Exploring the Enchanting World of Mythog3aphic Magic

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The concept of the Mythographic Magical Earth refers to the idea of a mythical or magical version of our planet. In this imaginative realm, the Earth is imbued with mystical energy and inhabited by fantastical creatures and beings. The term "mythographic" combines the words "mythology" and "graphics," conveying the idea of visual representation of these mythical elements. In this realm, ancient myths and legends come to life. Greek gods and goddesses, Norse deities, and creatures from folklore inhabit this magical Earth, interacting with one another and shaping the world itself. This mythical version of our planet is filled with enchanted forests, majestic mountains, and mystical landscapes, each with its own story and significance.



D&D 5E Epic Monsters: Sea Witch

This entry in Epic Monsters is headed beneath the waves for a tentacled antagonist: the Sea Witch!

  • The Little Mermaid has five sisters and when each is old enough they get a single visit to the water’s surface every year.
  • The prince has no idea at all that he was saved by the Little Mermaid.
  • Mermaids are soulless, live for three centuries, and turn into seafoam when they die.
  • No eels are required to get the Little Mermaid to visit the Sea Witch seeking a solution to her plight.
  • There’s no amulet! The Sea Witch gives the Little Mermaid a potion that gives her legs but takes away her voice, warning that she’ll never be able to return to the sea—plus she’ll be the best at dancing, albeit while she does it feels like she’s walking on knives. Finally, if she wants a soul the Little Mermaid has to win the prince’s love and marry him, and should he wed anyone else the next dawn her heart will break and she’ll turn into seafoam.
  • The prince is really into the Little Mermaid’s dancing and despite how it makes her suffer she dances for him aplenty, becoming a close companion, yet he doesn’t fall in love with her. Instead his parents set him up with an arranged marriage to a neighboring kingdom’s princess. The prince isn’t interested because he doesn’t love this princess, saving his heart for the woman from the temple that he thinks saved him from drowning—and the woman from the temple is the princess in question, sent there for her education!
  • It looks pretty bad as the wedding date nears and in the final hours the Little Mermaid’s sisters swim up to deliver a dagger they traded from the Sea Witch in exchange for their long beautiful locks. Should she use the blade to murder the prince and drip the blood on her feet she’ll become a mermaid again, but she can’t kill him in his sleep beside his new wife and instead flings herself into the sea as the sun rises, transforming into seafoam—though not as a mermaid usually dies, instead becoming an air spirit. Soon after she meets others like her, mermaids changed into daughters of the air instead of the sea because of their struggle to attain souls. With three centuries of good deeds, some day in the future she and her air-reborn brethren ascend to Heaven.

This mythical version of our planet is filled with enchanted forests, majestic mountains, and mystical landscapes, each with its own story and significance. The Mythographic Magical Earth is a realm where imagination and fantasy intertwine, where the laws of nature can be bent, and where anything is possible. It is a world where humans can learn from magical beings, embark on epic quests, and discover hidden realms.

Sea Witch

Medium humanoid (merfolk), neutral evil
Armor Class 15 (natural armor)
Hit Points 71 (11d8+22)
Speed 10 ft., swim 40 ft.

STRDEXCONINTWISCHA​ 12 (+1)​ 16 (+3)​ 15 (+2)​ 16 (+3)​ 17 (+3)​ 15 (+2)​

Skills Arcana +9, Nature +9, Perception +6, Persuasion +5
Damage Resistances cold, necrotic, psychic
Senses darkvision 60 ft., passive Perception 16
Languages Aquan, Common
Challenge 6 (2,300 XP)

Amphibious. The Sea Witch can breathe air and water.

Magic Resistance. The Sea Witch has advantage on saving throws made against spells and other magical effects.

Spellcasting. The Sea Witch is an 8th level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14; +6 to hit with spell attacks). She has the following spells prepared:

Cantrips: dancing lights, druidcraft, eldritch blast, mage hand, sacred flame​ 1st-level (4 slots): charm person, command, magic missile, thunderwave​ 2nd-level (3 slots): blindness/deafness, mirror image, misty step, suggestion​ 3rd-level (3 slots): counterspell, dispel magic, lightning bolt​ 4th-level (2 slots): blight, control water, dimension door

ACTIONS
Multiattack. The Sea Witch casts a spell and attacks once with her tentacles.

Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the Sea Witch can only use her tentacles to attack the grappled creature and has advantage on attack rolls to do so.

Change Shape. The Sea Witch magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the Sea Witch’s choice).
In a new form, the Sea Witch retains her game statistics, tentacles, and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks.


REACTIONS
Ink Cloud (1/Short Rest). A 5-foot-radius cloud of ink extends all around the Sea Witch if she is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the Sea Witch can use the Dash action as a bonus action.

Water Witch

Hannah Everhart is a witch. She's also a thief, having stolen a priceless gem that she needs for a magical working.

Ethan Kaille is a conjurer and a thieftaker. He has been hired to recover the pilfered jewel.

But what begins as a pursuit through the streets of Colonial Boston, soon becomes an unlikely alliance, as Hannah and Ethan track down an otherworldly sea captain who has come to the city for dark purpose. Now these two must combine forces to fight a creature unlike any either of them has encountered before. And at stake is the life of Boston's foremost revolutionary.

WATER WITCH is the first collaboration between Faith Hunter, New York Times bestselling author of the Jane Yellowrock novels, and D.B. Jackson, author of the critically acclaimed Thieftaker Chronicles.

    Genres Urban FantasyFantasyHistorical FictionParanormalShort StoriesAmazonWitches

43 pages, Kindle Edition

First published June 7, 2015

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About the author

Faith Hunter 89 books 5,521 followers

Faith Hunter's Junkyard Cats novella series is available in Audible and eBook at this time.

Faith's Jane Yellowrock series is a dark urban fantasy. Jane is a full blooded Cherokee skinwalker and hunter of rogue-vampires in a world of weres, witches, vampires, and other supernats.

The Soulwood series is a dark-urban fantasy / paranormal police procedural /para-thriller series featuring Nell Nicholson Ingram, an earth magic user and Special gent of PsyLED.

Her Rogue Mage novels—Bloodring, Seraphs, Host, and the RPG Rogue Mage—feature Thorn St. Croix, a stone mage in a post-apocalyptic alternate reality.

Faith writes full-time, tries to keep house, and is a workaholic. She gave up cooking for lent one year and the oven hasn’t been turned on since. Okay – that’s a joke. She does still make cold cereal and sandwiches. Occasionally, she remembers to turn on Roomba (that she named Duma$$ because it fell down the stairs once.)

Faith researches in great detail, and tries most everything her characters do. Research led to her life’s passions – jewelry making, orchids, Japanese maples, bones, travel, white-water kayaking, and writing.

Jewelry-making was the occupation of two of her characters: Thorn St. Croix, the Rogue Mage, and the main character of BloodStone, written by her pen name, Gwen Hunter. She fell in love with the art form. Though she doesn't have time for jewelry as much as she used to, Faith makes, wears, and sometimes gives away her jewelry as promo items to fans and as prizes in contests. See her FaceBook Fan Page at http://www.facebook.com/official.fait. for pics.

Faith loves orchids. Her favorite time of year is when several are blooming. Pictures can be seen at her FaceBook page. And yes, she collects bones and skulls. Many of her orchid pics are juxtaposed with bones and skulls —a fox, cat, dog, cow skull, goat, and deer skull, (that is, unfortunately, falling apart) and the jawbone of an ass. She just received a boar skull, and the skull of a mountain lion (legally purchased from a US tannery) hit by a car in the wild.

Her latest love is Japanese maples, and she has managed to collect over thirty in one year.

She and her husband RV, traveling to whitewater rivers all over the Southeast.

And that leads Faith to kayaking – her very favorite sport. Faith discovered whitewater paddling when she was researching her (Gwen Hunter) mystery book, Rapid Descent. She took a lesson and—after a bout of panic attacks from fear of drowning—discovered she loved the sport.

Faith is one of the founders and a participant at the now defunct and archived www.MagicalWords.net, an online writing forum geared to helping writers. And she is a voracious reader.

