The magic spirit of witchcraft has been a topic of fascination and fear for centuries. Dating back to ancient times, witches have been associated with supernatural forces and the ability to cast spells and perform rituals that defy the laws of nature. The idea of this magical spirit has captured the imaginations of people from all walks of life, from peasants to kings. In many cultures, witches were believed to have made pacts with the devil, gaining their powers in exchange for their allegiance. This association with the occult and evil has perpetuated the fear and persecution of witches throughout history. In the Middle Ages, thousands of innocent people, mostly women, were tortured and killed in the name of witchcraft.
Comparing Amulets
As I understand it, one of the "big six" is the amulet of natural armor. In the Advanced Race Guide, there's an item called the darksire amulet for 9k gold that increases a tiefling wearer's resistances to fire, acid and electricity from 5 to 10.
So let's assume you're playing a tiefling who wants to be reasonably durable. Let's further assume that the level range of your campaign is such that you would never get around to buying an amulet of natural armor +3. Thus, you have a choice between 8,000gp for a +2 AoNA or 9,000gp for the darksire, with no thought of needing to upgrade later on.
Which would you pick? Let's also assume that the campaign is fairly eclectic - it is neither "Let's Kill 1,000 Fire Elementals", nor "The Tale of the Nonmagical Stabbing Contest".
Which amulet wins the slot?
In an average campaign, I would expect the extra +2 to AC to prevent more damage than 5 points of resistance to fire, acid and electricity because regular attacks are much more frequent than energy attacks. But YMMV.
Pathfinder Roleplaying Game Superscriber9000 gp for 5 extra points of resistance against some types of magical attacks, or 8000 gp for 10% less chance to get hit by all melee and ranged attacks and many spells, including many spells that cause fire, acid, or electricity damage?
Sounds like an easy choice to me.
If you are a monk, it's the amulet of mighty fists, hands down. If you aren't, it's the darksire amulet because the AoMF doesn't matter - even if you are an unarmed fighter, you lose far less by using brass knuckles, monk's body wrap or brawling armour instead of the AoMF.
hogarth wrote:In an average campaign, I would expect the extra +2 to AC to prevent more damage than 5 points of resistance to fire, acid and electricity because regular attacks are much more frequent than energy attacks. But YMMV.
Opposite way I think. +2 AC isn't doing jack against monsters that will attack in melee by the time you can afford this.
On a minor note, fire resistance 6+ means you are immune to mundane fire. If you can't find a use for that, you aren't trying.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 10:43 am |
9000 gp for 5 extra points of resistance against some types of magical attacks, or 8000 gp for 10% less chance to get hit by all melee and ranged attacks and many spells, including many spells that cause fire, acid, or electricity damage?
Sounds like an easy choice to me.
Er, what spells are being defended against with natural armor bonuses, exactly?
Pathfinder Adventure, Rulebook, Starfinder Adventure Path SubscriberDarksire amulet and Armor of the Pit feat.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 11:07 am |
If you are a monk, it's the amulet of mighty fists, hands down. If you aren't, it's the darksire amulet because the AoMF doesn't matter - even if you are an unarmed fighter, you lose far less by using brass knuckles, monk's body wrap or brawling armour instead of the AoMF.
Er, you may want to re-read the question.
Jiggy wrote: Dabbler wrote:If you are a monk, it's the amulet of mighty fists, hands down. If you aren't, it's the darksire amulet because the AoMF doesn't matter - even if you are an unarmed fighter, you lose far less by using brass knuckles, monk's body wrap or brawling armour instead of the AoMF.Er, you may want to re-read the question.
Er, yes, I was half asleep. Sorry.
deuxhero wrote: hogarth wrote:In an average campaign, I would expect the extra +2 to AC to prevent more damage than 5 points of resistance to fire, acid and electricity because regular attacks are much more frequent than energy attacks. But YMMV.
Opposite way I think. +2 AC isn't doing jack against monsters that will attack in melee by the time you can afford this.
How do you figure? By my calculations, unless your armor class is particularly high or low a +2 to AC should prevent 2 out of every 20 attacks.
The point is that AC, like to hit, comes in incremental amounts. You can push it up bit by bit, and each individual bit is not worth so much, but put them together and you have a lot.
The question is will you gain more protection from energy resistance than you will lose in AC? If you get attacked physically a lot, then probably not. If you are at the back of the party, the opposite is probably true.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 12:16 pm |
@Dabbler: So your answer to "which one's better?" is "whichever one is better"? ;)
Jiggy wrote:@Dabbler: So your answer to "which one's better?" is "whichever one is better"? ;)
I am saying it depends on what role this character fulfils, and how their party dynamic works. The OP has already said not to assume anything about the game, but I am guessing the player must know what happens in the party and how they plan on playing.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 01:18 pm |
In that case, by what criteria/metrics do you determine which is the better item for your situation?
