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#theurgy comic
theurgycomic · 7 days
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big snz time
early pages over on patreon!
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midgart · 4 months
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cozy winter boys ouo
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internetcowboi · 2 years
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Fanart of Des from @theurgycomic! Such a good read, and I looooove the character designs
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mask131 · 2 years
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Magical summer: Goetia
GOETIA
Category: Demonology
When I say “Goetia” you probably think “Ars Goetia”, thanks to Helluva Boss and Hazbin Hotel… But in truth the “Ars Goetia” is but a small fragment of what the term “goetia” truly covers.
Goetia was actually a common term back in medieval and Renaissance Europe. In France we were lucky because the word evolved in our language, became “goétie”, but in English the word stayed stuck in its original Latin form, “goetia”, itself derived from the Greek word goeteia (charm/witchcraft). Christianity at the time recognized generally two different types of magic, two types of magical craft or occults arts. One was the “good magic”, aka the “theurgy” (theurgia), the art of speaking with benevolent spirits (such as angels) and summoning divine powers (such as those of the saints or of the Virgin Mary) in order to do things making you closer to God. Also called the “natural magic”, it was not exclusively found in Christianity and was widespread (for example the Kabbalah is a form of Jewish theurgy). However the goetia is quite exclusively Christian.
The goetia is the reverse of the theurgy. An evil and heretical form of magic, the goetia is the art of invoking demons. The goetia practitioner could summon demons to do their bidding, be it a defensive job or an offensive job, and they could also enslave evil spirits to their will. In modern days, this kind of “demon-summoning” is what the common folk refers as “demonology” but in truth the demonology is originally just the study and classification of demons. It was an honorable practice done by clerics or by respected authorities – an illustration of the “Know thy enemy” proverb. The “scientific” study that was demonology and the “witchcraft” that was goetia only got confused because demonology texts have goetia as their main subject, AND because demonology treaties also study and report all the ways to invoke, summon and enslave the demons it lists or categorize. But the true art of summoning demon is goetia.
 However, we cannot ignore the “Ars Goetia”, which was the most famous use of the term in history and greatly helped popularize this concept.
What is the “Ars Goetia”? Some say it is a list of demons. True. Other says it is a grimoire of demonology… Yes and no. But then some (encouraged by the Hazbin/Helluva popularity, and before that by its use in comic books and the like) believe that the “Ars Goetia” is actually the name of a specific group of demons – and this is a big no.
The “Ars Goetia” is a book, yes, but a book that doesn’t stand on its own. The “Ars Goetia” is part of a wider and larger grimoire of demonology AND theurgy, written by an anonymous author during the 17th century. This grimoire is known as “The Lesser Key of Solomon” (though ironically, while it is known by this name, it is not the actual name of the book – its real name is “Lemegeton Clavicula Salomonis”, which means “The Little Key of Solomon”, but people used the more poetic and approximative translation of “The Lesser Key of Solomon”. Other times they shorten the original Latin title and call the grimoire the “Lemegeton”).  Now The Lesser Key of Solomon is divided into five different books, or five different volumes, each one actually describing a different “art”. And “art” in Latin… is “Ars”. One book is the “Ars Notoria” (Notory Art), a series of prayers that gives the magician who says them the gift of eidetic memory and instantaneous learning. Another is the “Ars Almadel” (the Art of Almaldel) which gives recipes and methods to create wax tablets allowing contact with angels through scrying. A third one is “Ars Paulina” (The Art of Paul, aka Paul the Apostle) giving a list of the 24 angels corresponding to the 24 hours of the day, and another list of the 360 benevolent spirits associated with the degrees of the zodiac. Etc…
And one of these five books is called “Ars Goetia”, which simply means “The art of the goetia”. And this volume (which is actually the first part of The Lesser Key of Solomon) gives a detailed list of 72 demons, each of them having a unique name, appearance, specific powers and abilities, as well as a specific ranking. The result makes a complex demonic hierarchy in Hell with Kings, Dukes, Princes, Counts, Marquis and Presidents. The Ars Goetia also contains indications and precisions about the various rituals and magic spells that can be used to conjure, interrogate or banish those various demons. It notably includes for each demon a given sigil.
The Ars Goetia ended up being the most popular and well-know part of The Lesser Key of Solomon (because demons and Hell and dark magic is cool, and who would want to just talk to lame angels anyway, right?), to the point that many people starting thinking (and editing) the Ars Goetia on its own as if it was its own unique grimoire.
