Ancient Traditions, Modern Charm: The Evolution of Witchcraft Perfumes

By admin

Captivating Witchcraft Perfume: Witchcraft is often associated with mysticism, spells, and potions. It has been a popular concept throughout history, captivating the minds of many. In recent years, there has been an increasing interest in witchcraft and the use of magical tools in spiritual practices. One particular aspect of witchcraft that has gained attention is the use of captivating witchcraft perfumes. These perfumes are specially crafted to invoke a certain mood or energy, drawing inspiration from different elements of witchcraft. The captivating witchcraft perfumes are carefully blended using a combination of essential oils, herbs, and other natural ingredients.



Healing Hands (Another of Curgyr's Simple Questions)

I have what should be a simple question about the Cleric Feat "Healing Hands" that, for some reason, I can't really figure out. The Healing Hands Feat says you roll d10s in place of d8s when you cast Heal. That much is easy to understand; what gets me is the 2-Action, single-target version of Heal, which reads: "The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8."

To me, Healing Hands should increase that 8 to a 10, but nothing explicitly states that. My understanding of the design principal is that you're essentially rolling 2d8 but one is assumed to be the max roll. This is also supported by the Heightened text which scales the +8s evenly with he additional rolled d8s. So a 2nd level Heal which rolls 2d8 does the equivalent of 4d8 if half of them rolled max. My interpretation is that it should then scale to 1d10+10, in the same way as if you'd rolled 2d10 and one had rolled its highest value. Intuitively, this is how my formula brain is breaking down the structure of the spell, but I can't find anything that states this. Do I have the wrong idea, or is it important to keep the +8 the way it is?

5 people marked this as a favorite.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If the question is "does the +8 become +10?" the answer is no. There is only a supposition that it should, and no rule to imply it.

If the question is "was the +8 supposed to become +10?" the answer can only come from someone that was in the room when it was written. That is not me.

If the question is "Would I irreparably break the game by making the +8 into +10?" then the answer is probably also no, but you would be making an already decent feat significantly stronger, by tripling the average impact on a 2 action heal.

1 person marked this as a favorite.
Curgyr wrote:

Intuitively, this is how my formula brain is breaking down the structure of the spell, but I can't find anything that states this. Do I have the wrong idea, or is it important to keep the +8 the way it is?

It is always in the GMs realm to make adjustments as they feel appropriate but I think this is not a place where we need to change or interpret is anything. Nothing is contradicting, vague in the wording, or open to vastly different interpretations. For the 2 action version you just add an 8 meaning the two action version is consistent whether or not you have healing hands instead of scaling with the feat. There is nothing inherently wrong with this.

We don't want to reinvent the wheel, and generally if I am assuming a formula that isn't stated in the rules I have to take a long look at what I am doing and wondering if I am complicating something needlessly.

Thank you for the quick and efficient replies.

As you've both said, I'm aware that, as a GM, I can run my table however, but I definitely wanted to see how other people look at the rule, and these two answers have been helpful! If anyone still wants to chime in with opinions, I'm game to read them, but I doubt the topic's that interesting. Anyway, it's sounding like the consensus is "don't bother, it's not unclear."

Goldryno wrote:

We don't want to reinvent the wheel, and generally if I am assuming a formula that isn't stated in the rules I have to take a long look at what I am doing and wondering if I am complicating something needlessly.

"Complicating Things Needlessly" sounds like the scathingly self-deprecating title of a comedy special about how I ruin my own life. :'D You've captured me perfectly; that's par for my course!

There's definitely nothing inherently wrong with the two action version staying the same. In this case, for me, it's a matter of liking to think in patterns and algorithms. In my mind, 1d10+10 is just more comfortable. I think it's smoother and more more natural than 1d10+8, which seems more complicated. Scaling all 8s to 10s is an increase in the order of (dice) magnitude and simple; I understand that's technically doing more work, but leaving the 8 sends up flags to my brain that I've missed something - it feels intuitive to me that the +8 is based on the d8 and not arbitrary, so I see the die size increase but not the bonus and suddenly the bonus feels more arbitrary. For some reason - maybe some degree of non-neurotypical thinking :P - that irks me. I was wondering if anyone else got that feeling.

