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Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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daily mtg edit āµ 20. sow with blood
ā³ I'll let you decide whether my flavor text is a joke about this card being terrible. As you can see, I'm always trying to make Rampant Growth cheap again. It's not going to happen. Stop trying to make it happen, self! Oh well, flavor is strong here.
daily mtg edit āµ 43. tyr, sovereign general
ā³ This particular card is inspired by an important NPC in a Dungeons and Dragons campaign! Tyr is an agressive Tabaxi general who leads the soldiers of the Raze Empire in the Kingdom of Abjur. Known as the Fyrewatch, their speciality is burning- whether it be enemies, monsters, unruly magical forests, or deserters. As a new designer, I struggled with balancing this card- should he make tokens upon ETB? Or have haste? I think having a decent body to go along with a recruitment effect makes our pal Tyr an efficient protector of his men and a force in his own right!
School of Innovation: D&D Homebrew
This is a homebrew wizard subclass for D&D 5th Edition. Enjoy!
SCHOOL OF INNOVATION
Innovative Spellcreation
Starting at 2nd level, you can attempt to combine spells you already know to create magics unstudied by the academic world. At the end of a long rest, when preparing spells from your spellbook, you may attempt to prepare an Innovation of a spell level that you can cast, using spells from your spellbook. An Innovation consists of two other spells whose combined spell levels are equal to the level of Innovation you wish to prepare. For example, you could attempt to prepare an third-level Innovation consisting of Flaming Sphere (2) and Sleep (1). Cantrips count as level zero for these purposes. You cannot create a spell higher than 9th level this way. Your DM rolls on the Innovation Table and uses their best judgement to determine the outcome of your attempt. Irrespective of the outcome, you must count this attempt as one prepared spell. Innovations leave your spellbook at the end of each long rest.
Elementary Inspiration
When you grow to 6th level, choose three cantrips from any class list, only one of which can deal damage. Add a first-level spell to your spellbook which has the text and properties of all three cantrips. All three of the cantrips will come into effect each time you cast this spell.
Boundary Breaker
Starting at 10th level, when you attempt to prepare an Innovation, you may select spells to combine from the spell list of any class, not just from your spellbook.Ā
Advanced Spellcreation
Starting at 14th level, you may attempt to prepare two Innovations at the end of each long rest. Your DM rolls on the Innovation Table separately for both attempts, and you learn the results of the first attempt before attempting the second. You may use spells in both attempts if you choose. Innovation Table:
1āThe prepared spell is secretly a combination of two randomly selected damage spells of the selected levels, which always target the caster.
2āThe prepared spell functions as normal (figure it out), but secretly, the casters' cantrips are each accompanied by a loud squawking noise until the end of their next long rest.
3āThe prepared spell functions as normal, but secretly can't deal more than 2d10 damage.
4āThe prepared spell secretly only functions as the higher level of the two spells, cast at the intended level of the Innovation. If both spells are the same level, choose one at random.
5āThe prepared spell secretly functions as an Innovation of Fireball and Prestidigitation (to create bubbles), wherein a Fireball is cast but is made of bubbles. It deals bludgeoning damage instead of fire damage, but only to fey creatures, creatures made of metal or fire, or creatures with severe allergies.
6āThe prepared spell functions as an Innovation of the two chosen spells plus any first level spell of the caster's choice that could be selected for an Innovation.
7āNo spell is prepared, but the attempting wizard may immediately summon a familiar as if by the Find Familiar spell. Flavor may make this familiar reflect the two chosen spells, but it should have little to no in-game effect.
8āThe prepared spell functions as normal, but can be cast at a range of 50 ft, even if one or both spells have smaller range.
9āThe prepared spell functions as normal.
10āThe prepared spell functions as a conjuration spell, summoning a medium Elemental creature that can't attack under the control of the caster with properties of both spells who must be maintained using concentration for up to 1 minute. Use the Earth Elemental stats as a baseline guide. The Elemental may cast either spell if the caster uses their action to direct it to do so. However, the Elemental cannot cast a spell of 4th level or higher more than once this way.Ā
11āThe prepared spell functions as normal if the caster is hidden from each target of the spell, or if the spell targets the caster. Otherwise, the spell has no effect.
12āNo spell is prepared, but secretly, a magic item with properties of both spells is created in a random location within 20 miles of the attempting wizard. Any use of the spell Find Object within a 40 mile radius of the item during the next 24 hours will locate the magic item instead of its intended target, and any compass used within that radius will point to the magic item. The DM should design this magic item with caution.
