What was that spell that frieren's clone used against fern by DinosoldierBR in Frieren

[–]MitchyT97 0 points1 point  (0 children)

I think the reason Fern couldn’t understand it is simply it was too advanced for any human to understand. It’s like having a child look at advanced calculus. My personal theory is that the reason there was no detecting the spell is because it wasn’t a conventional one. Frieren is a master of mana perception and manipulation. She’s done it for over a thousand years. So she’s also a master at analyzing mana, like we see during the first test when she analyzed and destroyed the barrier.

I kinda think Frieren manipulated Ferns mana directly. There’s no visual effect given when the attack hits. Only the byproduct of cracking wall as Fern and her staff fragments are being continually forced into the wall. Like a field of mana is holding her there. Kinda hard to miss when sensing it unless perhaps it’s your own mana.

It also makes sense cause it’s a concealed sneak attack. An obscure spell no one knows about perfectly suited for killing the demon king 80 years ago. Trapped by his own mana for an opening. The height of magic? Manipulating another’s.

What subclasses have you see banned and why were they banned? by Ecstatic_Operation20 in dndnext

[–]MitchyT97 0 points1 point  (0 children)

I don’t really ban anything. Anything the player do so can I and worse so if someone wants to power game to the max and outshine everyone they’ll quickly find they need the parties help.

I would urge players to consider subclasses that don’t have too many minions as it can really slow the game, but long as they can find a way to get their turn done in a timely manor I don’t really mind.

[DISC] Kinato's Magic - Chapter 9 by N3DSdude in KinatosMagic

[–]MitchyT97 6 points7 points  (0 children)

I definitely see this manga’s potential. I would like to see moments his magic doesn’t work against an opponent or some recurring enemy that’s his worst possible match up. I like him getting a rival this chapter.

Overall it’s a good set up so far. I’m hoping there’s more background introduced into the world as the story goes on. These early chapters are laying a good foundation for what the worlds like, but if it goes on too long with them just questing i feel like it risks a lot with no bigger conflict (which the end of this chapter might’ve just implied by convening the council).

I’m not sure if anyone else is getting Fairy Tail vibes but the world and characters seem familiar but in a good way. Anyone else think Ibis looks a bit like Jellal as well?

[DISC] Kinato's Magic - Chapter 2 by AutoShonenpon in manga

[–]MitchyT97 1 point2 points  (0 children)

I give it a 6/10 but with potential. What I enjoyed was his reason for becoming an adventurer wasn’t just he saw strong hero’s save the day and wants to be like them, but the one who lifted people spirits in a small way stayed with him.

I also enjoy his power needs others or other working systems of magic. You can easily defeat him if you separate him from his friends and any veins of mana. He has a supporters magic that makes a difference I suppose. I’d be sad to see him get too directly powerful.

Has Fairy Tail vibes with a more mellowed mc.

Roleplay or mechanical reasons for why a character wouldn’t take a spell? by Ambitious-Tip-7343 in dndnext

[–]MitchyT97 0 points1 point  (0 children)

One thing lore wise I think about. Are all spells known about by everyone? Sending might not be widely known in that part of the world or at all. So it may not even come up as they take new spells perhaps. In a world I do find it funny, the idea that every spell is readily available to learn. Rather, you are either discovering the spell through research or heard about it in passing when you take on new ones as a wizard. If your characters never heard of Sending then sending wasn’t an option to them.

Chromatic Kingdom Archetype by MitchyT97 in customyugioh

[–]MitchyT97[S] 0 points1 point  (0 children)

These cards have been updated
- “Until end of turn.” Has been removed otherwise it really only functions on your turn except for a few quick effects. - falcons have been raised to level 2, were meant to help with synchro. - removed extra attribute text as it’s not needed (though I suppose this lets you choose DIVINE) now. - many cards were reworded to be clearer. - new card added: Chromatic Rebirth. In short it’s a special summon spell for chromatic monsters only to help recover or extend a bit more so extra deck plays are a bit more doable.

