be attuned


John Darnielle forgets what kind of car the Grey King has

anonymous asked:

Dear caretaker, it’s the neighborhood psychopomp here. I feel like I’m not attuned to the spirits, and that the stars have left me. The whispers I always hear have left, and the quiet is unsettling. Could you offer some advice? A cryptic message? At this point, even a plastic bag in the wind would be nice. With love, dear friends




eatingmoonflowers  asked:

Flinthamilton, 12 or 17 :)

I went for 12! I apologise for the angst. Suicide mention.

“Sometimes when I’m alone, I feel like I’m disappearing,” he says in an undertone. James has fallen asleep after Thomas insisted they go for a second round (not that James had minded). “Three months,” he says wistfully. “Remind me to never let you go for that long again.”

He hadn’t been asleep. Or rather, he had been, but the very whisper of Thomas’s voice had stirred the blood in his bones to waking, like a siren’s song calling him home. James had wondered if it would always be like this, if he would always be so attuned to Thomas’s presence that he was aware of every movement, every word, every breath.

He wonders no longer. As he holds the letter in his hands, informing Miranda (he is not even addressed, and he knows it is purposeful) of Thomas’s death by his own hand, he thinks of Thomas, thinks of the man so bright and alive disappearing inside himself, all alone in a dank cold cell, and /God/, he has /never/ felt shame like this.

it’s so weird hearing americans talk about Target© as some kind of semi-religious holy space of reasonably priced goods and services, bc in it’s short, fever-dream existence up here in the frozen north it was… Not Good. 

in my experience with the three (3) i went to in the surrounding area it was. uh. you know when you step into a place and there’s nothing immediately noticeably wrong but you can just Feel that this is a Bad Space? like the kind of space where if you catch a glimpse of your mother walking down an aisle and turning a corner you know it’s a demonic trick and if you follow her it’ll lead you down a path to a dark space you can’t return from?

or you go in with your friend who’s right next to you but you get a text from them saying “hey i’m in the shoe aisle, you should come here” and you know it’s a trap from the devil? like other things:

  • only half of the dim, washed out, often flickering fluorescent lights were lit at any given time, usually only every-other set, leaving these valleys of darkness that made entire aisles inaccessible for fear of shadow people latching on to your soul like a dark passenger. 
  • entire sections were just Empty. empty shelves with no product, never any employees filling them up, no boxes waiting to be unpacked, no signs saying what should be there.
  • no employees at all actually? wandering around the store even though the parking lots were full and you walked in with a group of 20 or so felt so lonely. you could walk the whole place and it was dead silent and the only other “people” around always were several aisles away with their back turned, unmoving. there was always only one cashier and there was never anyone in her line.
  • there was never any music on or announcements played? another place that does this are all the dollar trees in my area and it gives me anxiety. i feel like i’m being hunted, like i have to hold my breath and listen for the footsteps of beasts in other aisles. 
  • the fitting rooms had a strange, dark energy to them. it felt like if you ever used them, whatever universe you closed the door on would not be the same one you stepped out into when you were done. the washrooms also contained this same dark energy.
  • passing the employees-only doors felt like wandering too close to a bears den. the glass windows never showed anything going on back there, no racks of product, no employees milling around. it was just pitch black, complete darkness. a hungry void.
  • leaving a target was the same disorienting feeling as leaving a dark theatre and exiting into the light. sound and colour and feeling rush back in. you feel like you can breathe again. a weight is lifted from your shoulders. you can’t remember any of the time you spent inside the target.

it is my sincere belief that the targets in canada never existed. the storefronts were put up, yes, but the stores themselves were vast empty caverns filled with dark dreams and sinister interlopers attracted to the malignant leftover energies from zellers. passing through the automatic doors was meant to teleport us to the nearest american location, but something went wrong and we entered an unnatural zone halfway between the upside down and whatever it was that happened in the langoliers. 

i believe the balls outside target are carefully crafted and powerfully attuned magical artifacts that keep up the illusion known as Target©, but were incorrectly spaced in canada due to a mixup between the metric and imperial systems of measurement, and that is why the brief twilight zone episode that was canadian target collapsed virtually overnight.

anonymous asked:

Dear caretaker, do you sense anything about me, spirit wise? I offer you a whiff of my tobacco pipe candle, the exciting feeling of the beginning of fall and a piece of the spice cake im going to make.



BTS in Bed (Based on Their Venus and Mars Signs) - Maknae Line

warning: mature content, longg detailed post ahead

Hyung Line version here.

