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• A fast and clean burn of the fire/candles (read the wax of it runs into shapes)
• the flame is extremely large/larger than the candle itself
• „Bulls Eye“ in the wick
After the spell
• Seeing Angel Numbers directly after/a short time after
• Dreams about them reaching out/falling in love with you
• Sudden feeling if satisfaction and happiness, like you have what you’ve always wanted directly after casting the spell
• A drained/tired feeling could indicate a success as well, meaning that the spell has drained lots of your energy or you used a lot for it
• Smelling their perfume/cologne even when they’re not around
• Hearing their name being called
• Insomnia (don’t confuse it witch insomnia caused by curiosity and anxiety)
• Changes in Behavior by them, such as changes in communication or interest
• „Coincidences“ - signs and synchronicities, such as repeated symbols
• Having an extremely strong feeling it’s working/intuition
• Visions about the result of the spell
• Seeing their name everywhere
• Feeling their energy out of nowhere
!Remember! Love spells are not safe/recommended for beginners, protection is important and you should think about casting a love spell thoroughly before actually casting it. If you start getting weird/scary vibes/signs you should rather undo the spell.
I don't know if I posted about this before, but here is a good example of how the TV Tropes-derived vocabulary can lead to some pretty funny misunderstandings...
People on the internet, out of the website's Red Mage page, started talking very freely and commonly of the "red wizard" and "red sorcery". And they mean it in the sense the TV Tropes page brings it: as derived from the mechanics of Final Fantasy, with a very basic original trinity of magic users. White Wizards, whose "white magic" is about healing and strengthening people ; Black Wizards, whose "black magic" is about launching destructive attacks and wounding enemies ; and in-between the Red Wizard, who does not have any specific magic but rather uses both white and black magic to lesser degree than the other Wizards, but can still have both protective and offensive spell making him more versatile. This resulted in a lot of people speaking of "red magic" in game-mechanic terms, as meaning a "neutral magic between black and white magic", in the sense that it is actually a "jack of all trades" magic, the sorcery of someone who can wield various abilities in a world where said abilities usually are strictly split into very different (if not incompatible) functions/roles/specialization.
Problem is, when I first saw the term used online and saw people discuss it, I didn't know anything about Final Fantasy. Yet I was interested in esoterism, occultism, myths and legends, so forth and so forth... And I knew of a "red magic" explicitely referred to by this color and which was presented as the "third of the colored magic", and "in-between black and white magic"... But the red magic I knew about was a term used by occultists and esoteric practionitioners to refer to sex magic and love spells... I can let you imagine the deep confusion I was left into.
Yet the trinity also was there. The same way "green magic" can be used to refer to any type of herbal use in magic, "red magic" was used to designate a magic influencing emotions and desires, mainly attraction, in order to perform supernatural deeds related to love, romance and sexuality. And it was presented as "between black and white magic" in the sense that "black magic" was evil because it was always to harm others or do nefarious things, and "white magic" is good as it is to help, protect and guide, and "red magic" due to its... specific nature was an ambiguous magic standing at the edge, if not beyond, of the morality divide.
I doesn't help that the Red Wizard of Final Fantasy was actually inspired by D&D Bards (the same way their White Wizard is just a Cleric) and thus the seducing, erotic, sexual connotations can still be found somehow deep down...
Speaking of D&D, the only other time I saw such a specific trinity was in their Dragonlance setting, where the main "schools" of magic are again White, Black and Red meant to correspond to the alignments of classic D&D. White wizards being "Good" because they believe magic is to help other and make peoples' life better, Black wizards being "Evil" because they only see magic as power, are driven by ambition/desire to control, and are ready to have any type of cost or price if it means strengthening their spell ; and the Red wizards being "neutral" because all they seek about is to understand, explore, study and advance magic purely for the sake of research and knowledge and experiences, and nothing more. (There's also a divide between them of the various basic magic disciplines of the game - with the Red magic being more focused on Illusion and Transmutation).
