12 The Hanged Man – Surrender, new perspective, enlightenment; Reversed: Stubbornness.
13 Death – The end of something, change, the impermeability of all things; Reversed: Limbo
14 Temperance – Balance, moderation, being sensible; Reversed: Impatience
15 The Devil – Destructive patterns, addiction, giving away your power; Reversed: Freedom
16 The Tower – Collapse of stable structures, release, sudden insight; Reversed: Control
17 The Star – Hope, calm, a good omen; Reversed: Darkness
18 The Moon – Mystery, the subconscious, dreams; Reversed: Paranoia
19 The Sun – Success, happiness, all will be well; Reversed: Failure
20 Judgment – Rebirth, a new phase, inner calling; Reversed: Regrets
21 The World – Completion, wholeness, attainment, celebration of life; Reversed: Incomplete
Suit of Swords
• Other Names: Staves, arrows, spades
• Element: Air
Attributes: Active, male
Astrological Signs: Gemini, Libra, Aquarius
• Direction: West
Season: Pagan – Spring / Esoteric – Autumn
• Self: Mind, thoughts, intellect
Jungian Function: Thinking
Body Part: Head
Qabbalistic World: Yetzirah – the Formative World
Air is seen as the intellect, logic and reasoning. An active element, Air circulates and so cleanses; it carries your thoughts and dreams; is also expansive when hot and is said to be expressive. Your mind or thoughts can be seen as clear or clouded; speech requires breath, which requires air.
Swords represent logic, the mind and your thoughts. They deal with problems and troubles, planning, communication, ideas, your intellect and how you use it. They represent your daily and life struggles, problems in general. The very nature of a sword is aggressive and warlike. Combined with the swiftness of air, the combination can see situations arise quickly. The ability to see clearly means resolution is quick also. Swords people are great thinkers. You will find them in study, research, academia, the sciences, law courts and libraries. They love to learn and live to do it in any capacity.
Keywords: decisions, worries, problems, issues, tension, communication, intelligence, disagreements; arguments, logic, reason, cognition, ideas, inspirations, balance, equilibrium, the mind, mentalism, thinking, facts and figures, definition.
Reversed: vicious, ruthless, manipulative, cold, unemotional, spite and malice, accidents, inertia, indecision, confusion, mental blockages, biased, illogical, mental health issues, negative life changes.
Suit of Cups
• Other Names: Chalices, Grails, Cauldrons, Hearts, Vessels
• Element: Water
Attributes: Passive, female; cold, wet
Astrological Signs: Pisces, Cancer, Scorpio
• Direction: East
Season: Pagan – Autumn- / Esoteric – Summer
• Self: Emotions, love, receptivity
Jungian Function: Feeling
Body Part: Heart
Qabbalistic World: Briah – the Creative World
Water is seen as the emotions, your feelings, and your intuition. Considered passive, water can be deep or shallow; you like the ocean, are responsive to the moon; your tears can rise and fall; out of control, your emotions flood;
Cups represent your emotions, feelings, your subconscious, intuition and psychism. They deal with love affairs, all relationships, inner expression, your reactions or responses and the pursuit of happiness. Generally passive and not outwardly extrovert, creativity through expression are some of the traits of this suit. Careers are usually in the arts or creative pursuits, they are, poets, painters, florists and designers, nurses, social workers and care-givers. Cups people are happy in the background doing their own thing, though they are often actors distinguishing the limelight from private time like no others.
• King – Repression of deep feelings, possible alcoholism; Reversed: Selfishness
• Queen – Emotionally nurturing, intuitive, sensitive; Reversed: Ignorance
• Knight – Romantic, adventurous, following one’s heart; Reversed: Pessimism
• Page – Creative, inspired, learning artistic skill; Reversed: Gloomy
• Ace of Cups – emotional fulfillment, joy; Reversed: Indifferent
• 2 – Partnership, mutual attraction, compatibility; Reversed: Abandonment
• 3 – Celebration, fun with friends, laughter; Reversed: Jealousy
• 4 – Boredom, dissatisfaction with what is being offered; Reversed: Avoidance
• 5 – Dwelling on the negative, self-pity; Reversed: Alienation
• 6 – Sentimentality, kindness, help; Reversed: Discouraging
• 7 – So many choices, indecision, getting lost in fantasy, wishing and dreaming; Reversed: Lethargic
• 8 – Abandoning something in search of something better, vision; Reversed: Sacrifice
• 9 – Indulgence, self-satisfaction; Reversed: Disintegration
• 10 – Emotional bliss, happiness, attainment; Reversed: Disruption
Suit of Wands
• Other Names: Batons, Staves, Rods, Clubs, Staffs, Scepters
• Element: Fire
Attributes: Active, masculine; hot, dry
Astrological Signs: Aries, Leo, Sagittarius
• Direction: South
Season: Pagan – Summer / Esoteric – Spring
• Self: Will, actions, desire
Jungian Function: Intuition
Body Part: Genitals
Qabbalistic World: Atziluth – the Archetypal World
Fire is energy and action, passion, drive and ambition. An active element, it can cause permanent change; is expansive; can be aggressive; is pro-active and undeterred.