Since attacks against AC are more common I would say the amulet of natural armor is better unless you already have a very high AC without it.
The other two depend on what class or race you play.
I'd go with the amulet of natural armor. My reasoning is that barkskin is only a single target spell, while communal resist energy is a 3rd level spell. It's more economical to always have the AC and get the energy resistance via spells when necessary.
My instinct is to follow the KISS principle and go for the general over the specific, also to avoid being hit rather than reduce damage when I am hit.
I guess the Darksire Amulet is cooler, but the Amulet of NA is a proven asset and is therefore seen as dependable.
The +4 Diplomacy bonus to influence evil outsiders helps the darksire amulet, as 1 in 10 monsters fall into that category.
Over one in ten monsters have breath weapons.
I suspect statistically the first 5 points of energy resistance are much more valuable than the second 5 points. Diminishing returns. Weapons that do a dice or two of fire damage or catching fire, will be mostly blocked by DR5 fire. Generally then we are looking at old favorites of enemy casters such as scorching ray, fireball, lightning bolt; or breath weapons.
I am still leaning towards old faithful.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 01:53 pm |
Since attacks against AC are more common I would say the amulet of natural armor is better unless you already have a very high AC without it.
What would be a sufficiently high AC for that to come into play?
Jiggy wrote:In that case, by what criteria/metrics do you determine which is the better item for your situation?
If you are a caster you are less likely to be involved in front-line combat. You are more likely to be targeted by enemy casters. They are more likely to use energy, which means you tend to need the energy defence more.
Balance that against your spell selection and current AC. Defensive spells are able to cover either, so it depends what you would rather use them for, if either. Great AC, and +2 isn't much - take the energy protection. If you normally pack a good resist energy spell, and your AC isn't great, take the AC.
Jiggy wrote: wraithstrike wrote:Since attacks against AC are more common I would say the amulet of natural armor is better unless you already have a very high AC without it.What would be a sufficiently high AC for that to come into play?
If the average APL=CR enemy needs an attack roll of 18 or better to hit you then you can probably opt for versatility, and not worry about losing much.
Does it have to be an amulet or anything that takes up the neck slot?
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 18, 2012, 02:00 pm |
If the average APL=CR enemy needs an attack roll of 18 or better to hit you
Hm. You wouldn't happen to have a chart, would you? Something showing average attack bonuses by CR, or something like that?
Disclaimer:I am not yelling. I am copying and pasting from my pdf.
AMULET OF PROOF AGAINST PETRIFICATION for 8000 is not bad.
This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities
do not function while the wearer is staggered.
EVERWAKE AMULET 8000
Cast in the image of the sun and often ornamented with an open eye, this
amulet defends the wearer against the need for sleep. The wearer of this
amulet does not need to sleep, but must remain at ease for the normal
amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch).
I like the everwake amulet. My druids, rangers, and clerics tend to have very high perception checks. With this they can keep take a watch, and still regain spell.
Jiggy wrote: wraithstrike wrote:Since attacks against AC are more common I would say the amulet of natural armor is better unless you already have a very high AC without it.What would be a sufficiently high AC for that to come into play?
If your AC is less than the average attack bonus of an enemy you face, it isn't worth it, as it won't mitigate enough % of your incoming damage. Likewise if your AC is high enough that most enemies you face must roll 20 to hit, it isn't worth it, as the bonus is wasted.
If you're in the range where most enemies you face need to roll between a 2 and a 20 to hit you, it's worth it. Funny thing is most non-arcanes are there anyway. If you've managed to get to the "enemies need a 20" without the AoNA, congratulations, it's useless. Likewise if you were always getting hit before having the AoNA, it won't change that. In both these cases get the resistances.
I'm making assumptions that resist 5 will knock off around 10% of the damage (50 damage energy effects).
Jiggy wrote: wraithstrike wrote:If the average APL=CR enemy needs an attack roll of 18 or better to hit you
Hm. You wouldn't happen to have a chart, would you? Something showing average attack bonuses by CR, or something like that?
You can find such a chart in the back of the bestiary, though individual monster statistics vary wildly from the average.
Jiggy wrote: wraithstrike wrote:Since attacks against AC are more common I would say the amulet of natural armor is better unless you already have a very high AC without it.What would be a sufficiently high AC for that to come into play?
Not that hard to eyeball.
