"Intret in eum tam facile quam aqua, tam facile quam oleum ad ossa eius" Magic In The Time Of The Tower.
"The Fourth Pentacle of Saturn.--This Pentacle serveth principally for executing all the experiments and operations of ruin, destruction, and death. And when it is made in full perfection, it serveth also for those Spirits which bring news, when thou invokest them from the side of the South.
p. 68
Editor's Note.--The Hebrew words around the sides of the triangle are from Deut. Vi. 4:--'Hear, O Israel, IHVH ALHINV is IHVH AChD.' The surrounding versicle is from Psalm cix. 18:--'As he clothed himself with cursing like as with a garment, so let it come into his bowels like water, and like oil into his bones.' In the centre of the Pentacle is the mystic letter Yod."-The Key Of Solomon
Note: the pentacles of solomon can be written in any language if writing in Hebrew feels appropriative to you.I like to write mine in latin.
This Pentacle can be used in a lot of creative ways, you can "activate" it and leave it somewhere hidden to bring destruction and ruin. You can use it in candle magic.
Dress and prepare a black candle with this pentacle and place a name paper under it and burn it while reciting psalm 109 "the cursing psalm" you can pair this with the old english cunning tradition of burning parsley (remember to work the spirit of the plant first) and reciting psalm 109.
Once again you can do any invocation prayers to any of your saturnian spirits, or related spirits to aid your work. if you wish.
Drawing this pentacle you can use walnut ink or an ink made of saturnian herbs like atropa belladonna or Henbane use cation if you make ink from herbal poisons, they can and will hurt you.
Also similar to my last post working with the 6th pentacle of mars, a good way to activate this pentacle is with a good saturnian incense, reciting psalm 109 and finished with a good saturnian oil.
I made a drawing of Jorven in this style a few weeks ago. I figured out I could do one with Mythannae too, since I need to make some filler drawings to get my piece for the Satan going! And while Myth looks grumpy often, Jorven can really get him to smile- SO here he is, looking happier!
Quickie for a new D&D boi! I've been wanting to play a wizard gish for ages so I'm trying him out for a oneshot.
Lazuli Droguul | Hobgoblin | 25 years old | 6’ 6’’ | Sage | War Magic Wizard / Fighter | Lawful Evil
Lazuli was raised as a war mage for his Banner, a large legion of hobgoblins based in a harsh, snowy region. He became dissatisfied with the race for conquest that drove his people onward. The Banner was never satisfied with the size of their territory, and in their quest for violent expansion, they would suffer just as many defeats as they would victories.
Lazuli began to horde the academic writings of other races, jumping at any chance for new insights. Thanks to this pursuit, he became obsessed with a new method of expansion and conquest: he decided his people needed to become an empire that engaged in trade, fostered treaties, and pursued personal growth. (A few wars could come later, once they had grown into a sufficiently powerful force...)
His suggestions to the Banner's leaders were met with scorn, and he was exiled for perceived cowardice, along with his young son Maedoc. Cast adrift, they fled the frigid wastes in search of new lives.
Ever the obsessive, Lazuli refused to give up on the dream of a grand goblinoid empire. Leaving Maedoc in the care of a small goblin tribe he 'befriended', he set out to strengthen his martial and arcane powers, as well as to seek new knowledge - all of which he believes will contribute to a triumphant return home, where he will win his people over to his ideals.
Tantric ritual technologies involving mantras, charms, paintings, and sculptures enabled rulers to conquer enemies and harness power. “Non-humans who conceal [themselves] by magical emanation, of such high and low [places] as Jang (Lijiang) of the [Mongol] empire which comprises everything…
“One cleric associated with the Tangut imperial line, Tsami Lotsawa, is linked to at least sixteen texts on the wrathful deity Mahakala, including The Instructions of Shri Mahakala: The Usurpation of Government, a short “how-to” work on overthrowing a state and taking power. When Chinggis Khan first laid siege to the Tangut capital in 1210, the Tangut’s Tibetan court chaplain summoned Mahakala to the battlefield, at which point the dams the Mongols were using to flood the city burst, drowning Mongol troops and forcing Chinggis to withdraw. Tibetan accounts clearly state that when the imperial preceptor made a torma he had a vision of Mahakala on the battlefield, and the Mongols were forced to retreat”
A weekly column for GMs and players that offers a new way to utilize class options.
This week’s archetype- Wizard: War Magic as “Chronomancy”
Unlike other arcane traditions that a wizard can choose at 2nd level, War Magic offers a diversified portfolio (emphasizing a mixture of evocation and abjuration), rather than devoting to a focus of a singular school of magic, making it perfect for our goal of reflavoring a wizard archetype as the school of time magics. Chronomancy is a popular idea amidst homebrew, but balance has always been a major issue. However, a GM using Xanathar’s Guide to Everything or a GM open to the use of published material might find no issue in the existing balance of War Magic reflavored to Chronomancy, either for use by players or as an NPC. The following is the major class features of War Magic as they work in XGtE with new flavor text to emulate what a time magic caster might look like.
Arcane Tradition
Chronomancy
The tradition of chronomancy has a long (or short) history of reinvention and rediscovery, and such muddled origins that no one is quite sure when or where it was first founded. Chronomancers are a scattered, disorganized lot, strewn about time and space, and are often ostracized by the arcane community at large for the dangers of their particular magic, and even more often destroyed by the consequences of the same dangers. Still, those who are able to weather hiccups and paradoxes in their time stream caused by the wanton, indeterminable flow of time find that their magic takes on an esoteric verve, seemingly coming and going from the future and past.
Temporal Impulse
At 2nd level, your magic allows you to briefly tap into time when an effect you could prevent might cause you harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Uncanny Prescience
At 2nd level, your exposure to the energies of time through your dabbling in chronomancy has heightened your senses in an arcane way, allowing you to more quickly anticipate the future and be prepared in combat. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Time Siphon
At 6th level, you can siphon arcane time within yourself to later unleash with your damaging spells in the form of chronomantic energy. In its stored form, this energy is called a time burst. You can store a maximum number of time bursts equal to your Intelligence modifier (minimum of one).Whenever you finish a long rest, your number of time bursts resets to one.Whenever you successfully end a spell with dispel magic or counterspell, you gain one time burst, as you steal the time from the spell. If you end a short rest with no time bursts, you gain one time burst.
Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one time burst to deal extra force damage to that target. The extra damage equals half your wizard level.
Arcane Hindsight
Beginning at 10th level, you are able to focus on moments that happened while you were channeling magic and passively protect yourself retroactively by bending time. While you maintain concentration on a spell, you have +2 to AC and all saving throws, a boon granted from the future.
Paradox Rebuke
At 14th level, your Temporal Impulse allows you further twist fate, lacing your chronomancy with deadly paradoxes. When you use your Temporal Impulse feature, you can cause aberrant paradoxes to form in the time stream of creatures near you. Up to three creatures of your choice that you can see within 60 feet of you take force damage equal to half your wizard level.
For an even more fate-controlling chronomancer, try your hand at reflavoring the tradition of divination to a paradox-slinging time wizard!