.
Introduction to Mystical Movement: This class introduces students to magical dance forms, focusing on basic movements infused with Fae essence.
Magical Drama Basics: Exploring the use of magic in theatrical arts, covering basic acting techniques infused with mystical elements.
Intermediate Level (Prerequisites: Beginning Level Classes):
Advanced Enchanted Artistry Techniques: Building upon foundational skills, this course dives deeper into magical art forms, teaching advanced techniques and experimenting with diverse mystical mediums.
Harmonizing Magic in Music: An intermediate course focusing on refining enchantments in music, exploring composition, and blending different magical elements in musical pieces.
Mastering Mystical Movement: Advancing dance techniques with a deeper understanding of Fae essence, intricate choreography, and the fusion of magic into movement.
Enchanting Theatrical Performances: This class delves further into the use of magic in theater, focusing on advanced stagecraft and mystical storytelling techniques.
Advanced Level (Prerequisites: Intermediate Level Classes):
Artisanal Magic in Visual Arts: Mastery-level training in creating magical artifacts through visual arts, integrating functionality with artistic expression.
Mystical Performance Showcase: A capstone course where students showcase their mastery in their chosen discipline, presenting a culmination of their artistic and magical journey.
Required Classes for All Students
Foundations of Magical Theory: An introductory course covering the fundamental principles of magic, its history, and its significance in the Fae realms.
Ethics in Magic and Society: A course focusing on the ethical use of magic, moral considerations, and the societal impact of magical practices.
Ancient Fae Studies: Exploring the ancient civilizations and cultures of the Fae realms, delving into their traditions, rituals, and historical significance.
Mystical Arts Practicum: A practical course allowing students to experiment with various forms of magical expression, encouraging creativity and practical application of learned theories.
Fae Lore and Legends: An in-depth study of mythical tales, legends, and folklore within the Fae realms, providing cultural context and understanding of significant narratives.
Introduction to Elemental Forces: A foundational class introducing students to the basics of elemental forces (earth, air, fire, water), their symbolism, and their relevance in magic.
History of Diplomatic Relations: An overview of diplomatic events, alliances, and conflicts between Fae kingdoms, providing insights into the dynamics of Fae diplomacy.
Leadership Skills and Team Dynamics: An introductory course focusing on essential leadership qualities, communication skills, and collaborative teamwork within magical communities.
Introduction to Potion Brewing: A foundational course from the Alchemy and Potionology department, introducing students to basic potion crafting techniques, understanding ingredients, and the fundamental principles of potion making.
Mythical Creature Studies: A course exploring the diverse and mystical creatures within the Fae realms, focusing on identification, behavior, habitats, and their significance in Fae lore and culture.
Introduction to Enchanted Artistry: A foundational course introducing students to magical expressions through the arts, covering basic techniques and introducing mystical elements into artistic creations.
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Only 2 more posts to go and I'll be done with Alfea's section. I wanted to know what classes/study would you follow at Alfea?
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deepdreamnights · 2 months ago
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Hey there.
You look like you've had a hard time, and the way you're looking around tells me you're not from around here. My name is Doctor Entendre, but you can call me Doc.
Where's your Dæme?
Oh. You're really not from around here. Lucky you ran into me, you'd be in trouble if you were caught alone.
The short version? Dæmes are intelligent creatures possessed of strange powers and abilities. We have only begun to understand their nature, but we do know that all Dæmes, regardless of their appearance and powers, grow more powerful from battle, and grow more powerful more quickly when paired with a human being.
Ever since they've arrived, man and Dæme have worked together. To survive here, you'll need a Dæme, and to coach a Dæme, you'll need to know the five rules.
1. Wild? Have fun. Feral? Just run. 2. Do not get between Dæmes in battle. 3. Treat your Dæmes with respect. 4. Dæme shall not kill man. 5. Man must never kill Dæme.
And while it's not a rule, remember: 
Fortunately for you, we have five Dæmes in the clinic looking for a coach. If you’re having difficulty, my counterparts and I have our observations listed.
The Daily Dæme is…
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001 - StoneAgnes
She enjoys going out on the town, hijinks, and home cooked food.
Features: Brawler, Primordial, Reptile    
Quirk: Volatile
The Dæmomancer:  A brute, but a loyal one, willful and stubborn as the deserts she calls home. Irksomely resistant to spellcraft... Or perhaps she's too rockheadded to ensorcel.
Prof. Lyrica: It's adorable how they carve stone copies of things they want but can't have or even understand. An obsolete lizard caught in the rat-race, trying to keep up with the Joneses in a car made of rocks.
Warden Parks: A noble and powerful Dæme. She is a master of stone, finding it as light and easily carved as wood. Her passions are primordial, as is her fury when enraged. Much like a bird, she loves shiny things, though the shine isn't always literal.
