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#beginner friendly
thespectralcottage · 4 months
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Witchcraft 101:
Cleansing vs Uncrossing vs Banishing
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Alright witches. Lets dive into some witchy basics and discuss the differences between cleansing, uncrossing and banishing. This will hopefully help you differentiate between them. But.. lets be honestly if you do something like call a spell an uncrossing when "technically" doing a banishing, who cares its all in good spirit. The reason i think its good to have a difference in mind between these falls into how you handle a spell. If I'm doing an uncrossing vs a banishing i would choose different spell ingredients, maybe work with different gods, or choose a different element to work with.
Cleansing: I consider cleansings as the foundation and most basic of these. Its almost an umbrella term the other two fall under. All banishings are cleansings, but not all cleansings are a banishing. Cleansings are when you're trying clear something away. Most often people will use this term in day to day workings and general upkeep to make sure nothing has stuck to them. This would include more casual things like smoke cleansing, showering and asking the water to cleanse you, sound cleansing, etc. Its not a full spellworking or ritual, but still done with energy and intention. Sometimes you may do a cleansing and realize whatever is there, is stuck deeper then you expected. So you take the next steps and do a more "intense" cleansing like an uncrossing or banishing.
Uncrossing Spells: Uncrossing specifically refers to removing unwanted energy. Usually when discussing what is an uncrossing, I sperate it from just a cleansing by describing it as a very intense cleansing where you're trying to strip away intense and specific energy. These are more work and a step up from an everyday cleansing for more intense scenarios. This is very spirit focused; think of it as taking out the bad and putting in the good. Some types of spells I would consider an uncrossing are: removing hexes/jinx/curses, removing the evil eye, spiritual detoxes, road openers, removing any stubborn energy, removing feelings, etc. I associate uncrossings with water: it's soaking in and getting that energy out. I would choose herbs/spell ingredients that are uplifting and purifying. Think salt, rosemary, rue, and lemons.
Banishing Spells: Banishing spells remove unwanted entities, spirits or people. You can use it to get rid of very deep rooted things like habits or insecurities. Banishings are quite a strong forms of spellwork. You're really kicking something out and away from you when you do a banishing. Its connected to more deep rooted things that you're trying to remove from your life. Some types of spells I could consider a banishing: cord cutting, exorcisms, banishing a spirit attached to you, getting rid of insecurities, freezers, etc. I associate banishings with fire. Burn and gtfo. I would choose herbs that have more of a kick to them and are defensive. Think nettle, blackberry leaves, cloves, even pepper in some cases.
Please note this doesn't have to be something strict. Like i said at the beginning this is just a guide that will help you differentiate so you can tackle the spellwork as effectively as possible.
✨Stay Spooky ✨
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disgruntled-lifeform · 4 months
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Anybody able to point me towards a beginner-friendly knit sock pattern, preferably free?
I've made hats and now I long for a foot tube
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sadsoftserve · 5 months
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Some tips I have for a thingy I call "style paralysis"
Remember I am young, and these tips come from personal experience, take an with a grain of salt
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anielskaaniela · 3 months
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How to Draft an A-Line Skirt from Your Measurements [BEGINNER FRIENDLY With Examples]
In this post, you will learn how to draft A-line skirt pattern from your measurements and how to hack it to receive different styles and features. Have you ever wanted to make your own A-line skirt, but felt intimidated by the complicated patterns and measurements? Do you wish you could create different variations of A-line skirts with just one simple pattern? If you answered yes to any of these…
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mosthewitch · 8 months
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Happiness Charm
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For this charm you will need:
three cord or sting
First cleanse your space, tools, and ingredients. There are many ways to do so including incense, candles, a bath, meditation, or physically cleaning the space. (You can also cast a circle but it is not a requirement)
Take three cords or strings of different colors, and braid them tightly together.
