that evil sorcerer

D&D Curses

There are initially four different ways to use the Bestow Curse spell in D&D 5e. Those are as follows:

  • Disadvantage on ability checks and saves for one ability score
  • Disadvantage on attacks against you
  • WIS save or do nothing during a given round
  • +1d8 necrotic damage when you damage them

The spell normally lasts for a minute, but if cast with a 9th level slot, it lasts until dispelled, which is worth noting because the best curses last until dispelled. if cast with a 4th level slot, it lasts for 10 minutes. A 5th level slot is 8 hours. A 7th level slot is 24 hours. These all have their uses for creative players, but the best part of the spell by far is the encouragement to invent your own curses, which many players and DMs have taken as a challenge for their own creativity. So while it is certainly not new, it’s my turn to take a crack at it!

Unique Curses

* - A curse marked with an asterisk is a 9th-level only curse due to its powerful detriment or long-lasting nature. But who is to stop you from enchanting an innocuous item with such a curse?

  • Hair Growth/Loss: You are cursed to grow hair at a rapid rate for the duration of the curse or else lose all of your hair (it grows back after the curse ends).
  • Mute/Deaf/Blind: You are rendered either mute, deaf, or blind for the duration of the curse.
  • Forbidden Speech: You are cursed to never speak about a certain subject, topic, or word for the duration of the curse.
  • *Rapid Aging/Deaging: You are cursed to either age by one year each day, or to grow one year younger each day. After you reach your final day, you die.
  • *Phylactery: Your fate becomes tied to a creature or object. If the creature or object is slain/destroyed, you die as well.
  • Ugliness: You are cursed with horrible deformity for the duration of the curse. You have -5 on Persuasion checks and Deception checks for the duration and are easily noticed and shunned by most humanoids of any race.

image source: Evil Dead 2: Dead by Dawn

  • Possessed Limb: One of your limbs (usually an arm) acts on its own for the duration of the curse, usually attempting to harm its host, harm others, or sow chaos.
  • Petrified Limb: One of your limbs becomes petrified and is unable to be used for the duration of the curse. It could turn into any solid mineral like stone, iron, glass, salt, or gold. Any damage it takes is retained once the curse is lifted.
  • Funny Looking: For the duration of the curse, anyone who you attempt to communicate with bursts into uncontrollable laughter. This does not prevent hostile creatures from attacking you, but prevents them from speaking.
  • Lichsight: For the duration of the curse, you can see the spirits of the dead. Whether real or illusory, you cannot communicate with them and you must make a WIS saving throw each round or become frightened and run in a random direction or cower in place (50%/50%).
  • Butterfingers: Each round while the curse is active, you must make a DEX saving throw. On a failed save, you drop whatever you are holding and cannot pick up or hold anything for the rest of the round.
  • Forgetful: You have a tendency to forget things. During the curse, whenever new information is revealed to your character, you have a 50% chance to not be able to remember it, even after the curse has ended.
  • *Lady of Shalott: You are doomed to die if you ever lay eyes directly upon another being, and must therefore look at the world through a mirror and avoid direct sight of others. The difficulty of maneuvering a hand mirror or the necessity to close your eyes effectively makes you blinded while in combat, imposing disadvantage on attack rolls.
  • Stingy: During the curse, you must make a WIS saving throw whenever you intend to part with money. On a failed save, you opt not to spend your money on it. You cannot make another such save for the same purchase, even from a different seller.
  • Empty Coinpurse: You are compelled to buy things until all of your wealth has disappeared. You will even go so far as to barter your own goods once out of money. Whenever you find something for sale, you must make a WIS saving throw. On a failed save, you will do anything you can to attempt to purchase it or trade for it. Only if the seller refuses three times will you give up.
  • *Baleful Polymorph: You are transformed into a small creature or tiny animated object for the duration of the curse. You retain the ability to speak using a disembodied voice emanating from the creature or object, usually paired with animation like a moving mouth (if a creature) or a mouth-shaped part (if an object; like a book opening and closing its covers and such). You can move with a move speed of 10 ft. per round if an object.

