Tumgik
#wizardry
Text
Tumblr media Tumblr media Tumblr media Tumblr media
Vincent Price and Boris Karloff wizard duel to the death
The Raven (1963) dir. Roger Corman
22K notes · View notes
softandwigglybones · 3 months
Text
*reblog for a more universal wizard tower*
Edit: it's supposed to say purposeless area,
11K notes · View notes
Text
Tumblr media
7K notes · View notes
joytri · 7 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
the history of magic
5K notes · View notes
localwarlockunion · 1 year
Text
How about a Wizard Staff that is actually a big magical stick bug familiar
14K notes · View notes
a-mushroom-dev · 3 months
Text
get this post to 10k notes and I'll add a familiar that follows you around in the game.
(Draft designs below)
Tumblr media
Purrrple the cat - @crystal--runeheart
Tumblr media
Oldwin the dragon - @alhex--the--reporter
Tumblr media
Gladius the cat - @the-final-knight
Tumblr media
Smokes the dragon - @a-scientist-reborn
Names, designs etc may be changed, some may not end up in final game, as my plans and the game are very heavily in the drafting stage when it comes to new features.
1K notes · View notes
hideous-armor · 1 year
Photo
Tumblr media Tumblr media
5K notes · View notes
moonlightfaust · 11 days
Text
Tumblr media Tumblr media
BUSIN ∅ ウィザードリィオルタナティブネオ BUSIN ∅: Wizardry Alternative NEO (PS2, 2003)
726 notes · View notes
aeshnacyanea2000 · 3 months
Text
Magic wasn’t difficult. That was the big secret that the whole baroque edifice of wizardry had been set up to conceal. Anyone with a bit of intelligence and enough perseverance could do magic, which was why the wizards cloaked it with rituals and the whole pointy-hat business. The trick was to do magic and get away with it.
-- Terry Pratchett - Moving Pictures
681 notes · View notes
Text
if you ask me wizardry is about hubris.
wizardry is about someone who was once merely a man and now she's a vessel to insane cosmic power.
wizardry is about calling forth the demonic hands of Zulmanos to go put away your laundry because you can't be asked to do it and then getting shocked and annoyed when the foul miasma of the lower planes starts spawning imps in your changing room.
wizardy is about picking fights with dragons and kingdoms and small planets and having 50/50 odds of winning, or of your pathetic mortal frame pop like a fresh grape because you fucked up your defensive runes and now you're a smear of red wearing a very nice robe.
wizardry is the ultimate expression of human power, our ability to shape the world around us to suit our deep desires and our petty whims, and at the same time human weakness, both our physical vulnerability and the various foibles and quirks that make us make mistakes but also make us who we are.
its also about going "heehoo" and scuttling around your tower like a gecko.
4K notes · View notes
dduane · 2 months
Note
I graduated with a meteorology degree recently and I’m curious: have you ever thought about how wizards would respond to climate change?
The short answer: very carefully.
The longer answer:
As would befit a wizard setting out to solve a problem, one has to first fully tease out the various associated difficulties attached around the fringes of the problem... so that you don't (a) make the main problem worse when you start to intervene, and (b) make the ancillary problems worse too. (As one of those unwritten rules of wizardry is There is never just one problem.)
The first thing that becomes obvious is that "climate change" is way too big a thing, with too many causes, to just sit down and construct a wizardry to make the whole thing go away. (Or back to some arbitrary "reset" point.) You have to pick a spot—in the problem-solving sense of the term—to start an intervention that's within your power, or the ability of the group of wizards you're working with, to successfully complete. You also need to check that the wizardry you're planning won't interact badly with one that might already be running in the area, or (later) with a different one that's still in the planning stages. You're going to need to find a way to make it self-sustaining, or to channel sustenance into it from some other aspect of the ecosystem that's already working, with no danger of that other aspect's own persistence being threatened. And if your wizardry affects a large enough region, biome, or number of lives, you're absolutely going to have to clear it with Earth's Planetary wizard.
This isn't just a matter of keeping spell logistics from colliding, either. There are always ethical constraints to consider. And one of the main ones, since we're working in a planetary culture that's mostly sevarfrith, is that whatever intervention you're planning must not be liable to attract attention to itself. When running and producing its desired effects, it must appear (at least on the surface) to flow correctly from the presently understood science surrounding climate change.
