The Ancient Traditions and Rituals of Ranni, the Witch Hatw

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Ranni the Witch Hatw is a beloved children's book character who captivates readers with her whimsical adventures in the magical world of Hatwland. Ranni, a witch with a knack for mischief, lives in a tall, crooked house atop a hill, surrounded by a vibrant garden teeming with enchanted creatures. As the story goes, Ranni owns a one-of-a-kind witch hat that grants her extraordinary powers. Decorated with sparkling stars, moons, and a mischievous cat, this hat has the ability to transport Ranni to different realms within Hatwland. With a flick of her wand and a giggle, Ranni embarks on exciting escapades, encountering talking animals, friendly ghosts, and misbehaving trees along the way. One of the most memorable adventures takes place when Ranni receives a distress call from a group of fairies in the enchanted forest.


Additional Effects per 1% Quality:
1% increased Minion Movement Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket. and other similar skills, which the player can use the stored seal to cast more SRS in one cast. Supported skills deal less damage when reoccuring tag only affects the spell part of SRS which deals no damage. Actual minion damage is not affected by the penalty during reoccuring.

It is currently intended that Unleash cannot support Summon Skeletons Summon Skeletons Spell, Minion, Duration Level 1-20 Cost 5-16 Mana Cast Time 0. Awakened Unleash Support is the awakened variant of Unleash Support Unleash Support Spell, Support Icon q Level 1-20 Cost Reservation Multiplier 150 Requires Level 38 Supports spell skills, making their effect reoccur when cast.

Unleash the spell

One of the most memorable adventures takes place when Ranni receives a distress call from a group of fairies in the enchanted forest. The fairies beg Ranni to help them find a lost treasure chest that holds the key to eternal happiness for all magical creatures. With her trusty hat, Ranni sets off on a whimsical quest, meeting quirky characters and overcoming challenges to reach the treasure before it falls into the wrong hands.

Using Unleash Psyche while Psyche is Unleashed

Per the text of Unleash Psyche, there are only a few requirements to cast it.

Quote:

UNLEASH PSYCHE (free-action)

PSYCHIC
Trigger Your turn begins.
Requirements You’re in an encounter, you Cast a Spell on your previous turn, and you aren’t stupefied.

You call on the depths of your mind and let psychic power flood through. Your Psyche remains Unleashed for 2 rounds or until your fall unconscious, whichever comes first. You can’t voluntarily quell your unleashed psyche. While your Psyche is Unleashed, the following effects occur.
[. ]
After your unleashed psyche subsides, your mind must
recover from the strain of channeling its full power. You
can’t use Unleash Psyche again for 2 rounds, and
you’re stupefied 1 for 2 rounds.

Specifically, note that there's no requirement that the character does not have an Unleashed Psyche. Furthermore, while there is a limit on using Unleash Psyche again for 2 rounds, it only applies after the unleashed psyche subsides. Because the Psyche remains Unleashed for 2 rounds, it lasts for the round used and the following round.

Per RAW, it seems clear that if I cast a spell on Round 1 of combat and then, on Round 2, Unleash Psyche and cast a spell, I still meet the requirements to Unleash Psyche on Round 3 of combat. What happens in this instance? Specifically, I have the following two questions:

First, if my Psyche is Unleashed when I use Unleash Psyche, does it fulfill the "You Unleash your Psyche" trigger for activities like Violent Unleash?

Second, how does this affect the number of rounds for which my "Psyche remains Unleashed"?

The CRB p. 444 on Duplicate Effects says the following:

Quote:

When you’re affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using mage armor and then cast it again, you’d still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage.

Based on the above, the duration of Unleashed Psyche should increase to two more rounds (expiring at the start of turn on Round Five) since the newer effect is the instanced applied to the character. However, it's still not clear if this counts for the trigger, since the Unleashed effect was already on the character. Similarly, it's not clear if the first instance counts as terminating, triggering the subside effects (You can't use Unleash Psyche again for 2 rounds, and you're stupefied 1 for 2 rounds). Thus I can see a few outcomes.

[u]Additional Unleash Psyche uses count as "You Unleash your Psyche" and do not trigger the subside effects[/u]: In this ruling, as long as I continue to cast a spell each of my turns and don't gain the stupefied condition from something else (or fall unconscious and trigger the subside effects that way), each round of the encounter I can Unleash Psyche and Violent Unleash. That means I'm always dealing 2*Spell Level bonus damage on psychic spellcasting and starting with a Violent Unleash but only ever have two actions on my turns, at least one of which must be used to cast a spell (e.g. cast Telekinetic Projectile or cast Shield and Stride). I can forgo the Violent Unleash to gain three actions on my turn, but it still may cause issues if there's a lot of necessary movement or if an enemy can perform reactions to Cast a Spell (or if the character goes unconscious or becomes stupefied by another source, which seem to be the main antagonist counters to this scenario).

[u]Additional Unleash Psyche activations do not count as "You Unleash your Psyche" and do not trigger the subside effects[/u]: In this ruling, Violent Unleash will likely only happen once per encounter unless the character gains stupefied from some other source or fails to cast a spell on their turn, thereby becoming ineligible to extend the Unleashed Psyche effect, or falls unconscious, thereby triggering the subside effects. However, as long as the character continues to meet the requirements to extend the effect, the character will still have the bonus damage for the entire encounter. At least one action each turn will need to be used for the Cast a Spell activity.