It is quite interesting to see this trinity come back here and there, when you know of Pastoureau's color-history works and his presentation of black, white and red as the original, primary color palette of civilization.
EDIT: There's one avoiding or subversion of this trinity with "The Black Magician Trilogy", where you have a vaguely similar good-bad-neutral trinity with its colors, but it avoids the black and white coding. Here the "red wizards" are the Warriors practicing offensive arts, as opposed to the green-clad Healers here... well, to heal bodies and minds, and the "in-between" are the purple-dressed Alchemists. With here "Alchemy" being a catch-all term for "everything that is not fighting or healing" - chemist wizards, architect sorcerers, mathematician magicians, weather-predicting mages, etc...
ONCE MORE, we delve into the plane of Thunder Junction, in our attempt to figuring out what each plane each card is from.
Last time we finished all the monocolour cards, and you can find all of those here. I'll also been including a villainy score for Oko's gang, to see how much they count as villains... and in retrospect wish I'd done that for all the legends, since this is a VILLAIN set. Call that a project for another day...
For now though, let us enter into the wild, wild world of...
MULTICOLOUR
We open off with a big one- Akul the Unrepentant! The main antagonist of the story, a PERFECT black-hat western villain- he is fierce and evil and SMART but also you can bait him with the right words and at the end of the day he's just a right bastard with a gun. An honestly pitch-perfect villain for a villain set.
The way his scorpion mandibles make a cowboy hat silhouette, his gun-stinger tail and his fire breathing claws, he is a perfect example of what a Scorpion Dragon is and how strongly it fits the aesthetic of the plane.
But we've been told all the Scorpion Dragons are from Gastal, an obscure plane from Urza's Planeswalker novel, so they're from Gastal. I hope we go there one day and learn what that plane is like beyond its very sparse appearance elsewhere.
Annie Flash! Our first member of Oko's gang to rob Akul! She's Atiin so from the Atiin Plane, and is the only Atiin that shows up in story. We learn from her stories that her people are still out there wandering, while some settled in Thunder Junction.
Among them her nephew, who Akul afflicted with tuberculosis with his stinger (it's some kind of dark curse but given how it is described it's absolutely TB, a fitting disease for the time period). He left to join his people, because staying in bed all day half asleep from medicine is worse than suffering while awake.
At any rate, she's retired to protect the town she's ended up in... and is threatened by Oko into helping take down Akul. On the villainy scale she is a fierce 0/10. I wish she'd just shot Oko in the head.
Annie Joins Up is one of a cycle- all of the major members of Oko's gaing gets little pieces like this. They're clearly part of one singular mural but we haven't been shown it and it makes me sad.
Given the context, I'm counting these cards as Thunder Junction original.
A strange, fascinating card, it's a sherrif's sterling silver star, radiating various creature spirits out of it. Given the form of magic at play I'm gonna say this is from Alara, since it resembles the Nacatl totem magic.
Hellspur Mercenaries holding, unfortunately, YOU at knifepoint. Good luck friend cause I'm out of here.
... okay I'll stay long enough to say it again; Hellspurs threw away all ties to their home planes to become dyed in the wool magma mutants. They're from Thunder Junction now. The predominance of glowing purple and dyed hair could imply these individuals are from Kylem, but I'm sticking to my thunder-guns here.
This is the only real indication that the cactus folk are "new" to the plane, despite having lived here for generations as non-sentient cacti. I don't really like this, but whatever. Native to Thunder Junction.
The Sterling Company's shiny leader, in the vampiric flesh. Given his style he's definitely from New Capenna. He doesn't show up in the story at all, but his presence is felt by the colonizing cops that he employs.
Big ol' Bonny Pall is our distaff counterpart to Paul Bunyan, the American lumberjack of old west mythology. She's even got a massive blue ox to help her out!
She's one of the giants from Eldraine, and if I could remember where I saw blue oxen on that plane I'd tell you to confirm it.
