can YOU spot the baby?

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oozey mess
we're not kids anymore.

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if i look back, i am lost
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@mothtrolly
can YOU spot the baby?
I ranted on Bluesky about the whole Mr. Beast thing and maybe I should put it here but. It was rage.
Okay i am just... copying and pasting it. Yes Mr. Beast is evil, yes it looks like KI is trying to piggyback off his passing interest, yes a collab with him would probably end up with fucking loot boxes that no one wants. But my issue is entirely about my own personal fucking hang ups so.
When people like Mr. Beast like something, suddenly it’s cool, it’s trendy, everyone wants to come in and look at it. When **I** like something, I like it wrong! When I like something I’m over-reading, it’s a kids game and weird that I’m so invested, I’m cringe, ETC ETC **ETC.**
And I don’t WANT a bunch of strangers playing wiz and looking at it. I just *don’t,* okay? I don’t *like* people these days because it’s gotten worse. It’s all gotten worse. And people like *that* don’t wanna see it for what it is, Mr. Beast’s own tweet was about how he wanted “Wizard101 but mature” and I’m frankly fucking tired of shit like that. Meet the thing on its own damn terms or go away. This is all incredibly childish of me and definitely some sort of trauma response but I can’t exactly blame myself atp.
The game has certainly matured and I adored Darkmoor and honestly even arc 4 as much shit as I give it, but it can do that on its own terms and I doubt it’ll be enough for some people. I saw someone online once say they didn’t want to play Wiz because the UI was childish. Can you believe that?
Like Mr. Beast doesn't want Wizard101, he wants the ideal prestigous "mature" version of it he has in his head.
And it's like!!! It's not even "oh Wizard101 is *sooo* mature and complex and Isn't For Kids At All". Like yes, it DOES have interesting narrative themes and the story DOES grow up over the arcs but at the end of the day coming in and saying "I want this but more MATURE" is the same as being like "ew, you still sleep with a teddy bear?" Whether or not the game is actually Secretly Mature is beyond the point. I am sick of people periodically rediscovering the game and gawking like this. Because I see it happen on small scales.
every moment of every day i am thinking about this tiktok
Lumpfish come in a variety of shapes and colors.
[He scoops up the fish, it spits water and he turns it toward the camera]
This one is stumpy and green. Very beautiful, very powerful.
[He picks up another fish and turns it toward the camera]
This is what a normal lumpfish looks like. It is more elongated, but still a vibrant blue color. Very beautiful, very powerful.
[He picks up another fish and turns it toward the camera]
This is one of the stumpiest ones we have. Its hump is very high. It is very stumpy, but yet very beautiful, and very powerful.
[He pans over a lot of fish, all looking up at the camera]
My fish army is ever growing, and soon I will over throw the world. Very beautiful, very powerful.
because of this tiktok, i frequently murmur "very beautiful, very powerful" at myself, and i cannot recommend it enough.
just ate 7 ibuprofen here's some more random school secondary to battle headcanon abilities+ traits
Fire wizards - Do a lot of physical work, heavy lifting, absorb heat to feel more powerful (like basking in the sun, wearing a lot of layers, can make steam from their nose and mouthes, maybe more in tune fire wizards can breathe fire
Myth wizards - very demure, well refined, maybe often well groomed. I like the idea of myth wizards bringing reflections to life briefly to have the illusions help them get styled in the mourning for the day. I get the idea myth wizards are more likely to own very fancy condo apartments, like huge giant fancy ones.
Ice wizards - Very cool, call collected, but also can be very jittery and all over the place (like how you feel hyper when you get too cold to do things). Maybe flirty if they lean more into the cool side. Can walk on water if they focus magic on their feet to freeze it!
Storm wizards - speedsters, inventors, creative. Storm wizards hole invention conventions in marleybone. For some reason I feel like storm wizards are more likely to own cabins in very stormy regions than anyone else
Death wizards - something tells me death wizards can glow in the dark. I think they can also be refined like their myth peers but in a less snobby way, but on the other end I think death wizards on average have more mysterious quiet personalities and are judgemental but silent about it where a myth wizards will say it to your face
DOES HE????
IS SHE????
These makeships ads aaaareeee super cute...
