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The concept of a "witch immolation costume" is a highly controversial and sensitive topic. This term refers to a Halloween costume that depicts a witch being burned at the stake. It is important to note that witch trials and burnings were a dark chapter in history, particularly during the infamous Salem witch trials in the 17th century. Wearing such a costume can be perceived as offensive and disrespectful. It trivializes the suffering and persecution faced by those accused of witchcraft during that time. The historical context of the witch trials is significant in understanding the gravity of the situation, as innocent people were unjustly accused, tortured, and killed.


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

The historical context of the witch trials is significant in understanding the gravity of the situation, as innocent people were unjustly accused, tortured, and killed. Costumes that depict violence or make light of historical tragedies can perpetuate harmful stereotypes and trivialize the experiences of real people. It is essential to approach Halloween costumes with sensitivity and respect for the cultural and historical impact they may have.

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
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In recent years, there has been growing awareness surrounding offensive and culturally inappropriate costumes. Many individuals and organizations advocate for inclusive and respectful costumes that do not perpetuate harmful stereotypes or create discomfort for others. It is important to consider the impact of our choices and actions, especially during holidays like Halloween, where costumes can inadvertently perpetuate harmful narratives or trivialize serious issues. Being mindful and respectful in our costume choices can contribute to a more inclusive and understanding society. Therefore, while the concept of a "witch immolation costume" may exist, it is crucial to approach it with sensitivity, empathy, and an understanding of its historical context to ensure that we do not perpetuate harm or offense..

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