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Fun fact: The Lesser Key of Solomon, while well-known and very popular, is not actually a unique production. In truth, The Lesser Key is just a compilation of many other previous grimoires, rewriten and mashed-up together in five volumes For example the "Ars Goetia" volume is actually just an entire rewrite of a previous demonology grimoire called the "Pseudomonarchia Daemonum", with just a few details changed (for example there are new demons that weren't in the Pseudomonarchia, or some ranks are changed, etc...). In a similar way, the other books also tend to be rewrite or rip-offs of previous grimoires, such as "Steganographia", the "Magical Calendar", the "Heptametron" or the "Three Books of Occult Philosophy" by Cornelius Agrippa.
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rainbowd00dles · 5 years
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Gabe and Des from @midgart‘s webcomic @theurgycomic !! 
check it out, i love it so much ! 
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theemeraldotter · 6 years
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Local demon boy gets latte made with love
Des from my friend @tulomnedraws’s webcomic @theurgycomic 
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troubledminnesotan · 7 years
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Quick warm-up drawing of Des from @theurgycomic (super gay you guys should def read)
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henosisfanclub · 7 years
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☆ DisabilityFest 2017 ☆ : Seryal (Henosis Comic) - Partial blindness (left eye). Scars. Asthma.
“ The Way Witch “
Since this is the week of @4c2882‘s birthday, we decided to mix both their passions: their work in Henosis, a fantasy comic in the making, and representation, and work some moodboards and aesthetic post with their characters for DisabilityFest.
[Description: a moodboard on pink with the name of the character, a picture of a cristal, bicolored hair, a piece of strawberrry cake, glitter, a pink cd, pink cream, a painting, and a pink keyboard and  mouse shaped like a heart. ]
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jenngracey · 7 years
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Pania
Here is the final product of @4c2882‘s lovely character Pania! Thank you so much again for commissioning me. I enjoyed creating this so much! 
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awesome22123 · 5 years
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Oh no, that idiot sounds like a lot of people I know
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theurgycomic · 1 month
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Cato you're interRUPTING
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midgart · 1 month
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something like home
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tinypeachkingdom · 5 years
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An exchange in the comments of a mlm webcomic I follow:
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nerdythebard · 3 years
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#13: Doctor Strange [Marvel]
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By the Eternal Vishanti, I welcome you back!
Today we're making the Sorcerer Supreme of the Marvel Universe-616, Doctor Strange. This spell-slinging master of the mystic arts has been my favourite superhero for quite some time now, and I'm always excited whenever we get something related to him. Now, just a quick note – this build is going to be based on the comic book version of Strange, not the MCU one. We're having real spells and incantations, not some thinly-veiled Clarke's Third Law. #LetMagicBeMagic.
Next Time: The Gods call for us again. The Dragon King blesses us with his presence.
Now then, let's examine what we need to become the mightiest mystic of the Multiverse:
Arcane Artillery: Doctor Strange holds enough mystic knowledge to give Mind Flayers an indigestion. What he doesn't know, he can look up in his Sanctum Sanctorum's library. We need to be prepared to have a spell for almost any situation.
Mystic Fists of Fury: Before opening his Third Eye fully, Strange spent some time in Kamar-Taj under the tutelage of the Ancient One, practising his combat skills in case he was ever in a situation where magic would fail him.
The Old Favourites: Whatever incarnation of the character we encounter, Doctor Strange is almost always certain to have the following items on him: the Eye of Agamotto, the Cloak of Levitation, and occasionally the Book of the Vishanti. After the Last Days of Magic event, Strange found a likeness for weapons like shortswords, staffs, and axes.
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Stephen Strange was an ordinary human, but due to the years of exposure to otherworldly mystic forces, his biology changed to not accept regular human food anymore. This sounds like a good excuse to make him Variant Human. We get a +1 to two abilities of our choice (Intelligence and Constitution), we know how to speak Common and one other language of our choice, we get to pick one skill to be proficient in (Investigation), and we get to pick a feat. The Medic feat gives us a +1 to Wisdom, proficiency with the Medicine skill, and the ability to tend to our party members' wounds on short rests (Medicine check [DC 15], if successful - the player can use the maximum value of their Hit Dice to regain Hit Points).
Although he started as a simple physician, the turning point of Strange's life was his training in Kamar-Taj. He gained skills and knowledge, vast enough to call himself a Sage. From this background, we gain proficiency in Arcana and History, we learn two more languages, and we gain the Researcher feature; when we're to recall a piece of lore, and we don't know it, we usually can figure out where to find the information (be it a library, a temple, or somebody's private collection).