image source: Star vs. the Forces of Evil 

  • Talking Tumor: You grow a tumor-like second head that can speak that embarrasses, berates, or otherwise annoys and inconveniences you. It has +6 for Persuasion, Deception, and Intimidation checks, helping it be a complete jerk.
  • Evil Aura: Plants within 15 ft. of you wilt and turn brown or gray and animals within 60 ft. feel afraid or threatened by you for the duration of the curse.
  • Bad Taste: Eating food or drinking water causes you to become poisoned for 1d6 hours, or for the duration of the curse.
  • Bad Luck: Whenever you have advantage for the duration of the curse, you instead have disadvantage.
  • *Prophecy: You become destined to die under certain circumstances. Whenever it is possible for those circumstances to be met, you must make a relevant saving throw (falling boulder? DEX save. Poisoned apple? CON save. etc.) or begin dying. The victim cannot be threatened by the curse more than once every 2d4 hours. The curse will take increasingly convoluted measures to try and make the prophecy come true the longer the curse lasts.
  • *Guardian: The victim is polymorphed into a hostile creature of CR 6 or less. The victim is given some sort of command like guarding a location or spreading suffering, and will continue to do so until the curse is lifted or they are slain. They revert to their regular form if they are slain. The victim cannot communicate and is hostile to all creatures. The creature becomes immune to the charmed condition.

image source: Sleeping Beauty by Henry Meynell Rheam

  • Slumber: You fall into a deep slumber and cannot be awoken until the curse is lifted.
  • Eternal Rest: If slain while under the curse, you cannot be resurrected by any means even after the curse fades.
  • Phantasm: You believe that you have been polymorphed into a small creature (like a toad or chicken) and act as such for the duration of the curse.
  • Unquenchable Thirst/Hunger: You feel eternally hungry and thirsty. You must make a WIS saving throw whenever you encounter food or drink, no matter how dangerous or questionable it might be (swamp water, obviously poisoned food, moldy bread, etc.). On a failed save, you consume it.
  • *Obedience: Whenever someone you can understand issues a verbal command to you while you are cursed, you are compelled to obey. You may attempt a WIS saving throw to resist a given command for one minute.

Hold your tongue! (Ella Enchanted)

  • Magical Immunity: You become immune to nonharmful spells for the duration of the curse. Spells cast by enemies or damaging spells still affect you, but healing spells and buffs do not.
  • Unhealing Wound: A wound you have will never heal. Your maximum hit points are reduced by 2d4+the caster’s spellcasting modifier. This curse cannot reduce a creature’s health to 0 in this way.
  • *Wandering: While under the effects of the curse, you are compelled to wander. Each day at dawn, you must leave and never return to the same city/town or 2.5 mile radius (if in the wilderness).
  • *Deadly Descendants: All of your descendants are cursed to kill their birth parents, whether intentionally or not.
  • *Lonliness: You are cursed to die alone. Anyone you become romantically close to or close friends eventually leaves or dies or meets a horrible fate.
  • *Gargoyle: You are petrified during the daytime and return to normal at night for the duration of the curse.
  • Voyager: You cannot set foot on dry land for the duration of the curse, taking 1d6 psychic damage each round that you do.

Removing Curses

Yes, there’s always a Wish spell or a Remove Curse spell, but I often believe that if any cleric can remove a curse it undercuts the drama of the punishing spell. Instead, use an alternative way to remove the curse. Most of it depends on how the curse was placed and the reasoning behind it. For instance, if you refuse to give a gypsy shelter from the cold in your luxurious castle, you might get transformed into a beast until someone falls in love with you. Here are some ways that one could feasibly break a curse (if the situation allows).

  • Give back an item that was stolen from the caster
  • Complete a quest or mission for the caster
  • Kill the caster
  • Pass the curse onto someone else (through some deliberate means like a handshake or kiss or losing a wager)
  • Seek out a powerful extraplanar being
  • Seek out special magical ingredients for a cure
  • Find a loophole in the wording of the curse (either through tricky wording or by finding a liminal loophole. “No man of woman born” could exclude a man born by C-section. “Neither day nor night” could exclude twilight)
  • Change your alignment (an evil or chaotic character learns to be good or lawful.)
  • Change your ideal or traits after learning some sort of lesson
  • Overcome one of your flaws.
  • Let the curse run its course instead of fighting it.
  • Find true love/True love’s kiss etc.
  • Prove your worth to the caster
  • Atone for past sins
  • Selflessly risk your life for someone else
  • Convert a creature to worshiping the caster’s deity
  • Avenge the caster

image source: Disney’s Beauty and the Beast (1991)

Feel free to use this list and add to it your own ideas for curses! There are so many possibilities that it’s never out of the question to find a new curse that uses arbitrary magical rules to drive the plot of a story. I guess that makes curses the sitcoms of the fantasy world.