I can definitely see how "only touch the things the Feat explicitly tells you to touch" is simpler to most people. I don't feel I'm trying to reinvent anything, though and I don't need to take a look at what I'm doing because I understand exactly why I'm making the assumptions that I'm making - it's not like I dug into deep math to chase some esoteric formula I believed govern the rule. I don't think it requires the kind of soul searching you suggested. ;) I just glanced at it and noticed a very simple pattern that didn't seem satisfied, so I just wanted to get a group consensus from other GMs and players with more typical thought processes and more experience with Paizo. :P

HammerJack wrote:
tripling the average impact of on a 2 action heal

This is a good point, and the kind of "be mindful of balance!" advice I was hoping to get. While any GM is free to do whatever feels most comfortable for themselves and their players, it's a reasonable consideration to look into game balance when tweaking numbers. (I accidentally ran Flaming Sphere as a 15ft "square" burst instead of "one 5ft square" and that was. different!) In case there was any doubt that I complicate things needlessly, I thought I'd do the math on the subject on the off chance any future PF2 players start googling this subject. I doubt it, but I'm bored and awake and felt like messing with Google Sheets:

Stats:

Turns out, the thing you're tripling is the variance from the basic spell's average. (Not variance in the stats sense.) For example, an average 1st Level RAW Healing Hands 2-Action Heal (man that's a lot to type) heals 1 HP more than base, while the homebrew version of Healing Hands heals 3 HP more. If you're instead casting at, say, 3rd Level, then the RAW heals 3 more HP than base and the homebrew heals 9 more HP. But, when you're looking at the average impact, I think you have to look at a different number:

The average healing on a 1st Level, basic Heal spell is 12. The average healing on the same spell, with RAW Healing Hands, is 13, which is 8.33% (or 1.0833 times) better than the basic. You've made the healer, on average ~8% more efficient. The average healing on the same spell, with homebrew Healing Hands, is 15, which is 25% better than a healer without the Feat (1.25 times). So, on average, 25% more efficient. To look at how much better a healer with the homebrew version of healing hands is than the RAW version, I looked at how much more, on average, a homebrew caster heals than a RAW caster. If I chose the right metric, than 15 HP is 15.38% more than 13 HP. At least, 15 is 1.1538 times greater than 13.

While the gap in actual amount of HP healed widens as spell level increases, these percents remain static. The numbers begin to look more dramatically different, but the overall impact of these differences stays about the same. At the level of 1st Level spells, an extra 2 HP is less than your average NPC Strike; at the level of 5th Level spells, the difference between homebrew and RAW feats is, on average, 10 HP (a homebrew caster heals 15 more than base and a RAW caster heals 5 more than base). A level 9 Nessian Warhound, which a 5th level caster could reasonably face, does, on average, 26 damage with its bite - so the difference is still less than a Strike you might take from an even-leveled NPC.

That's a needlessly complicated way to say:

At minimum values, RAW Healing Hands is no better than basic Heal, while homebrew is 1.2222 times (22.22%) better than both. At average values, RAW Healing Hands is 1.0833 times (8.33%) better than base, and homebrew is 1.25 times (25%) better than basic and 1.1538 times (15.38%) better than the RAW feat. Rolling at maximum values, RAW Healing Hands is 1.125 times (12.5%) better than base and homebrew is still 1.25 times (25%) better than base and only 1.1111 (11.11%) better than RAW Healing Hands.

A homebrewed Healing Hands caster heals roughly 1.25 (25%) times more across the board than the caster without the feat. It benefits from consistency - your caster is always healing better than their counterparts. A RAW Healing Hands caster is not necessarily better than their counterparts if they roll low. This evens out at higher levels, where the chance of rolling a minimum value grows lower and lower. Because the base value added to the die roll is the same as before taking the feat, the major benefit is the chance to roll higher numbers. A lucky caster can be 1.125 times better than someone without the feat or no better than. The utility your caster gets out of the feat will depend on how "lucky" they are and sort of(?) increases with level (less likely to roll all 1s as you start adding more dice!) but, on average, they should be about rolling at 1.08 times the impact of their old 2-Action Heal spells.