Everyone's favorite goblin-monkey, Breeches! A secondary member of Oko's gang, though in truth his loyalties lie with his captain, Vraska. His main goal in the story is blowing things up- as is his want- and showing us that he has more self control than Gisa does.
As far as villainy goes he's a soft 2/10. Nothing he does is inherently evil, the pirates of Ixalan (his home plane) are categorically the nicest faction present there, and ultimately he's only with Oko to help Vraska betray him.
Bruse Tarl! There's absolutely no reason he should be here in the villain set, but also he's a cattle rancher who is a fan favorite on a plane where ox and cattle are well known an aesthetic so of course he's here from Zendikar, having finally found some beasties that listen to him.
Fun fact; the four visible livestock on the card include Pillarfield Ox, Ox of Agonas, Vigor, and Bartered Cow. These cards won't add to the total, but are here and that's cool.
Also fun fact: according to the card crafting stories, this card was originally Strongarm from Lorwyn/Shadowmoor! Neat!
A cactus with a gun! Native to the plane, and my friend.
Gryff's are the wonderfully unique heron-hippogryffs of Innistrad, so this beautiful bird-beast is from there.
Who????? Who are you???? You have human hands but are otherwise completely just a bear man??? The only plane where ANYTHING like this even remotely exists is fucking Blobavia, in the Un-iverse? Who are you??? Why is there no legend article for this fucking set?!?!?
I have no fucking clue where this guy could be from, but the flavor text leans me towards Arcavios. This is some random bear druid man from Quandrix House.
Eriette, the Beguiler! She's one of the secondary members of Oko's gang, despite being ostensibly the first one recruited (or at least the first recruited on screen, by Jace-as-Ashiok). She is of course from Eldraine, and even has beef with Kellan, the newest member of the gang.
Beef that she puts aside! For the mission! Because her evil plan on Eldraine was "I will treat PTSD from the invasion by offering the chance to go to sleep forever, and will coincidentally get to rule the plane" which is like, not even THAT evil? It's misguided and kinda fucked up but not like, EVIL evil? And despite anger at seeing the DIRECT guy responsible for her defeat, she still buries the hatchet. This is like, a 1/10 on the evil scale.
Also there is the slightest, slightest implication she might have poisoned Oko at the end of the story. If she did she gets a "Nahiri did nothing wrong" modifier.
This delightfully cheery grandma is from Zendikar, and is doing what she does best: climbing stuff! She's a new character as far as I can tell so we know nothing about her otherwise, but she's survived the Eldrazi and the Phyrexians and is still smiling so she's okay in my book.
Notably, she does get some fun flavor text on other cards.
The flavor text feels at odds with the vibe of what formring a posse would be- normally this sort of gearing up of the locals would be to fight AGAINST the Sterlings coming in and taking the entire plane, but I digress.
The specific sort of decorations of the town and the people involved feel Atiin to me, but I think I've gotta give this to Thunder Junction proper.
Ghired is a fascinating character to me, because he's shown up before and despite doing so still has no real character and has not contributed to any of the stories he's in. Which is a shame because he's one of the best concepts they've ever come up with, from the best plane they've ever made; he's someone on Ravnica who left one Guild to join another!
This Selesnyan shaman turned to the Gruul Clans after witnessing Illharg, the biggest of the big pigs, rise from the primal earth of the plane! Despite joining the Gruul he still has a Selesnyan connection to wildlife, and on a fully untamed plane like Thunder Junction he is THRIVING. It's so cool! He should do stuff!
It's time for a controversial legendary! It's the Gitrog monster, freshly done being Thalia's steed during the Phyrexian Invasion. He's bullfrogged his way tot Thunder Junction, and now people want to turn this one cult inspiring hypnotoad into just another wild and wacky horse to ride.
