How to Choose the Right Witchcraft Ammunition for Your Practice

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Witchcraft ammunition abundant options Witchcraft has a rich history and continues to be practiced by many individuals around the world. With this practice comes the need for various tools and ammunition to aid in spells and rituals. From herbs and crystals to incense and candles, there are abundant options available for witches to enhance their craft. One of the most commonly used ammunition in witchcraft is herbs. Different herbs are believed to possess certain properties and energies that can be harnessed in spellwork. For example, lavender may be used for purification and relaxation, while rosemary is often used for protection and memory enhancement.


Grit: At 3rd level, a black powder witch gains the gunslinger’s grit ability, except that the black powder witch begins each day with only 1 grit point. Her grit goes up or down throughout the day, but cannot go higher than her Intelligence modifier (minimum 1). She also regains grit in the same way as a gunslinger.

Her firearm becomes an intelligent weapon that functions in every way as a normal witch s familiar, but it does not gain the Improved Evasion and Speak with Others of its Kind abilities. Overall, you are mainly going to find that most GMs will charge you the cost for alchemical silver and or adamantine per piece of ammunition, not per lot, whether 10, 20 or 50.

Witchcraft ammunition abundant options

For example, lavender may be used for purification and relaxation, while rosemary is often used for protection and memory enhancement. The versatility of herbs allows witches to create personalized concoctions and potions tailored to their specific needs. Crystals are another popular form of ammunition in witchcraft.

Witchcraft ammunition abundant options

(Original Concept by Big Lemon )

Primary Class: Witch.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Die: d6.

Bonus Skills and Ranks: The black powder witch may select three gunslinger skills to add to her class skills in addition to the normal witch class skills. The black powder witch gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The black powder witch is proficient with all simple weapons and all one-handed firearms. She is not proficient with any types of armor or with shields.

Spellcasting: A black powder witch casts arcane spells drawn from the witch spell list, and adds the following spells to that list at the indicated spell levels: 1st level—abundant ammunition†, damp powder†, fabricate bullets†, jury-rig†, weaken powder† ; 2nd level—bullet shield†, destabilize powder†, reloading hands†, recoil fire†, ricochet shot†, stabilize powder† ; 3rd level—flash fire† ; 4th level—named bullet† . A black powder witch does not cast cantrips, but adds detect magic and read magic to her familiar as 1st–level spells. A black powder witch otherwise learns and casts spells as a witch equal to her black powder witch level. († Ultimate Combat )

Gunsmithing: At 1st level, a black powder witch imbued with a higher calling from the spirits of combustion, metallurgy, and industry. She gains the gunslinger’s gunsmithing ability, but must select one of the following one-handed firearms: dragon pistol pepperbox, or pistol. This ability, deeds, and grit replace the witch’s patron.

Witch's Conduit (Ex): At 1st level, a black powder witch forms a powerful bond with her firearm or a creature. This bond creates a conduit for can take one of two forms. Once this bond is chosen, it cannot be changed. The first is for the black powder witch to form close a bond with a familiar. This is exactly like the witch’s familiar.

The second option is to form a close bond with a firearm. Her firearm becomes an intelligent weapon that functions in every way as a normal witch's familiar, but it does not gain the Improved Evasion and Speak with Others of its Kind abilities. However, due to the bonded firearm’s intelligence, warlike nature, and its empathetic link to its master, it keeps the black powder witch constantly alerted to danger. The black powder witch is never considered flat-footed while wielding her bonded firearm. This ability otherwise functions as and replaces the witch’s familiar.

Hex Pistol (Su): At 2nd level, a black powder witch can attune her one-handed firearm to a single hex that she knows. Whenever the black powder witch uses this hex, she can deliver the hex through her one-handed firearm as part of a ranged touch attack. As part of the standard action normally used to deliver the hex, a black powder witch can make one free ranged touch attack with her one-handed firearm (at her highest base attack bonus) as part of using this hex. If successful, the ranged touch attack deals the firearm’s normal damage as well as the effects of the hex. This attack uses the weapon’s critical range as normal. At 10th level, a black powder witch can attune her one-handed firearm to a single major hex that she knows. Alternatively, she can attune her firearm to a single spell that has the curse descriptor, and is stored in her familiar. The spell must have a casting time of 1 standard action or less. The black powder witch must choose and attune her one-handed firearm when she communes and prepares her spells. A black powder witch can attune up to two of her one-handed firearms in this manner. Each firearm must be attuned to the same hex or spell. This ability replaces cantrips.

Deeds: At 3rd level, a black powder witch gains the gunslinger’s deed ability and gains access to 1st level deeds. Like a gunslinger, she spends grit to accomplish these deeds. At 7th level, and every four levels thereafter, the black powder witch gains access to the next higher level of deeds, up to 15th level deeds at 19th level.

Grit: At 3rd level, a black powder witch gains the gunslinger’s grit ability, except that the black powder witch begins each day with only 1 grit point. Her grit goes up or down throughout the day, but cannot go higher than her Intelligence modifier (minimum 1). She also regains grit in the same way as a gunslinger.

New Hexes
Familiar's Mark: At The Black powder witch's command, her familiar can lay this hex on an opponent to make them easier to hit. The familiar to make a melee touch attack against the creature she designates. If successful, the target is marked, and the witch gains +1 on attack and damage rolls with her Hex Pistols against that target for a number of rounds equal to her Intelligence modifier. This bonus increases by +1 at 5th level and every six levels therafter (to a maximum of +4 at 17th level). A creature may only be subject to this effect once per day.