Firmly tie a knot near one end of the braid, thinking of your need for happiness.
continue to tie knots until you have tied seven.
the charm will help you find happiness, once you feel like the charm has worked its magic, take it and keep it in a safe place, or burn it and scatter the ashes in the ocean or stream.
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the-clumsywitch · 2 years
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Source: Eclectic Witchcraft
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Waffles for Esther
A solo journaling game by Pandion Games
Materials
game manual
a journal or other recording method
standard deck of cards, minus jokers
a set of polyhedral dice (or digital ones)
a coin
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Premise
As the waitress of a small-town diner, your mission is to make every customer who sits down for a drink and a meal as happy as can be while trying to balance familiarity and professionalism juuust right. Among the regulars is Esther, who always comes in at the same time each day to order the same items from the menu: a coffee (one sugar and a splash of milk), the diner’s signature waffles (with two sliced strawberries and apple jam syrup on the side) and some hashbrowns (with extra ketchup). However, as you turn to deliver Esther’s waffles, she has gone missing – and as the pinnacle of customer service, you cannot have that! Embark on a mission to solve the mystery of Esther’s disappearance and ensure that she gets her waffles, preferably in one piece.
Mechanics
Waffles for Esther is based on a set of randomized prompts working together to help tell you a story, aided by a simple but effective skill check system.
You begin by setting up the game, giving your character a name and a bit of a background. It is also recommended that you create a personal connection to the town by drawing a map of the provided locations (or make up your own to change it up). Each round begins with you choosing a location to investigate and rolling on a random complication you encounter there.  A skill check (Waitress and Detective, respectively a d12 and d10 at the beginning) determines your success – will you find a clue or will your inquiries into the mystery result in hilarious chaos? Clues are provided as a list of random items you draw from a standard deck of cards. The more clues you can gather during your hijinks, the better your chances of getting the conclusion right and solving the mystery, as the number of clues raises the value of the die you can roll in a final check at the end of your game.
While succeeding might seem easy at first, every time you fail a skill check reduces the value of the skill die you used – and you can only replenish your skills once! So, make sure to roll well…it’s for Esther, after all.
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Thoughts and Examples from my Playthrough
What makes this premise work so well is the figure of Esther, our mystery woman, an almost blank canvas except for her meticulous order, and the backdrop of a small town – the perfect recipe for a cozy mystery adventure! Combined with some hilarious, charming and outrageous prompts, a set of clues that fit well together no matter their combination and a skill check system that had me on (a comfortable) edge at all times, this is an enjoyable ride for a night in or a few relaxing minutes each day. Clearly, some inspiration has been taken from your well-known mystery shows and books, think Nancy Drew and Miss Marple, with an emphasis on a light-hearted tone. I appreciate that safety advice has been added nevertheless – it’s good to remind players that they’re in charge of their game, even if it veers off into an unintended direction.
I’m honestly a little awkward still in roping prompts together, but should they not add up in the end, you are free to leave out clues you cannot link to the mystery (albeit you’ll miss out on raising the die value further for your final check). Even so, some of my fails were much funnier than my successes – a game that makes failing something you almost look forward to truly celebrates hijinks the right way. Some of my favourite results were:
being run over by the ancient mailman and taking an unintended bath in the town lake,
almost hitting the president of the book club over the head and promptly being excluded from the same,
vomiting into an urn at the funeral home…one that was already filled with some poor man’s ashes, and
ending up in a LARP, where my arrival prompted the story to turn into a time travel adventure.
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The hints and hijinks system is, in my opinion, what makes this unique and entertaining. It’s not often that games find a way to utilize failed rolls in a way that makes sense for the premise of the game and gives the player more than a “whelp, that was nothing” to work with.
Although my Esther was a courageous woman who fought for the town’s well-being, your Esther might be a more nefarious one – who can say? The game leaves ample room for interpretation, handing you the tools to tell your own story without dumping all the hard work of finding ideas on you. Of course, the usual challenges of journaling games are present: ultimately, it depends on you how much fun you’ll have with the narrative. If you’re like me and have trouble coming up with connections, there’s always the option to play with someone else and bounce ideas off each other. Another fun variety might be to replace the default locations with some from your own town or simply make them more outrageous (an abandoned theme park, perhaps, or an animal shelter, a gay bar…).
