The Perils and Profits of the Witchcraft Manufacturing Industry

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The witchcraft manufacturing plant is a mysterious establishment that has captivated the imagination of many for centuries. This enigmatic facility is said to be hidden deep within the confines of the forest, obscured from prying eyes and only known to a select few. Its purpose? The creation and distribution of magical potions, spells, and artifacts. Legend has it that the witchcraft manufacturing plant is run by a coven of powerful witches, who possess an unparalleled understanding of ancient mystical arts. These witches have honed their craft over generations, passing down their knowledge and expertise from mother to daughter. They possess the ability to harness the natural elements and tap into the energy of the universe, creating powerful potions and spells that can bend reality itself.


With your Sorcerer levels, surely it's obvious, you're picking Wild Magic. It's very straightforward from here, and I'll describe how it all comes together after I lay out the spells.

You have a familiar, who rolls their own initiative, who can use the Help action to grant you or your allies advantage on ability checks or attack or spell rolls. Illusion spells I would like to get off the wizard list include Mirror Image, Invisibility, Displacement, Loathsome Veil, Rainbow Pattern, Shadow Conjuration, and Greater Invisibility.

Oracle magician spells 5e

They possess the ability to harness the natural elements and tap into the energy of the universe, creating powerful potions and spells that can bend reality itself. Inside the plant, a complex network of rooms and laboratories awaits. Each area dedicated to a specific type of witchcraft, be it potion brewing, spellcasting, or artifact creation.

Oracle Illusionist Build

I need to build a 9th level character using a starting array of 16, 14, 13, 12, 12, 11, and 41k in items.

I am interested in building a character that has a mix of healing and divine spells, along with battlefield control.

My current idea is to build a heavens oracle, going into veiled illusionist at 6th level. Does anyone have suggestions for feats, spells, and skill allocations?

I am also debating race. The overall idea is a sneaky, tricky illusionist. Playing a gnome looks appealing, but so does human for spells known, and extra feats.

Current feats I'm considering are Extra Arcana, Secret Signs, Spell Focus and Greater Spell Focus, Eldritch Heritage (Arcana) for working towards more wizard spells, Spell Focus (Arcana), and Improved Initiative.

Illusion spells I would like to get off the wizard list include Mirror Image, Invisibility, Displacement, Loathsome Veil, Rainbow Pattern, Shadow Conjuration, and Greater Invisibility. But, spending all my resources for these spells do not get me much from the divine side other than cures, Resist Energy, and a few others.

We have one other battle cleric for divine spells, and a magus, bard, DD, and arcane trickster on the wizard side. I am looking at having a high UMD, so what wizard spells and divine spells should I look for as wands or scrolls to round out the concept?

Having an oracle of heavens myself, I present a cautionary word: OoH don't get the 'image' spells. You'll have to go out of your way to pick them up, such as the Eldritch Heritage method you're using.

What are you looking for in the class?

Wow, your group has a LOT of arcane casters. Are you sure you don't want to go Alchemist just to complete the set? ;)

Mystically Inclined wrote:

Having an oracle of heavens myself, I present a cautionary word: OoH don't get the 'image' spells. You'll have to go out of your way to pick them up, such as the Eldritch Heritage method you're using.

What are you looking for in the class?

Wow, your group has a LOT of arcane casters. Are you sure you don't want to go Alchemist just to complete the set? ;)

I actually was playing an Alchemist but am changing because I found the bombs repetitive and the use of extracts/infusions unsatisfying.

I want to provide clerical support with battlefield control. Illusions seems neat way of providing control, and I've never seen one played at a table.

I don't plan on getting the image spells. My plan is to focus on the pattern spells to take advantage of the Oracle revelation, and then various defensive spells like mirror image, displacement, and greater invisibility. And then offensive spells like shadow conjuration and evocation.

My biggest problem is now that I have built him, there just doesn't seem to be much room for clerical spells because of so few spells known. At 9th level I have shadow conjuration and g. invisibility or rainbow pattern. No cleric spells. For third I have loathsome veil, borrow fortune, and dispel magic.

Welcome to the Oracle.

The cleric is usually a better generalist. They can do a little battlefield control, a little buffing, maybe a little debuffing, and still have heal and 'get rid of nasty status effect' stuff.

The oracle is a specialist with an interest on the side. They have enough room to focus on one thing (and be FANTASTIC at it) and still get a little of one other thing (and be okay at best).