Originally posted by delightfullyfree95

Jimin - Scorpio Venus Scorpio Mars

  • remember that dark side of his that i mentioned earlier?
  • inside that cute mochi is a real f r e a k
  • his scorpio venus AND mars are a lethal combo
  • scorpio mars exudes power 
  • the sexiest and most seductive in the entire zodiac
  • sex to them is more than the act
  • it holds a lot of significance and often rules their lives
  • definitely not one who’d be up for one night stands with a stranger
  • they not only want to merge with their partner physically, but also emotionally and spiritually
  • want to own their partner in every sense of the word
  • extremely prone to jealously and possessiveness
  • during the act, he drips raw passion and intensity
  • dom!!!
  • and a rough one at that
  • remember how bts says he’s the scariest when he’s mad?
  • that explosive scorpio mars is not one to mess with
  • k i n k y
  • some of his many dark fantasies include:
  • bondage
  • body worship
  • daddy kink 
  • anal play
  • his partner wearing lingerie
  • just for him to rip it off (literally)
  • god didnt give him those lips for no reason
  • oral
  • libra is all about balance so he’d love 69 where he can work his magic while also getting some action
  • every guy loves blowjobs but he would especially because genitals are the erogenous zone for scorpio marses, making them especially sensitive
  • t e a s i n g
  • any dirty talk that has to do with possession
  • “who do you belong to?”
  • praise kink
  • is aroused by being wanted
  • hickies (that u cant hide)
  • he can bottom but he wont sub
  • power bottom
  • although his way of loving may be rough and powerful, he still cares deeply for his partner
  • and wouldn’t do anything that they’re uncomfortable with
  • his gentle libra sun emerges during aftercare when hes making sure they’re okay and praising them for being good
  • in conclusion, a real life sex god
  • (if u dont believe any of this i suggest u go check out his spotify playlist)

Originally posted by jiminimised

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Starfinder: The Classes [COMPLETE EDITION!]

Meet the new guardians of the galaxy.

In Starfinder, the average adventurer looks much different from average party on old Golarion. Understandings have shifted, old disciplines have faded out of vogue, and everyone has friggin’ laser beams.

So while it’s possible to convert some of the old Pathfinder classes, the bulk of adventurers in the Pact Worlds will likely adhere to one of these six new disciplines. Check it!


Envoy is Starfinder’s intrigue and tactics focused class. They possess the most skills out of any class (tied only with the Operative) and their Skill Expertise feature allows them to specialize in certain favored skills; granting them an extra 1d6 insight bonus, and allowing them to perform acts that skill doesn’t usually grant. For those of you familiar with Pathfinder, think of it as a cross between an Investigator’s inspiration feature and the skill unlocks of an Unchained Rogue.

Their main class features are Improvisations; non-magical abilities which allow the Envoy to manipulate the battlefield; they can make enemies Flat Footed, warn allies of impending dangers, or even grant their friends additional actions in a turn. 

Play the Envoy if you…

  • Want to be a social butterfly.
  • Enjoy using unexpected tactics both on and off the battlefield.
  • Want to be the undisputed master of a narrow set of skills (without sacrificing other proficiencies).


Mechanics are masters of machines. Unlike the more academic Technomancers, Mechanics aren’t afraid to get their hands dirty working with the futuristic technology of the Pact Worlds. Some even go so far as to augment themselves with advanced cybernetics!

A Mechanic’s best friend is their trusty artificial intelligence; a digital construct they personally designed. At first level, the Mechanic can choose between implanting this AI into a drone (granting them an autonomous robotic ally who can fight alongside them) or into an implanted exo-cortex (augmenting the Mechanic’s cognitive abilities and allowing them access to stronger armor and weapons). As the Mechanic levels up, they can augment their AI (or themselves!) even further. A high level Mechanic can even split their attention between a drone and an exocortex, becoming a cybernetically augmented mastermind with a personal robot honor guard. 

When they aren’t trying to turn themselves into the singularity (or just make a really sweet robot), Mechanics are masters of technology in all forms; they’re master hackers, brilliant engineers, and can make that ray gun work really well in a pinch.

Play the Mechanic if you…

  • Want to play a pet-focused class.
  • Don’t want to play a pet-focused class, but would love to play a heavily armored ranged combatant with a wide array of skills.
  • Want to be a master of technology in all its forms.
  • Want your character to be more machine than person. 


Mystics are the spiritual successors of Golarion’s divine and occult spellcasters, and often fill similar societal roles. Understanding magic to be a manifestation of the connection between all living things, the Mystic channels the fundemental nature of the universe to a variety of effects.

Mystics are one of Starfinder’s two spellcasting classes, viewing the fundamental forces of magic through a more esoteric and philosophical lens than their Technomancer colleagues. Their spells tend to be focused more on living things; affecting both the mind and body. Of course, this doesn’t mean they can’t draw upon natural forces as well; Mystics are more than capable of flooding a room with gamma radiation if they feel like it.

All Mystics can establish a link with other creatures, which manifests first as a healing touch, and then eventually evolves into a party-wide telepathic network you can use as a conduit for their other abilities.