Let’s not forget to mention the delicious little graphics included in the manual as well as the simple but effective layout. Can we appreciate the colour choices made? Everything serves the retro small-town vibe and I’m here for it. The versatility of the system has already spawned a game jam, which is always a good sign for if a system works or not. I think Pandion Games managed to make both a perfectly executed journaling game as well as an incredibly useful SRD and I hope to see and play more games in the same vein as Waffles for Esther for some time to come!
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This might be your cup of coffee if...
you like to read and/or watch cozy mysteries.
you are not afraid of being proven wrong – and can revel in the funny consequences!
you long for something more casual and light-hearted to brighten up your day.
you appreciate a game with lower stakes, where you won’t have to save the world for once (but…you could, if you wanted to).
you want something with almost zero prep- and maximum hijinks-time.
You can get Pandion Game’s Waffles for Esther HERE on itch.io! Make sure to check out The Jester King’s Dance as well, a darker game based on the same mechanics, and the still running game jam to create your own contribution in the same vein!
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gwalupupa · 1 year
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My Favourite Free Amigurumi Pattern Creators for Beginners - Part 1
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When I've only started crocheting amigurumis, it was a challenge. I've tried it before, 10+ years ago back at school, but it was never close to success. So summer 2022 I've decided that I'll try again and was glad that there are so many talented people creating patterns! Starting fresh I've been choosing free patterns at first, to build confidence and get familiar with all the abbreviations and techniques, as I wasn't still sure if it would be a good investment. Heck I would be even more frustrated if I couldn't figure out the pattern that was paid for tbh ... So I'm very grateful to people sharing their tutorials and free patterns, as they really helped me to get into crocheting! Here are some of them! Part 1
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cumulohimbus · 9 months
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Watercolor Tutorial Part 1: "Let's Make Bad Art Together"
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(Note: video has auto-captions for now but I'll write my own as soon as I get the chance. UPDATE: Thumbnail and video chapters have been added!)
This is Part 1 of what will be a 3 part video series exploring three different watercolor painting styles. Each video captures me working on a piece in real time (for the most part, some segments are timelapsed for conciseness). I talk about my thought processes for making certain decisions while I'm working, describe the materials and techniques that I use, ramble about various experiences I've had as someone with a Studio Art degree, and overall just try to provide some tips and encouragement for beginning and/or low income artists who want to learn watercolor painting.
Part 1 includes topics such as:
The materials I use in depth
The pros and cons of watercolor as a medium and how friendly it is for beginners
How watercolor works and acts while you're working with it
The first style/techniques of watercolor painting I was ever taught
A few tidbits of color theory
Some exercises for learning to think in different ways while making art (shapes instead of lines for painting, colors instead of black and white for shadows and highlights, mimicry of real life instead of symbols, etc.)
Becoming comfortable with making "bad art"
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existennialmemes · 11 months
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General Notes on Resistance Training Form
The most important thing to remember about "good form" is that you should not be in pain. Soreness is different, but sharp pain is never right. If you're not sure, always err on the side of stopping if you're experiencing discomfort.
Everyone's body is a little different, and you might find the standard coaching notes for a particular exercise just don't feel right to you.
So focus on the broad strokes:
No sharp pain or significant discomfort
Let your body make straight lines i.e.
-- Keep your back flat back- don't round it out by leaning back or hunching forward --Keep your joints in line with each other- shoulders over hips, knees over your ankles etc. don't lean out to the sides.