I was just remembering a D&D campaign I played a few years ago. I was playing a sneaky rogue. At one point before leaving on a quest, during some down-time, I’d had her pay a baker to make some bread chock-full of deadly nightshade berries. In the following quest, we were supposed to rescue this princess chick who’d been kidnapped by some evil sorcerer or something. And she was so fucking annoying, complaining about how slowly we’d been rescuing her, acting really shifty whenever we asked her any questions, making weird sexual promises to the Paladin, and whining about being hungry. So I offered her a chunk of my bread.

DM, who obviously had plans for this character: Is this the deadly nightshade bread? Yeah, she’s not gonna eat that.

Me: Why not? She said she was starving.

DM: Is that enough to kill her?

Me: I dunno. I think I read it takes 3 berries to kill a toddler. That chunk probably has, like, 20. If it doesn’t kill her, she’ll get terrible digestive issues, hallucinate like crazy, maybe convulse, and probably wish she was dead.

DM: Wouldn’t she taste something funny?

Me: Nope, the berries are supposedly pretty delicious.

DM: Well… she… she’s suspicious about why you’re giving it to her.

Me: Why the fuck is she suspicious? I’m rescuing her, and she said she’s hungry. I’m being nice. And she’s being rude.

DM: W-well… Paladin, aren’t you going to warn her about the nightshade?

Paladin: I wasn’t there when she paid the baker. I think it’s just bread.

Sorcerer: None of us knew. And she has no reason not to eat it.

DM *getting frustrated now*: Okay, fine! She takes it and… there’s a loud bang from further back in the cave, and she gets startled and drops it.

Me: What the hell. Here I am rescuing you, I give you my bread, and you insult me like this?

DM *playing as the princess*: Oh, uh, tee-hee? Sorry?

Me: Well don’t worry, princess. Of course I didn’t give you the whole loaf. Here, have another slice.

DM: She’s not hungry anymore.

Ranger: Bullshit. Eat up, princess.

DM: SUDDENLY THE EVIL SORCERER IS HERE, NO TIME FOR BREAD.

So recently i started reading this manga Dungeon Meshi. I fucking love it.

So there’s this group of adventures exploring a dungeon RPG style, you know like go into the dungeon defeat the evil sorcerer kinda stuff. They get pretty deep in it and they run into a dragon.

They could totally take it down except there was one problem…they ran out of food and were way too hungry to take it on. So…

They got their asses handed to them. Their mage is casting their “get the hell out of there” spell but the main characters sister get eaten by the dragon. When he realizes what happen he wants to go back down on a rescue mission, if they can get there before the dragon finishes digesting her they can fix her up good as new.  BUT there are problems, the biggest one is

they broke yo. They dropped most of their loot when they were dying. They got no money to buy supplies, no money to replace the members that left, and not a lot of time to fix that problem. So our three brave adventurers decide to go in on their own with nothing but what they managed to have equipped. But how do they solve the food problem?

YEP! THE MC TELLS THEM THEY ARE GONNA EAT MONSTERS! But none of them have actually cooked or eaten monsters before. So the MC is about to cook a giant scorpion when this dude shows up

Meet Senshi, he has spent a decade in the mid part of the dungeon cooking and eating monsters. He gets interested when he finally meets some people who also want to eat monsters and decides to show them how to cook.

He knows his shit. So in case you haven’t figured it out…

This is a cooking manga.

AND THUS THESE FOUR BRAVE AND HUNGRY ADVENTURES BEGIN THEIR MISSION TO DEFEAT THE DRAGON AND SAVE THE MC’S SISTER!

…I just love the idea about it. It was a one shot that became a series. Give it a read if you want.

100 “Epic” Adventure Ideas...

Here are one hundred adventure seeds you can use to generate ideas for your adventures and campaigns.