I haven't looked under the hood of PF2e enough to see how different version of the feats balance out against the impact of other feats. Frankly, I don't want to - that's too much, even for me! :P And I'm fully aware the bulk of people reading this thread sincerely don't care. But, if you're thinking of messing with this spell at YOUR table, there're some numbers for you to look at!

You know. If I did the numbers right. Either way, it was weirdly satisfying to poke at it. :|

TL;DR, I did some math I guess and it seems seems tweaked Healing Hands is a consistent improvement over base, but kind of high (1.25 times better than base) and RAW Healing Hands depends on how well you roll (ranging from not better at all to about 1.125 times better, with average rolls being 1.0833 times better).

If I have four hands, is there anything preventing wielding a magic item in each?

I have a player whose character has four arms. They just reached level 5 and now have two magical items — a shield and mace. If they get a third magic item, can they have it in hand at the same time as the first two? Is there a slot limit or something preventing wielding more than two hand-held magic items at once? I looked through the magic item rules, but haven't found anything to help me clarify. Though this is for Pathfinder, if something in 3/3.5 clarifies this I can just convert it.

Follow 243k 44 44 gold badges 785 785 silver badges 1024 1024 bronze badges asked May 22, 2015 at 17:31 KZDarkheart KZDarkheart 13 4 4 bronze badges \$\endgroup\$

The captivating witchcraft perfumes are carefully blended using a combination of essential oils, herbs, and other natural ingredients. Each perfume is unique and has its own distinct scent, which is believed to possess magical properties. Many different scents and combinations are used in captivating witchcraft perfumes to create a specific effect.

1 Answer 1

Sorted by: Reset to default \$\begingroup\$

Magic items are limited by places on the body to put them so that they fit/stay, and are not too close to one another (which is why you can only have one in each slot, can’t wear ten rings, etc.)

When you have more body parts to put things on, you get to use more items. When you have fewer, you miss out on some items. See Table: Magic Item Slots for Animals for some examples: while none of these have four arms, it clearly shows that different body types have different sets of magic item body slots.

Generally speaking, this isn’t terribly much of an issue, at least in-and-of-itself. The character still needs to find those magic items in the first place, and that is usually a much stricter limitation. Pathfinder does play up the restriction somewhat, at least in the case of physical-ability-enhancing belts, but your character doesn’t have two waists, so that doesn’t come up. 1 Getting an extra pair of bracers/gauntlets/gloves is just not that serious.

On the other hand, getting to wield more weapons, or wield a two-hander and a shield, or whatever, whether they’re magical or not, is a pretty big deal. This is why getting more than two arms usually requires massive investment. Assuming your player’s character has paid appropriately for those arms (in terms of race points, feats, class levels, gold, whatever), then this is basically what they were paying for. In my experience, actually, these things are usually overpriced.

  1. The limitation of physical-ability-enhancement to belts only is also an utterly atrocious idea that should be thrown out by every DM ever, since it’s a brutal shafting of the weakest classes. Please do not force your players to pay premiums on top of their ability taxes.

Pf2e magic hands

Crafter Level ; Crafting Proficiency Rank ; Crafting Feat

Formula Price

Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth

Extra Requirements

STEP 2: Setup Time

This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.

Below, you may change your Crafting Proficiency Rank and your Crafter Level.

STEP 3: Crafting Skill Check

Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.

Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.

Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.

Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.

Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest ( 30 gp ). If you want to try again, you must start over.

STEP 4: Finishing the Project

If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.

If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish ), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.

Success the item is complete and works perfectly.

Failure the item is still completed, but it gains a quirk.

Critical Failure the item is ruined or might become a cursed item attached to you.

Close
Change Ancestry NPC

To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.

Anadi Anadi Android Automaton Automaton Azarketi Catfolk Conrasu Conrasu Doppelganger Doppelganger Dragon Dwarf Fetchling Ghoran Gnoll Gnoll Gnome Goblin Goloma Goloma Grippli Grippli Halfling Hobgoblin Human Kashrishi Kashrishi Kitsune Kobold Leshy Lizardfolk Nagaji Nagaji Ratfolk Shisk Shisk Shoony Skeleton Skeleton Slime Sprite Stheno Stheno Strix Tengu Vanara Vanara Vishkanya Vishkanya Apply Cancel
Apply Adjustment to a Creature

To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.