--Keep your shoulders away from your ears. This feels like you're trying to "pinch" something between your shoulder blades
Your muscles should be doing the work, really squeeze whichever muscles you're working with
-- Think about which body parts you're actually moving (like are you raising your arm for a shoulder press or squatting down for a box squat) make sure you're really squeezing the parts that are moving
-- Think about your stabilizing muscles. They're what's keeping you from tilting so you can maintain those straight lines. Make sure your core is engaged
--To engage your core and other stabilizers: ++Squeeze your glutes and your quads (your butt and your thighs)
++Squeeze your tummy like you're trying to move your belly button in and down. No matter what exercise we're doing, we need our stabilizers engaged. They protect us while we're doing work.
Inhale while you're at rest, exhale while you're doing work. Do not hold your breath. --So this might look like inhaling on the downward half of a squat and exhaling on the upward half.
--Or it might look like inhaling before you begin to move, exhaling on the downward half, inhaling again at the bottom, then exhaling again as you move back up.
Again these are just broad strokes for beginners trying stuff out for the first time. Yes you can get very technical with form, but for basic exercises, these are just good general rules to keep in mind.
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crispy-bonnie · 1 year
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SUP FUCKERS
are you a desperate mf who wants to date certain characters but nobody else will make a dating sim for you ? have you decided to take matters into your own hands ? well luckily for you , i made a guide to making dating simulators ! for dummies , by a dummy .
it honestly doesn't have much but based on my limited experience , i created a guide to help people who at least want to start out with making something as simple as a visual novel .
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This is my son. I made him. He is just a girl in the world.
Pattern credits : @crochet_crochey and @canadianroo on instagram
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truetothename · 26 days
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D&D quick reference for beginners ;
Roleplay Tips:
- Remember the story isn’t just about your character, there is no main character within your group.
- Act like your character, don’t just go off of what you would do. But never use the excuse “it’s what my character would do!” As an excuse to be rude or behave badly towards the DM or your fellow players.
- Build on your character in depth, create a unique backstory, what do they like and enjoy? What don’t they like or enjoy? What are their goals? Why do they act the way they do? What are their flaws and strengths?
- Don’t worry about your character voice , you don’t need to give your character a unique voice in order to be a good roleplayer!
Skills:
- Strength : Athletics (Use your body and muscles !)
- Dexterity : Acrobatics (Difficult movement), Sleight of hand (Sneak something, trickery), Stealth (Sneak, Hide, Blend in)
- Intelligence : Arcana (Learning, understanding magic), History (Learning, understanding the past), Nature (Understand, be one with the world around you), Religion (Learning, understanding gods, cults, religions e.t.c), Investigation (Learn more about, seek insight)
- Wisdom : Insight (Learn more about, understand body language, social cues), Survival (Track other beings, hunt animals/beings, know how to forage and scavenge e.t.c), Medicine (understand the anatomy and needs of other creatures, heal them), Animal handling (Understand, know how to handle animals and beasts), Perception (Relates to the 5 senses)
- Charisma : Persuasion (Convince), Performance (Entertain an audience or being in your favour), Deception (Mislead someone, convince them, lie successfully), Intimidation (Threaten, coerce, bully)
Taking a turn:
- Movement : Walk + Run (Up to your max movement speed), Crawl + Climb + Swim (Takes double movement cost), Stand up (Costs 1/2 your total movement speed), Jump (Regular movement cost)
- Action : Attack with a weapon, Grapple or shove, Cast a spell, Dash (Double movement speed), Disengage (Prevent opportunity attacks), Dodge, Hide, Escape a grapple, Ready (Delay your action), Use an object, Help (Grant an ally advantage), Improvise (Try doing something else)
- Bonus action : Cast a spell, Offhand attack
Attacking:
- Choose the target : Melee weapons are limited by reach, ranged weapons and spells are limited by range
- Roll to hit : Roll one D20, add your ability modifier and proficiency bonus, if the total meets or exceeds your targets AC, roll damage
- Roll damage : Damage die are determined by your weapon type or spell. Add your ability modifier.