  1. A ancient and evil balor sorcerer imprisons old friends of the player characters, holding them hostage in return for a service. 
  2. A band of several death slaadi rogues and sorcerers begins to waylay all planar travelers who chance through their recently claimed turf on the Astral Plane.
  3. A ranger hero recognized around the world begins to organize a group of explorers for reasons unknown…
  4. A bardic college develops a style of music that charms and dominates any that listen to it too long.
  5. A beholder cluster, made up of many beholders driven mad, begins to war with lesser beholder communities, apparently all seeking a beholder artifact. 
  6. A prominent deity grows sick and will die if the cause of its divine ill is not discovered. 
  7. A beloved prophecy long accepted as true fails to occur because of the characters’ meddling, and the world turns against them…
  8. A blinding, yellow haze seeps down from the sky, covering the world…
  9. A celestial tree hundreds of miles long reaches its roots down and begins to grow on the world’s surface. Creatures from other worlds live in the heights of the tree. 
  10. A child is born who prophecy indicates will one day ascend to godhood. 
  11. A black disease blights the forest, killing all vegetation as it continues to expand without limit at an ever-accelerating rate. 
  12. A clan of psionic militants breaks away from the kingdom — literally. A huge chunk of land hundreds of acres wide floats up and away (taking with it many terrified non-psionic people). 
  13. A conjunction of parallel planes somehow energizes a lowly peasant to the power of a greater deity — but only until the conjunction ends. 
  14. A cross-time catastrophe has cut off the Material Plane from all others. 
  15. A dragon kills the ruler of the largest nation and takes over, calling itself the Dragon King.
  16. A flaw in a true resurrection spell leaves one player character undead by night and alive by day. 
  17. A floating city arrives from across the sea, apparently fleeing the depredations of the Warlord, a barbarian of an epic caliber.
  18. A flock of angelic avengers and celestials is ravaging across the continent. 
  19. A meeting is called by a storm giant blackguard. Powerful giants from around the world (and other worlds) begin to congregate. Though no one knows the meaning of this calling…
  20. A glorious gemstone in which the first light of creation still lingers is purportedly languishing in an ancient, crumbling demi-plane. 
  21. A great chase ensues through endless parallel dimensions as wizard researchers follow the faint trail of the long-vanished elder elves. 
  22. A group of gargoyle paragons claims the Cathedral of Pelor as its own new home. 
  23. A hero of renown (a quasi-deity, really) is to be wed to an elven prince, but the prince’s royal family claims the prince is under a spell. 
  24. A hole is gouged in the veil separating life and death. As the tide of life pours out into the void, all creatures everywhere begin to die as they accumulate negative levels. The hole must be mended. 
  25. A red dragon and two of its siblings emerge from a red-lit cavern in the earth. 
  26. A lesser deity declares the PCs as its mortal enemies, enjoining all its worshipers and allies to find and slay them. 
  27. A longstanding illusion is pierced, revealing that the king is nowhere to be found, and that all dictates of the kingdom have been actually flowing from the thieves’ guild. 
  28. A new deity decides to leave the Outer Planes to set up its palace on the face of the Material Plane. Once it arrives, it demands worshipers and servitors. 
  29. A mad chronomancer with a mastery of time, has determined how to destroy the past (and therefore the present). Unless it can be stopped, time itself will unravel. 
  30. A planar conjunction will soon come to pass, allowing the legions of hell (or worse) direct access to a selected part of the Material Plane for 24 hours. It can’t be stopped, but some famous characters may attempt to defend key cities or strongholds from the onslaught. 
  31. A player character’s heart is stolen and replaced with a magical gem or a strange alchemical creation. Who knows how long the replacement will last? 
  32. A powerful wizards’ guild enters all-out war with the dominant religious order of the world. 
  33. A quasi-deity wants an escort as it ventures into the Abyss to release a companion quasi-deity from bondage. 
  34. A rogue moon threatens to crash down upon the world, ending all life. 
  35. A sentient spell-virus is raging out of control among spellcasters. All who fall victim to it become part of one unified mind controlled by a malign intelligence. 
  36. A species of “fish” introduced from another plane has provided good eating and relief from famine over the last year. Now, thousands (possibly millions?) of the fish-like creatures begin a sudden growth spurt, transforming en masse into terribly powerful and bloodthirsty predators. 
  37. A splinter community of humans evolves into a sub-race sporting strange and variant powers. 
  38. A syndicate of assassins dramatically expands its membership by introducing a mind-control potion into a city’s water supply. 
  39. A team of nightmares draws a chariot driven by a powerful fighter into the city. 
  40. A titan seeks those brave enough to release it from its age-long bondage; its rescuers may face the wrath of higher deities. 
  41. A vampire scion from another plane begins to conquer world after world with the help of a reforged artifact of legend, Midnight’s Heart
  42. A volcano erupts. In the aftermath, a portal to the City of Brass on the Elemental Plane of Fire remains open permanently.
  43. A well-known wizards’ guild’s magical dumping ground of failed experiments and stale spell components becomes sentient.
  44. A wizard attempting to summon a powerful devil slips up and somehow summons an abomination instead: an infernal lord of the hells. 
  45. A wizard claims to have developed an epic spell ritual that, if cast, will slay a deity.
  46. All magic items crafted from a particular city begin to bestow negative effects on their owners with each use. 
  47. All who fall asleep on a selected world cannot be awakened and eventually die in their sleep. Exhaustion is beginning to take a hold on even the greatest heroes of its realm…
