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Trembling Cross
2nd-level enchantment
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (Two aspen leaves and stems bound with twine, and a drop of your own blood, which the spell consumes)
Duration: Concentration, up to 1 minute
You present the blood-stained aspen cross to those before you. Each creature in a 30-foot cone originating from you that can see the cross must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration.
While frightened by this spell, a creature's body convulses with an unexplainable, primal fight-or-flight response.
The creature must spend its turns moving as far away from you as it can, and it must use the Dash action to move away from you by the safest available route, unless there is nowhere to move.
An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this spell's effects for the next 24 hours.
No one knows why or how this happens, but most don't question it-especially when standing face-to-face with a creature that could easily rip them to shreds.
Trembling Treachery
1st-level enchantment
Casting Time: 1 action
Range: 5 feet
Components: S, M (a single dried aspen leaf, which the spell consumes)
Duration: Concentration, up to 1 hour
You step close to a creature and blow the dust of a crumbled aspen leaf directly into their face while harboring shameful, cowardly thoughts. The target must make a Wisdom saving throw. If the target is currently in combat, it has advantage on this saving throw.
On a failed save, the target is overwhelmed by a sudden, crushing wave of intense shame, guilt, and embarrassment, suffering the following effects:
The First Minute: The target's confidence utterly shatters. It has disadvantage on attack rolls and ability checks.
Furthermore, on the first turn after failing the save, the target is so overcome with cowardice that it cannot take an action or a reaction unless it rolls a 9 or higher on a d20 at the start of that turn.
The Remaining Hour: Once the first minute passes, the intense panic fades into a lingering, heavy despair for the rest of the duration. The target has disadvantage on all Charisma checks and cannot look others in the eye, making them easily malleable during social interactions or interrogations.
The spell ends early if the target takes any damage.
Kakashi’s insane a dress
Quaking Eloquence
1st-level enchantment
Casting Time: 3 minutes
Range: Self
Components: M (A single, completely intact aspen leaf, which the spell consumes)
Duration: Special (Up to 1 hour; see below)
To cast this spell, you must place a completely intact aspen leaf upon your tongue for 3 minutes. During this casting time, you cannot speak, and you cannot cast any other spells that require verbal components.
You must keep your tongue still; moving it risks damaging the leaf, or accidentally swallowing or choking on it. If the leaf is swallowed or damaged in any way before the 3 minutes are up, the spell fails.
(Note: The leaf is entirely non-toxic to humans and most grazing animals, but it is bitter, earthy, and slightly astringent in taste).
Once the 3 minutes are up, you slowly remove the leaf from your tongue, close your mouth, and move your tongue around to regain moisture. The spell then activates.
For the remaining duration of the spell, your voice carries a mesmerizing, unshakeable weight that commands absolute attention.
You gain advantage on all Charisma (Persuasion), Charisma (Performance), and Charisma (Intimidation) checks.
The freshness of the leaf affects the duration of the magic once activated:
Fresh Leaf: Grants 1 hour of eloquence.
Dry Leaf: Grants 30 minutes of eloquence.
When the spell ends, the leaf rapidly biodegrades, turning into dry autumn dust or mulch. It cannot be reused.
Some say this magic was a gift from the fey. After all, the aspen tree is a fairy tree.
Primal Whisper
Divination Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S (A sharp tap to the temple or closing of the eyes)
Duration: Concentration, up to 10 minutes
You surrender your wider senses to the ancient instincts of the Crithach Circle.
Your world narrows to a 5-foot radius centered on you. For the duration:
Primal Insight: You gain a bonus to all Wisdom (Perception) and Intelligence (Investigation) checks made to discern details about a creature or object within range.
This bonus is equal to your Wisdom modifier (minimum of +1).
Total Immersion: You are considered Blinded to anything more than 5 feet away from you.
Whispering wisdom
First level divination
Casting time :one action
Range:10 ft
Components: a single finger pressed against the lips
Duration:Concentration, up to 1 minute
Placing your finger upon your lips in a silencing gesture, you activate the spell of whispering wisdom.
Any organic creature capable of feeling and thought, will have their current thoughts, feelings and true intentions whispered into your ear through the wind.
It is a very subtle spell, so only the caster will be able to hear these whispers.
Everyone else will be experiencing a gentle breeze or a subtle draft.
The Spell cannot be cast in airtight spaces, like underwater or a vacuum ,the area regardless if it’s inside or outside must be able to have some level of airflow.
