Craft Your Own Witch Hat with This DIY Crochet Pattern

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If you're looking for a fun and creative DIY project, why not try making your own crochet witch hat? Crochet is a great hobby that allows you to create unique and personalized items, and a witch hat is the perfect accessory for Halloween or even everyday wear. With a few basic crochet stitches and some yarn, you can whip up a witch hat in no time. To begin, you'll need to gather your materials. You'll need a crochet hook in a size suitable for your chosen yarn, as well as yarn in your desired colors. You can go for the classic black or get creative with different colors for a unique twist. You'll also need a yarn needle for finishing off your hat.


The mechanics.

In addition, people can only be resurrected a certain number of times, and if they ve been resurrected more times than a particular cleric has cast resurrection, there s a chance of the spell failing and possibly killing the cleric. I might invent some ultra rare material that is incredibly fragile, making weapons that contain some of it weaker, but it can amass huge amounts of mana.

Age of scarce magic

You'll also need a yarn needle for finishing off your hat. To start the project, you'll need to create the brim of the hat. This is done by crocheting a flat circle that will serve as the base.

[13th Age] How easy is it to dial down the magic? (1 Viewer)

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.

We're not talking about a completely non-magical game here by any means, I doubt anyone but me in the group would find that interesting, but how much is written into the mechanics assuming magic and magic item use? For example, if a game had mages/clerics/casters less common than the usual assumed D&D default, and extremely rare magic items, would that impact the system at all?

Does a lower-/low-magic (but not no-magic) 13A work just fine?

Drastic

Just this guy, you know?

Should be doable, with most of the problems caused being subtler ones. At the base mechanical level, it should be easy enough. The combat math does have a bit of an assumption that characters will pick up magic weapons and armor as they level up (or be using the consumable stuff regularly), but that's easy enough to do away with simply with inherent bonuses per tier.

The more problematic area might be how it'd restrict character choices; most of the 'non-magic' classes are on the simpler side of the complexity scale. Retaining, say, the improvisational powers of the wizard and bard would at least require significant reskinning at the very least, for players who were set on that feel.

And it'd potentially impose some new wrinkles and bounds on One Unique Things and some uses of Icon dice roll results that wouldn't be present in more freewheeling higher-magic default settings.

Aikireikinu

Tsundere Cat
Staff member Moderator RPGnet Member Validated User

Magic items are somewhat implicitly optional, and rather restricted compared to normal D&D.

There are one-use magic items (potions mainly), that anyone can use, and can be bought normally. Then there are 'true' magic items.

Characters are limited by level in how many true magic items they can use. All true magic items have a personality of sorts, and bond with their wielder (you can get rid of them, it's bonding as in how people bond, not like glue). True magic items' personalties also makes their wielder exhibit certain quirks based on the item, which have to be roleplayed.

For example, the Helm of Fortunate Dancing makes the person who has bonded with it be "Easily moved to dancing by rhythmic music, and taps foot when there is no music."

Generally, the more powerful the item, the more pronounced the quirk.

True magic items are rare enough in the world that they're effectively priceless. You can't go to the corner magic shop and buy a +1 sword. The rules suggest that trying to buy a true magic item would constitute an adventure in of itself. Likewise, selling one is very difficult as there are no established prices. The rules suggest that players dispose of unwanted true magic items by giving them as gifts to the Icons, or to other people that they want to reward, or curry favor with.

There aren't formal magic item creation rules. Instead, players, if it makes sense for them to be able to, can make magic items by roleplaying it out and completing an appropriately difficult task, as determined by the GM. So if a dwarf fighter wanted to forge a dwarven rune sword, the GM might allow it, but state that it has to use rare ores (requiring an adventure to obtain), be done when the moons and stars are in a certain alignment, using a forge on the top of a mountain located deep in the Lich King's territory, and the fighter needs to have a background that can be rationalized as applying.

Spells are quite a bit more restricted than normal D&D. All spell casting classes have mainly combat use spells (wizards can devote a spell slot to a utility spell that has non-combat applications). However, some spell casting classes (or spell casters that take the right feat), can cast rituals. Unlike 4th ed, rituals aren't defined. Instead, the spell caster spends minutes/hours/days etc (adjudicated by the GM) and uses one of their normal spells and explains thematically how that spell can be used to power the ritual's effect. Rituals shouldn't, in general, causes damage directly.

For example, let's say that a cleric wanted to let a grieving woman see her murdered siblings one last time, and give them a chance to say their goodbyes. There's no 'speak with dead' spell, so she performs a ritual, and uses her Blessing spell to power it, explaining that the blessing is granting the woman's wish to be able to speak one last time with her siblings. The GM agrees, and the siblings' spirits materialize and speak with the woman for an hour.

Finally, a note on resurrection. Clerics are limited in how many times in their life they can cast resurrection, with the casting time, and consequences for them, increasing each time. In addition, people can only be resurrected a certain number of times, and if they've been resurrected more times than a particular cleric has cast resurrection, there's a chance of the spell failing (and possibly killing the cleric).

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.
Diy crochet witch hat pattern

To do this, make a magic ring and work a series of single crochet stitches into it. Increase the number of stitches in each round to create the round shape. Once you have completed the brim, you can move on to crocheting the body of the hat. This is done by working rounds of single crochet stitches, gradually decreasing the number of stitches in each round to create the pointed shape of the hat. Once you have reached your desired height, you can finish off the hat and weave in any loose ends. To add a little extra flair to your crochet witch hat, you can experiment with different stitch patterns or embellishments. You could add a decorative band around the base of the hat, or create a striped pattern by alternating different colors of yarn. You could even add a crocheted spider or bat to the brim for a spooky touch. Crocheting your own witch hat allows you to customize it to your liking and create a truly one-of-a-kind accessory. Whether you're making it for Halloween or just for fun, this DIY crochet project is a great way to get creative and show off your crochet skills. So grab your crochet hook and some yarn, and let's get started on making your very own crochet witch hat..

Reviews for "Create a Halloween Tradition with a DIY Crochet Witch Hat"

1. Sarah - 2/5 stars - I was really excited to try out this crochet witch hat pattern, but unfortunately it fell short of my expectations. The instructions were confusing and hard to follow, especially for a beginner like me. The hat also turned out much smaller than anticipated, despite following the measurements given. Overall, I was disappointed with the end result and wouldn't recommend this pattern.
2. Mark - 3/5 stars - As an experienced crocheter, I found this DIY crochet witch hat pattern to be mediocre. The instructions were clear enough, but the design itself lacked originality and creativity. It felt like a generic witch hat pattern that I could easily find for free online. Additionally, the yarn recommendations didn't result in the desired effect, as the hat didn't hold its shape well. It's an okay pattern for beginners, but I was hoping for something more unique and challenging.
3. Emily - 1/5 stars - I found this DIY crochet witch hat pattern to be a complete waste of time and money. The instructions were incredibly confusing, filled with errors, and lacked any sort of clarification for difficult steps. Even with my years of crochet experience, I struggled to understand and execute the pattern properly. The final product ended up looking nothing like the picture provided. I regret purchasing this pattern and would not recommend it to anyone.
4. Alex - 2/5 stars - This DIY crochet witch hat pattern was disappointing. The instructions were poorly written and assumed a certain level of skill and knowledge that most beginners might not have. The pattern also required specific yarns and hook sizes that were difficult to find in my local craft stores, which added unnecessary frustration. Furthermore, the hat shape didn't turn out as expected, lacking the pointy look that I was hoping for. I would suggest looking for a different witch hat pattern with more detailed and beginner-friendly instructions.

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