  48. An adventuring party stumbles upon the tomb prison of an long dead half-god and releases it. 
  49. An anti-magic plague is released by an unknown agency, causing sickness and eventually death to any who prepare or cast arcane spells. 
  50. An artifact belonging to one of the characters must be destroyed, lest some great catastrophe, which has secretly been gathering, come to pass. 
  51. An artifact capable of forever dominating all red dragons everywhere is discovered.
  52. An enclave of gnomes customizes an iron colossus into a walking war platform.
  53. A group of NPCs known for good deeds suddenly embarks on a death spree, murdering merchants and their envoys…
  54. A group of NPCs decides to destroy the PC adventurers, for reasons that are initially obscure. 
  55. A sentient, free roaming, self-casting disintegrate spell breaks loose from a wizard’s laboratory. 
  56. A legendary paladin leads a crusade to hell. 
  57. An inter-dimensional caravan must float on the River Styx through the dangers of several lower planes. 
  58. Spirits begin to manifest from machines as complicated as simple steam-powered wheels — is it a warning from the gods of the forge to desist? 
  59. Angry druids raise the beasts, animals, and dire animals of the wild, intent on beginning a new world order in which nature comes first. 
  60. As the world ages, frequent earthquakes threaten to plunge the major nations under the sea. 
  61. Blue-skinned merchants begin to sell enormously popular items composed of dreamstuff — “mined from the very dreams of a deity,” claim the merchants.
  62. Deeper than the Underdark, the world is discovered to be hollow. Hanging in that vast opening is an unknown, uncharted inner world of strangeness.
  63. Dwarf miners follow a vein of adamantine to a hinged valve sealed with divine magic of an age older than any of the current deities. 
  64. A group of seemingly amateur rogues steal the magical scepter of the Dragon King. 
  65. Evil opportunists slay the Guardian of the Flame of Destiny, hoping to remold the Law of Reality to their own liking. 
  66. Ghosts of every sort begin to rise again, and they won’t recognize their own undead state. 
  67. Mind flayers successfully gain control of a surface nation, plunging the region into permanent darkness. 
  68. Jade pyramids of prodigious size rise from the earth. Sounds unlike any heard before echo faintly from within their stony cores. 
  69. Construct-like creatures of insane complexity called “machines” move across the land, preparing the way for a larger invasion of automated entities. 
  70. Magic begins to fail, supposedly because it is being “used up” faster than it naturally regenerates. 
  71. Mercenary half-dragons who ride chromatic dragons as steeds sell their swords (and spells) to an evil empire. 
  72. Newborns begin to be born without souls.
  73. Off-plane raiders begin to steal people away for use as slaves and food. 
  74. Once every ten years a small cave provides access into a magical, underground world where all living beings give off colorful light, ruled by mysterious fey lords with mysterious agendas. 
  75. One of the player characters learns about his or her real mother or father — in fact, that parent was a demon, and that demon has come calling. 
  76. Planetars and solars bring heaven’s war to the Material Plane, slaying any and all they deem evil or immoral. 
  77. Chromatic dragons decide that their “species” is the only true draconic race, and they begin a campaign of genocide against all other dragon types. 
  78. Several well-known cities and all their inhabitants suddenly disappear without a trace. More could follow…
  79. Someone is breaking the Seven Seals that maintain the integrity of the multiverse…
  80. The ancient Great Library has secret vaults where the Words Once Spoken are supposedly inscribed in the Book of Sleep. To speak them again would remake the universe. 
  81. The Clock that Rules the Universe is under attack by insane gnome alchemists, who are raiding it for parts. 
  82. The End Times threaten to begin. 
  83. The gods of Law put all humanoid races on trial for their excesses.
  84. The Lord High Priest of Pelor denounces her deity and faith. 
  85. The most feared and reviled weapon of legend, an artifact sword that drains life energy with a touch, is lost by its owner. 
  86. The Mother of Spiders emerges from her Cocoon of a Million Years to find a mate for her next spawning. 
  87. A vast necropolis undergoes a mystical transformation. Now, each coffin, sarcophagus, and mausoleum leads to separate cemetery dimensions and realms of death. 
  88. The PCs’ stronghold mysteriously gains new extra-dimensional halls and rooms of unknown origin, content, and extent.
  89. The populace decides that they want one of the PCs as their new ruler, which doesn’t please the current ruler. 
  90. The secret texts of a prominent religion, recently discovered, call into question the church’s real goal, its actual origin, and the agenda of its god. 
  91. The souls of a good queen and her family are drawn into the Abyss by an unknown demonic agency. 
  92. The spirits of the dead begin to possess the bodies of the living at an ever-accelerating rate. 
  93. The sun is infested with moon-sized parasites, and may soon fail like so many other stars have fallen to this celestial infestation. 
  94. The winter, which was overly cold, lasts too long — the goddess of winter, Auril, is suspected to be the cause…
  95. The woods begin to grow without bound, invading field, plain, and city. 
  96. The yuan-ti attempt to awaken the Slumbering Serpent, a little-known abomination born of their own race and a god of serpents.
  97. Twenty percent of all astral travelers begin to disappear in mid-trip. Mid-travel diversion spells are suspected. 
  98. Two parallel planes move too close to each other, and denizens and objects of one constantly slip onto the other, and vice versa. 
  99. Unless stopped, an ancient demi-lich will inject itself onto the Negative Energy Plane, where it can possess any undead anywhere in the multiverse. 
  100. When a friend or a respected associate is resurrected, the soul returned to the body has different memories from the original. Whence does this soul come? 
7