Mystics also all have a connection to a force they see as the source of their power; they may choose to be an akashic, empath, healer, mindbreaker, overlord, or star shaman, with each connection changing the lens through which a Mystic views the universe. An Akashic may view their powers as coming from the divine records that govern reality, while a Star Shaman may take a more religious viewpoint. Healers focus on restoring the vitality of their allies, while Mindbreakers focus on crushing the psyches of their foes. 

Play a Mystic if you…

  • Want to play a support focused character with strong healing potential.
  • Want to be a psychic or similar character.
  • Want to play a more magical character with minimal scientific influence. 
  • Love enchantment spells like charm person.
  • Want to have a connection with natural forces. 
  • Want to define your own supernatural tradition (in SPACE).


Operatives live on the fringe of society. More than just simple thieves and assassins, the Operative represents any sort of character willing to utilize underhanded tactics and dogged determination to get the job done.

Every Operative chooses a specialization (daredevil, detective, explorer, ghost, hacker, spy, or thief) which grants them access to unique exploits; similar to the talents of a Rogue or Vigilante in Pathfinder. 

Their most unique ability, however, is the trick attack. Unlike the Rogue, an Operative has need to hide in the shadows to surprise their enemies. Instead, they use a skill (usually Bluff, Intimidate, or Stealth, but some specializations can use other skills) to gain an advantage over their enemies; allowing them to deal extra damage and inflict a variety of detrimental effects on their foes. Operatives are also one of the only classes capable of becoming snipers, granting them additional combat options.

Like the Envoy, an Operative is a master of skills. Unlike the Envoy, they lack the same level of focus; the Operative’s edge class feature grants them a bonus to all skill checks (and initiative checks) and they can gain special bonuses to skills in which they’ve taken the Skill Focus feat for. Of course, Operative specializations can grant uses for skills that an Envoy could never hope to accomplish, so perhaps its all relative. 

Play an Operative if…

  • You want to play a character on the fringe of society, like a spy, vigilante, or assassin.
  • You want to be the ultimate skill monkey. 
  • You enjoy stealth and subterfuge (or dashing derring do)
  • You love the massive payoff from a perfectly set up attack.


Solarians believe in the power of the stars; that they are the ultimate expression of the powers of creation and destruction. They guide worlds with their gravity and give life with their light and heat, yet can also obliterate with supernovas and black holes. Solarians seek to be agents of this cycle of preservation and annihilation, channeling the forces of their stars themselves in battle.

All Solarians have a mote of fundamental energy or entropy that accompanies them, which can either transform into a lightsaber Solar Weapon, or augment the Solarian’s armor. 

In battle, Solarians are one of the few classes who specializes in melee combat (indeed, while they gain access to Advanced Melee Weapons, they lack proficiency in any ranged weapon more complicated than a blaster pistol). To make up for this, Solarians are capable of making more melee attacks than other classes (three in a round, rather than the normal maximum of two) and can utilize the power of the stars for a variety of spectacular at-will effects.

Solarians can choose to attune themselves to either Photon or Graviton energy; each of their powers is connected to one of these two energies, and as they build up their attunement these powers grow stronger. After spending three rounds attuned exclusively to a single type of energy, the Solarian can activate a spectacular manifestation of cosmic force known as a zenith power. Even at level one, a fully attuned Solarian can explode in a miniature supernova, or draw distant enemies closer to them with the power of a black hole. These powers only grow stronger as the Solarian’s experience and understanding of the cosmic balance grows.

Play a Solarian if you…

  • Want to play a knight attuned to the cosmic forces of the universe.
  • Want to be a melee focused combatant with a variety of at-will effects that can shift the battlefield.
  • Want to wield the very power of the cosmos themselves.
  • Enjoy characters with a more philosophical bent.


If the Solarian is a master of melee combat, the Soldier is a master of combat, period. Heavily armored, proficient in every kind of weapon, and trained in the culmination of thousands of years of tactics, the Soldier’s skill in a fight is unparalleled. Not only do they have access to more combat options than nearly anyone else.

All Soldiers specialize in a combat style to specialize in (arcane assailant, armor storm, blitz, bombard, guard, hit-and-run, and sharpshoot), and can pick up a second fighting style at level 9. In addition, they can pick up gear boosts that increase the effectiveness of their equipment, representing the modifications they’ve made to their favored combat kits. It doesn’t matter if it’s magic or technology; if it can give a Soldier an edge in combat, they’re willing to give it a shot.

Of course, they wouldn’t be the main combatants of Starfinder if they didn’t have access to bonus Combat Feats. Unlike in Pathfinder, combat feats in Starfinder are far more streamlined (requiring at most one other feat and some BAB and ability score requirements to access). This allows Soldiers to gain access to advanced combat options quickly and easily; for instance, a second level soldier could gain Weapon Focus with every single weapon they are proficient in (which is to say, all of them) with only a two feat investment. And since Weapons in Starfinder are capable of a wide variety of effects (including creating beams, cones, and bursts that would make a Wizard jealous), a Soldier can prove to be one of the most versatile and effective combatants in the game. 