No adjustment Ghost Ghoul Mindless Skeleton Mindless Undead Mummy Shadow Skeleton Undead Vampire Wight Zombie Experimental Mutant Primeval Rumored Secret Society Member Apply Cancel Close

Source Books

All data you can find in this website have been collected from official Paizo books. These are the source books used:

Adventure Path 68 books

Age of Ashes - Player’s Guide Age of Ashes - 01 - Hellknight Hill Age of Ashes - 02 - Cult of Cinders Age of Ashes - 03 - Tomorrow Must Burn Age of Ashes - 04 - Fires of the Haunted City Age of Ashes - 05 - Against the Scarlet Triad Age of Ashes - 06 - Broken Promises Extinction Curse - Player’s Guide Extinction Curse - 01 - The Show Must Go On Extinction Curse - 02 - Legacy of the Lost God Extinction Curse - 03 - Life’s Long Shadows Extinction Curse - 04 - Siege of the Dinosaurs Extinction Curse - 05 - Lord of the Black Sands Extinction Curse - 06 - The Apocalypse Prophet Agents of Edgewatch - player’s guide Agents of Edgewatch - 01 - Devil at the Dreaming Palace Agents of Edgewatch - 02 - Sixty Feet Under Agents of Edgewatch - 03 - All or Nothing Agents of Edgewatch - 04 - Assault on Hunting Lodge Seven Agents of Edgewatch - 05 - Belly of the Black Whale Agents of Edgewatch - 06 - Ruins of the Radiant Siege Abomination Vaults - player’s guide Abomination Vaults - 01 - Ruins of Gauntlight Abomination Vaults - 02 - Hands of the Devil Abomination Vaults - 03 - Eyes of Empty Death Fists of the Ruby Phoenix - player’s guide Fists of the Ruby Phoenix - 01 - Despair on Danger Island Fists of the Ruby Phoenix - 02 - Ready? Fight! Fists of the Ruby Phoenix - 03 - King of the Mountain Strength of Thousands - player’s guide Strength of Thousands - 01 - Kindled Magic Strength of Thousands - 02 - Spoken on the Song Wind Strength of Thousands - 03 - Hurricane’s Howl Strength of Thousands - 04 - Secrets of the Temple-City Strength of Thousands - 05 - Doorway to the Red Star Quest for the Frozen Flame - player’s guide Quest for the Frozen Flame - 01 - Broken Tusk Moon Quest for the Frozen Flame - 02 - Lost Mammoth Valley Outlaws of Alkenstar - player’s guide Quest for the Frozen Flame - 03 - Burning Tundra Strength of Thousands - 06 - Shadows of the Ancients Outlaws of Alkenstar - 01 - Punks in a Powder Keg Outlaws of Alkenstar - 02 - Cradle of Quartz Blood Lords - player’s guide Outlaws of Alkenstar - 03 - The Smoking Gun Blood Lords - 01 - Zombie Feast Blood Lords - 02 - Graveclaw Blood Lords - 03 - Field of Maidens Blood Lords - 04 - The Ghouls Hunger Pathfinder Kingmaker Adventure Path Blood Lords - 05 - A Taste of Ashes Gatewalkers - player’s guide Blood Lords - 06 - Ghost King’s Rage Gatewalkers - 01 - The Seventh Arch Gatewalkers - 02 - They Watched the Stars Gatewalkers - 03 - Dreamers of the Nameless Spires Stolen Fate - 01 - The Choosing Stolen Fate - player’s guide Stolen Fate - 02 - The Destiny War Stolen Fate - 03 - Worst of All Possible Worlds Sky’s King Tomb - player’s guide Sky’s King Tomb - 01 - Mantle of Gold Sky’s King Tomb - 02 - Cult of the Cave Worm Sky’s King Tomb - 03 - Heavy is the Crown Season of Ghosts - player’s guide Season of Ghosts - 01 - The Summer that Never Was Season of Ghosts - 02 - Let the Leaves Fall Season of Ghosts - 03 - No Breath to Cry