Concerning Sauron:
“In all the deeds of Melkor the Morgoth upon Arda, in his vast works and in the deceits of his cunning, Sauron had a part, and was only less evil than his master in that for long he served another and not himself. But in after years he rose like a shadow of Morgoth and a ghost of his malice, and walked behind him on the same ruinous path down into the Void.” 

-The Silmarillion by J. R. R. Tolkien (Ed. Christopher Tolkien)  

Magickal Properties of Incense

(by Raven and Crone)

The spiritual meanings of fragrances and magickal properties of incense will help focus your mind on achieving specific goals. Burning incense has a symbolic meaning that helps pagans and witches focus their attention on the purpose of a ritual or magickal working.

ACACIA:
Burned with sandalwood to stimulate the psychic powers.
AFRICAN VIOLET:
Burned for protection and to promote spirituality within the home.
ALLSPICE:
Burned to attract both good luck and money.
ALOES:
Burned to attract good fortune, love, spiritual vibrations, and strength.
ALTHEA:
Burned for protection and to stimulate the psychic powers.
AMBER:
Burned for love, comfort, happiness and healing
AMBERGRIS:
Burn for dreams and aphrodisiac
ANGELICA:
Burn for protection, harmony, integration, insight and understanding, stability and meditation
ANISE SEEDS:
Burned as a meditation and emotional balance incense.
BASIL:
Burned to exorcise and protect against evil entities such as demons and unfriendly ghosts, and to attract fidelity, love, good luck, sympathy, and wealth. This is also an excellent incense to use when performing love divinations. Also burn for concentration, assertiveness, decisiveness, trust, integrity, enthusiasm, mental clarity, cheerfulness, confidence and courage
BAY:
Burned to facilitate the psychic powers, and to induce prophectic dream-visions.
BAYBERRY:
Burned mainly to attract money and also burned for protection, happiness and control
BENZOIN:
Burned for purification, astral projection, clears negative energy, emotional balance, eases sadness, depression, weariness, grief, anger, anxiety and to attract prosperity.
BERGAMONT:
Burn for money, prosperity, uplifting of spirits, joy, protection, concentration, alertness, confidence, balance, strength, courage, motivation and assertiveness
BISTORT:
Burned often with frankincense as a powerful incense to aid divination.
BRACKEN:
Burned in outdoor fires to magickally produce rain.
CARDAMOM:
Burn for mental clarity, concentration, confidence, courage, enthusiasm and motivation
CARNATION:
Burn for protection, strength, healing, love and lust
CEDAR:
Burned for purification, to stimulate or strengthen the psychic powers, attract love, prevent nightmares, and heal various ailments, including head colds.
CEDARWOOD:
Burn for healing, purification, protection, money, balance, grounding, clarity, insight and wisdom
CHAMOMILE:
Burn for harmony, peace, calm, spiritual and inner peace
CINNAMON:
Burned for protection and to attract money, wealth, prosperity, business success, stimulate or strengthen the psychic
powers, and aid in healing. Also burned for stimulation, strength and lust
CITRON:
Burned in rituals to aid healing and also to strengthen the psychic powers.
CITRONELLA:
Burn for cleansing, warding off, healing and exorcism
CLOVE:
Burned to dispel negativity, purify sacred and magickal spaces, attract money, and stop or prevent the spread of gossip. Also burn for pain relief, intellectual stimulation, business success, wealth, prosperity, divination, exorcism, protection, eases fears, improves memory and focus
COCONUT:
Burned for protection.
COPAL:
Burned for purification, uplifting spirits, protection, exorcism, spirituality and to attract love.
CYPRESS:
Burn for strength, comfort, healing, eases anxiety, stress, self-assurance, confidence, physical vitality, willpower and concentration
DAMIANA:
Burned to facilitate psychic visions.
DITTANY OF CRETE:
Burned to conjure spirits and to aid in divination, astral projection, especially when mixed with equal parts of benzoin, sandalwood, and vanilla.
DRAGONS BLOOD:
Burned to dispel negativity, exorcise evil supernatural entities, courage, purification, attract love, and restore male potency. Many Witches also burn dragon’s blood for protection when spell casting and invoking. When added to other incenses, dragon’s blood makes their magickal powers all the stronger.
ELECAMPANE:
Burned to strengthen the clairvoyant powers and scrying abilities-divination by gazing.
EUCALYPTUS:
Burn for healing, purification and protection
FERN:
Burned in outdoor fires to magickally produce rain. Also used to exorcise evil supernatural entities.
FRANKINCENSE:
Burned to dispel negativity, spirituality, purify magickal spaces, consecration, protect against evil, exorcism, aid meditation, astral strength, induce psychic visions, courage, protection, attract good luck, and honor Pagan deities.
FUMITORY:
Burned to exorcise demons, poltergeists, and evil supernatural entities.
GALANGAL:
Burned to break the curses cast by sorcerers.
GARDENIA:
Burn for peace, love and healing
GINGER:
Burn for wealth, lust, love and magical power
GINSENG ROOT:
Burned to keep wicked spirits at bay, and for protection against all forms of evil.
GOTU KOLA:
Burned to aid meditation.
HEATHER:
Burned to conjure beneficial spirits, and to magickally produce rain.
HIBISCUS FLOWERS:
Burned to attract love, lust and also for divination.
HONEYSUCKLE:
Burn to attract money, happiness, friendship and healing
HOREHOUND:
Burned as an offertory incense to the ancient Egyptian god Horus.
HYACINTH:
Burn for happiness and protection
JASMINE:
Burned to attract love and money, and also to induce dreams of a prophectic nature, purification, wisdom and astral projection
JUNIPER:
Burned to stimulate or increase the psychic powers, and also to break curses, exorcism and hexes cast by evil sorcerers. It is also burned for calming, protection and healing.
LAVENDER:
Burned to induce rest and sleep, and to attract love-especially of a man. Also burned for cleansing, healing, happiness and relaxation
LEMON:
Burn for healing, love and purification
LEMONGRASS:
Burn for mental clarity
LILAC:
Burned to stimulate or increase the psychic powers, and to attract harmony into ones life.
LOTUS:
Burn to elevate mood, protection, spirituality, healing and meditation
MACE:
Burned to stimulate or increase the psychic powers.
MASTIC:
Burned to conjure beneficial spirits, stimulate or increase the psychic powers, and intensify sexual desires. The magickal powers of other incenses are greatly increased when a bit of mastic is added.
MESQUITE:
The magickal powers of all healing incenses are greatly increased when mesquite is added.
MINT:
Burned to increase sexual desire, exorcise evil supernatural entities, conjure beneficial spirits, and attract money. Mint incense also possesses strong healing vibrations and protective powers.
MUSK:
Burn for aphrodisiac, prosperity, courage
MYRRH:
Burned (often with frankincense) for purification, consecration, healing, exorcism, and banishing evil. Myrrh is also aids meditation rituals, and was commonly burned on alters in ancient Egypt as an offering to deities Isis and Ra.
NUTMEG:
Burned to aid meditation, stimulate or increase the psychic powers, and to attract prosperity.
OAKMOSS:
Burned for money and attraction
ORANGE:
Burned for divination, love, luck and money
PATCHOULI:
Burned to attract money, love, growth, mastery, sensuality and also to promote fertility.
PEPPERMINT:
Burned for energy, mental stimulant, exorcism and healing
PINE:
Burned for purification, and to banish negative energies, exorcise evil supernatural entities, and attract money, as well as to break hexes and return them to their senders. Also burned for grounding, strength, cleansing and healing
POPPY SEEDS:
Burned to promote female fertility, and to attract love, good luck, and money.
ROSE:
Burned to increase courage, induce prophetic dreams, house blessing, fertility, healing and attract love. Rose incense is used in all forms of love enchantment and possesses the strongest love vibration of any magickal incense.
ROSE GERANIUM:
Burned for courage and protection
ROSEMARY:
Burned to purify, aid in healing, prevent nightmares, preserve youthfulness, dispel depression, attract fairy folk, and promote restful sleep and pleasant dreams.
RUE:
Burned to help restore health.
SAGE:
Burned for protection against all forms of evil. It is also burned to purify sacred spaces and ritual tools. Plus it is great for promoting wisdom, clarity, attract money, and aid in the healing the body, mind, and soul.
SAGEBRUSH:
Burned to aid healing, and to banish negative energies and evil supernatural entities.
SANDALWOOD:
Burned to exorcise demons and evil ghosts, conjure beneficial spirits, and promote spiritual awareness. Sandalwood incense is also used by many Witches for protection, astral projection, healing rituals and in wish-magick.
SOLOMONS SEAL:
Burned mainly as an offertory incense to ancient Pagan deities.
STAR ANISE SEEDS:
Burned to stimulate or increase the psychic powers.
STRAWBERRY:
Burned to attract love and for luck.
SWEETGRASS:
Burned to conjure beneficial spirits prior to spell casting.
SWEET PEA:
Burned for friendship, love and courage
THYME:
Burned for the purification of magickal spaces prior to rituals, to aid in healing, and to attract good health.
VANILLA:
Burned to attract love, increase sexual desire, and improve the powers of the mind.
VERVAIN:
Burned to exorcise evil supernatural entities.
VETIVERT:
Burned to break curses, exorcism, for protection against black magick and thieves, money, peace and love.
VIOLET:
Burn for wisdom, luck, love, protection and healing
WILLOW:
Burned to avert evil, attract love, and promote healing. It is also used by many Witches as an offertory incense for Pagan lunar deities.
WISTERIA:
Burned for protection against all forms of evil.
WORMWOOD:
Burned to stimulate or increase the psychic powers. When mixed with sandalwood and burned at night in a cemetery, wormwood is said to be able to conjure spirits from their graves.
YARROW:
Burned to arrow courage, exorcism
YLANG-YLANG:
Burned for love, harmony and euphoria