Play a Soldier if you…

  • Want to be a bad-ass power-armored space marine.
  • Want to be a melee combatant but don’t like all that weird cosmic stuff.
  • Want to modify your weapons and armor to fit your combat style.
  • Want to combine magic, technology, and martial prowess.
  • Want to be able to use almost any weapon you can pick up.
  • Want to have a jetpack. Anyone can have a jetpack, but you’re the best at jetpacks.
  • Want to take a variety of combat feats while still having slots left over.


In the Pact Worlds, Magic and Science are effectively the same thing; a fundamental set of rules that governs reality. While Mystics and Solarians focus on the esoteric connections between things, a Technomancer’s approach to magic is much more practical. Using a combination of the scientific method, advanced technology, and a bit of old-fashioned wizardry, Technomancers can hack into the very fabric of the universe to achieve a variety of effects. 

Unlike the Mystic (who is more focused on connections between nature and living things) a Technomancer’s spells are more focused on interfacing with technology, or fiddling with the laws of physics. They can conjure small technological devices, hit things with logic bombs, bend light to create illusions, and drop fireballs like no one’s business.

What makes the Technomancer unique is their approach to magic; by viewing it as a scientific force, they can break the rules of magic as they’ve been known in the universe since the days of ancient Golarion. They have access to a spell cache, which starts out as a way to bypass the need for a spell slot, and can eventually be used to keep certain spell effects running for 24 hours. They can also fuse lower level spell slots together to achieve higher level effects; the most powerful Technomancers can even fuse two of their 6th level spell slots to cast 9th Level spells like the fabled wish.

Technomancers also have access to Spell Hacks, special abilities focused on manipulating magic, technology, or both. Fueled by spell slots, these magic hacks can modify how your spells and equipment function. You can drain the battery from your weapon to power up a spell, modify how a spell functions, force technology to do things that shouldn’t even be possible, or even fabricate equipment from nothing. 

Play a Technomancer if you…

  • Want to play a dedicated spellcaster.
  • Like your magic with a healthy side of science.
  • Want to blend both magic and technology into a single discipline.
  • Are willing to mess with your class resources to achieve an optimal effect.
Soul Attuning Spell

This spell is intended to attune one to their soul. 🌙

Originally posted by awakenedvibrations

Ingredients (choose 3 or more of the following):
🌙 Anise
🌙 Apple
🌙 Basil
🌙 Bay leaf
🌙 Cayenne
🌙 Chamomile
🌙 Cilantro
🌙 Cinnamon
🌙 Cloves
🌙 Coffee
🌙 Garlic
🌙 Ginger
🌙 Hibiscus
🌙 Lemongrass
🌙 Peppermint
🌙 Tea tree
🌙 Amethyst
🌙 Fluorite
🌙 Quartz

✨ Once you’ve gathered your ingredients, place them into a jar, poppet, or sachet and also add a taglock (blood works best [be safe when working with blood], but hair, a picture, or another type will do). Say,
“These ingredients shall work together to attune my mind and thoughts with my soul. My mind and soul shall work and listen with one another to bring about the best and most true me. I bind these ingredients to this task and I will it and so it shall be!”
✨ Charge the jar, poppet, or sachet with your energy and keep it on you or in your bedroom (or wherever you most reside).

A Cinderella Story | 01

Min Yoongi | Fluff | Comedy | Smut | ACS!au | Fratboy!Yoongi | 

word count: 10k+

warnings: cumplay, mutual masturbation, phone sex, tribute, explicit language

❝ Your infatuation with Min Yoongi has to be what is the most exhausting part of your life, and in an attempt to help you get over him your friends convince you to join an online adult chat room. Unbeknownst to you the online freak you’ve been sexting for the better half of a year is your childhood crush. Just how much worst could this situation get? One fated night, a confession gone wrong and a lost phone with an almost laughable amount of nudes on it will tell all.  ❞

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House Hunting Crystals

A list of crystals to help you when you are house hunting or apartment hunting to aid in you find something good for you and making the right choice.