Lost Omens 16 books

Lost Omens World Guide Lost Omens Character Guide Lost Omens Gods & Magic Lost Omens Legends Lost Omens Pathfinder Society Guide Lost Omens Ancestry Guide Lost Omens Azarketi Ancestry Web Supplement Lost Omens The Mwangi Expanse Lost Omens The Grand Bazaar Lost Omens Absalom, City of Lost Omens Lost Omens Monster of Myth Lost Omens Knights of Lastwall Lost Omens Travel Guide Lost Omens Impossible Lands Lost Omens Firebrands Lost Omens Highhelm

Non-Paizo Rulebook 7 books

Battlezoo Bestiary BattleZoo Ancestries: Dragons BattleZoo Ancestries: Dungeons BattleZoo Ancestries: Slimes BattleZoo Ancestries: Doppelgangers BattleZoo Ancestries: Sthenos BattleZoo Ancestries: Mimics

Pathfinder 2e Character Building Tomfoolery (1 Viewer)

For the uninitiated, in the DOS games, the "barrelmancer" isn't really a character build, it's more like a cheesy method of combat. Get a character with maxed out Telekinesis skill, who drops a container (often chest or barrel) containing a crap-ton of objects on enemies. Since damage is based on the weight of the object, it will often lead to hilarious and cheesy kills even against multi-thousand HP bosses especially since Telekinesis is not bound by weight, only by distance.

At its most basic, the "hit 'em with objects" schtick can be ticked off in PF2 with the Telekinetic Projectile cantrip. This technically only uses objects of Bulk 1 or less, but the damage scales with level and as a GM I would have no issue with the player describing that as using large objects, on the understanding that there was no actual correlation between object size and damage. (In fact, I actually prefer that there be no correlation between object size and damage, because if there were, then telekinetic projectile could be nerfed by simply not having large objects around).

But PF2 also has a specifically TK-focused Psychic type - "the distant grasp", so let me introduce you to:

Thrawn Bokks, barrelmancer

Pathbuilder 2e

pathbuilder2e.com

You will need the full (purchased) version of Pathbuilder to access this link, as normal.

Thrawn was a warehouse labourer who discovered his psychic powers when working late one evening. Burglars broke into the warehouse, and in his alarm, Thrawn telekinetically hurled a crate at them.

Worried that his powers might be a danger to people other than burglars, Thrawn took to the roads, learning to live in the wild and also developing his psychic strength and control.

I've tried to only pick spells for Thrawn that can be explained as telekinetic in nature; shield to telekinetically deflect blows, true strike to telekinetically guide them, magic missile is pure telekinetic force, blink is him telekinetically 'bouncing' himself around, his black tentacles are made of telekinetic force, and his shadow blast is him telekinetically drawing heat, cold or electrical energy, etc.

Thrawn Bokks, Psychic 10

Medium Human Half-Orc Humanoid
Perception +14; Low-Light Vision Darkvision
Languages None selected
Skills Acrobatics +14, Athletics +19, Crafting +17, Intimidation +12, Lore: Labor +17, Medicine +14, Nature +14, Occultism +21, Society +17, Stealth +16, Survival +14, Thievery +14
Str +3, Dex +2, Con +4, Int +5, Wis +2, Cha +0
Items +1 Resilient Shadow (Greater) Hide
AC 28; Fort +19, Ref +17, Will +17
HP 127
Armored Rebuff


Speed 30 feet
Melee +1 Striking Thundering Longspear +16 (Reach, Evocation, Magical, Sonic), Damage 2d8+3 P +1d6Sonic
Psi Burst


Violent Unleash
Unleash Psyche
Calculate Threats
Hunt Prey

Range 30 feet; Targets 1 unattended object of light Bulk or less Duration sustained You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you're levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls. Heightened (3rd) You can target an unattended object with a Bulk of 2 or less. Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less. Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 3 or less. Your mage hand can carry up to 1 Bulk instead of only light Bulk. If the spell is heightened to 3rd level or higher, its maximum Bulk is 2. If the spell is heightened to 7th level or higher, its maximum Bulk is 3. It also gains the following amp. Amp You create a multitude of telekinetic hands that grip onto a creature and move it about. Target a creature of Medium size or smaller with the amped spell instead of an object. You attempt to Shove the target in a direction of your choice, rolling a spell attack roll against its Fortitude DC instead of an Athletics check. The creature takes a –10-foot circumstance penalty to its Speeds until the spell ends. Starting the round after you Cast the Spell, the first time each round you Sustain the Spell, you can attempt to Shove the creature again. Amp Heightened (4th) You can attempt to Disarm the creature instead of attempting to Shove it. If you knock an item out of the creature's grasp in this way, the mage hand immediately grabs it. Any effect of the mage hand on the creature ends, and the spell now carries the item, just like you had picked it up with an unamped mage hand.
Telekinetic Projectile (Amped)