Spiral Worldbuilding Headcanons (Magic and Gardening)
- Gardening, while mostly considered a part of Life Magic, isn’t exactly exclusive to Theurgists. That much is true as seen in Wizard101’s actual gameplay where any Wizard can pick up Gardening as a hobby. However, certain aspects of Gardening are easier to certain schools of Magic than others.
- Pyromancers usually are the best when it comes to providing sunlight and warmth to their plants. However, inexperienced Pyromancers tend to burn their plants or set them on fire without meaning to.
- Diviners usually are the best at watering their plants, and keeping their plants moist and not dry. Inexperienced Diviners tend to overwater their plants without meaning to, though. Quick side note; Diviners tend to be the best at Fishing.
- Conjurers tend to be the best at providing music needs to magical plants. Seeing as Myth Magic is the school of Imagination, this is not surprising. Though, sometimes giving a plant too much music can turn it into a creature of it’s own. Whether this is or good or not depends on the Conjurer, and how healthy the plant was beforehand.
- Contrary to popular belief, not all Necromancers are poor Gardeners. In fact, if trained properly, they make the most effective Pest killers. Advanced Necromancers even have an easier time resurrecting their plants then some Theurgists. But too much Death Magic can easily kill a plant, even more so than any other school. Thus, giving Death Magic the award of having killed the most Green life in the Spiral. Plants also grow at a slower pace under Necromancers than others, apart from inexperienced Thaumatages.
- Speaking of which, Thaumatages have the opposite problem of Pyromancers with freezing their plants without meaning to. Thaumatages tend to be at a disadvantage when it comes to gardening most plants, sometimes even more so than Necromancers. Which makes sense, seeing as how plants and crops typically don’t grow during winter seasons. That’s not to say Thaumatages can’t garden, because they can, but they just have to put in a little more effort than others.
- Most unsurprisingly of all, Theurgists tend to be the best at pollinating their plants. Plants also grow at faster speeds under Theurgists than other schools. Sometimes, though, this can be a problem; if your plant grows too fast, you don’t make the most out of harvesting the plant.
- Sorcerers are the Jack of All Trades, Master of none. When it comes to Gardening, they are just…average. Nothing special. There’s not much else to be said here.
- Shadow Magic is…interesting, to say the least. Shadow Magic bends reality; theoretically, you could use Shadow Magic to cheat at Gardening. (Instant growth, No needs, instant harvest, that kind of thing.) But Shadow Magic can be dangerous; if it wasn’t as rare as it is, it might just beat Death Magic in total number of plant deaths. And Gardener deaths, for that matter.
Wiztober Day 1- Schools
Me? Posting for the first Wiztober prompt a day late? We love to see it. Anyway, for this prompt I wanted to create an alternative magic system for the schools that isn’t as cards & monsters based. The idea here is that each school has an umbrella of abilities underneath it, and while a wizard might be particularly strong in one aspect of their school’s magic, they might be terrible at another (which leaves a lot of fun possibilities for folks like non-healing life wizards or non-pyrokinetic fire wizards).
Storm. Wizards from this school are able to manipulate water, summon lightning, and create storms. While their attack magic is exceptionally powerful, diviners are not very magically resilient and fall faster to magical attacks.
Ice. Wizards from the School of Ice are able to summon and bend ice and snow to their will. Thamutages are also incredibly magically durable and adept at protecting their friends are allies from incoming attacks.
Fire. Wizards from this school are able to summon and bend fire to their will. Pyromancers can also be strong thermokinetics or even photokinetics, breaking down the abilities of fire into smaller, easier to work with packages.
Death. Wizards from the death school are able to drain energy from their opponent and redirect it back at them. Necromancers are also adept mediums. There are rumors some Death Wizards are able to raise the dead.
Myth. Wizards from this school are able to summon creatures of myth and legend to fight for them. Conjurors are also adept seers, with differing ability to see past, present, and future events.
Life. Wizards from the School of Life have the ability to control plants and speak to animals. Theurgists are almost always adept healers and tend to take up that role before jumping into combat. Everyone can fight but not everyone can fix.