Wands represent creativity, energy, passion and action. They cover your spiritual pursuits, your career and creative projects. Leadership, self-growth and general optimism are some traits of this suit. Careers are usually in business, they are leaders, entrepreneurial & sales focused. Wands people like to get ahead and are generally pro-active in all their activities. With an unrivaled healthy vitality, they are often accomplished sports people.
Keywords: intuition; creativity; vitality; sexuality; spirituality; vision; energetic; outgoing; impulsive; motivational; pro-active; spirit and spirited; optimistic; enterprise; commerce; business; careers; opportunities; the thrill of the chase; competitive; growth; personal development; inspirational; enthusiastic; sexual; passionate; action; movement; initiation.
Reversed: rash; impetuous; ruthless; greedy; narrow-minded; hyperactive; brash; manipulative; conniving; mean-spirited; overly optimistic; risk takers; heartless; aggressive; selfish; misleading; sadistic; distrusting of others.
• King – Career focused, mature, passionate; Reversed: Impostor
• Queen – Confidant, focused, has zest for life; Reversed: Fatigue
• Knight – An adventurous risk taker who follows his passions; Reversed: Apathy
• Page – newly inspired, excited about life and work; Reversed: Passive
• Ace of Wands – New beginnings, creative spark, fertile ideas; Reversed: Unpromising
• 2 – Contemplation, assessing one’s life direction; Reversed: Dispute
• 3 – Reaping the rewards of your efforts; Reversed: Idleness
• 4 – Celebration, safety, the home; Reversed: Discord
• 5 – Competition, minor struggles or disagreements; Reversed: Timidness
• 6 – Success, accolades and achievement; Reversed: Disapproval
• 7 – Feeling defensive and on guard; Reversed: Yielding
• 8 – Speed, things manifesting quickly; Reversed: Stagnation
• 9 – Pessimism, gearing up for the worst; Reversed: Weakness
• 10 – Feeling oppressed, exhaustion, too many responsibilities; Reversed: Impractical
Earth is seen as the material, the physical & the sensual. A Passive element, Earth allows growth & production; promotes prosperity; is the foundation on which anything is built.
Pentacles, represent all things material and physical, what you experience using your senses. They deal with your money, business deals, material possessions, your job, arts, crafts, your home & garden. Working hard & getting the job done are attributes of this suit. Pentacle people don’t mind getting their hands dirty whether that’s working with the land or in a factory. Strong & dependable, often found in the trades, removals, farming, landscaping & homemaking.
Color tests for the witchy couple I dreamed about the other day~ Ayline and Sigur! She is a plant witch, specialized in potions and he is a soldier for the wizard army protecting their realm from monsters.
A list of magic weapons and items specially designed with fighters in mind.
Beacon of Heroism
Wondrous Item (neck), Rare, requires attunement by a fighter
A gold amulet with an amber gem clasped by a dragon claw. When you use your Action Surge, all enemies in a 40 ft. radius that can see you must make a CON saving throw with a DC of 15 or become blinded for 1d4 rounds.
A belt of deflection comes in three different materials, each with a slightly different property.
Snakeskin: The wearer has resistance to piercing damage.
Tiger Fur: The wearer has resistance to slashing damage.
Rhino Leather: The wearer has resistance to bludgeoning damage.
Cape of the Oracle
Wondrous Item (back), Rare, requires attunement
A knee-length, rectangular purple cape with intricate swirling patterns converging on a large central eye motif. The cape alerts the wearer’s intuition whenever an attack comes from their rear. Flanking attackers do not gain advantage on attack rolls against the wearer, and simply being behind the wearer does not grant advantage as if the attacker was unseen.
Magic Weapon (warhammer or maul), Very Rare, requires attunement
A heavy hammer with a head that looks like a giant ram’s horn, with the cross-section of the base forming the front face of the hammer. The weapon is treated as a +1 magic weapon. Whenever the attuned creature hits an enemy with the hammer, the creature must make a STR saving throw with a DC of 16 or be knocked backward 5 ft. On a critical hit, the creature is automatically knocked back 15 ft. and falls prone.
A pair of supernaturally heavy gloves that look and feel like lead, yet are malleable as leather. While wearing the gloves, the attuned creature deals 1d6 base damage when making unarmed attacks with their fists. Also while wearing the gloves, spellcasters have a 25% chance that any spell that they cast fails. This damage does not stack with other bonuses to unarmed damage such as from a monk’s Martial Arts feature or the Tavern Brawler feat.
Magic Weapon (any), Rare
This weapon is wreathed in a set energy type chosen when the item was created. Variations include fire, cold, lightning, thunder, acid, poison, necrotic, and radiant. The energy is visible but can be dismissed as a free action. When the weapon’s wielder hits with an attack, the weapon deals a bonus 1d4 damage of the energy type.
Energy Burst Weapon
Magic Weapon (any), Very Rare
This weapon acts like an Energy Weapon (see above) but on a critical hit it deals 1d4 energy damage of the same type to all enemies within 5 ft. of the enemy struck.