For example: if it was possible to construct a wizardry powerful enough to immediately reduce the global average temperature by, oh, half a degree Centigrade—leaving aside the godawful storms and other climatic results that would more or less immediately ensue—such an intervention would play straight into the hands of climate change deniers. These people would (with reason, which you gave them!) promptly start bleating triumphantly, "See, we told you it was a blip!" And in the aftermath of this, sure enough, everybody goes back to their naughty carbon-spewing ways, and you've blown a lot of energy on a wizardry that's come to nothing in the long term... and your Planetary is very out of sorts with you.
What would be seen as far better practice would be to find ways to enhance already-working efforts at specific, targeted reductions or repairs. A wizardly intervention that boosts something of this sort into working a little better, a little faster, than it might have otherwise, will potentially attract far less attention than bolder or more speedily effective moves... and will also in the long run prove far less culturally destabilizing.
(There's a throwaway mention of something thematically similar to this approach in A Wizard of Mars. In this brief bit of background, it's revealed that wizards with puffer brushes and carefully-protected cans of "canned air" make a habit of popping up to the Red Planet in the wake of known dust storms, and blowing clean(er) the solar panels of Mars probes that need a little help of this kind to keep running. The dust storms provide perfectly plausible deniability for the improved operational status: the scientists back on Earth are pleased enough that their probes are able to keep running that no one bothers to question the circumstances too closely: and the wizards get to reassure the probes, en passant, that their ongoing efforts are appreciated. It's a win-win situation all round.)
On the other hand: in situations where current science is as yet unable to detect changes occurring, there's still some room for maneuver. For example, again in Wizard of Mars, there's some discussion of the great 19th-century wizardry now referred to as the Gibraltar Passthrough Intervention. At the time the famous hydromage and Planetary wizard Angelina Pellegrino enacted this work, no Earthly science was capable of detecting except in extremely gross detail exactly what had been going wrong with seawater exchange between the Atlantic and the Mediterranean. And no science then extant was capable of detecting what was going on down by the Camarinal Sill to put the problem right... or at least keep it from getting any worse.
Nowadays, of course, the Passthrough (which I gather from the Errantry Concordance entry is still operational in YWverse-canon) has been running for so long that it's routinely mistaken by oceanic specialists for a natural phenomenon: some kind of historical shift in the thermohalic flows between the Atlantic and the Med, kicked off secondary to (insert handwave here) European subsurface tectonics, or previous ill-understood and undocumented solar mechanics, or some other damn thing. ...Sunspots! That's the ticket; let's blame sunspots. At least the flow between the two bodies isn't getting any worse, and that's what counts, isn't it? :)))))
So the whole point, from the wizardly point of view, would be to enact beneficial change to our planet's current nasty situation in some manner that can't be spotted happening... but also won't upend or cast into disrepute what we already know about climate science. Because seriously, there's a lot to do, and as this emergency unfolds, the planet needs all the help it can get. And sometimes the work of nonwizards of good will is the best, and least entropic, intervention available.
Hope this has shed some light!
313 notes · View notes
Text
Tumblr media Tumblr media
Vincent Price and Peter Lorre
The Raven (1963) dir. Roger Corman
443 notes · View notes
the-final-knight · 4 months
Text
I've finally made it to the Notorious Wizard Island. Though I have no magic I hope the people of this land can stand to tolerate one more sword user.
Greetings I am Selma Delmarvo, a traveling Knight on the search for their next quest. Any and all queries should be directed to the Quest box for inspection and acceptance.
Please, let me know if I can be of assistance in any quests or missions, I'll happily do it for a little bit of coinage.
Don't ask me about my past.
460 notes · View notes
forest-woman · 4 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
490 notes · View notes
abobobo · 5 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
The Famicom/NES port of Wizardry: Proving Grounds of the Mad Overlord (the first game in the series) was co-developed and published by ASCII Entertainment (aka Nexoft) and released in 1987. Jun Suemi designed the monsters for this port and his illustrations grace the trading cards shown here (a partial set only). From my understanding, one random card was included when you bought the game in Japan.
478 notes · View notes
localwarlockunion · 8 months
Text
Apparently I've been doing it "wrong" so now I've got to know...
634 notes · View notes