Range 30 feet; Targets 1 creature You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage - as appropriate for the object you hurled - equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage. Critical Success You deal double damage. Success You deal full damage. Heightened (+1) The damage increases by 1d6. Your telekinetic projectiles can fly much further away. Increase the range of telekinetic projectile to 60 feet. It also gains the following amp. Amp You fling objects with even more force, driving your opponents backwards in a hail of objects. On a success, you push the target 5 feet away from you, and on a critical success, you push the target 10 feet away from you in addition to dealing double damage. Amp Heightened (+1) The damage increases by 2d6 instead of by 1d6.
Telekinetic Rend

Range 60 feet Area 2 non-overlapping 5-foot bursts Saving Throw basic Fortitude Your mind creates a violent axis of motion in a nearby space. You deal your choice of 1d6 bludgeoning or 1d6 slashing damage to all creatures in the area, with a basic Fortitude save. A creature large enough to be in more than one of the bursts takes damage only once. Heightened (+2) The damage increases by 1d6. Amp Your thoughts expand in scope and power. The bursts deal 1d6 bludgeoning damage and 1d6 slashing damage, instead of the usual damage. A creature that critically fails its save is also stunned 1. Amp Heightened (+2) Both types of damage increase by 1d6 instead of just one. Add a third non-overlapping 5-foot burst to the area.
Gravity Weapon

Duration 1 minute You build up gravitational force (telekinetic, for Thrawn) and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.
Vector Screen

Range 60 feet; Area one 5-foot square Duration until the start of your next turn You set up a transparent, rippling screen of telekinetic energy that seizes small, fast-moving projectiles. Creatures can pass through the screen, but ammunition from physical ranged attacks - such as arrows, bolts, sling bullets, and other objects of similar size - is automatically trapped in the screen, clattering to the ground once the spell ends. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the screen. Massive ranged weapons and spell effects that don't create physical objects pass through the screen with no penalty. Heightened (5th) The screen is 10 feet wide. Heightened (6th) The screen is 10 feet wide and can interfere even with massless attacks, like magical blasts or gouts of flame. The screen imposes a –2 circumstance penalty to the attack rolls of spell effects even if they don't create physical objects. It also protects against area effects that pass through the screen, granting standard cover to creatures on the opposite side of the screen from the center or origin point of an area. Amp Your screen persists for longer, and you can detonate it in an explosive counterattack. The duration of the spell increases to 1 minute. You can Dismiss the spell. If there are any projectiles trapped in the screen, you can cast telekinetic projectile to fire them at one creature as part of Dismissing the spell. Measure the range for the telekinetic projectile from where the vector screen was, instead of from you.
Dancing Blade