Energy Blast Weapon
Magic Weapon (any), Very Rare
This weapon acts like an Energy Weapon (see above) except once per short rest, the wielder can speak the command word and use an action to fire a 60 ft. line of energy of the same energy type. Creatures in the area of effect must make a DC 14 DEX saving throw to try and dodge it. Creatures that fail their save take 8d6 energy damage or half that much damage on a successful save.
Magic Weapon (any melee), Uncommon
Once per short rest, this weapon’s range increases by 5 ft. for one round.
Gauntlets of Inevitability
Wondrous Item (hands), Rare, requires attunement
A pair of metal gauntlets studded with tiny claws on the back of the hand. They seem to guide your hands towards those trying to escape you. Creatures taking the disengage action to move outside of your threatened area still provoke an attack of opportunity as if they had not used the disengage action.
This bucket helmet has a single opal in the center of the forehead. The wearer has blindsight but only with a range of 5 ft.
Magic Weapon, Uncommon
This weapon in its basal form is a glob of silvery clay. With a command word, the wielder can cause it to change its shape into any nonmagical weapon that the wielder can imagine. Regular rules for proficiency apply when wielding a weapon. The weapon still counts as magical when taking the form of a nonmagic weapon.
Pauldrons of Wailing
Wondrous Item (shoulders), Rare, requires attunement by a fighter
These shoulder guards are made of iron and depict screaming ghouls with sharp teeth. When the attuned creature uses their Second Wind ability, all creatures in a 10 ft. radius must make a DC 17 WIS saving throw or become frightened for 1 round.
Magic Weapon (any Finesse weapon), Very Rare
This weapon is bright silver and sparkles with veins of blue light. The weapon is treated as a +1 magic weapon and when the wielder lands a critical hit, the hit becomes a regular hit and then the wielder gains another attack immediately afterward against a creature within 5 ft.
Sandals of the Surging Waves
Wondrous Item (feet), Rare, requires attunement by a fighter
This set of calf-height sandals are patterned with undulating strips of tough fish leather lined with satin. When the attuned creature uses their Action Surge, an illusory surge of water follows you in your wake. Until your next turn, your movement does not provoke attacks of opportunity and creatures you pass through must make a DC 15 STR saving throw or be knocked prone.
Wondrous Item (head), Rare, requires attunement by a fighter
A gold crown with a starburst motif at its front depicting rays of light emanating from a rearing lion. When the attuned creature heals themselves with their Second Wind ability, all allies within 20 ft. of the creature heal for an equal number of hit points.
This blade produces two spectral duplicates, one red and one blue, that float a few feet away from each other with a command word. The weapon itself is a +2 weapon. When the attuned creature makes an attack against a creature with the Trifold Blades, they may also choose to let the attack affect a creature to their immediate left and immediate right. The secondary attacks use the same roll as the original attack against the new targets’ AC. The shadowy blades can be withdrawn as a free action.
Wheel of Pain
Magic Weapon, Very Rare, requires attunement
This thin wheel has spikes emerging from its circumference. The wheel can be used as a martial melee weapon with 1d8 slashing base damage. The wheel can also be thrown up to 30 ft. away to deal similar base damage. Once thrown, the wheel spins wildly in place and obeys the attuned creature’s mental commands. The wheel can be moved up to 30 ft. as a bonus action on the attuned creature’s turn, attacking all creatures’ spaces it travels through. The wheel can only move in a straight line in this way. When the wheel attacks a creature in this way, it uses the attuned creature’s proficiency modifier plus their CHA modifier for the attack roll, and the CHA modifier for the damage roll. If not commanded in any way, the wheel spins in place and threatens the space it is in. The wheel will stop moving if the attuned creature wills it to stop, or after 5 rounds.
There have been a lot of weird, quirky one-off characters with stupid, ridiculous weapons in RWBY, but my favorite is still Flynt and his gun trumpet.
Look at this idiot
This is how he dresses to an organized fighting tournament between what are basically national military academies for people with superpowers. “Hmm, I’m going to be fighting highly-trained fighters who can summon explosions, move faster than sound, and control objects with their mind, what kind of armor should I wear to that…got it. Fedora, shades, and a vest. Oh, and an untied tie for good measure.”
That fucking trumpet is his weapon too. People in this show wield scythes bigger than themselves, gloves and boots that double as magical fireball shotguns, floating swords they can control with their minds, and this moron decided to take a trumpet, stick a trigger and grip on it, and call it a day.
And the dumbest part is it works
YOUR MAGICAL ABILITIES ARE NO MATCH FOR THE POWER OF JAZZ
MY SOLOS ARE LITERALLY ON FIRE
Like everyone else in the show, he has a special ability on top of his ridiculous weapon. What is his ability? Is it something musical? Something that has to do with waveforms? Something that makes sense? Nope, it’s him playing with himself.
HE TURNS INTO HIS OWN FUCKING BAND
IT’S BASICALLY A DELUXE VERSION OF BLAKE’S SEMBLANCE SINCE HIS CLONES CAN ACTUALLY FIGHT
JAZZ BAND MOTHERFUCKER
In a world of superpowered crazy people with giant illogically powerful weapons, Flynt Cole is a man with a trumpet, a hat, three clones of himself, and all the jazz his soul can muster.