Originally posted by michaelshillingburg

  • Agate: perception, good luck
  • Amazonite: intuition, intellect, lessens stress
  • Amber: wisdom, intellect, calming
  • Amethyst: calm thoughts, prosperity, abundance, intuition and decision making
  • Ametrine: intellectual stimulation, optimism
  • Andalusite: clarity
  • Apatite: intellect, achieving results, insight
  • Aqua Aura: prosperity
  • Aquamarine: luck, intuition
  • Aventurine: success, mental awareness, good fortune, good luck, motivation
  • Azurite: intuition, insight, concentration
  • Binghamite: good fortune
  • Biotite: rationality, responsibility, mental clarity
  • Bloodstone: intuitive decision making, success
  • Blue Goldstone: wisdom, insight, calming stress, new beginnings
  • Blue Lace Agate: intuition, insight
  • Calcite: lessen stress, awareness
  • Carnelian: good luck, precision, analysis
  • Celesite: intuition, hope
  • Chalcopyrite: perception
  • Chrysoberyl: good fortune, optimism
  • Chrysocolla: wisdom, relieves anxiety and stress
  • Chrysoprase: good fortune, prosperity
  • Citrine: success, intuition, clarity, good fortune, luck
  • Covellite: intuition, finding solutions
  • Cuprite: awareness
  • Desert Rose: mental clarity, perception, intuition
  • Emerald: awareness, mental clarity, focus
  • Fluorite: mental clarity, focus, concentration, decision-making, clear thinking and thoughts
  • Garnet: awareness, insight
  • Gold: success, victory, optimism, stress relief, understanding
  • Goldstone: achieving goals
  • Gyrolite: wisdom, intuition
  • Hematite: mental attunement, focus, positive thoughts, calming
  • Hemimorphite: good fortune
  • Howlite: awareness, calm, observation
  • Iolite: intuition
  • Jade: resourcefulness, accomplishment
  • Jasper: awareness
  • Jet: financial stability
  • Labradorite: attract success, clear thinking, relieves stress and anxiety
  • Lapis Lazuli: wisdom, intuition
  • Lepidolite: Hope, luck, stress relief
  • Malachite: insight
  • Merlinite: luck, wisdom
  • Milky Quartz: good fortune
  • Moonstone: insight, intuition
  • Mother of Pearl: mental clarity, intuition
  • Nuummite: intellect, wisdom, decision making
  • Obsidian: clarity
  • Ocean Jasper: clear thinking, stress relief
  • Onyx: decision making
  • Opal: hope, positive change
  • Pearl: hope, focus, wisdom
  • Rhodonite: attention to details
  • Rainforest Jasper: change, progress
  • Salt: abundance, home life improvement
  • Sapphire: intuition, prosperity
  • Sardonyx: optimism, mental clarity
  • Selenite: mental clarity, decision-making
  • Silver: intuition
  • Sodalite: wisdom, logic, knowledge, clear thinking, decision-making
  • Sunstone: good luck, success, abundance
  • Tanzanite: decision-making, stress relief
  • Tektite: wisdom, knowledge
  • Tiger’s Eye: clarity, intelligence, intuition, financial stability, prosperity
  • Topaz: success, hope
  • Tsavorite: prosperity
  • Vauxite: calming stress, mental clarity
  • Wavellite: clarity, decision-making, logical thinking

***From several sources including my own grimoire, online sources/archives and @cosmic-witch‘s A to Z crystal meanings

fancyface-facepaint  asked:

i was wondering if you had any beginners spells that would yield visible results soon? I am a baby witch and am still kind of skeptical If i could just c real results even just small 1s then i would know im not wasting my time it would help alot! Thx

I highly suggest acquiring a pendulum made of some sort of stone/gemstone/crystal. It may sound silly, but it’s what made me confident in my witchery in the beginning. 

  • Start by attuning yourself to the stone by introducing yourself and cleansing it with water, incense, or sage. 
  • Wear it on/near your person for 24 hours. Think of it like you’re hanging out with the pendulum; keep it in your pocket, purse, bedside table etc. Hold it and rub it respectfully as if you’re petting a cute cat.  
  • Take a shower with it while imagining your cleansed energy melding with the cleansed energy of the pendulum. 
  • Now it’s time to work with the pendulum. Think of it like you’re working with the pendulum, not using it. You hold the chain/string with your dominant hand and hover the pendulum over your non-dominant palm. Then ask it to show you what “yes” looks like. It will swing or rotate in a certain way. Take note of these movements. Thank it and ask it to please come to a stop. Then ask it what “no” looks like. Take note of the movements. Thank it and ask it to please come to a stop. 
  • Then ask it “yes” or “no” questions you already know the answer to such as, “Is my cat black?” or “Do I have a giraffe in my bathtub?”  (Make sure you always thank the pendulum and wait until it comes to a complete stop before you ask another question.) 
  • After it starts answering correctly, you can start asking it questions you don’t know the answer to. You’ll be surprised with how accurate these little babies can be. 
  • At this point, it should be attuned to you, and if you continue to use it on a fairly regular basis (once a week or so) it will stay attuned. Just check it from time to time by asking it “yes” or “no” questions you already know the answer to. If it’s a little off just give the pendulum a little extra care as listed above. Also, check to see if its movements for “yes” and “no” are still the same or if they have changed (it’s okay if they have, the pendulum grows with you). Make sure you cleanse it regularly.  
Planets in the First House

In astrology, the first house represents self expression, identity, how one views the world and how the world views them.

Sun: Having Sun in the First House means you identify strongly with the image you present to others. Natives of this placement are optimistic, brave, competitive and natural born leaders. They just emit a light and warm presence. Their best self is displayed when they have made a mark on the world and when they are not obsessed over what others think about them. Although natives of this placement exude a confident aura, they have a sensitive ego that they feel they must protect. 