I get it. I get why people find this to be a discrediting of the Gitrog from fearsome monster to funny creature, but it honestly works? Innistrad is a plane of horrors, and what happens to horror media when it recurs? It reduces, with each iteration. The best horror film franchises start and end at one, maybe two if you're lucky, and it only takes a complete and total revitalization and reimagining to fix it.
For now, Gitrog is a funny horse, but maybe one day he'll be the monster you remember from your nightmares.
A scam artist and swindler from Innistrad, Old Honest Rutstein is a surprising pull for the plane... and yet works perfectly, as snake-oil salesmen fit the old west aesthetic perfectly. Has many a fun flavor text in the set, and notably is NOT a hellspur. He's just got some fun glowy corn husks to play with.
Was the first card from the set teased as preview art before this story arc began.
The name is a reference to Misinformation Campaign, one of the best cards from Guilds of Ravnica, but mechanically it really is more like Dovin Baan's stupid planning and plotting card.
With that in mind, and given the... strange art, I'm saying this is from Ravnica.
Jem Lightfoote, with an e, is one of the Atiin, as her flavor text implies. This is all we know about her, other than her being delightful and probably fun at parties.
Jolene Jolene, please don't go punching my man into space. This... hilarious card showcases New Capenna's premiere boxing tough knocking a guy directly out of his boots, while her horrifically photo-realistic snorse niss's menacingly behind her.
Fun fact: her magical gauntlets, which she still has and you can tell because you can see them around her fists, lets her literally punch money out of people! Every hit knocks some gold out of them, made from their blood and life.
This is directly referencing a magical item from some actual play DND podcast that I'm blanking on the name of. Maybe The Adventure Zone?
Kambal, once the Consul of Allocation of Ghirapur, in Kaladesh, was ousted from his position following the revolution, replaced with Pia, Chanra's mother. Despite losing all of his actual political power, his underworld connections didn't consume him for failure, and he survived past the Phyrexian Invasion to go on to becoming the corrupt mayor of Prosperity.
The art of him makes it look like he, as the kids these day say, is "serving cunt" and I kinda adore it.
Kellan's join up card. Thunder Junction.
And here is Kellan proper! The erstwhile hero of the "omenpath" saga of magic story, this is the first time since Eldraine that he's actually mattered in any real capacity! Here, he finally manifests the last of his birthright, the fae magics of Oko's plane, but in his heart he's still the little shepherd boy from Eldraine.
Kellan's story honestly concludes so well that I'll forgive the somewhat lackluster middle portion. He's a sweet and innocent and perfect soul. 0/10 villainy score.
Kraum is Ludevic's Opus, his perfect creation, the pinnacle of his mad stitching science. He's like two dudes connected together who can fly through electromagnetic powers. Mad scientists are silly.
I adore that Ludevic cares this much about his apprentice though. Kraum never shows up in story, which is probably for the best, but it's really funny to imagine every scene Geralf is in just has a two headed lightning crackling Frankenstein just, off in the distance watching him.
Jaspar Flint is, apparently, a Hellspur, which I can kinda see from the mutations on his hands and chest, so I suppose he's from Thunder Junction. But also there's no Viashino out there that look like desert lizards, so I do wonder where he's from... my best guess is actually Gastal, for some reason.
Lazav, successfully convincing everyone on Ravnica of his death in defense of the plane, has decided to go solo mode. So much for him and Tezzeret's plane to take over Ravnica- not that that'd ever come to fruit given it's from a book everyone hates.
I really love the art for this card.
Lilah is the leader of the Slickshots, and notably while she doesn't show up in the story proper, the secret to her and her gangs success does; a magical tincture only she can make, that empowers her and her allies with a little extra oomph to their magic.
The best way to identify a Slickshot is through their magic, and thte specific green magic she's launching out of a strange, heart-shaped bottle, suggests to me that she's actually a witch from Eldraine.
The flavor text, plus the make and model of the thunder-gun on our would-be gunfighter's side, suggests this is Atiin to me.
And that's a total of thirty! So lets take a quick break and go to part 2 momentarily!