For a vanilla oracle, the oracle curse can really helps to round out the character depending on what you take. Also, vanilla oracles get spells of the Cure or Inflict line for free.

However, YOU are not building a vanilla oracle. The oracle levels are just the framework for going into veiled illusionist. As such.

1. I'm not sure if the oracle curse will continue to evolve, or if you get stuck with the penalty while having very little benefit.

2. Same with the mystery.

3. I'm not sure if you still get the Cure or Inflict line in addition to spells known, although my impulse is to say yes since it's a part of the spellcasting class.

4. Humans get their extra spell per level from a favored class bonus. You'd be getting the extra spell for the first five levels but then you'd be leveling in a class that's not favored. So between the choice of human and gnome, you'd want to go gnome.

I'm not sure that Oracle is the best choice for your base class. Then again, I'm not sure what the best choice would be. So assuming you stick with oracle, I'd pick one thing and stick with it. You can be a buffer, a healer/status effect remover, or a battlefield controller with an occasional 'something else' spell on the side. In addition, you will have your illusion powers.

You know that you want to do illusions. That's one of your things. Now focus your spells known on doing the other.

Also, check with your GM to see what happens with your oracle curse when you go veiled illusionist. If it continues to grow as if you were still an oracle, I'd look over the oracle curses and choose whichever one you feel benefits you the most.

Another thought- since you don't actually have to play through the first few levels, you could go dual-cursed for m0rE P0wAR kthx and pick up your dazzling spells through the veiled illusionist. But it's pretty cheesy and introduces the whole question of 'and HOW exactly did my character survive levels 1 through 5, hmmm?'

There are no restrictions on the race of an oracle, but tengu, dhampir, aphorite, kitsune, and sprite adventurers often become oracles.
The witchcraft manufacturing plant

The shelves are lined with rare and exotic ingredients – herbs, crystals, and animal parts – essential for the creation of their enchantments. The air is thick with the scent of incense and magic, creating an otherworldly atmosphere. The plant is not only a manufacturing hub but also a gathering place for witches from far and wide. Covens from different regions come together to exchange knowledge, share techniques, and showcase their creations. It is said that stepping into the plant is like entering a hidden realm, where time and reality blur, and the laws of the mundane world have no hold. From love potions and healing elixirs to powerful curses and protection spells, the witchcraft manufacturing plant caters to every magical need. Its creations are sought after by sorcerers, wizards, and spiritual seekers alike, each hoping to harness the power of the supernatural for their own purposes. However, gaining access to these magical treasures is no easy feat. The plant remains shrouded in secrecy and is known only to those deemed worthy by the witches themselves. Whether the witchcraft manufacturing plant is a mere legend or a genuine place of mystic creation, its allure continues to captivate the imagination of those who believe in the profound and mystical powers of witchcraft. To experience the wonders that lie within, one must enter with an open mind, a respectful heart, and a deep reverence for the ancient craft..

Reviews for "Trouble in the Cauldron: Controversies Surrounding the Witchcraft Manufacturing Plant"

1. John - 2/5 - I was really disappointed with "The witchcraft manufacturing plant". The concept seemed intriguing, but the execution fell flat for me. The pacing was slow, and I found myself losing interest multiple times throughout the book. Additionally, the characters lacked depth and development, making it difficult to connect with them or empathize with their struggles. Overall, I was hoping for a more engaging and immersive read, but unfortunately, this book didn't meet my expectations.
2. Sarah - 1/5 - I regret picking up "The witchcraft manufacturing plant". The writing style was confusing and disjointed, making it difficult to follow the storyline. The plot itself was convoluted and lacked coherence, jumping from one random event to another without any clear direction. I couldn't help but feel frustrated and disconnected from the narrative, leading to an overall negative reading experience. I wouldn't recommend this book to anyone looking for a captivating or well-crafted story.
3. Michael - 2/5 - "The witchcraft manufacturing plant" was a letdown for me. The world-building was weak and inconsistent, making it hard to fully understand or immerse myself in the magical elements of the story. The author introduced intriguing concepts, but failed to fully explore or explain them, leaving me with more questions than answers. Furthermore, the dialogue felt forced and unnatural, making it challenging to connect with the characters or believe in their interactions. Ultimately, I found this book to be lacking in both substance and execution.

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