Under other pen names, notably, Gwen Hunter, she writes action adventure, mysteries, and thrillers. As Gwen, she is a winner of the WH Smith Literary Award for Fresh Talent in 1995 in the UK, and won a Romantic Times Reviewers Choice Award in 2008. As Faith, her books have been on the New York Times and USA Today Bestseller lists, been nominated for various awards and won an Audie Award with Khristine Hvam, among other awards. Under all her pen names, she has more than 40 books, anthologies, and complications in print in 30 countries.

Sea Witch

A sea witch’s affinities are tied to the vast oceans and the rolling waves. Her magic concerns the moon, tides, water, and winds, and she is most at peace when she is upon or near the sea.

Patron: A sea witch cannot choose a patron whose interests or theme opposes that of water (for example, earth or fire).

Spells

Know Direction (Sp)

So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.

Sea Creature Empathy (Ex)

A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.

This ability replaces the witch’s 1st-level hex.

Hexes: The following witch hexes complement the sea witch archetype: charm, flight, water lung.

Major Hexes: The following major hexes complement the sea witch archetype: hag eye, hidden home, weather control.

Grand Hexes: The following grand hex complements the sea witch archetype: natural disaster.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Mythog3aphic magical earth

One can picture majestic dragons soaring through the skies, powerful wizards harnessing the elements, and ancient warriors battling legendary beasts. The Mythographic Magical Earth invites us to explore our imagination, to delve into the realm of fantasy, and to embrace the wonder and awe that arise from such a world. This concept has inspired numerous works of literature, art, and popular culture. From J.R.R. Tolkien's Middle-earth to the magical world of Harry Potter, the notion of a mythical and magical Earth has captivated people's imaginations for generations. In conclusion, the Mythographic Magical Earth presents an alternative vision of our planet, one where mythology and magic envelop the world. It is a world of wonder, where the familiar becomes extraordinary, and where our imagination can run wild. This idea invites us to expand our creative horizons and explore the limitless possibilities of a mythical and magical Earth..

Reviews for "The Wonders of Mythog3aphic Earth: A Guide to its Enchanting Creatures and Places"

1. John - 1 out of 5 stars - I found "Mythog3aphic Magical Earth" to be incredibly boring and confusing. The storyline was all over the place, and the characters lacked depth and development. The magical elements were poorly explained, leaving me feeling lost and disconnected from the world. Overall, I was extremely disappointed with this book and would not recommend it to others.
2. Sarah - 2 out of 5 stars - I was expecting a thrilling and enchanting adventure with "Mythog3aphic Magical Earth," but unfortunately, it fell flat for me. The writing style felt forced and cliche, and the pacing was incredibly sluggish. The author seemed to focus more on descriptive passages than actually advancing the plot, making it a tedious read. I struggled to connect with the characters, who felt one-dimensional and lacked any real depth. Overall, I found this book underwhelming and not worth the hype.
3. David - 2 out of 5 stars - "Mythog3aphic Magical Earth" had an intriguing premise, but it failed to deliver. The world-building felt haphazard and disjointed, making it difficult to fully immerse myself in the story. The writing style was overly flowery and convoluted, often sacrificing clarity for poetic language. I found myself confused and uninterested in the meandering plot, and the resolution felt rushed and unsatisfying. Overall, this book did not live up to my expectations and left me feeling dissatisfied.
4. Emily - 1 out of 5 stars - I really did not enjoy "Mythog3aphic Magical Earth" at all. The characters were extremely shallow and lacked any real substance. The dialogue was awkward and forced, and the romantic subplot felt forced and unnecessary. The author seemed more focused on trying to be profound and philosophical than actually crafting a cohesive and engaging story. I struggled to finish this book and would not recommend it to others.
5. Mark - 2 out of 5 stars - "Mythog3aphic Magical Earth" had an interesting concept, but the execution was lacking. The pacing was slow and dragged on, making it difficult to stay engaged. The dialogue felt stilted and unrealistic, and the interactions between the characters were forced. The descriptive passages were excessive and often took away from the plot rather than enhancing it. Overall, I was disappointed with this book and feel it could have been much better with tighter editing and more compelling storytelling.

Delving into the Mythical Realms of the Magical Earth

Unleashing the Magic of Mythog3aphic Earth