Moon: Natives with Moon in the First House view the world through emotions. They are sensitive, intuitive, “baby-like” and expressive. As the moon changes phases, so do natives with this placement. Their emotions color their expression and as a result, they cannot hide how they truly feel. People may perceive them to be fragile and weak because of how sensitive they come across. They have a strong sense of empathy because they are attuned to the emotions of others. In addition, natives have a keen intuition because they are drawn to the moon’s psychic energy. 

Mercury: With Mercury in the First House, natives have a powerful need of self-expression through communication. They are intelligent, witty, humorous, versatile and curious. Since they enjoy talking and communicating, they have outstanding social skills. Natives truly want to interact with all walks of life. They have a restless quench for knowledge that can only by satisfied by traveling, exploring and experiences all of life’s riches. 

Venus: With Venus in the First House, natives view the world through beauty and art. They are elegant, poised, charming, charismatic and fit the ideal representation of society’s standards of beauty. Natives are easy to befriend because of how polite and pleasant they come across to others. Appreciation for art and beautiful objects are two significant things natives of this placement value and resonate with. While natives of this placement are pleasant and kind, they can also be very persuasive. Natives will use their charm for diplomacy, justice and to “keep the peace”. 

Mars: With Mars in the First House, natives view the world through actions. They are active, energetic, dynamic and straightforward. New endeavors are begun with force, intuition and instincts. Natives tend to go through life being headstrong and may not fully think things through before doing something. As a result, others view natives of this placement as motivated, aggressive and even confrontational. They truly are not intimidated by what the world has to offer for them as they speak with their body language. 

Jupiter: With Jupiter in the First House, natives view the world through optimism and philosophy. They are enthusiastic, “happy-go-lucky”, knowledgeable, wise and “larger than life”. Philosophy is deeply important for natives because they need to sustain some type of perspective on life. As a result, natives can be very explorative and adventurous. They seriously do not want to be tied down by societal means. Others view natives of this placement as extremely loud and wise because of how expansive and open-minded they come across. 

Saturn: With Saturn in the First House, natives view the world through business and responsibilities. They appear serious, stoic, “adult-like” and people may say they have a “resting bitch face”. Natives of this placement had to deal with adult-sized concerns from an early age and as a result, they feel as though they are carrying the weight of world on their shoulders. Since they are old souls, they yearn to be taken seriously by others. An ability natives of this placement have is self-control. 

Uranus: With Uranus in the First House, natives are not afraid to stand out and have unorthodox perspectives. They are eccentric, unconventional, idiosyncratic and rebellious. While society teaches people to conform to the rules and stay within a box, natives of this placement recognize the box, but do not care much about it. Since natives choose to be bold, different and non-conformist, they may feel like outsiders. It is not because they are not completely accepted by society, but it is more so the fact they are ahead of their time. They are wise and progressive souls with ideas that foster reform, innovation and advancement. 

Neptune: With Neptune in the First House, natives express themselves artistically, sensitively and psychically. Environmental sensitivity is felt on an extreme level because of how attuned natives are to outside influences. There is confusion when it comes to identity. One person may think natives are sweethearts, while others may think natives are cold. This is due to the fact that others see what they want to see in natives of this placement. In addition, there is a shroud of mystery surrounding natives because of how alluring they come off as. 

Pluto: With Pluto in the First House, you view the world in a transformative way. Natives are intimidating, intense, secretive, powerful and psychic. They need to be the head of the wolf pack because of their deep desire for power and authority. Since natives want to be seen as powerful, they hide their true feelings from others. Revealing too much about themselves is a huge “no no”. In that sense, people view natives as polarizing, mysterious and alluring.

The Grey King and the Silver Flame Attunement

In the secret caverns underneath West Covina
Half desperate for peace
With the surface dwellers
But coming to no conclusions
And now we emerge
Sky grey and misty

The Grey King in his new Pontiac
Some of us warm to the effort
Trying to get our shapes back
Teeth filed down to fine points
Framework too tight
Strain at the joints

And I’m hardcore but I’m not that hardcore
I’m hardcore but I’m not that hardcore
I’m hardcore but I’m not that hardcore
I’m pretty hardcore but I’m not that hardcore

Load into the Grand AM
Doomed sailors
Born high by the waves
Wild with wonder
Leather and lace and good friends
Most of them good
Most of them friendly

The Grey King at the rail sparks flying
Three others in the car with him
Scared of dying
All eyes on the front seat
Assuming his form
Reborn in the heat

And I’m hardcore but I’m not that hardcore
I’m hardcore but I’m not that hardcore
I’m hardcore but I’m not that hardcore
I’m pretty hardcore but I’m not that hardcore

from Goths (2017)

The chorus of this song is just so… perfect.

