universal symbolism

So you’ve made a spell jar….now what?

I was recently asked what to do with a spell jar once it’s made. I thought my answer would be simple, but the more I wrote, the more I realized it wasn’t. So here’s a guide for those that need it showing what to do with different bottles depending on your intent.


Positive influence on yourself or in your life:
-Place somewhere you will see it very often, like a sunny window, bedside table, desk, or altar. Seeing it every day will help strengthen your intent and remind yourself why you made it.
-Place somewhere that you meditate. If you meditate regularly you can take a few moments during that time to hold the jar and focus on the spell, the result that you want, and how to help make that happen.
-Keep it on your person throughout the day. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. It will act as a conductor for the positivity that you want.

Beauty/Glamour:
-Place on vanity or in bathroom. Placing it at the central point of your daily beauty routine will maximize the use of the spell bottle.
-Keep in makeup bag/kit. Keeping it in a container with all of your beauty supplies will infuse it’s intent with everything inside.
-Stash inside your dresser or closet with the clothes that correspond to your spell (date clothes, party/club clothes, formal wear, lingerie).
-Bury in a pot of flowers and keep by a mirror you use for your daily beauty routine. Flowers are a universal symbol of beauty and having something living channel your spell makes it much stronger.
-Keep it on your person throughout the day. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. Keeping the jar close to you will help influence the beauty spell/glamour longer and stronger.

Weight Loss/Gain and Exercise:
-Stash inside your gym bag/locker. It will serve as a boost right before you work out.
-Keep with your food. If you are using it to control eating habits, keep it in your pantry/fridge IN FRONT of all of your food. It will be a barrier between you and your food. You’ll have to get past the jar before you touch anything else.
-Keep it on you’re kitchen table. If you are using it to battle eating disorders and/or increase your eating habits, place it where you eat all of your meals.
-Take it with you while you move. If you like to ride your bike for exercise, use an unbreakable/break resistant bottle and tie it to your bike. If you like to walk/run with your kids in a running stroller, put it on the stroller where your child can’t reach it.
-Store it with your work out clothes. The spell will bleed over into the clothes so that you have it whenever you put them on.
-Keep it on your person. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. It will influence you as well as remind you of our goals all day.

Influence Relationships:
-Place in the heart of your home. If you are trying to influence your family or the relationships within, keep it where you’re family spends time together the most (kitchen, livingroom mantle, game room, dining room). If you can’t practice openly at home, use a container that is pretty and not see through, fill it completely so it doesn’t rattle, and glue it shut. That way, to everyone else, it will just be pretty decoration.
-Give it as a gift. Decorate the bottle and give it as a gift to the person whose relationship with you, you want to influence.
-Keep next to their photo. Keep it next to a photo of the person you wish to change your relationship with.
-Keep it on your person. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. The bottle will work it’s magic whenever you are around the specified person.

Health:
-Stash in the bedroom. Placing the jar on your nightstand, under your pillow, or under your bed will allow health spells to work while you sleep, especially if you are bedridden.
-Store with your medicine. If you have to take medication regularly, store it with your meds.
-Keep next to your drinking water. If you use drinking water that isn’t from a tap, store the jar where you store your water. The spell will bleed into your drinking water to influence your health.
-Keep it on your person. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. If it is on your person, it can influence your health all day, healing you or protecting you from an illness that is spreading.

Dreams:
-Stash in the bedroom. Placing it on your nightstand, under your pillow, or under your bed will keep it close while you sleep so it can influence your dreams.
-Store with your pajamas. Storing it with the clothes that you sleep in will infuse them with the spell’s energy (unless you sleep naked of course, but I don’t need to know about that). 

Wards/Banishments:
-Keep it on your person. If the jar is small enough, it can be kept on you inside a purse/bag, coat pocket, or as a necklace. It will act as a shield to keep away whatever you want.
-Bury it in your yard. If you are just trying to banish something/someone from your life or ward them away from your home and family, bury it in your yard. It will act as a shield.
-If you are trying to banish something/someone and send them far away from you, bury next to train tracks.
-If you are trying to banish thoughts or habits or trying to forget something, bury it in a cemetery. If you can’t bury it in a cemetery, bury it somewhere in the woods and forget it’s location.


If anyone wants to add something that I missed, please feel free!

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I had to draw my sweet child

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“Let’s just say that there are a few places within the Shadowhunters universe that are more symbolic than others, and we see these two characters reunite once more in the final act at a place where they may hold some special memories from earlier in the season.” 

Hello Tumblr~!
I just wanted to share with you this beautifull thing I have made by Fuki_ink 
It means world to me. Every single thing in this tattoo is important to me somehow. I dont have to say how much I love this piece of art!It’s gonna stay with me to the end of my days and I’m very happy about that. 

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The Tyet is an ancient Egyptian symbol of the goddess Isis; its exact origin is unknown. 

In many respects the tyet resembles an ankh, except that its arms curve down. Its meaning is also reminiscent of the ankh, as it is often translated to mean “welfare” or “life”.

It is mentioned in the 156th spell for the Book of the Dead:

”You possess your blood, Isis, you possess your power, Isis, you possess your magic, Isis. The amulet is a protection for this Great One, which will drive off anyone who would perform a criminal act against him.”

Interestingly enough, it has the same shape as the magnetosphere, which protects Earth against the relentless Solar wind.

I took a break from homework to cry over the fact the next Trials of Apollo book comes out next year. (ಥ﹏ಥ) Meg is a blessing I love my child so much. I’ll color and fix it up later I got work to do (눈_눈)

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.

i feel like. yall forget that SU is actually a kid’s show ??? its not a novel. not an hbo show or netflix show. its a daytime cartoon that kids tune in to bc they like the bright colors and the cute music !!! stop blaming the show for not filling your over the top expectations !!! you are not the target audience !!!

On this day in 1886, the Statue of Liberty was officially dedicated, becoming a universal symbol of freedom and democracy. In 1924, it was designated as a National Monument and the National Park Service has been caring for the colossal copper statue since 1933. Happy birthday, Lady Liberty! Photo courtesy of Michael Bissel.