Gun Senses: The Black powder witch's senses around firearms are heightened. She gains a +4 insight bonus on Perception checks to notice concealed firearms and gets a +1 insight bonus on Initiative rolls when at least one enemy is wielding a firearm.

Hex Machine: The Black powder witch can lay a subtle curse on any device with intricate moving parts (clocks, firearms, etc.) that makes them more prone to breaking. For a number of rounds equal the witch's Intelligence modifier, any time the hexed device is used, it has a 25% chance of gaining the broken condition. Non-magical items do not receive a saving throw against this effect. A device that is broken in this way cannot be subject to this effect again that day.

Major Hexes
Bullet Scry: The black powder witch may fire a special bullet from her hex pistol that she may see through as the spell arcane eye, except that the bullet may not be moved from the spot where it lands except by hand. The Witch may only use this hex once per day.

Bullet Time: While in combat, the black powder witch may activate this hex to slow time around her, allowing her to act with super-human speed. This functions as the spell haste, except that the Witch may only use her hex pistols to make the additional attacks.

Engraved Ammunition: The witch may inscribe the name of a creature onto a piece of ammunition that, when fired at the named creature, is considered to have the Bane quality against that creature. The witch must know the creatures real, full name: aliases and nicknames will not work. The witch may only inscribe a given creatures name on one bullet per day. If the bullet is fired and misses, the witch may not inscribe another with that name until the next day.

Grand Hex
Doom Upon Your House: The witch may fire a single shot at a building or structure that causes it to crumble. If the bullet hits, each subsequent round, the structure takes 6d6 points of damage plus the witches Intelligence modifier. This effect last as long as the black powder witch maintains concentration, up to a maximum number of rounds equal to her level. The black powder witch may use this hex once per day.


Table: Black Powder Witch

Class
Base
Fort
Ref
Will

Spells per Day




Level
Attack Bonus
Save
Save
Save
Special
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Hex, gunsmithing, witch's conduit
1








2nd
+1
+0
+0
+3
Hex, hex pistol
2








3rd
+1
+1
+1
+3
Deeds 2
1







4th
+2
+1
+1
+4
Hex
3
2







5th
+2
+1
+1
+4

3
2
1






6th
+3
+2
+2
+5
Hex
3
3
2






7th
+3
+2
+2
+5
Deeds 4
3
2
1





8th
+4
+2
+2
+6
Hex
4
3
3
2





9th
+4
+3
+3
+6

4
4
3
2
1




10th
+5
+3
+3
+7
Hex, major hex
4
4
3
3
2




11th
+5
+3
+3
+7
Deeds 4
4
4
3
2
1



12th
+6/+1
+4
+4
+8
Hex
4
4
4
3
3
2



13th
+6/+1
+4
+4
+8

4
4
4
4
3
2
1


14th
+7/+2
+4
+4
+9
Hex
4
4
4
4
3
3
2


15th
+7/+2
+5
+5
+9
Deeds 4
4
4
4
4
3
2
1

16th
+8/+3
+5
+5
+10
Hex
4
4
4
4
4
4
3
2

17th
+8/+3
+5
+5
+10

4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Hex, grand hex
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
Deeds 4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Hex
4
4
4
4
4
4
4
4
4

Spellcasting: A black powder witch casts arcane spells drawn from the witch spell list, and adds the following spells to that list at the indicated spell levels: 1st level—abundant ammunition†, damp powder†, fabricate bullets†, jury-rig†, weaken powder† ; 2nd level—bullet shield†, destabilize powder†, reloading hands†, recoil fire†, ricochet shot†, stabilize powder† ; 3rd level—flash fire† ; 4th level—named bullet† . A black powder witch does not cast cantrips, but adds detect magic and read magic to her familiar as 1st–level spells. A black powder witch otherwise learns and casts spells as a witch equal to her black powder witch level. († Ultimate Combat )
Witchcraft ammunition abundant options

Each crystal is believed to carry its own unique energy that can be utilized in spells and rituals. For instance, amethyst is often used for spiritual protection and connection, while clear quartz is known for its amplifying properties. Witches can choose from a vast array of crystals to incorporate into their craft, depending on their intention. Incense plays a significant role in witchcraft, as it is commonly used to cleanse and purify spaces before spellwork. Different types of incense, such as sage or sandalwood, are believed to have specific energies and spiritual properties that can enhance the effectiveness of spells. The aroma and smoke produced by incense can create a conducive atmosphere for witches to connect with their higher selves and the spiritual realm. Candles are another essential form of ammunition in witchcraft. Not only do they provide illumination during rituals, but they also represent the element of fire and can be used to connect with one's intentions. Colored candles are often chosen based on their symbolic meanings, while scented candles can enhance the desired energy during spellwork. The flickering flame of a candle can help witches focus their intention and visualize their desires more clearly. In conclusion, witchcraft ammunition offers abundant options for practitioners to enhance their craft. From herbs and crystals to incense and candles, witches can choose from a vast array of tools to support their spellwork and rituals. Each tool carries its own unique energy and properties, allowing witches to personalize their practice and harness the power of the universe to manifest their desires..

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