[Strange and the Avengers are researching old magic books]

Steve: These spells, these really work? I mean, can you really “turn your enemies inside out”? Or “learn to excrete gold coins”?

Loki: That one’s not so much fun.

Strange: They work, Rogers. But they take concentration, being attuned with the forces of the universe.

Tony: Right. You can’t just go “librum incendere” and expect…

[Tony’s book bursts into flames and he slams it shut, extinguishing it]

Bruce: [wearily] Tony, don’t speak Latin in front of the books.

Paladin Week: New Magic Items for Paladins in D&D 5e

image credit: Yanmo Zhang

Check out these new homebrew paladin-oriented magic items for D&D 5e!

Armor of Command

Magic Armor (any medium or heavy), Rare, requires attunement by a paladin or cleric

A set of +1 armor that shines dimly with divine light when it deflects a blow. A paladin or cleric attuned to the armor can use their Channel Divinity to cause the armor to shine brightly with divinity, calling to a creature to submit to its power. You may force a creature that can see and hear you within 80 ft. to make a CHA saving throw with a DC equal to your spell save DC. On a failed save, the creature drops to their knees and bows to you in submission until your next turn. Regardless of the result of the saving throw, the creature takes 2d8 psychic damage.

Belt of the Sacred Mount

Wondrous Item (waist), Rare, requires attunement by a paladin

A leather belt with plates of steel every few inches. The belt buckle depicts a golden horse’s head. When the wearer summons a creature with the Find Steed spell, the creature gains a bonus to attacks, damage, and AC equal to the wearer’s proficiency modifier.

Boots of Enmity

Wondrous Item (feet), Uncommon, requires attunement by an Oath of Vengeance Paladin

Boots that are of patterned reddish brown leather with steel toes that look like a hellish church gargoyle. An Oath of Vengeance paladin attuned to these boots may spend a bonus action to teleport to a space adjacent to a creature currently targeted by their Vow of Enmity ability, provided the creature is on the same plane of existence and within 60 ft. of the paladin.

Compelling Weapon

Magic Weapon (any martial), Uncommon, requires attunement by a paladin

A compelling weapon is gaudy and covered in fine metals and gems and is slightly larger than an average weapon of its type. It deals a bonus 2 psychic damage with each hit. When the weapon scores a critical hit, the weapon casts Compelled Duel on the creature hit. Creatures immune to the charmed condition are immune to this effect.

Corrupted Gauntlets

Magic Item (hands), Rare, requires attunement by a paladin

A set of iron and chain gauntlets with fingerplates that look like sharp dragon scales. It gleams with sickening iridescence. A paladin attuned to the gauntlets can make a melee spell attack against a creature. If the attack hits, the paladin may spend any number of points from their hit point pool for their Lay on Hands ability to deal an equal amount of necrotic damage to the creature touched. You may spend 5 points at once to poison the creature for 1 minute in addition to any damage you dealt. The creature can attempt a CON saving throw with a DC equal to your spell save DC to negate this effect.

Crown of Radiance

Magic Item (head), Rare, requires attunement by a paladin

A simple golden band studded with glowing orange gems that rests on one’s head at about forehead height. This item’s magic adds 10 ft. to the radius of your Aura of Courage, Aura of Protection, and Aura of Hate (if Oathbreaker paladin). This item also increases the radius of auras generated by spells such as Aura of Life, Aura of Purity, and Aura of Vitality.

Divine Storm Pauldrons

Magic Item (shoulders), Rare, requires attunement by a paladin

A set of heavy metal shoulder guards that have stylized lightning bolt motifs segmented by faux rope fashioned of bronze. You may spend an action to deal 8d6 lightning damage to all creatures you designate within a 30 ft. radius centered on you. Creatures that succeed at a DC 16 DEX saving throw take only half of this damage. Once you use this ability, you cannot use it again until you complete a long rest. In addition, your Aura of Courage, Aura of Protection, and Aura of Hate (if Oathbreaker paladin) are suppressed until you finish a long rest.

Gauntlets of Divine Shielding

Magic Item (hands), Rare, requires attunement by a paladin

A set of bronze gauntlets that are warm to the touch, and surround themselves in a sphere of white light when used. When the attuned paladin uses their Lay on Hands ability on a creature, they may instead grant them a shield that absorbs an amount of damage equal to three times the points spent for the Lay on Hands ability. This shield disappears once it has absorbed all of the hit points it can handle, or at the start of the paladin’s next turn.

Glove of Cowardice

Magic Item (hands), Uncommon, requires attunement by a paladin

A single silver gauntlet that has a relief of a face wracked in pain on the backhand plate; a depiction of a suffering sinner in the afterlife. A paladin attuned to the glove may spend 5 points from their hit point pool for their Lay on Hands ability and touch an adjacent creature. That creature must make a DC 14 WIS saving throw or become frightened of the paladin for 1d4+1 rounds. The creature may make a new save at the start of each of its turns to end this effect.