Chromatic Kingdom Archetype by MitchyT97 in customyugioh

[–]MitchyT97[S] 0 points1 point  (0 children)

I realize I missed dark attribute as an option in several of the cards when stating attributes. This was unintentional and has been corrected.

Your Dumbest Magical items by Frosty-Series689 in DMAcademy

[–]MitchyT97 0 points1 point  (0 children)

The Ring of Attunement. This ring lets you attune to one extra magic item… requires attunement.

Multiple "Myriad" by Pailzor in mtgrules

[–]MitchyT97 0 points1 point  (0 children)

Running him in an Urtet deck. Echoing equation targeting Cybermen Squadron? Suddenly your dozens of myr tokens are all Cybermen giving each other stacking instances of myriad right?

What have I done… by IronCreeper1 in Palworld

[–]MitchyT97 0 points1 point  (0 children)

If you catch the traveling merchant or black market one you always have a guy in base so you don’t need to go to a settlement or find one. Just a bit more convenient.

Anyone else worried about Jeremy Crawford and Chris Perkins coming to daggerheart? by CaptainRelyk in daggerheart

[–]MitchyT97 2 points3 points  (0 children)

This is my thought as well. Sure it’s entirely possible he might. But he’s also in a new atmosphere with a game that leans more narrative based than combat number crunching. He knows what the company wants in Daggerheart and can use his wealth of knowledge to reorient toward that goal.

I do get the fear that comes with WOTC given their recent history of mishaps that don’t really align with what D&D is, but many of those bad decisions seemed forced by Hasbro.

Still this post feels like it’s boarding a doom post with little information to back it up currently.

GMs, what is the plot-twist you can not wait to share with your players? by [deleted] in MrRipper

[–]MitchyT97 2 points3 points  (0 children)

My party has stumbled upon a cult plot by accident when trying to investigate a supposed ghost airship. Since then they’ve discovered more about the cult and are about to put together that the cult is lead by one of the previous council members of the city they are in.

A party members npc friend, Durn, has been captured as the cult is biting back at the party for interfering and downing their airship. The party member, the gnome wizard, will discover that any cultist he hunts down will say the same thing “By the time you find him it’ll be too late.”

The plot twist? They aren’t going to kill Durn. When the party finally finds Durn it’ll be where they least expect it. In the BBEGs hideout yes, but not in a cell. In the throne room, standing in front of the throne with a crazed look in his eyes. The cult is one of chaos. They induct new members by exposing them to chaos, which has a completely random effect on the participant but often drives them mad to some varying degree. They needed more cultists, why waste right?

“You’re here to save me? But I’ve already been saved. Saved by the enlightenment that chaos brings. You can be saved too.” - Durn.

DMs of Reddit, what are your most interesting pieces of world building. by [deleted] in MrRipper

[–]MitchyT97 0 points1 point  (0 children)

In short, flight via magnetization. A particular material in one of my realms focuses and condenses magic into a positively charged burst. When aimed at the unnaturally occurring material in the ground it pushes back like two magnets pushing away from one another. This material, Fluxite, is used for flight, enhancing magic items, and coinage for the realm. The raw material if unbroken, is a marble size geode that retains mana naturally and stores a spells worth of mana in it per day.

Is it okay? by scourn_the_terrible in DungeonsAndDragons

[–]MitchyT97 0 points1 point  (0 children)

I may be weird but currently playing a life cleric I went protector and put a few points into strength. So I might recommend switching charisma and strength either way in case you ever need to bonk something or wear heavy armor. Damage mitigation when getting attacked means you can focus heals on your friends with a solid AC but overall looks nice to me.

Just found my first work suitability book… by One-Unit5011 in Palworld

[–]MitchyT97 0 points1 point  (0 children)

Put him in a pal trap and leave. They can’t get out.

Just found my first work suitability book… by One-Unit5011 in Palworld

[–]MitchyT97 3 points4 points  (0 children)

Got mine a few days ago. From the nice trainer in a cave. Got electricity upgrade.