ABILITY SCORES
Intelligence is our primary stat, serving as our casting ability and our pride. Next is Constitution, all casters need to keep it high. We follow that up with Wisdom, lessons of the Ancient One granted us both humility and broadened our horizons.
Dexterity is a little low, but we'll take care of that later. Charisma is next, even after his training was complete Stephen can be a bit of a jerk and refusing to hear anyone but himself. Finally, we'll dump Strength.
CLASS
Assigning a D&D class to Doctor Strange was a very (and I mean very) difficult task. Starting off, I had to disregard his Sorcerer Supreme title, because in D&D sorcerers are born with the ability to wield magic. Strange had to study and practice to get his powers, so that makes him a Wizard. Kamar-Taj is also dedicated to studying the teachings of the Vishanti, a trinity of god-like beings who give the Sorcerer Supreme their powers, so that would make Strange a Cleric. Finally, he also draws powers from deals he made with otherworldly entities (such as Cyttorak, the Faltine, Munnopor, Watoomb, sometimes even Dormammu himself), which screams 'Warlock', except there's no way to incorporate multiple patrons without homebrewing. It wasn't easy, but I am satisfied with what I've created. Hopefully, you'll be, too.
Level 1 - Monk: We start just as Strange started, by honing our body first. Monks get the d8 Hit Dice, [8 + Constitution modifier] initial Hit Points, proficiencies with simple weapons and shortswords, and proficiency in one set of artisan's tools or a musical instrument (I'd go with alchemist's supplies). Our saving throws are Strength and Dexterity, and we get to pick two class skills (Insight and Religion).
Monks start with Unarmoured Defence. When we're not wearing armour, or holding a shield, our AC equals [10 + our Dexterity modifier + our Wisdom modifier]. We also get Martial Arts, which gives our unarmed strikes some more power. We can now use Dexterity instead of Strength for our unarmed strikes attack and damage rolls, we replace our Strength modifier with a d4 for damage of our unarmed strikes, and if we use the unarmed strike (or a monk weapon) on our turn as an Attack, we can use a bonus action to make an extra unarmed strike.
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Level 2 - Monk: We get more mobile with Unarmoured Movement. Our ground speed increases by 10 feet if we're not wearing armour or holding a shield.
We also get access to the Monk's signature feature, the Ki energy. We start with 2 Ki Points, which we can spend on the following abilities:
Flurry of Blows: Spending 1 Ki Point after making an attack, lets us make two unarmed strikes as a bonus action;
Patient Defence: Spending 1 Ki Point lets us take a Dodge action as a bonus action on our turn;
Step of the Wind: Spending 1 Ki Point doubles our jump distance for the turn, and we can take the Dash or Disengage actions as a bonus action.
Level 3 - Wizard: We finally begin our study of spells and arcane arts.
Unfortunately, multiclassing into Wizard does not give us any additional benefits. We do, however, get Arcane Recovery. Once per day, during a short rest, we can choose a number of expended spell slots and refill them. The number must be equal to half of our Wizard level (rounded up), and the recovered spell slots cannot be 6th-level or higher.
Wizards also start with Spellcasting at their 1st level, and they know both cantrips and ritual spells. Our spellcasting ability is Intelligence, but unlike many other casting classes we do not get a full access to our spell list. Instead, we start with six spells in our spellbook and get two more each time we level up. Then, we can only prepare and use [Our Intelligence modifier + our Wizard level] spells at once. Describing all of those spells we pick would make this post over a mile long, and I've made that mistake with Sypha. To not make this a chore for you guys, I decided that from now on whenever I make a Wizard (or, a build where Wizard is a majority), I will simply list the spells we pick without descriptions. Let's be honest, if not here, you'll certainly find those in a different build. Alright, let's begin! First, we get to pick three cantrips:
Fire Bolt
Mage Hand
Minor Illusion
When it comes to our starting spells, let's take these six. Remember, we can only prepare a certain number, and we start with only two 1st-level spell slots.
Alarm
Detect Magic
Fog Cloud (to represent the Mists of Munnopor from the comics)
Shield (of the Seraphim)
Magic Missile (as a stand-in for the Daggers of Daveroth)
Sleep
Level 4 - Wizard: We get to pick our subclass, our Arcane Tradition. For Strange, who can be any combination of Wizard, Cleric, and Warlock, the best choice is to pick Theurgy from 2017 Unearthed Arcana. Theurgists are religious magic-users, who focus more on the arcane research rather than prayer and worship.