Basicly once you have a high enough AC to only get hit on a nat. 20 then the Amulet doesn't do anything. If you only get hit on a 19, then it only gives you an effective +1.
Let's assume a level 10 character. He'll most likely fight monsters in that general CR area as well.
That means their BAB will probably be between 8 and 12 in most cases. Lets add +4 from strength, weapon focus and a +1 weapon. Thats a +18 to hit.
So for this you would need a AC of 38. Which is pretty hard to achieve I would guess. If you're lower than that the amulet will block 10% of the attacks. (Those monster stats were probably even on the lower end of the scale, they might have far higher strength than just 18. In which case you need even higher AC)
On the other hand if your AC is so low that you get only missed on a nat. 1 even with the amulet, than it's worthless to. In the above example, if your AC with the amulet would be 20 or lower it doesn't make a difference.
So if your AC is say 27 then its a safe bet that the amulet does something, even if the monster stats were a bit too low or high. If its 21 or even 40, then you might look at monster stats more closely to see if that +18 was a good guess or not and how that changes stuff.
Jiggy wrote:As I understand it, one of the "big six" is the amulet of natural armor. In the Advanced Race Guide, there's an item called the darksire amulet for 9k gold that increases a tiefling wearer's resistances to fire, acid and electricity from 5 to 10.
So let's assume you're playing a tiefling who wants to be reasonably durable. Let's further assume that the level range of your campaign is such that you would never get around to buying an amulet of natural armor +3. Thus, you have a choice between 8,000gp for a +2 AoNA or 9,000gp for the darksire, with no thought of needing to upgrade later on.
Which would you pick? Let's also assume that the campaign is fairly eclectic - it is neither "Let's Kill 1,000 Fire Elementals", nor "The Tale of the Nonmagical Stabbing Contest".
Which amulet wins the slot?
Neither. Necklace of Adaptation. Watch your DM cry as you Moonwalk through his Stinking Clouds.
Riuken wrote: Jiggy wrote: wraithstrike wrote:If the average APL=CR enemy needs an attack roll of 18 or better to hit you
Hm. You wouldn't happen to have a chart, would you? Something showing average attack bonuses by CR, or something like that? You can find such a chart in the back of the bestiary, though individual monster statistics vary wildly from the average.
Most of them match up pretty well. If a monster is really for it's CR in one area then it will compensate somewhere else though.
Jiggy RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32 | Sep 19, 2012, 09:27 am |
Amulets | Pathfinder Wrath of the Righteous Wiki
Amulets are a type of Accessories in Pathfinder: Wrath of the Righteous. Amulets can provide our character with unique defensive stats, bonuses, skill checks, and more. They can be equipped on the Neck slot. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, Crafted, or dropped by Enemies and Bosses.
In the Middle Ages, thousands of innocent people, mostly women, were tortured and killed in the name of witchcraft. The image of witches that has been portrayed in literature and media has further contributed to their mystique. They are often depicted as old hags with pointy hats, broomsticks, and black cats.
Pathfinder: WotR All Amulets
Amulets Gallery Comparison TableGallery of Amulets in Pathfinder: WOTR
Amulet of Agile Fists
Amulet of Agile Fists +1
Amulet of Agile Fists +2
Amulet of Agile Fists +3
Amulet of Agile Fists +4
Daeran's Gift
Amulet of Mighty Fists +1
Amulet of Mighty Fists +2
Amulet of Mighty Fists +3
Amulet of Mighty Fists +4
Amulet of Mighty Fists +5
Amulet of Natural Armor +1
Amulet of Natural Armor +2
Amulet of Natural Armor +3
Amulet of Natural Armor +4
Amulet of Natural Armor +5
Amulet of Natural Armor +6
Life Veil
Amulet of Devouring
Glass Amulet of Clarity
Half of the Pair
Menace of Death
Amulet of Apothecary
Amulet of Imposing Physique
Amulet of Jousting
Amulet of Unforgiving Elements
Amulet of Circulating Blood
Amulet of Inner Sight
Aspect of the Asp
Bone Amulet
Deathly Arousal
Nahyndrian Crystal
Ear Neckalce
Perfect Pitch
Angel's Heart
Vellexia's Magnifying Amulet
Amulet of Deep Roots
Voracious Spirit
Amulet of Ooze
Francest's Charming Voice
Francest's Mighty Call
Your Phylactery
Nahyndrian League Collar
Silver Tongue Amulet
Sarzaksys Payza
Back Rank Assistance
Amulet of Blackened Mirror
Ward Master's Amulet
Amulet of Epic Songs
Reckless Vengeance
Guardian of Life
Embrace of the Faceless
Voice of the Faceless
Amulet of Hidden Horrors
Amulet of the Cursed Bard
Amulet of Quick Draw
Dragon's Heirloom
All Amulets Comparison Table
Quick Search of All Amulets
Click on the header to sort the table.
