Harnessing the Power of Magical Symbols Through Tattoos

By admin

Magic imprints on skin refer to the markings or symbols that appear on a person's skin as a result of magical or supernatural influences. These imprints can take various forms, such as intricate designs, sigils, or even words. The origins of these imprints can vary greatly, depending on the magical tradition or belief system. Some attribute them to the effects of enchantments or spells cast by a skilled practitioner, while others may believe them to be the result of encounters with mystical beings or divine intervention. One common belief is that these imprints contain hidden meanings or messages, serving as symbols of protection, luck, or spiritual guidance. In some magical practices, the imprints are even seen as a means of communication between the individual and the spiritual realm.



Cackle: What does it do?

The Cackle Hex states you Cackle as a free action. You sustain a spell.

So let me see if I'm clear on this. You spend a focus point to sustain a spell once as a free action? That's it? One round of free action sustain with no heightening for 1 focus point?

Pathfinder Adventure Path Subscriber

Yes. It is a free action that would normally be an action. You also gain a focus point for taking the feat, so it can be used 2 times in a combat at least once a day.

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Pathfinder Rulebook Subscriber

I'm not sure why you're bringing up heightening, that has nothing to do with Cackle, but otherwise you're correct.

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, it's a little better if you have more focus points with which to use it. Even if you only have one though, it let's you get two summon monsters out simultaneously.

Round 1: Cast summon spell (typically 3 actions)
Round 2: Sustain summon spell (free action thanks to Cackle), cast second summon spell (3 actions).

Then you can just sustain the two spells as normal. Hell, sustain one with Cackle again so that you free up an action (leaving you with two) then cast flaming sphere. Sustain all three effects.

Or maybe something simpler, like casting and maintaining three flaming spheres.

Round 1: Cast flaming sphere (2 actions). Stride to safe location (1 action).
Round 2: Sustain flaming sphere (1 action), cast second flaming sphere (2 actions).
Round 3: Sustain both flaming spheres (1 action, free action), cast third flaming sphere (2 actions).

It's actually quite powerful! Other casters need to be around 10th-level to do something similar.

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Yep. If you're sustaining a spell, it's basically a free action once per fight if you don't have any other Focus Spells you want to use right now.

That's not bad at all.

A 1-round Quickened that lets you take only one specific action?
No thanks.
Not that I wouldn't want it in an emergency, but that's a feat and hopefully I can get more effect out of my Focus Spells, even if I have to MCD to do so.

Just a one example of usage:
Level 20 (can be of an lower level for practical example)

Round 1) Level-10 Storm of Vengeance (3-action)
Round 2) Second level-10 Storm of vengeance (3-action), plus sustaining first SoV with Effortless Concentration.
Round 3) Third level-9 Storm of vengeance (3-action), sustaining first with EC and second one with Cackle
Round 4) Fourth level-9 Storm of Vengeance (3-action), sustaining first with EC, and second and third with two remaining cackles
Round 5+) Sustaining all 4 storms with EC+standard 3 action.

If you can ambush large group of enemies, with clear sight over a 1,000 feet. You can inflict 16d8 acid damage per round, with no saves. They would have move at least 360 feet to escape third and fourth storm. And more (depending on placement first two compares to second two) to escape first and second.
If enemies resistant or immune to acid, and/or you confident they are not very good with fortitude save - you can instead do 16d10 bludgeoning damage with hailstorm.
And finally if there are no more than 10 enemies, and you confident they are neither resistant/immune to lightnings, and/or good at reflex save - you can do 4 lightning storms, for 28d6 damage per round.

If i would be a GM, i really would worry about such devastating combination, and would seriously start adjusting encounters, with enemies that can resist given types of damages, or outright having very good spellcasters, with prepared dispells

So a single focus point to sustain a spell for one round that you forego to cast something like malicious shadow or needle surge. Hmmm. I'm going to have to work on this.

About the most useful use is what Ravigdork outlined. You can cast a second summon while sustaining the first. You can do this earlier than 16th level. Though I haven't found summons to be particularly useful.

That's a really cool scenario, yet too contrived to expect to see in play.

And any enemy so exposed (and somewhat incapable given the level) should be fodder for any level 20 caster who prepares the exact right spells. (Especially if they're running w/ an equal party.)

Castilliano wrote:

A 1-round Quickened that lets you take only one specific action?

No thanks.
Not that I wouldn't want it in an emergency, but that's a feat and hopefully I can get more effect out of my Focus Spells, even if I have to MCD to do so.

