The Mysterious Connection Between Witches and Mercury Magic

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A witch with mercury magic possesses a unique and powerful ability to manipulate the element of mercury. Mercury, a silver, liquid metal, is known for its mesmerizing qualities and transformative properties. In the world of magic, witches who possess this particular magic are revered for their alchemical prowess and their ability to change and manipulate matter. The main idea here is that a witch with mercury magic has a special ability to manipulate the element of mercury. Mercury magic is a complex and multifaceted form of witchcraft that requires a deep understanding of the element and its properties. Witches who specialize in this type of magic often spend years honing their skills, studying the ancient texts and experimenting with different techniques.


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.

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. In a trap-laden vault constructed by Aroden himself, the cunning high priest of the xulgaths labors to unlock the secrets of the dreaded extinction curse.

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Witches who specialize in this type of magic often spend years honing their skills, studying the ancient texts and experimenting with different techniques. They are adept at harnessing the volatile nature of mercury and using it to their advantage in casting spells, creating potions, and performing divination. The main idea here is that witches with mercury magic have to study and practice extensively to become skilled in manipulating mercury.

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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.

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

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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 66 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

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

Witch with mercury magic

One of the most fascinating aspects of mercury magic is its transformative nature. Witches with this magic can bend and shape mercury to their will, altering its form and properties to suit their needs. They can turn liquid mercury into solid, manipulate its temperature, and even change its color. This ability to transform mercury extends to other materials as well. Witches with mercury magic can transmute objects, changing their composition and properties through the power of mercury. The main idea here is that witches with mercury magic have the power to transform mercury and other objects through their magic. It is said that witches with mercury magic possess a deep connection to the element itself. They can communicate with mercury, understanding its whispers and secrets. This symbiotic relationship allows them to draw upon the full power of mercury and channel it into their spells and rituals. Witches with mercury magic often incorporate mercury in their rituals, using it as a conduit for their magic and incorporating its unique properties into their spells. The main idea here is that witches with mercury magic have a deep connection to mercury, which allows them to channel its power for their magic. However, the power of mercury magic comes with its own risks. Mercury is a volatile and toxic substance, and witches who practice mercury magic must exercise caution and care. Exposure to large amounts of mercury can be dangerous and even deadly. Witches with mercury magic must take precautions to protect themselves and those around them from its harmful effects. They must also be mindful of the consequences of their actions, as the power of mercury magic can be unpredictable and have far-reaching effects. The main idea here is that witches with mercury magic have to be careful due to the toxicity of mercury and the potential consequences of their actions. In conclusion, a witch with mercury magic possesses a unique and powerful ability to manipulate the element of mercury. Through years of study and practice, they develop a deep understanding of mercury's properties and harness its transformative nature to their advantage. However, with great power comes great responsibility, and witches with mercury magic must exercise caution and care in their practice. Nonetheless, their mastery of mercury magic allows them to tap into its boundless potential and create powerful and awe-inspiring magic..

Reviews for "The Intertwining of Witchcraft and Mercury Magic in Ancient Traditions"

1. Sandy - 2 stars - I was really disappointed with "Witch with mercury magic". The story felt flat and unoriginal, and the characters were one-dimensional. I couldn't connect with any of them, and their actions seemed forced and unnatural. The plot was also confusing and hard to follow. Overall, I found the book to be lacking in depth and creativity.
2. Mark - 1 star - I couldn't even finish reading "Witch with mercury magic" because it was so poorly written. The grammar and spelling were atrocious, and the dialogue felt stilted and awkward. It was hard to take the story seriously when the writing was so bad. The characters were also very poorly developed and their motivations were unclear. I was constantly left scratching my head wondering why they were doing certain things. I would not recommend this book to anyone.
3. Lisa - 3 stars - I had high hopes for "Witch with mercury magic" but ultimately found it to be a mediocre read. The story had potential, but the execution fell short. The pacing was off, with long stretches of unnecessary description that bogged down the plot. The author also introduced too many characters, making it difficult to keep track of everyone. Additionally, the climax and resolution felt rushed and unsatisfying. While the book had some interesting ideas, it didn't live up to my expectations.

Mercury Magic: Amplifying Your Spells with the Messenger of the Gods

Mercury Magic: Transforming and Transmuting through Alchemical Rituals