Greaves of the Mounting Heavens

Wondrous Item (feet), Rare, requires attunement

A pair of steel greaves with patterns representing the layers of the plane of Celestia. You gain a +4 bonus to skill checks and saving throws against spells, abilities, and other effects that would knock you prone.

Helm of the Smiting Glare

Wondrous Item (head), Rare, requires attunement by a paladin

This shiny bucket helm has etched lines emanating from the eye slits. Use your Channel Divinity as an action to fire a ray of energy from the helmet’s eye slits, dealing energy damage to a single creature within 60 ft. of you that you can see. The creature can make a DEX saving throw to halve this damage. The save DC is equal to your spell save DC. The damage dealt is based on your alignment (see below). The damage dice stack with one another for a total of 6d10 damage.

  • Evil: 3d10 necrotic damage.
  • Good: 3d10 radiant damage
  • Chaotic: 3d10 fire damage
  • Lawful: 3d10 cold damage.
  • Neutral: 3d10 force damage.

Lance of the Blessed Beast

Magic Weapon (lance), Very Rare, requires attunement by a paladin

A +1 lance that is fashioned to look like a giant, stylized unicorn’s horn. The hand guard is adorned with white horsehair. When the wielder of this weapon travels at least 20 feet straight toward a target before attacking that target with the lance, the weapon deals a bonus 2d8 radiant damage and the creature hit must make a DC 15 STR saving throw to resist being knocked prone. In addition, critical hits with the lance heal the wielder for 2d4 hit points.

Maul of Radiant Echoes

Magic Weapon (maul), Very Rare, requires attunement by a paladin

A heavy +1 maul that emanates pulsing waves of holy energy from its head. One end of the head is flat while the other is a mass of carefully overlapped metal triangles pointing away from the flat end. A paladin attuned to the maul uses their divine smite ability against a creature, up to one creature adjacent to their foe takes an amount of damage equal to half the damage dealt by their divine smite.

Medallion of Authority

Wondrous Item (neck), uncommon, requires attunement by a paladin or cleric

A gleaming medal that takes the form of a universal symbol of your deity and purpose. As such, it looks different for each person that attunes to it. You gain advantage on intimidation checks against creatures that are diametrically opposed to your alignment (lawful-good’s opposite is chaotic-evil, neutral-good’s opposite is neutral-evil, etc.), and gain advantage on persuasion checks against creatures that have the same alignment as you. If you have a true neutral alignment this item has no effect.

Savior’s Cape

Wondrous Item (back), uncommon, requires attunement by a paladin or cleric

This royal purple brocade cape is decorated with embroidered with the written beauty of the Celestial language in gold trimmed by floral embellishments. You may use your Channel Divinity as a reaction to instantly teleport a single willing ally you can see within 60 ft. of you to a space adjacent to you.

Shield of Divine Spellwarding

Magic Armor (shield), Very Rare, requires attunement by a 14th level paladin

A +1 kite shield of mirror-like platinum emblazoned with a holy symbol. The shield is embellished with a gold rim and tassels of golden thread. You may expend one use of your Cleansing Touch ability to cast Counterspell against a spell that would affect you or at least one ally within 10 ft. of you.

Clean Energy Created By Nikola Tesla Sent Through Conducting Earth

In the photo above, Tesla is showing a transmitting circuit connected to earth and to an antenna. He shows how the transmitter produces two effects; Hertz waves, which pass through the air, and a current wave, which traverses the earth. The Hertz waves, which we use in radio and wireless technology today, propagate with the speed of light, and their energy is unrecoverable in the circuit because they eventually disperse and diminish with distance. The current wave on the other hand, proceeds through earth, first at infinite velocity, then gradually diminishing velocity until at a distance of about 6,000 miles (near a quarter of earth’s circumference, which is 24,900 miles) back down to the speed of light. From there on it will proceed with increasing velocity, reaching infinite value at the opposite point of the globe. Tesla established in numerous observations, experiments and measurements, both qualitative and quantitative, that these currents from his transmitter traveled around earth and back to his receiver at a mean velocity of 471,240 kilometers per second, or *292,814.96 miles per second*. That’s over 106,500 mph faster than light. In properly attuned receivers the energy of this current is recoverable in its entirety.

The Hertzian waves we use in today’s technology are 90% radiation and 10% current, while Tesla flips it and gets 95% current and only 5% radiation. This is clean, renewable energy at its finest. All Tesla needed was the hydro power coming from Niagara Falls to run this transmitter to bring cheap, wireless power to the world.
if by chance

soulmate au | college au

↝ pairing: mark tuan | reader

↝ genre: fluff + soft angst 

↝ word count: 8.825

author’s note: uh, so it turns out i’m a sucker for soulmate aus. thanks anon for requesting! hope this is as fluffy as you wanted!!

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