Salem Witch Tees: Wear Your Witchy Pride!

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The Salem witch trials were a series of hearings and prosecutions of people accused of witchcraft in colonial Massachusetts between February 1692 and May 1693. More than 200 people were accused, 30 were found guilty, and 19 were executed by hanging. This dark period in American history is infamous for its mass hysteria and its unjust treatment of innocent individuals. The accusations began in Salem Village (now Danvers, Massachusetts) when a group of girls claimed they were being tormented by witches. These accusations quickly spread, leading to the arrests of many people, including both women and men, from various social and economic backgrounds. The trials centered around spectral evidence, where the afflicted claimed to see the accused as a ghostly figure causing harm to them.


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But, if you re looking for specific guidance for this item in particular you want to create, it would function best as a Wand of sorts, since that s the most flexible and ideal situation for this. If you were going to make it an actual Armor such as Explorer s Clothing , I would just add the Potency Resiliency Runes in on top of the base value since most Body slot items would also provide these benefits regardless, such as the Robes of the Archmage , meaning the Lesser Phantom Harness would be a 1 Resilient Explorer s Clothing with the activation, putting it at 1,000 gold.

Ne 2 magic

The trials centered around spectral evidence, where the afflicted claimed to see the accused as a ghostly figure causing harm to them. Fear and paranoia escalated in the community as more and more people were accused and examined. Many innocent individuals were forced to endure grueling interrogations, during which they would be physically coerced or deprived of sleep until they confessed.

Creating New Magic Items: How?

I am a fairly new player to PF2E. I had a long history with 1st edition, but I am only now getting back into it and trying out 2E.
I have read through the crafting rules and they all make sense to me, but I did not find any rules for inventing entirely new magic items/formulas or what that might cost. I don't have every book, but so far it's been hard to find a discussion on this anywhere. I am starting to suspect that simply aren't any rules to discuss.
If not, I would love to hear what the community has come up with, as I am sure I can't be the first person to ask this. Perhaps a 3rd party publisher?

The item I would like to create is a wearable body-slot item that casts Phantom Steed 1/day, maybe twice. PS is a second-level spell. As the caster goes up in level, the better versions can be created.

How hard would it be to invent such an item folks? And how much would it cost? Is there a breakdown that I can use to make the higher levels ones later?

Thanks in advance!
M_J

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MerKaBa_Jedi wrote:

I am a fairly new player to PF2E. I had a long history with 1st edition, but I am only now getting back into it and trying out 2E.

I have read through the crafting rules and they all make sense to me, but I did not find any rules for inventing entirely new magic items/formulas or what that might cost. I don't have every book, but so far it's been hard to find a discussion on this anywhere. I am starting to suspect that simply aren't any rules to discuss.
If not, I would love to hear what the community has come up with, as I am sure I can't be the first person to ask this. Perhaps a 3rd party publisher?

The item I would like to create is a wearable body-slot item that casts Phantom Steed 1/day, maybe twice. PS is a second-level spell. As the caster goes up in level, the better versions can be created.

How hard would it be to invent such an item folks? And how much would it cost? Is there a breakdown that I can use to make the higher levels ones later?

Thanks in advance!
M_J

I know that Treasure Vault is introducing alternate crafting rules, but what that entirely entails, I don't know (the book isn't officially released yet as far as I can tell). But what I do know is that custom item creation is mostly (if not entirely) GM purview. I'm pretty sure the Game Master's Guide has some insight on some do's and do not's with these things. And really, there's no discussion because, outside of the game table you play at, or whatever the rare/unique item in the book/adventure you're playing, it won't come up. It's just not common enough. I suppose there is the "Craft Anything" Legendary Skill Feat, but all that does is at-best let the player have a "vision" in terms of what item they want to make, but the GM still has the final say in what's possible and what it will take to craft it. And in short, it's mostly guesswork, as well as following basic guidelines.

But, if you're looking for specific guidance for this item in particular you want to create, it would function best as a Wand of sorts, since that's the most flexible and ideal situation for this. Essentially, a basic Wand of Phantom Steed lets you cast the spell of the appropriate level 1/day, and you can spend gold to upgrade it to the heightened levels, since Wands cost the same amount regardless of what spell is in it (not regarding differences in cost for Rarity or Spell Component Costs, of course, which are separate). If you're wanting a non-spellcaster to utilize such an item, and it not requiring a hand "slot" to utilize, then that will both jack the price up significantly, and reduce the ways you can "heighten" the item between its grades. A non-spellcaster should not have the same flexibility as a spellcaster in regards to their magic item niches, after all.

One basic example I would take is making what I would dub the "Phantom Harness," a riding harness body slot item (which can fit under or over other armors), or even making it a type of Explorer's Clothing (which would let you add Potency and Resiliency Runes to it as well), which provides the 1/day Phantom Steed activation regardless of ability to cast spells. The Lesser version would be the basic 2nd level, the Normal version would be the heightened 5th level, and the Greater version would be a heightened 8th level. I would also tack on at-least the Uncommon tag, since this is a custom item, but it also isn't so unreasonable or undesirable that maybe some luxurious folks/other adventurers wouldn't have some around.

Now, if you're only going to make it a simple Body slot item, I would take about 250% of the cost of a Wand of the appropriate level (double the value of the Wand's base price since it doesn't require spellcasting to activate, and 50% because it's Uncommon and not an appropriate slot item for such an ability to begin with), which puts it at around 500 gold for the Lesser, 4,250 gold for the Normal, and 42,500 gold for the Greater. If you were going to make it an actual Armor (such as Explorer's Clothing), I would just add the Potency/Resiliency Runes in on top of the base value (since most Body slot items would also provide these benefits regardless, such as the Robes of the Archmage), meaning the Lesser Phantom Harness would be a +1 Resilient Explorer's Clothing with the activation, putting it at 1,000 gold. A normal Phantom Harness would be +2 Resilient Explorer's Clothing with the 5th level activation (5,750 gold), and Greater Phantom Harness at +3 Greater Resilient Explorer's Clothing with the 8th level activation (67,500 gold).

Of course, 250% value might be too high, but I just took it as a baseline for an example; the point is that the formula variables are mutable to suit your needs, and that you could adjust that to be, say, 150%, or even just taking the base values of all the involved components and deciding that the investment slot cost is enough (though I would advise against this if making it an Explorer's Clothing, since that will always require investiture regardless of whatever other effects are on it).

Salem witch tees

Those who stood trial faced an uphill battle, as any denial of witchcraft was seen as further proof of guilt. The Salem witch trials came to a halt when influential members of the community, including the governor, realized the injustice that was taking place. The use of spectral evidence was discredited, and trials were subsequently suspended. In the years that followed, those who had been accused and convicted were gradually released and pardoned. The Salem witch trials remain an important moment in American history, serving as a cautionary tale of the dangers of mass hysteria, intolerance, and the misuse of power. It serves as a reminder to not repeat the mistakes of the past and to ensure that justice and fairness prevail in society..

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