  • Round 1: No Unleashed effect, cannot use Unleash Psyche
  • Round 2: Uses Unleash Psyche to gain the Unleashed effect
  • Round 3: Has the Unleashed effect, uses Unleash Psyche to extend the Unleashed effect, gains Stupefied 1 from subside effects
  • Round 4: Has the Unleashed effect, cannot use Unleash Psyche, Stupefied 1
  • Round 5: No Unleashed effect, cannot use Unleash Psyche, Stupefied 1
  • Round 6: No Unleashed effect, cannot use Unleash Psyche, Stupefied 1
  • Round 8: Uses Unleash Psyche to gain the Unleashed effect (thus repeating the above cycle from Round 2).

Alternatively, this confusion could all be avoided if Paizo just did an errata on the Unleash Psyche effect that adds "your Psyche is not Unleashed" to the requirements, similar to the way Rage works. The fact that it's not there seems to imply that the effect is intended to be extendable, but it could just be an oversight (similar to not specifying "Standard Psi Cantrip" in The Oscillating Wave's Conservation of Energy feature.

While the spell "reoccurs", your character will stand in place while playing the casting animation. Note that the reoccurring spells do not count as being cast by you, and will therefore not trigger any on-cast abilities such as Intensify Support Intensify Support AoE, Spell, Support
Icon: T
Level: (1-20)
Cost & Reservation Multiplier: 140% Requires Level 31 Supports spell skills that you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills with a reservation or which create minions, or skills used by totems, traps, or mines. Supported Skills have (30-49)% increased Area of Effect
Supported Spells lose 1 Intensity every 0.25 seconds while moving, or immediately if you teleport
Supported Spells gain Intensity when you Cast them, to a maximum of 3
Supported Skills deal (10-14)% more Area Damage with Hits per Intensity
Supported Skills have 15% less Area of Effect per Intensity
Ranni the witch hatw

Throughout the tale, Ranni's mischievous nature often lands her in comical situations. Whether she accidentally turns herself into a pumpkin or mistakenly transforms a grumpy troll into a fluffy bunny, her heart is always in the right place. She learns valuable lessons about kindness, friendship, and the power of believing in oneself. Written by Amanda Harper, a renowned children's author, Ranni the Witch Hatw has captured the hearts of readers around the world. Harper's vivid storytelling and imaginative illustrations bring Hatwland to life, captivating young minds and inspiring a sense of wonder. In conclusion, Ranni the Witch Hatw is a charming character who has captured the imaginations of children and adults alike. Her thrilling adventures, magical powers, and mischievous spirit make for an enchanting read. Through her whimsical tales, Ranni teaches valuable life lessons, encouraging readers to embrace their uniqueness, be kind to others, and always believe in themselves. So, grab your own magical hat and join Ranni on her next exciting escapade in Hatwland!.

Reviews for "The Mysterious Charms and Talismans of Ranni, the Witch Hatw"

1. John - 1 star
I was really disappointed with "Ranni the Witch Hat". The story felt flat and predictable, lacking any real depth or originality. The characters were one-dimensional and uninteresting, making it hard for me to care about their journey. The animation was also subpar, with choppy movements and uninspired designs. Overall, I found the film to be a forgettable and uninspiring experience.
2. Emily - 2 stars
I had high hopes for "Ranni the Witch Hat", but unfortunately, it didn't live up to my expectations. The plot felt disjointed and rushed, leaving no time for proper character development. The humor also fell flat for me, with forced and cheesy jokes that didn't elicit any laughs. Additionally, the animation style was overly simplistic and lacked the charm and visual appeal that I was hoping for. Overall, I was left feeling underwhelmed and unsatisfied with my viewing experience.
3. Andrew - 2 stars
"Ranni the Witch Hat" may have had potential, but it failed to deliver. The plot was confusing and convoluted, making it hard to understand the motivations and actions of the characters. The animation was also lackluster, with poorly executed action sequences and bland visual effects. I found the overall pacing to be off, with certain scenes dragging on while others felt rushed. While the concept had promise, the execution fell short, resulting in a disappointing film that I wouldn't recommend.
4. Sarah - 1 star
I found "Ranni the Witch Hat" to be a complete waste of time. The story was predictable and lacked any originality, feeling like a cheap knock-off of other, better animated films. The characters were forgettable and lacked depth, leaving me feeling like I wasted my time investing in their journey. The animation was also subpar, with clunky movements and a lack of attention to detail. Overall, I was highly disappointed with this film and would not recommend it to others.
5. Michael - 2 stars
"Ranni the Witch Hat" had potential, but it ultimately fell flat for me. The story felt rushed and poorly developed, with numerous plot holes that left me scratching my head. The animation was also unimpressive, lacking the fluidity and attention to detail that I expect from animated films. Additionally, the humor missed the mark, failing to elicit any genuine laughs. While there were some glimpses of potential, overall, I found "Ranni the Witch Hat" to be a forgettable and disappointing experience.

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