Sy Fife: She may be the ultimate predator, a primal force of nature that will smash, bite, or trample anything between herself and what she protects, be it her coach, her territory, or her social status.
Dr. Entendre: Waifusarus Gayoltyme, 1.6m, 100 kg. Semihumanoid, omnivorous, resembles a dinosaur with a hair-like feathered crest. A second brain in their lower back produces a psionic resonance with stone that allows for multiple unusual effects. 
For as little as $1 you can support Dæme-On and other projects, and get access to new Dæmes a week in advance, on my patreon here.
Other ways of supporting me and my works.
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windvexer · 5 months ago
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I'm reading the elements of spellcrafting by jason miller, because of a recommendation  you did once and he mentions a lot of examples of spells using planetary work. I noticed I know a lot less about it than I initially  thought ( the witchcraft  book I read before this one only mentioned making the spell on a especific day or hour)
But since he is only showing them as examples, it's not really the focus of the book to explain how it is done. Do you know if another one of his books are more focused on the practice side? I'm really enjoying his way of explaining things
Jason Miller also wrote Advanced Planetary Magick.
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the-whatcherof-89 · 1 year ago
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Ethoslab Ladders Aka Mr Clark Snappers.
CR 20 NG Medium Humanoid
XP 307,200 (if used as npc for encounter)Middle aged Human Rogue (Phantom Thief)10 Living Monolith 10
Neutral Good Medium humanoid
Init +8; Senses Perception +36
AC 40, touch 24, flat-footed 32 (+8 Dex, +5 Deflection, +5 Natural, +1 Insight, +6 Armor, +5 Shield) hp 135 (16d6+75)
Fort +17, Ref +22, Will +16
Speed 30 ft. Melee Adamantine shortsword +27/22/17 1D6+5 Ranged Crossbow +31/26/21 1D8+9
Racial Bonus feat (Fast learner), +1 Skill point per level.
Traits Pragmatic activator, Nervous.
Class features Refined education(Craft:Stone, Perception, Stealth, Spellcraft)+5, Broad education(Finesse rogue, Positioning attack, Improved feint, Minor magic, Major magic), Social sense+3, Advanced rogue talent: Shrine walk, Soul stone, Stone blood, Fortified flesh(DR 3/- 30%), Stability, Tombsight, Immune to disease, Attunement to stone, Summon sphinx, Ageless stone, Judgement of the monolith, Master Ka stone.
Spellcasting CL10 DC20 Crafter’s fortune 5/day Read magic/at will.
Str 10, Dex 26, Con 20, Int 30, Wis 18, Cha 14
Base Atk +14/9/4; CMB +13; CMD +31
Feats Shield proficiency, Rapid reload, Point blank shot, Precise shot, Snap shot, Rapid shot, Crossbow mastery, Master crafter, Endurance, Iron will.
Special His immortality gives him the +2 bonuses for old age but no penalties thanks to his immortality.
Skills Acrobatics +30, Appraise +18, Bluff +25, Climb +20, Craft(Stone) +33, Craft(Redstone)+33, Disguise +11, Disable +14, Escape artist +20, Handle animal +13, Heal +11, Intimidate +11, Knowledge (Arcana +30, Dungeon +18, Engineering +30, Nature +20, Geography +18, History +15, Local 15, Nobility +14, The planes+14, Religion +14), Linguistics +5, Perception +26, Perform(dance) +7, Profession(Engineer) +21, Ride +16, Sense motive +16, Sleight of hand +16, Spellcraft +35, Stealth +30, Survival +16, Swim +20, Use magic device +33.
Languages Common, Draconic, Elven, Dwarven, Sphinx, Giant, Sylvan, Undercommon, Alko.
Combat gear Cornerstone crossbow+5, 45 +4 Bolts, Adamantine defending shortsword+5, 2 Daggers of doubling, Returning trident+1, Amulet of natural armor+5, Ring of protection+5, Scholar’s ring, Dragon form armor(Black)+5, Animated fire resistance darkwood buckler+4, Belt of physical might+6 (Dex, Con), Headband of mental prowess+6 (Int, Wis, Bluff), Coat of resistance+4, Cloak of comfort, Shoes of the lighting leaper, Bracers of the falcon aim, Wands (Fly, Haste, Cure moderate wounds), Potions:Blur(1), Cure critical wounds(2), Manual of quickness of action+3(Used), Tome of clear thought+4(Used), Ioun stones: Dusty rose prism, Western star, Bag of holding type I, Small anvil with the phrase “You got Etho’ed” on the side, Rogue kit, 113GP.