Discern Sincerity: You have advantage on Wisdom (Insight) checks to determine if a creature is lying or to gauge their emotional state.
Surface Intent: You learn the immediate "vibe" of a creature's thoughts (e.g., "They are looking for an opening to attack," or "They are genuinely terrified of you").
The Mimic Clause: Because the spell relies on organic thought and emotion, it is an excellent tool for dungeoneering.
If you target an object that is secretly a Mimic (or another organic shapeshifter), the breeze will carry back a hungry or predatory whisper.
Limitations
Artificial Entities: This spell has no effect on Constructs (Golems, Automatons), Undead, or mindless Oozes.
If the breeze passes over them, it remains silent.
Subtlety: While the somatic component is subtle, the draft created is noticeable to those with high passive perception, appearing as an unnatural, localized gust of wind.
Final edit.
The Crithach circle
Whispering wisdom
Divination Cantrip
Class : druids within the crithach circle
Component: a sudden tapping of the temple or the closing of the eyes.
Range : 5 to 6 feet radius
Duration : concentration of the 10 minutes.
you enter a state of animalistic hyper focus narrowing your world to your immediate surroundings.
For the duration you gain the following benefits and drawbacks:
* Heighten senses: you have advantage on wisdom (perception )and intelligence (investigation) checks related to anything within 6 feet of you.
* Instinctive deduction: when making a check to connect the dots regarding a creature or object that can see and touch you can add your spell-casting ability modifier to the role.
* Tunnel vision: your focus is so intense that you are considered blinded to anything further than 6 feet away from you.
* Sensory overload: this spell takes a toll on your biology. if you maintain the spell for full duration or if you cast it more than three times in between a long rest, you’ve gained one level of exhaustion as headaches and paranoia seep in.
(Revised version of whispering wisdoms)
Whispering wisdom
Cantrip
Class : druids within the crithach circle
Casting time : one action
Component: none
Range : 5 to 6 feet
Duration : 20 to 30 minutes
Ever had a little whisper in the back of your mind? A tiny voice in your head that tells you that something is wrong. a gut feeling that turns when something is up. You can’t entirely explain it. It seems like instinct, a tiny whisper ,that not everyone can truly understand.
Whispering wisdom is a spell that enhance that tiny little voice… heightens instincts and sensory, allows you to connect the dots that you weren’t able to connect before.
The spell could be used at any time even to redo a perception and investigation check.
Temporarily enhances wisdom and intelligence by 1. Temporary enhance modifier that the caster may or may not have originally have.
this temporary buff will increase their chances making it different from a perception check or an investigation check.
(I personally advise using this when everyone in your party has pretty crappy roles and not constantly spam it to piss off your DM…. Unless your DM is an absolute jerk, then bio means be the thorn in their side)
It works within 5 to 6 feet which is the natural sight range of a human when they are looking towards the horizon.
Requires the duration of 20 to 30 minutes ,long enough to get the necessary information that you need.
The spell doesn’t require any physical command or components just intent and concentration.
For 20 minutes, you’ll have access to your past knowledge and wisdom that you’ve experienced in your life to help connect the dots, as well as animalistic instincts guiding your path, you’ll be able to pay better attention to details both big and small.
Of course there are limitations.
* First ,limitation you cannot cast this spell on other people. This is a spell that affects the self.
* Second ,You can’t gain knowledge on a history check on anything outside of your knowledge or expertise within your character sheet.
- Nothing that you haven’t passed experienced,
- Nothing that wouldn’t fit with your characters of experience knowledge and expertise.
- They can only receive knowledge information from what they have experienced in their lives with their instincts are telling them and what they are experiencing in the current event.
- They shouldn’t be able to connect the dots on something they don’t already know or can’t sense with their instincts even with the boost of the spell.
* third , range, anything beyond 5 to 6 feet is blur because you are a hyper fixating on that radius. you may not be able to see anything beyond 6 feet but everything within 6 feet you could see in fantastic detail. From the person in front of you to the items around you even the random little centipede that is crawling on a small pebble 3 feet away from you to North east by a tree.
* And finally, Even though this is a thought this is a cantrip there are consequences… it may not take any spell slots but it does have biological consequences minor ones that. But easily will go away.
- Headaches
- Sore eyes
- Random spikes of anxiety
- Paranoia
- And overstimulation
These could easily be remedied with short and long rests and only affect those that have not used the spell more than three times.