Range 30 feet; Targets 1 creature Duration sustained up to 1 minute You telekinetically animate a weapon that's unattended or on your person. It brandishes itself at a foe of your choice as if wielded by an invisible duelist. When you first Cast the Spell, the weapon automatically flies to the target and Strikes. It moves along with its target, always remaining within reach. Each time you Sustain the Spell, the weapon either Changes Partners or Strikes. The weapon's attacks use and contribute to your multiple attack penalty. • Change Partners Change the weapon's target to a different creature within 30 feet. The weapon flies to its new target. • Strike (attack) The weapon attacks its target using your spell attack roll. On a hit, the weapon deals damage equal to 2d6 plus your spellcasting ability modifier, of a type determined by the weapon (if the weapon has the versatile trait or can otherwise deal multiple types of damage, you choose each time you attack). Heightened (+2) The damage increases by 1d6. Amp The weapon's attacks increase in strength, and your control is fine enough for advanced technique. The damage dice for the weapon's Strike change from d6s to d10s. When you Cast or Sustain the spell, you can choose from the following options in addition to the standard ones. • Guard Rather than attacking, the weapon grants a +2 circumstance bonus to AC against melee attacks to the creature it's following. The bonus lasts until the start of your next turn or until the weapon Changes Partners, whichever comes first. • Push (attack) The weapon attempts to Push its target, using your spell attack roll instead of an Athletics check to determine the results of the Push
Additional Feats Assured Identification, Athletic Might, Consult the Spirits, Fleet, Gravity Weapon, Half-Orc, Hefty Hauler, Inertial Barrier, Intimidating Glare, Iron Fists, Orc Sight, Quick Jump, Ranger Dedication, Ranger Resiliency, Sentinel Dedication, Signature Spell Expansion, Steel Skin, Toughness, Warp Space
Additional Specials Clarity of Focus, Conscious Mind (The Distant Grasp), Consult the Spirits (Occultism), Great Fortitude, Precognitive Reflexes, Psi Cantrips And Amps, Psychic Spellcasting, Signature Spells, Subconscious Mind (Precise Discipline)

Captivating witchcraft perfume

For example, certain herbs and flowers are associated with love and attraction, and perfumes containing these ingredients are believed to enhance romantic relationships or attract new love interests. Other captivating witchcraft perfumes may be formulated to promote feelings of protection, strength, or transformation. These perfumes are often used during rituals or spellwork to enhance the practitioner's intentions and create a more potent magical experience. The art of creating captivating witchcraft perfumes is not only about the scent but also about the energy and intention infused during the blending process. Each perfume is crafted with care and intention, with the belief that the energy of the person creating it will be transferred to the final product. The use of captivating witchcraft perfumes has become popular among practitioners of various magical traditions, as well as those with a general interest in witchcraft and spirituality. These perfumes are seen as a way to enhance rituals, create sacred spaces, or simply as a personal tool for self-expression and empowerment. In conclusion, captivating witchcraft perfumes are a unique and enchanting way to incorporate the elements of witchcraft into everyday life. Whether used for rituals, spellwork, or simply as a personal scent, these perfumes add an element of magic and mystery to one's spiritual practice. Through the careful blending of scents and intention, these perfumes offer a captivating and transformative experience for those who seek to explore the world of witchcraft and its mystical powers..

Reviews for "Stepping into the Realm of Magic: The Fascination of Witchcraft Perfumes"

1. Sarah - 2 out of 5 stars - I was really excited to try the Captivating Witchcraft perfume because of the intriguing name and description. However, I was extremely disappointed with the scent. It was overpowering and gave me a headache even after just a few minutes of wearing it. The notes didn't blend well together and there was something off-putting about the overall fragrance. Unfortunately, it didn't live up to my expectations and I wouldn't recommend it to others.
2. Mark - 1 out of 5 stars - I purchased Captivating Witchcraft perfume based on the positive reviews I read online, but it turned out to be a complete letdown. The scent was too strong and artificial, reminding me of cheap air fresheners rather than a high-quality perfume. The longevity was also disappointing, as the fragrance faded away within an hour of application. I regret spending my money on this product and would advise others to seek out better alternatives.
3. Emily - 2 out of 5 stars - The Captivating Witchcraft perfume had a promising description, but the actual scent did not live up to it. I found it to be quite generic and uninspiring. The fragrance lacked complexity and depth, making it feel like a cheap imitation of other popular perfumes on the market. Additionally, the bottle felt flimsy and cheaply made. Overall, I was underwhelmed by this perfume and wouldn't repurchase it or recommend it to others.
4. Jason - 3 out of 5 stars - I had high hopes for the Captivating Witchcraft perfume, but it fell short of my expectations. While the scent was pleasant enough, it didn't have that "wow" factor I was looking for. It also didn't last very long on my skin, requiring frequent reapplication throughout the day. I wouldn't say it's a terrible perfume, but it just didn't stand out or impress me enough to justify the price.

Embracing the Darkness: Exploring the Gothic Charm of Witchcraft Perfumes

The Spell-Maker's Palette: Crafting Captivating Perfumes for Rituals