Background Ethoslab also known simply as Etho hails from a far land of Hermits where he is renowned for his pioneering and discoveries in the field of redstone. Etho is a quirky, intelligent, adaptive individual that has some nervous moments popping out sometimes. Nevertheless, Etho’s knowledge of redstone and architecture is unparalleled and even his colleagues Mumbo and Grian recognized his talent. Etho being very old, sometimes struggles to find something new to do that would stimulate his mind even if that means pushing things to the extreme, sometimes. Regardless, his favorite thing is dropping anvils on unsuspecting hermits via very complex contraptions and he was about to drop one on his friend Scar but he was interrupted by an ethereal voice: “You want to see new horizons? I can help with that. Would you like to accept my challenge?” Etho was confused for a moment but then saw a chest that wasn’t there before. “If you are interested, open it. Never seen before horizons awaits you.” Etho was hesitant for a moment but he just could not resist. As soon as he opened the chest the world around him changed as so did his equipment. He stood in the middle of a jungle with new tools, knowledge and a map in hand. “Find me if you can. And if you succeed i will grant your deepest wish.” Etho looked around and spotted a Llama. “Well, would you  look at that.” And he smirked.
Image made using Heroforge.
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charmfamily · 2 months ago
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CORVUS CROSSING: A CHARM FAMILY STORY. CHAPTER I  "BOY, YOU'LL BE A MAN REAL SOON." PART I. Transcript Beneath the Cut.
From "THE EBBEARATH EVENING STANDARD" Sunday Edition; January 26, 2020.
CONTROVERSIAL REALM REUNIFICATION RITUAL DECLARED HISTORIC SUCCESS
By Senior Arcane Reporter Dominic Fyres
Article Photo Caption: The Council of Four Corners in front of the newly recommissioned Ebbearath Institute of Magic. January 26, 2020. Left to Right: High Sage of Mischief Olive Specter, High Sage of Untamed Magic Morgyn Ember, High Sage of Alchemical Magic Simeon Silversweater, and High Sage of Practical Magic Agnes Crumplebottom.
EBBEARATH — "After 800 years of magical advancement, an ever-expanding catalog of history-altering achievements in all Four Disciplines of Arcana, countless hours of spellcrafting and tireless magical workings, and most especially, the dedicated assistance of every member within the Most High Covens, The Council of Four Corners is ecstatic to report that the Realm of Ebbearath is once again whole and fully restored."
On Sunday, January 26, 2020 at 3:58 A.M. Caster Standard Time, the Council of Four Corners in an official press release declared their latest and final attempt at performing the Realm Reunification and Restoration Ritual successful and, at long last, completed. Sources from inside the Ebbearath Institute of Magic who work closely with the High Sages confirm speculative rumors that even for the uppermost echelon of casters that have been bestowed immortality, attempts to perform the Great Reunification Working are so complex and such an intense drain of universal magical resources that the ritual has only ever been performed twice before in recorded history: Once in 1918, and once in the summer of 1346.
 "Apparently," the source that wishes to remain anonymous is quoted as saying, "the third time was the charm — we did it. By the blessing of the Fates, we have a home again."
As the Diaspora Arcana is called to return to Ebbearath to establish a foundational population for the capitol and with celebrations commencing worldwide in the early hours of the morning, few voices have been heard expressing any form of dissent. The Arcane Committee of Magical Ethics however released their own statement informing the public that the ritual had been performed without their blessing, consent, or knowledge. 
"Essentially, the Reunification Working operates by harvesting the negative forces holding the broken pieces of Ebbearath hostage and sending that energy somewhere else," Ethics Committee Chairman Dennis Kim states in a press release. "We have no idea where it's being sent or what the implications of such spellwork really means. For all we know, it may have devastating, potentially cataclysmic, consequences in some parallel realm or universe."
Countering the argument posed by the Ethics Committee, High Sage of Alchemy Simeon Silversweater had this to say in response: "The potential ramifications of forcing Ebbearath's negative energy into other planes of existence is precisely why the Working was performed in stages with lengthy periods of rest in between. We've meted out any potential damage as responsibly as possible — what does Chairman Kim propose? That we allow our realm to remain broken another 800 years just to potentially preserve some universe we don't even live in? He's asking us to sacrifice the good of our realm and drain our magical resources for some hypothetical greater good, which is idiotic."
"What High Sage Silversweater means," High Sage Morgyn Ember clarified in a Babble post, "is that magic itself would inevitably go extinct in as little as half a century and disappear from this realm if we did not act swiftly and decisively to perform the last stage of the ritual. We no longer have the luxury of time that would allow the continual sacrifice of our people and the timeline was unfortunately decided for us."
"The Council of Four Corners are of course in agreement that the Ethics Committee has every right to be skeptical and we remain indebted in gratitude that they continue to provide us with their invaluable insight; but until we know what exactly those ramifications Chairman Kim is worried about are," High Sage Olive Specter added on her own Babble Post, "we will remain cautiously optimistic that this has worked out for the betterment of all. We shall send our most heartfelt sentiments and prayers to denizens of other universes in the meantime."
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