Whispering wisdom
Cantrip
Instinct and gut feelings are a natural thing. This spell merely enhances and picks up the things you miss within your original perception.
Giving you a higher chance to perceive investigate and absorb the information around you… sometimes all it takes is a lucky hunch to keep yourself alive. Long enough to run.
When in hostile or dangerous situations, you don’t get enough time to gather enough information on the first glance… after all in combat and potential hostile situations you need to be able to read the room thoroughly and quickly.
Every decision could be your last you don’t have time to think clearly in situations like this…that’s when the spell comes in handy…
This allows the rest of the world to slow down at least that’s what the caster will perceive, but in reality their mind is moving 1000miles per minute. speeding up in the same way as a form of time dilation.
every inch of your brain is working on recovering memories and information based on your surroundings and how your environment connects to your memories at a rapid pace.
A castor casting the spell would only draw from the memories and knowledge they have collected throughout their lives. They can’t gain knowledge or wisdom that they haven’t collected themselves.
(it makes back stories important because wisdom only comes from experience and life carries lessons)
Every inch of your brain that usually not activated at the same time or at the same velocity as your conscious mind ,are all connected temporarily working together… allowing the individuals life to flash before their eyes as their brain goes through everything they need in order to survive… connecting dots on environment hunches sensory input… etc.
Sensory and sensations like touch ,smell, site , hearing and that gut feeling that gives you goosebumps… will be hyper aware and twice as strong as they were originally.
Another cool side effect ,creatures that normally do not have night vision can gain night vision temporarily within the 10 to 15 minute mark.
Although quite small they have been some unusual cases of individuals with some level of blindness or deafness using the ability to see and hear.
there have also been claims and antidotes of individuals that are still completely blind and deaf that may not be able to regain temporarily within the 15 minutes the senses they have lost, unlike some individuals although it seems that the spell and has found some unusual workarounds.
Blind individuals that have not regained their site temporarily through this camp trip have been able to map out their environment through echolocation within the 10 to 15 minute mark.
As for individuals that are completely unable to hear either since birth or dreadful accidents both ordinary in arcane… have described being able to feel sound through the vibrations… not perfectly but they were able to differentiate from different sounds.
An interesting tidbit but unfortunately the sample size is too small and sporadic to do further research on.
As for the spell unfortunately due to its function it cannot be cast upon another person. It could only be cast upon the self..
But it can be cast upon the self multiple times with little to minimal issues within arcane usage putting it within the classification of a cantrip.
Individuals that are blind have developed while using this can trip within the duration of 15 minutes echolocation meanwhile individuals that are death have been feeling sound for vibration although they do have to take off their shoes.
It is a fun experiment to examine, but it’s too inconsistent to be confirmed nor denied.
One would ask if a spell such of this nature would have any unforeseen consequences and surprisingly no this is due to the nature of how the spell functions… the arcane radiation produces a wave at such a low frequency that it just prevents the brain from being overloaded with information ,overwhelmed and overstimulated, preventing the brain from frying and creating a seizure….
The arcane radiation is a passive factor, allowing it to be classified as a camp trip due to the duration of the spells effect as well as the radiation input and output.
Spells of higher frequencies are higher level spells require a simple concept of equivalent exchange arcane radiation uses atoms to generate certain effects with certain exchange for materials and elements or coding and components.
A camp trip does not require any of those things since a frequency is so low it is practically passive.
Not requiring components or verbal command only requiring a small level of concentration and intent to initiate the spark of the spell.
The arcane radiation is taking a passive role because it is merely enhancing a pre-existing function within the brain… of a variety of humanoid races.
You can only investigate within the room that you were in the spell only works within roughly around 10 to 20 feet maximum 20 being within the higher roles of fate (17-20) meanwhile ,if fate is not kind to you ,may only get only the first couple steps in front of you (1-5).
10 to 15 feet seem to be the average though within such a check (6-16) it is technically can trip. It does not take an expensive amount of energy since the information is sort of vague giving you enough information to work on.
An example :
three human adventurers have entered a random town, a quaint and rustic village with good folks and better food.
The three individuals are a fighter a rogue and a Druid. These individuals have been travelling for years and a very well acquaintance with each other.
They decided to spend some time in the town for 2 to 3 weeks as a quiet break from their crazy adventures. They explored every inch of the place got to know the locals and their customs.