Conditions:
- Blinded : Unable to see
- Charmed: Forced to act positively to op
- Deafened : Unable to hear
- Frightened : Too afraid to interact with, move closer, fight with
- Grappled : Unable to move
- Incapacitated : Unable to take an action or react
- Invisible : No one can see you
- Paralysed : Unable to do anything, makes you vulnerable to attacks and enemies
- Petrified : You’re basically a statue
- Poisoned : You struggle to take actions or reactions
- Prone : Your only movement option is to crawl
- Restrained : You can’t move, attacking and actions become difficult
- Stunned : You can’t move, speaking is difficult
- Unconscious : You are knocked out, unable to take actions, makes you vulnerable to attacks and enemies
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getchaweightup · 9 months
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Recently added it to my warm up for my leg day routine. 🥵
🏷️ bodiedbyasia_
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anielskaaniela · 8 months
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coffeeandjournaling · 3 months
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Mini Reviews II
I don’t know what it is about space, but it makes me feel things. Have a handful of small and short games in space with a dash of emotional investment.
Low Battery by Batts
emotionally devastating :)
who doesn’t wanna be a little robot
play if you admire the attempt to create even under dire circumstances
One thing I love about solo experiences is that they really manage to get you into the head of other characters without any meddling from outside. This is especially true when mechanics and story/premise work together to get you there. Low Battery balances your character’s energy (Battery) and feelings (Melancholy, both signified by a D20 respectively) against the time that passes. With what little time you have left, can you find inspiration to create something? I was struggling with the D20s and watching the time and trying to decide on a move and – well, the robot is struggling, isn’t it? Struggling to stay conscious, to take in as much as it can for the time it has left in this universe and maybe, just maybe leaving something behind, something that proves it was here and tried to make a connection to the world around it. For me, time ran out too soon – but I still wrote a little poem about it:
Every time We create something It’s as if we chip off a tiny piece Of the universe As we see it To carry around in our pocket.
You, an Astronaut by Hannah Shaffer and Evan Rowland
short, no prep required
an interactive narrative
more reflective than focused on a goal
This is a very short, narrative experience that I recommend reading with some suitable background music. Personally, this is right up my alley: you get a few choices to “sway” the narrative to your liking, which usually tells you something about yourself in the end. You are put into the shoes of an astronaut waking from their cryo-stasis due to their ship having veered off course and sending out a distress call. While you wait for an answer, you ruminate on your dreams and the memories connected to them. Similar to Low Battery, it sports a gorgeous layout that combines NASA images with the narrative, all put into a simple, retro-style mock-up of a spaceship UI. I don’t want to give away too much – it really is short. But I do feel that the themes of queerness and belonging come through strongly. Games like these either fit you like a glove or fall flat for you. For some reason, I was reminded of the Lifeline games, which I love dearly.
Letters to Europa by Lola Johnson
an exercise in self-reflection
a hopeful look into the future
relaxing and motivating
Epistolary games have their own special charm, perhaps because keeping in contact even when we’re far apart is something we’ve done forever as humans – this need to stay connected to someone we care about, no matter the odds.  In the case of Letters to Europa, you write a message to a loved one on Europa, one of Jupiter’s moons. Messages take about a year to arrive, and thus are sent in packages all at once. After you’ve finished your package, you switch over to the other character, writing back to the person on Earth. This, to me, felt like a conversation with myself, first putting down my thoughts about the given prompt, then trying to get some distance and reflect on it through a positive lens. I took the prompts quite literally and went with how my last year has gone – kind of a mixed bag. The prompts for the Earthling seem a little more sombre, more morose. Just as the other character has left Earth, though, embodying them makes you leave that behind (and that’s what the game says, too, ‘give yourself permission to let […] go’). It settles you in a more optimistic mood, no matter how depressing your Earthling’s messages might have been. This is a tiny game that relies heavily on how willing you are to engage with it – but if you can, in whatever medium you choose, I think it’s quite effective.
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