13āThe prepared spell functions as normal, but secretly, every time it is cast, the caster must make a Wisdom saving throw with a DC of 10 + the spell's level. If they fail, they are overcome with guilt and cannot cast the prepared spell again for 8 hours.
14āThe prepared spell functions as normal, but has the additional required somatic component of having kissed each target of the spell within the past minute.
15āThe attempting wizard takes Xd8 psychic damage, where X is the level of the spell they attempted to prepare this way. No spell is prepared. Some boundaries of magic should not be crossed this day!
16āSecretly, the next spell cast by any spellcaster within 100ft of the attempting wizard functions as the intended spell. No spell is prepared.
17āThe prepared spell functions as an abjuration spell that can be cast as a Reaction that grants immunity to any damage types relevant to both spells for one round.
18āThe prepared spell functions as normal, but secretly can't affect spellcasters.Ā
19āThe prepared spell functions as normal, but secretly both spells are cast at the level of the Innovation rather than at their base levels.
20āThe prepared spell secretly functions as Mordenkainen's Magnificent Mansion, except all of the servants inside are squirrels, and anyone who enters is polymorphed into a squirrel. The Mansion has properties of both spells. The floorplan is decided by the DM.Ā
Of course, an experienced DM would likely forego this table for one of their own creation! Would you play as a wizard with this school?
daily mtg edit āµĀ 24. abjur, kingdom of the raze
ā³ What omnipresent and omnipowerful empire gets anywhere without a few secrets? The Kingdom of Abjur, center of the Raze's territory, has more than it's fair share. Ruling from the Ignited Citadel and guarded by the highly selective Fyre Watch, Fyrelord and Fyrelady Rajaan are praised and hated in equal measure. When it comes to expansion (of the Fyreguard, of the realm's boundaries, of the Citadel's treasury), there is no price the Raze will not pay. Or rather, no price it's denizens will not bear.

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Nissa Revane ā§Ā magic the gathering
āFor Zendikar and the life it nurtures, for the life of every plane, I will keep watch.ā
Nissa Revane, called Seer and Elementalist and Worldwaker and Zendikarās Chosen, is an eleven planeswalker with the power to connect to the mana-rich leylines of the planes of the multiverse. Wherever she travels, she awakens and breathes life into the world, calling elemental avatars and incarnations of the land itself to her aid. With the assistance of the Gatewatch and the very soul of her home plane, she freed Zendikar from the corruption of the titans. Her deep bond with the pyromancer Chandra Nalaar and desire to protect life across the multiverse have lead to fierce battles, trials, and friendships. But her recent defeat at the hands of Nicol Bolas and fears about selfish motivations corrupting the Gatewatch have turned her path away from theirs and back to Zendikar. āI canāt bear to see another plane broken before I make my own home whole.ā
art sources: [ xĀ xĀ x x ]
daily mtg edit āµ 25. blighthelm, vault of the arctic
ā³ Blighthelm... a fitting name for the crowded, desperate society beneath the scourged, freezing arctic wastes of the Frostlands. Most of the population lives at least partially below ground, even if itās only during the chilly nights. The echoing Underfrost caverns serve as protection from the Wyld ice storms and plummeting temperatures, in addition to being a source of marvelous and magical treasures. Dwarven crystal miners, elven relicseekers, dragonborn ice farmers, and even criminals and refugees can all find a home in Blighthelm. (As long as they can afford to pay the oils fees to keep their fires burning.)
SeneljĆÆĀ ā¢Ā āThe Shrinking Worldā
SeneljiĀ [ SEHN-IHL-JEE ]Ā is a homebrew Dungeons and Dragons medieval-fantasy world and an overarching location for a series of future connected campaigns and one-shots, based on a simple, burning question: How do sentient species respond to the knowledge that their realm is finite, and becoming more finite with each passing year? Iām interested in examining and exploring beyond traditional fantasy tropes, and engaging with the social, cultural, and political institutions and traditions that would arise over centuries spent watching the land shrink before your eyes. Have no fear - the world is vast, and select few ordinary folk concern themselves with distant, unknowable, and greedy borders. But across salty marshes and mist-drowned jungles, coastal cliffs and arid mesas, verdant steppes and arctic wastelands, a few rare individuals are watching: with trepidation, fear, and excitement.Ā
As I move forward with planning and worldbuilding, Iāll continue to share more about the strange and diverse lands that make up this world. Iāve based a lot of my ideas on ancient civilizations, apocalyptic literature, and the idea that fantasy worlds should be as diverse, or more so, than our own.Ā For now, hereās a little more about the fundamentals of Senelji: what governs it and what makes this world tick.