Balance. Wizards from this school are able to manipulate earth from the smallest grains of sand to huge slabs of stone. Sorcerers are able to draw on the magics of the other schools in small doses.
okay last night i was ALSO looking at the descriptions for the magic were on the website and i came across this
and it got me thinking about how i think the schools would sort of… function . thinkin deeper about how wizzies do their thing and summon creatures
inspired mainly by lightningbat’s post here and that-wizard-oki’s post here
more below ^_^
EDIT: forgot about myth . im sorry to all the myth stans out there who ive disappointed
Keep reading
BEHOLD! MY MAP!
I first made it on a physical styrofoam board, then realized my phone camera is bad so I remade it in MS Paint. The locations of the worlds are NOT indicative of their actual positions in the Spiral (i have more headcanons about that), and instead were chosen just so that no thumbtack was directly in between 2 others... to some extent.
There are 49 different connections and each one has SOME bit of reasoning behind it, which I shall write under the cut.
I made this map for my AU, Corrupted Spiral, which has some noncanon shenanigans going on.
Magic Leaking Out
Sometimes, the magic within Wizards will seep out without the Wizard casting any spells or actually using it. Most of the time this happens intentionally in a safe, controlled manner. When done on purpose, it's pretty harmless. However, sometimes the wizard will simply lose control of their magic, which is a lot less controlled and very dangerous to others.
The way the magic manifests itself when seeping out depends on the type of magic. How potent or deadly it is when the wizard loses control of it depends on how powerful the wizard is. Wizards of the same type of magic are resistant, but not immune, to the leaking magic of others of their school.
A wizard could lose control for a multitude of reasons, some of which include; not using their magic for a long period of time or an extremely strong or intense negative emotion, especially if said emotion was bottled up for a while or leaves the wizard vulnerable.
Storm magic, when seeping out, comes out as sparks down the Diviner's arms and legs. When they lose control, the air around them turns electric and bolts of electricity will randomly shoot out from them. If someone manages to get close enough to touch them, then they will be hit with a massive volt of electricity that either sends whoever touched the Diviner flying backwards or immediately collapse to the ground.
Fire magic, when seeping out, takes the form of smoke curling off the Pyromancer and the air around them heating up. When they lose control, the air turns scorching hot. Any liquid within the radius starts boiling. The ground under their feet becomes scorched. Anything flammable within the radius will either start smoking or full on catch fire. When they start to lose control from anger, smoke literally comes out of their ears.
Ice magic, when seeping out, can be seen in the Thaumaturges breath being visible, as well as the air around them cooling down. When they lose control, the air turns freezing. Any liquid within the radius almost instantly freezes over. Any surface around them, including the ground under them, will start being covered in frost and ice.
Myth magic, when seeping out, takes the form of an aura surrounding the entirety of the Conjurer. When they lose control, the aura turns sharp and blinding. Those that get too close get knocked out and are subject to horrible nightmares.
Life magic, when seeping out, causes little plants to sprout at the Theurgists feet and any nearby plants to blossom. When they lose control, thorny plants spring up all around them and other plants will lash out at anyone that gets too close.
Death magic, when seeping out, looks like fog collecting around the Necromancer's feet and coming out of their hands. When they lose control, the fog becomes highly toxic. It kills any plants, insects, or small animals it touches instantly and poisons any bigger animals or humans that breathe it in.
Balance magic, when seeping out, takes the form of a small dust cloud around the Sorcerer's feet. When they lose control, the dust cloud becomes bigger and rises from the ground, swirling around in wind that wasn't there before, becoming a dust devil.
Conjurers/Myth Wizards are known for their creativity, yeah? They think of it, they can make it real. The quote for Myth on the official Wizzy website is “To control the future, one must look to the past.”
You know what I think? I think Conjurers (if they are super powerful enough) have the power to affect the minds of other people. They could manipulate someone’s mind to the point of changing their memories and altering their train of thought (See Medulla meddling the minds of the Ark Crew), or they could use their power to help a troubled mind recover lost or broken memories and sort out emotional baggage.
The mind is a powerful weapon, after all.
Magic HC-Cantrips
Headcanon of what are cantrips and expanding on them within the Spiral Stories Universe.
diviners with lichtenberg figures. pyromancers with ashes on their hands. thaumaturges surrounded by snowflakes. conjurers that don’t show up quite right in photos. theurgists hands always being stained green. necromancers with distant shadows behind their eyes. sorcerers that always know the flow of time.
wizards that get more Weird the more they study magic. send tweet.