but his main objective is gain control of the chosen one

5

A Inside Look at Wand Cores

Requested by: @kiwi-ghost

There are many different factors that attribute to crafting wands and choosing the materials to do so. Different countries have varying methods and laws pertaining to procuring said materials.

Wand Components:

All Wands must contain a minimum of one Wood and one Core. However, with in very rare occurrences they can have a dual-core or a blended core in their wand. Although, it is ill advised to have more than two cores as that can cause fatal backfires. While its not possible to blend the wood of the Wand, you may have a Wand Handle of one wood and a Body Wood of another. Normally in these cases, the Handle represents the Heart of the Witch or Wizard. The Body of the wand generally represents the Witch or Wizards outward appearance.

Characteristics of Wand Core Materials:

The core of a wand is a magical substance placed within the length of wood. They are usually bits of hair/feather extracted from some sort of Magical Being or Creature. The materials used for wand cores can vary widely, though certain wand-makers may prefer to use certain materials; for example, Garrick Ollivander discovered and pioneered the use of phoenix feathers, dragon heartstrings, and unicorn tail hairs, whereas his father used lesser substances such as Kelpie hair and Kneazle whisker.

The core type is known to influence the “personality” of the wand produced with it. For example, the wand-maker Garrick Ollivander will not use Veela hair for cores because he believes they make for “temperamental” wands. Thestral hair wands are also an interesting core, in that it cannot simply be “mastered” by winning them; Thestral tail hair is a powerful and tricky substance that can only be mastered by a witch or wizard capable of facing death.

The wand always chooses the wizard or witch and not the other way around. This is a question that many who study wands called wandlore cannot understand or explain. It would seem that wands have in some sense of the word—a mind of their own. The Wand will never surrender itself to another easily either - something many in wandlore understand to some extent.

____________________________________________________

Core Materials:

Dragon Heartstring - Powerful with a lot of magical “heft”, easy to learn spells though can easily be committed to another owner. It is not the core you want for subtlety, but for sheer power it is definitely the best. Although it is the most common core among Dark Wizards, Dark Wizards are most certainly not their most common users.

Phoenix Feather - Very versatile. Learns most varied magic, hard to be chosen. Its main strength lies in Defense Against the Dark Arts, although its adaptability can wrench it to hexes and jinxes if need be. As with the dragon heartstring core, the phoenix core is common amongst Light Wizards, but its users are not necessarily Light Wizards.

Unicorn Tail Hair - Consistent magic, bonds strongly to first user.  A more subtle wand, but it is quite compatible with Charms and Transfiguration. It is also hands-down the best core for healing, as it picks up some of the healing capabilities of unicorn blood. Unicorn hair also has a reputation of picking gentler or more cerebral users.

Acromantula Web - Using a wand with this core has been illegal in Britain since 1782, after it was discovered that the wielder of this type of wand has particular ability with Dark magics, especially the Imperius curse. There are certain diplomatic exceptions, as it is a traditional core for Asian wands, but even those are temporary, and many wizard diplomats on long-term assignments find themselves compelled to procure replacement wands for their stay.

Augurey Tail Feather - Augureys, or Irish phoenixes, were once associated with powerful Dark wands, as their cries were thought to signify an upcoming death. However, they were in reality never a strong Dark core, and were more accurately a powerful core for Divinations. Misunderstood students may find themselves bonded to an augurey wand, although these wands are altogether quite rare.

Basilisk Horn/Skin - These wands are incredibly rare, as the beasts are rare to begin with and hard to kill. Due to the rarity, they often are passed down from generation to generation, so basilisk-core wands are either the heirloom of Slytherin-type Pureblood families or reforged wands from family cores. The occasional new basilisk wand will almost always bond to a Parselmouth or budding Dark Wizard. Very little good comes out of wielders of basilisk wands.

Billywig Stingers - Are not common in Britain, but are occasionally imported from Australia, the native habitat of the Billywig. Billywig wands bond almost exclusively to light-hearted pranksters, and are extremely capricious- at one moment it will produce the strongest Cheering Charm in the school, but another time it will object to being used as a potion stirrer and siphon up hours of work without so much as a by-your-leave.