“He is stronger than I remember… But no matter. For you see, Iittle Samurai, the world is mine! My eyes and ears are everywhere. Nothing you do wiII go unseen. Quest as you may, but we wiII meet again–when I see fit, in a time and pIace of my choosing. And it is I who shaII put an end to the war started in that age Iong past, Samurai Jack!”

-Aku, “Samurai Jack”     

youtube

(via https://www.youtube.com/watch?v=OJPuZ3fveGI)

8

Aaaand here’s more crossover for SVTFOE x STF in comic haha~ I’m gonna title this one “Cellphone” hohoho… the last one was a bonus sketch. I just love drawing exaggerated battle stances.. XD @txtmodernsofia @clarichi @katzelicht @hains-mae

The Big Chomp

Backstory: so we’re playing the Tyranny of Dragons campaign and through dumb decisions and deliberately ignoring DM hints, we end up right in the middle of a big ol’ cult layer full of bosses and enemies. We’re kind of screwed. Our lovable bugbear fighter, our evil and horny elven sorcerer, and me our Far Too Chaotic dragonborn Cleric or Tymora.

Our Bugbear Fighter takes out the boss pretty quick but we’re still surrounded by 12 Kobolds and 2 Beserkers.

Dragonborn Cleric (Me): Okay so. There’s 6 flying Kobolds yeah?
DM: Yup
Dragonborn Cleric: Okay and how grouped together would you say they are?
DM: Oh they’re huddled up, Bugbear scared the shit out of them.
Cleric: Oh fantastic. I cast spiritual weapon
DM: Alllrighty what’s your weapon.

Cleric: A giant copy of my head
DM: … What.
Cleric: Tymora doesnt have any weapons associated with her. So I want to summon a gigantic floating version of my head right beside these flying kobolds.
DM: A-alright. What now?
Cleric: I roll to vore.
DM: Oh god.

*rolls high enough*
*hits every kobold down to one hp*

DM: Okay, god. All the flying Kobolds look like theyre dying and the non-flying Kobolds are so stupid they’re just attacking this big ghostly head.
*On my next turn *
Cleric: So now alllll the kobolds are grouped around the head yes?
DM: Jesus, yes.
Cleric: I roll to cronch

*rolls high*

DM:… In one mighty chomp you have managed to vore every single kobold to death in your mighty ghostly jaws. The big head swallows, satisfied, and the beserkers look distinctly ill
Sorcerer: I don’t know about anyone else but I’m aroused