Name
Value
Effect
Amulet of Agile Fists
Amulet of Agile Fists +1
Amulet of Agile Fists +2
Amulet of Agile Fists +3
Amulet of Agile Fists +4
Amulet of Hidden Horrors
Amulet of Mighty Fists +1
Amulet of Mighty Fists +2
Amulet of Mighty Fists +3
Amulet of Mighty Fists +4
Amulet of Mighty Fists +5
Amulet of Natural Armor +1
Amulet of Natural Armor +2
Amulet of Natural Armor +3
Amulet of Natural Armor +4
Amulet of Natural Armor +5
Amulet of Natural Armor +6
Life Veil
Amulet of Blackened Mirror
Amulet of Devouring
Glass Amulet of Clarity
Half of the Pair
Menace of Death
Amulet of Apothecary
Amulet of Imposing Physique
Amulet of Jousting
Amulet of Unforgiging Elements
Amulet of Circulating Blood
Amulet of Inner Sight
Aspect of the Asp
Bone Amulet
Deathly Arousal
Nahyndrian Crystal
Back Rank Assitance
Ear Neckalce
Perfect Pitch
Sarzasys Payza
Vellexia's Magnifying Amulet
Amulet of Deep Roots
Voracious Spirit
Amulet of Ooze
Francest's Charming Voice
Francest's Mighty Call
Silver Tongue Amulet
Nahyndrian Legaue Collar
Angel's Heart
Your Phlactery
Ward Master's Amulet
This amulet makes all ward abilities and spells (those which have the word "ward" in their names) grant +1 additional AC, and become extended as though using the Extend Spell feat.
Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Daeran's Gift
An exquisite pendant shaped like a key. If you look at the key from a specific angle, the pattern of its engraving forms the first letter of your name.
Amulet of Combat Awareness
The wearer of this amulet receives a +3 competence bonus on Initiative rolls and Reflex saving throws.
Dragon's Heirloom
This amulet of natural armor +8 grants its wearer immunity to fire and acid. However, whenever the wearer of this amulet is hit by a dragon in melee, they become petrified for 1 round. If the owner has a dragon subtype, they become just stunned for the same duration instead.
Necklace
Necklace is a type of magical accessories in Pathfinder: Kingmaker.
Their cauldrons bubble with mysterious potions and their spells can bring curses or blessings. However, the idea of the magic spirit of witchcraft is not limited to these stereotypes. Modern witchcraft, often referred to as Wicca, is a contemporary pagan religious movement that embraces nature and celebrates the cycles of the seasons and the elements. Wiccans believe in the power of magic and use rituals and spells to bring about positive change in their lives. Whether one believes in the magic spirit of witchcraft as a force of evil or a path to spiritual enlightenment, it is undeniable that witches have had a significant impact on human culture. They have inspired art, literature, and even fashion. Their symbolism continues to captivate and enchant people around the world. In conclusion, the magic spirit of witchcraft has a complex and multifaceted history. It has both terrified and fascinated people throughout the ages. Whether real or imagined, witches and their powers continue to be a subject of intrigue and wonder..
Reviews for "The Magic Spirit: Bridging the Gap Between Witchcraft and Enlightenment"
1. Jessica - 1 star
I was extremely disappointed with "Magic spirit of witchcraft". The plot was confusing and all over the place, with too many unnecessary twists and turns. The characters were poorly developed and lacked depth, making it difficult to connect with any of them. Overall, the book felt rushed and lacking in substance. I would not recommend it to anyone who enjoys well-written and engaging novels.
2. Ryan - 2 stars
"Magic spirit of witchcraft" did not live up to its hype for me. The writing style was mediocre at best, with cliched dialogue and excessive use of unnecessary descriptions. The pacing was also off, with long sections of slow and uneventful scenes followed by rushed and underdeveloped plot twists. I felt like the author was trying too hard to be mysterious and ended up sacrificing coherence and believability. I regret investing my time and money in this book.
3. Emily - 2.5 stars
While "Magic spirit of witchcraft" had an interesting premise, the execution fell flat for me. The writing was average, and the story lacked originality and depth. The characters felt one-dimensional, and their dialogue was often forced and unrealistic. The plot dragged on in some parts and rushed through others, making it difficult to stay engaged. Overall, I found the book to be mediocre and forgettable. I was expecting more from the author who has received so much praise.