One of them the rogue, had noticed that there is a grand manor a building for more decadent and of an older model than the rest of the small quaint town. It is currently crumbling and falling the pieces abandoned and neglected. Amir shell of its glory days.
Learning nothing from their last adventure , the individuals got curious and decided to investigate.
They’ve been asking about the building for two whole weeks. Every single person in that town who wants friendly kind folks have been quite nasty to them refusing to talk about the building acknowledge it or even flat out, cuss them out calling them crazy.
They’ve tried going into the library and look for the records, but they’ve been kicked out of the library and any other building that holds information…
anything they did find through breaking into the archives ,has either been torn out or moulded away.
So the only thing they can do is investigate the building themselves.
They go at the dead night since the local guards have been preventing them from getting close to the building.
And after comfortable and awkward manoeuvering around the forest and up the hill, they reached the building in question.
They walk into the Manors main doorway, realising that the dark oak mahogany French doors were practically leaning against their hinges wide open covered and dust, they walk through taking a few feet away from the French doors. They’re only source of lights since the window windows have ever been bricked up at some point due to a concept known as a window tax….
Something in an older period that nobody cares about… the front doors snapped back into place and slam shut leaving them in almost complete darkness.
Unfortunately, they are humans and cannot see what’s in front of them. (They roll for perception all three of them have rolls below five)
They cannot see a thing and they don’t know if this building is gonna collapse on top of them or if they are not alone.
They do not move an inch until one of them. The druid in question decides to activate the spell.
He closes his eyes and takes a deep breath and open them up again. Everything is slowed down suddenly, he has night vision and he is hyper aware of everything.
(He makes a roll. It’s a seven. )He could see 10 feet in front of him clear as a full moon.
He can see that some of the old boards have rotted to the point where if they step on them with their full weight they’ll fall through.
He could smell the black mould on the walls and he could smell something else. Something that isn’t running furniture or decor.
It smells rotting stale meat… an old blood. He hears a shuffling noise not too far and looks in a straight ahead he squints in just a couple feet ahead of him barely within his vision. He sees two pairs of white retina reflecting back he can see the silhouette he can’t make a clear distinction.
He can’t tell if it’s a medium creature or a large creature hunched over.
But what he can tell is his heart is pounding 1000 bpm his stomach is turning and there is a tingling in his spine.
Whatever is looking at them does not have good intentions.
they’re not alone…
He only has five more minutes left. He alerted the others the rogue in the fighter of the damaged floorboards where they’re located and want to look out for and they are not alone.
After that they go dark by then the rogue had managed to make a light source… the cokes out whatever creature they’re facing and it turns out to be a ghoul, it takes them roughly an hour to fight the creature. Due to the limited light source and the rotting hazard, which is the manner… they managed to trick it to fall the crawl onto one of the weaker floorboards and it falls to its death impaled by the wood….
A tiny victory to a dangerous a grim situation.
15 minutes isn’t a lot but with this spell it’s better than nothing.
To DND tumblr quick question I’m making a campaign for my friends and it is a homebrew,
And I’ve decided to give my druids some spinoff spells. To add a bit more flavour to the story and game.
I’ve written down the spells and the idea of what I want. I just don’t know where I should put them. Should I will give it as a cantrip or a first level spell or is there another level spell which would be more suitable?
And what this spell with lean more into…… the spell is based on a new druid circle that is based on the Aspen tree.
I just need to figure out which levels spell this first one is.
If you can help me out, that would be fantastic. I just need to know what level this spell would be in a Dungeons & Dragons setting.
First spell …..
Quaking Whispers
Quaking Whispers is a spell that allows individuals to gain knowledge, wisdom or inspiration from the voices of spirits, the Dead or beings from other planes.
All it requires is to sit underneath anAspen tree and quietly listen in meditation, allowing the wind to speak and whisper secrets through the rustling of the aspen trees leaves.
When this ability is activated, no one will gain from your labour and efforts for this specific act and spell requires patients.
It takes a while to learn the language of wind and trees to be able to differentiate from the breeze and the voices beyond the veil.
not everyone has possession to such patience and dedication.
And because of that not everyone would have this ability.
We’re know not everybody is as patient to learn nature’s valuable lessons, especially the lessons within the aspen tree.
But patience and dedication is one of the values and lessons required for both druidism and spellcasting alike.
 PS I’m new to Tumblr…. So I’m hoping I did this correctly.