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With Divine Inspiration, we get to select a Cleric Domain and a deity we wish to follow. Ask your DM if it's possible for you to worship three gods as a collective, a magical triumvirate. For your own Vishanti I suggest Mystra, Mother of All Magic, Azuth, the Lord of Spells, and Savras, the All-Seeing. For a Wizard, I'd say there's no better choice than Knowledge Domain.
We also get Arcane Initiate, which lets us replace spells we learn as we level up with the cleric spells of our chosen domain. What's cool about that feature is, other wizards cannot copy those spells from our spellbook. If we get all of our chosen domain's spells, we can keep replacing spells we learn with spells from the Cleric spell list.
Finally, we gain the Cleric's unique skill - Channel Divinity - except in our case it becomes Channel Arcana. We start with two effects: Divine Arcana and the effect granted by the chosen domain. Unlike Clerics, we can use the Channel Arcana once per short or long rest.
Divine Arcana lets us use a bonus action to control the flow of magic in the area. The next spell we cast gets a +2 to its attack roll or saving throw DC.
Knowledge of the Ages grants us quick insight into a skill we're not familiar with. For the next 10 minutes, we're proficient with one tool set of our choice or proficient in one skill we choose.
We gain one more 1st-level spell slot, and for this level's two spells let's get Feather Fall, and Command from the domain list.
Level 5 - Wizard: At this level we unlock 2nd-level spell slots, and we can access 2nd-level spells. Let's get Hold Person (for Strange's famous Crimson Bands of Cyttorak) and Icingdeath's Frost from 2021 Unearthed Arcana: Draconic Options (for the Icy Tendrils of Ikthalon).
Level 6 - Wizard: Time for our first Ability Score Improvement! As is the rule of thumb with all Wizards, boosting our Intelligence is a priority. That's what we shall put the 2 points into.
For this level's spells, we get another cantrip (Light), and let's take Locate Object and Mirror Image (to represent the Images of Ikonn).
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Level 7 - Wizard: We unlock 3rd-level spell slots. Let's get Dispel Magic, and we can get Fly to finally get a representation for our Cloak of Levitation.
Level 8 - Wizard: We get our first subclass upgrade. Arcane Acolyte grants us the 1st-level benefits of our chosen domain. For Knowledge domain, it's Blessings of Knowledge; we learn two languages of our choice and get proficiency in two skills... which we pretty much are proficient in already. To not waste a feature, ask your DM if you can double your proficiency bonus for those two skills instead. If you get a 'yes', pick Arcana and Insight.
For this level's spells, let's get Counterspell and Magic Circle.
Level 9 - Wizard: From here, we get access to 4th-level spell slots. Banishment and Dimension Door seems like exactly what we need to keep enemies at bay and have fun with portals.
Level 10 - Wizard: Halfway through the build, and we get an ASI. Let's cap our Intelligence at 20, with those two points.
For this level's spells, let's grab Arcane Eye and turn back a little and get Speak with Dead from our domain list, as it is one of few spells not available to Wizards.
Level 11 - Wizard: We get access to 5th-level spells. With Contact Other Plane and Legend Lore, we become an even bigger magical know-it-all to aid our party.
Level 12 - Wizard: For our subclass upgrade, we get Arcane Priest, which grants us the Knowledge Domain's 6th-level benefit - Channel Divinity: Read Thoughts. One creature within 60 feet of us must make a Wisdom saving throw, or grant us access to its surface thoughts (emotions and active thoughts, no deep secrets or hidden motives) for 1 minute. During that time, we can also use our action to cast the Suggestion spell on the target; they fail their saving throw automatically.
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We also get our final cantrip for this build (Sword Burst), and we get two more 5th-level spells: Planar Binding and Wall of Force.
Level 13 - Wizard: We unlock 6th-level spells. With Globe of Invulnerability and True Seeing, we upgrade our Shield of the Seraphim and give our Eye of Agamotto even more mystic abilities (as it should have had!)
Level 14 - Wizard: Time for another ASI! Let's put one point into Constitution for better HP chance, and one into Dexterity.
Arcane Gate finally gives us a proper yellow sparkly portal thingy, and let's get Chain Lightning for some much needed offensive capabilities.
Level 15 - Wizard: We're getting into 7th-level spells at this level. Mordenkainen's Magnificent Mansion allows us to recreate our very own Sanctum Sanctorum, and with Project Image we can get Strange's Astral Projection.