Chimera Scale Fragment - Although chimera scales are magically powerful, they are extremely rare in modern wandcraft. This is not out of any concern for safety, as they are generally considered no more stubborn than hippogriff feathers, and are more stable than Erumpent hide. The fact of the matter is that there are more recorded basilisk slayings in the past fifty years than there are chimera slayings in all of recorded history. This one slaying occurred in Greece over two millenia ago, so what scales were harvested at that time have been degraded, broken, and dispersed.

Today, they are only found as parts of heirloom cores, and even then, all such cores are a more common core (often dragon heartstring) with a tiny fragment of scale embedded. Chimera wands are most common in Greece and the Balkans, although as they were circulated through the Mediterranean and former Roman Empire they are found throughout Europe. These wands are prized for their raw power, although they are difficult to control.

Demiguise Hair - Is long considered to not have enough ‘oomph’ to make a proper wand, but with the advent of multiple cores they have gained favor for their strength in Transfiguration and the subtle arts. When combined with a stronger wand core they make potent wands, however, on their own they can be rather one-dimensional and difficult to use for anything but Transfiguration.

Doxy Wings - Like the creatures they come from, can be unmanageable and mean-spirited. They are second only to basilisk wands in their abilities with the Dark Arts, and as such these wands remain one of the most rarest cores.

Erumpent Hide - There is a very good reason this is an exotic- Erumpent hide wands are extremely dangerous, and don’t take well to high levels of magic or sharp impacts. They may add a ‘punch’ to spells when combined with a gentler core, but most wandmakers refuse to work with it completely due to the danger it poses to the maker and wielder.

Fairy Wings - This core makes for a light, airy wand, and is the absolute best for Charms. They also signify a connection to the mystic, so these wands, despite their relative rarity, are used by nearly half of known witches and wizards with the Sight. Despite their astounding strength in Charms, they are merely average in Defense Against the Dark Arts and Transfiguration, and will often fail at hexes altogether.

Fwooper Feather - These wands are said to be a mark of ill omen for the wizards they bond to, as, like the birds they come from, they are rumored to slowly drive their wielder mad. Despite their poor reputation, they do well with Charms and Care of Magical Creatures. However, they have a near-inability to cast Quietus. They are commonly combined with another feather core, such as the phoenix for health or the hippogriff for stability.

Hippogriff Feather - Hippogriffs are noble animals with a reputation for not taking a slight. These wands require constant respect, and if the wielder does not give it, they can watch its formerly stable and versatile magic backfire on it. It is not the strongest core, but it is one of the most adaptable, and are very rare overall.

Horned Serpent Horn - Exceptionally powerful. Sensitive to Parseltongue. Can warn its owner of danger by emitting a low musical tone. *Twin cores working together against a common enemy increase each other’s power tenfold.*

Kneazle Whisker - Not very powerful.

Kelpie Hair - Easily obtainable, frequently used in the past.Are incredibly tempermental cores, explaining their rarity. They were once common in Celtic wandmaking, however, the import of demiguise hairs has resulted in them falling out of favor. They have similar qualities to demiguise hair, and are powerful Transfiguration cores when they don’t backfire spectacularly.

Rougarou Hair - Rumoured to have an affinity for Dark magic, although suitable for use by non-Dark wizards and witches as well.

Thestral Tail Hair - Not easily seen.

Thunderbird Tail Feather - Extremely powerful, difficult to master, particularly prized by Transfigurers.

Veela Hair - Temperamental like creatures they come from, and are considered too volatile for a decent wand core in many circles. However, some wizards, particularly those with Veela blood, enjoy the boost it gives to outdoorsy magics, divinations, and Charms.

White River Monster Spine - Produces spells of force and elegance.

Other Core Materials:

• Bowtruckle Bark

• Coral

• Crup Tail

• Dittany Stalk

• Jackalope Antlers

• Snally Gaster Heartstring

• Wampus Cat Hair

____________________________________________________

Resources: Weebly.com

Red Champagne - Part 1

Originally posted by angel-in-slow-motion

“Where are you going?”

He whips his head back looking at the weak body splayed all over the couch. Her brown hair covering half of her face, her rose - colored eyes looking at him almost pleadingly. He sighed out, his shoulders slumped down. His once gripping fingers, loosens around the door handle. He ran his finger over his tousled black hair. His feets stepping closer to her.