Level 16 - Wizard: At this level, we get our final subclass upgrade (and we cross the 100 HP mark, yay!). Arcane High Priest grants us the Knowledge Domain's 17th-level benefits. Visions of the Past lets us spend at least 1 minute of meditation to receive information about a specific object we're holding, or our immediate surroundings:
Object Reading - we learn of the object's previous owner. We know how the person came into contact with the object, how they lost it, and a significant even in their life tied to the object.
Area Reading - we see the events that transpired in the specific location (up to 50-foot cube), going back a number of days equal to our Wisdom modifier.
For this level's spells, let's get Plane Shift and Teleport to double-down on Strange's interdimensional travels.
Level 17 - Wizard: Time for 8th-level spells.
Illusory Dragon is a nice nod to the great "Doctor Strange and the Sorcerers Supreme" series (go check it out, it's awesome!), and Maze is another good banishment-type spell to have. Just don't use it on minotaurs.
Level 18 - Wizard: For our final ASI, let's put two points into Dexterity, leaving us unfortunately with an odd number (hopefully, you'll manage to find some ability-increasing item or benefit in your adventure).
For this level's spells, let's grab Power Word: Stun and Demiplane is a good combo to immobilize a foe and send it to the Shadow Realm Mirror Dimension.
Level 19 - Wizard: We unlock the pinnacle of D&D arcane, the 9th-level spells... that is, unless your DM introduces High Magic, which is... whew, a league of its own.
Time Stop and Foresight give us those Time Stone abilities (for all you MCU degenerates. Yes, I know what I said, but Strange was given the Time Stone in his new run, so I did not lie!)
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Level 20 - Wizard: Our capstone is Wizard 18, which gives us the Spell Mastery feature. We get to choose one 1st-level spell and one 2nd-level spell from our spellbook and make them our signature moves; we can now cast them at will, without expending a spell slot. Shield and Hold Person seems like a good choice here.
For our final spells of this build, we cannot go without Astral Projection, and let's get Imprisonment a chance.
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And there we go! Doctor Strange, Master of the Mystic Arts. Let's see what we've created:
First of all, we're the epitome of Wizard, we're a great utility caster and a pretty good support, with Internet-like capability of finding information. We're don't have a lot of damage-dealing abilities, like Sypha did, but remember - Wizards also get spell by finding them in the world and copying them in their spellbook. This here is only what we get automatically. Go and roam the world in search for that Fireball!
We have AC of 14, but with Shield (and later making it pretty much permanent) it can get up to 19, and we have 130 Hit Points on average. Our speed is also a little better, with 40 feet of movement (plus flying thanks to the Fly spell).
Unfortunately, our Charisma and Wisdom are not great, so those saving throws might be difficult. Our Strength is also not the greatest, so we're pretty much forced to fight with magic.
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And that is it! Next time, we return to SMITE for a few builds, as I absorbs information about Fire Emblem: Three Heroes. Also, the game devs just released a teaser for Morgana le Fay, and my first reaction was 'Hexblade Warlock'. Do you agree?
Anyway, hope you enjoyed it and your day is going great. I'll see you next time!
- Nerdy out!
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bluesrrgents · 4 years
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whats the comic youre reading?
theurgy by midgart!! i read it on tapas but they have a patreon, and i’m fairly certain they post it on here too
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emerald-fire-3510 · 5 years
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SO LIKE, WE ARE UNDER TORNADO WATCH AND FLASH FLOOD EMERGENCY AND I GOT HOME FROM WORK AND
GUESS
WHAT
This AWESOME STUFF I bought literally like, four days ago???? Came WAY faster then I thought it would and now I have it and I am SO fuckin happy
I bought it all from the AWESOME Artist @midgart, who has two lovely comics out, one is ongoing called "Theurgy"(an awesome-and I quote- "BL comic about a lazy demon and the idiot who accidentally summons him. Des isn't very good at collecting souls and Gabe isn't very good at dealing with a demon in his living room. Somehow, they'll make this weird relationship work." The story so far is fucking HILARIOUS and it's currently one of my favorite ones out there right now, ngl. You can find it here. Go check it out. I demand it.
Their other one is called "Rainflower" and it's fucking pretty and I adore it and it's really cute. "A BL comic about a clueless, but cheerful human puppy who falls in love with a temperamental, hard-working flower-lover." Literally a fantastic, short comic. You can find it here.
Seriously guys, go give this person some Hard Core love. Their art is pretty, their comics are adorable, AND they ship Drarry(see all that fuckin DRARRY I bought. So worth. So. Worth. It.)
This is your overenthused PSA from a Very Happy Person.
Very Happy Indeed.
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