Crouching down next to her face, his calloused fingers brush over the hairs on her face, tucking it neatly behind her ears. A smile played across his lips in affection.  “To the KRBP. Do you need any blood transfusion, love?”

Keep reading

Raleigh's Positive / Supportive Leadership Appreciation...

I know we love to joke a lot about Raleigh being a “puppy”, and the fandom enjoys drawing him or representing him as somewhat submissive when it comes to Mako… But let’s be serious for a minute here.

Raleigh in the Conn-pod is the dominant co-pilot. He is the veteran, i.e. the one with the most experience; and when it comes down to it, probably the one carrying the greatest level of responsibility in their part of the mission.

He is essentially in the position of being “a leader”, and in the movie behaves as such when it comes to Mako.

But Raleigh is a positive leader; someone that leads through empowering others, in part because he is so secure in his own power that someone else’s power is of absolutely no threat to him, on the contrary.

What some people see as being “submissive”, is I believe simply him acknowledging, valuing, and actively nurturing the potential and the strength of another human being. It’s him caring and connecting strongly enough with what he sees in someone else, that putting those needs first easily becomes second nature.

It’s a leadership style where one guides without assuming control. Where you can fully make a conscious decision of putting your partner to the forefront because yes, you do see them as your equal, you do see what they are capable of, and you feel so strongly about it that you want to give them as many chances as they possibly can to reach and develop their own potential.

(x)

And if they end up being more successful or earning more recognition than you do? GOOD! If, in turn, they excel so much at what they do that they can end up guiding others in return; and you even end up being the one relying on them? EVEN BETTER!

Because you didn’t stand in the way of what these people were able to accomplish, you allowed and encouraged it to happen.

And in the end, you are stronger for it. You contributed to something bigger than yourself, and that person – with all of their talents – will also bring something into the world.

You pushed the human race forward instead of holding someone back for fear that they could be better than you - for fear of losing control over something that never was yours to control in the first place.

And to be comfortable in that role, it usually takes a lot of confidence in your own abilities and in who you are.

Keep reading

walangsignature-deactivated2017  asked:

*asks you to spill everything you know about the fraymotiffs*

Hey! So fraymotifs are basically like moves or attacks a player can use against someone. It’s basically like a little power move. If you can’t quite remember, it’s alright, since it was at the very beginning of the comic. So in the most recent update, fraymotifs were mentioned for the first time outside of the first three acts, when Homestuck got more action-packed, aka, when people usually stopped paying attention to what was what. In the first fraymotif combination, we see that Rose and John come together to make an attack. Their chosen fraymotifs are breath (wind) and light (knowledge) which are John and Rose’s aspects respectively. So, wind isn’t controlled. It is a free-flowing movement that is independent and is wild. It represents freedom. Light is a controller, in a more watered down case, knowledge is the controller. Rose, as a seer, has to work with the knowledge she has been given and find out what to do with it. As an enlightened seer (She overcame this goal before turning grimdark) she has full capability of her powers, which is putting knowledge to good use. How is this a good power? She can control the direction of the wind. John’s wind, to be more precise. John can create wind as a heir, but he in no means can control it. Now, we have controlled wind. This creates a powerful weapon together. That is the summary of the LightBreath fraymotif (it has another name, they all do, I just can’t remember) in A6a6a6. In the second time it is mentioned, Roxy joins the fight. Roxy is also one of the enlightened with John and Rose, making them the best choices for fighting HIC (Good thinking on Vriska’s part). Roxy can’t yet control what she pulls out of nothing (As a Rogue of Void she creates something out of nothing), although it is shown if she concentrates she can form any object. But Roxy needed something she could do quickly, and that was cubes. With Rose’s control, and John’s wind, Roxy created another weapon inside a weapon to cause more damage, thus creating the VoidLightBreath fraymotif. The third, and the most talked about/questioned fraymotif is the one between Terezi and Dave. It certainly is a complex thing on the outside, but if you look deeper the meaning is simple. The main question that is asked about this: Why does Terezi have God Tier powers? Well, the answer to that is an inference. Terezi was also one of the enlightened while she was flying solo towards the battle site of the Jacks. As a seer, like Rose, her challenge is to find out what she is supposed to do with her given knowledge. Terezi was given the knowledge of multiple timelines, and many different branching possibilities, but she didn’t know what to do with them until she looked at Game Over Terezi in a different light. Because of this, Terezi is able to control her own mind powers. In the early parts of Homestuck, it is said by Vriska (don’t quote me on this) that you don’t have to become God Tier to gain special powers; that’s done by climbing up your little echeladder. What God Tier really does is skips all that ladder climbing, gets you your powers quicker, and gives you immortality (something rung climbing didn’t offer, which is why John became God Tier so early on). Besides, if Terezi even wanted to be God Tier, she couldn’t, her dreamself was dead on the ruins of Prospit. But enough of that. That is how she got her powers. Now onto Dave. Dave is a Knight, which means that at first he doubts his own strengths and focuses on weaknesses (Knights are much more complicated but that is for another time). But Dave knows now that he is actually important to this part of the story, and that he is needed. This gave him his full power capabilities. Dave is able to take anyone from anywhere, or anytime in all of Paradox Space. The thing is, like Breath, he can’t much control it (see all the dead daves in his room in act three I believe). Now with Terezi’s power of seeing and choosing correct timelines, this and Time go together so wonderfully well. Mind sees all the possibilities, and Time chooses the one that fits well enough, and Mind goes back to make it happen. Their Fraymotifs, Time and Mind, can pull anyone out of any timeline. Which was perfect for what they were about to do. Dirk (Let’s call him Dirk A, as he is the original) died because Spades shot him down. Now, we can’t have that. Mind and Time motifs fling together to pull a successful battle timeline Dirk (Dirk B) out of a timeline. Dirk B, having being in a successful timeline, and being smart as all hell, knows exactly how to carry on and fights with them immediately. There is no resurrection. There is only swapping of different Dirks. Dirk B however is caught in a stalemate, the only answer is to create a 3x Kill Combo beheading. After this, you can see two Daves moving to catch the head, and the body. Contrary to popular belief, this is not Dave moving at ninja speeds. These are two different timeline Daves that original Dave pulled up earlier. They transport the body and the head. As for Dirk, it is highly likely that a Dirk C will be pulled out of a successful timeline into the Alpha timeline by Dave and Terezi. So in summary, fraymotifs are highly useful and compatible power move type things. (Keep in mind this is in game format, this is why fraymotifs exist).

Cryamore: New Leaf

Greetings once more, Cryatists-to-be! 

We’d like to first off apologize for the incredibly long silence on the update-front. It has really been way too long… It all started off as a plan to hold off on an update for a short while to make a big surprise drop on everyone with a new playable build that would overshadow the original “GDC build”, and give a better idea as to the direction Cryamore intends to head to (which is not a simple “cave-exploring game”). But what should have been a short bout of silence snowballed into a period way too long as we encountered bugs here & there, had to rework certain points since we’ve refactored the entire game last summer, and had the occasional issue pop up that slowed down production, all while we wait for a huge pending business deal (of which we can’t say much about right now at the moment… but it’s pretty cool!).

In retrospect, clearly, we should have done things a bit differently and continuously inform you, our backers here and the public about what’s been going on instead of the horribly long time it took to update the Kickstarter page (which we now realize is first and foremost the place that the backers expect to see any hint of an update).

For a long while now, we have Cryamondays: a day where we as a group, the developers, discuss the game and its plans during development. So now, we’re going to make that public. Every Monday, we will provide a small update as to what’s gone on each week during development so you can stay in the loop. Granted, the updates will now be smaller if we go this route, but we feel that that’s the best route to take. Even if we don’t have much to share or can’t share, we will still update and let everyone know that we’re still alive.

Now, to put everyone’s worries to rest: Yes, we are STILL working heavily on Cryamore, despite us having to live our lives! Every second of our free time goes into development. As we’ve stated last update, we are no longer “full-time” in the sense where we work on it 16+ hours out of our day, but we are devoting time into Cryamore every single day, from at least 5-6 hours worth or more. (However, that may change in the near future.) We do not intend to back down from this game, and we thank you all for your continued support. We aim to provide you an enjoyable adventure and experience within Noka Island. We’re almost done piecing together a playable build that we want you guys to finally toy around with, but to give you a taste of what’s in store, we’ve provided a little teaser video of what’s to come:

For a more in-depth explanation of the updates, here’s a list of all that’s taken place so far:

Keep reading