Alternative thinking: Since Witches often have sustained spells going, it can be considered as spending one focus point to get a 1-round Quickened that you can do anything with since you aren't spending that action to sustain.

Still not a terribly powerful ability.

Although at low levels there isn't much else to do with a focus point. Without taking Basic Lesson at level 2, the only focus spell that you have that costs a focus point is Phase Familiar, which only gives your familiar a minor resistance against damage for one attack.

So at low levels, sustaining with your focus points may not be the worst thing to do with them.

Though, in my opinion, Basic Lesson is a much more powerful choice than Cackle.

Castilliano wrote:

That's a really cool scenario, yet too contrived to expect to see in play.

And any enemy so exposed (and somewhat incapable given the level) should be fodder for any level 20 caster who prepares the exact right spells. (Especially if they're running w/ an equal party.)

Well, with lightning storm you don't even need preparing it as an ambush, as unlike acid rain and hailstorm it won't damage allies.

It can also be done both at much lower levels with combining something like 4 Lightning Storms (as of actual level-5 spell, not variation of Storm of Vengeance). Or heightening Lightning Storm similarly to level-10 and 9. For even more devastating single target damage (unless target is immune to it, or have insanely good reflex save).

There are obviously even more possibilities. Spells requited sustaining not super common, but there is still many to chose from.

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It sounds banal, but I think the main use is to keep another hex sustained (witches love their sustained hexes) while casting a spell and keeping an action to move. Without it, you can get put in the situation where you really need to move (enemies closing in) but you can then only sustain a spell or cast a new one, not both.

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Also, referring to it as a '1 round Quickened' may be misleading since it is not in fact related to Quickened.

It stacks with Quickened. Thats pretty big.

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KrispyXIV wrote:

Also, referring to it as a '1 round Quickened' may be misleading since it is not in fact related to Quickened.

It stacks with Quickened. Thats pretty big.

well, that and most quickened (all?) don't give access to sustain atm.

It is a fine feat to take if you know why you are taking it, not great if you don't.

Like most feats :p

You can also cackle while raging if you were a multiclass barb and wanted to fight next to a flaming sphere.

Pathfinder Lost Omens, Rulebook Subscriber

I don't have complaints with Cackle as-is. I could definitely see myself using it in a clutch moment.

Letting something you're sustaining fall off because you're being pressured by baddies feels *really* bad. Having a way to keep something rolling when you absolutely must use your actions for something else is a very fine option for a feat.

Vlorax wrote:

You can also cackle while raging if you were a multiclass barb and wanted to fight next to a flaming sphere.

For one extra round per Focus Point?

(And likely with a mediocre save on the spell.)

Castilliano wrote: Vlorax wrote:

You can also cackle while raging if you were a multiclass barb and wanted to fight next to a flaming sphere.

For one extra round per Focus Point?

(And likely with a mediocre save on the spell.)

It may not be the greatest thing ever but it's still something you can't do without cackle.

And flaming sphere was the first sustain spell I thought of

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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

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Pathfinder Pathfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

You can bet that if the the party's opponent did this they'd sit up and take notice.

"Wait, he gets how many actions?!"

Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

For 1 round per combat? Over say using malicious shadow or death curse? Maybe once in a while. It's a steep cost for 1 round of sustain and situtationally useful.

Not like witches have tons to do with their actions. It might be cooler for a beastmaster witch or a witch multiclass for a character who has some nice things to do with their actions. For a druid witch, Cackle might be nice letting them send their pet attack while sustaining some cool spell or letting them use Invoke Disaster while sustaining it while casting a spell.

Hmmmmmm. I like that.

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Deriven Firelion wrote: Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

For 1 round per combat? Over say using malicious shadow or death curse? Maybe once in a while. It's a steep cost for 1 round of sustain and situtationally useful.

. you would use it after casting one of those spells in order to keep it up while doing something else very important that same round.

most casters get a free sustain at 16th, so the example is even more crazy that that.

4FoxSake wrote:
most casters get a free sustain at 16th, so the example is even more crazy that that.

You can use sustain only once per turn, as it have trigger: "Your turn begins".

With Hex Master you can do as many cackles per turn as you have spare focus points.

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber Abyssalwyrm wrote: 4FoxSake wrote:
most casters get a free sustain at 16th, so the example is even more crazy that that.

You can use sustain only once per turn, as it have trigger: "Your turn begins".

With Hex Master you can do as many cackles per turn as you have spare focus points.

Where are you seeing that?

Neither Sustain an Activation nor Sustain a Spell have any such trigger.

EDIT: Ah, you were referring to Effortless Concentration.

Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

Specially when the class that has this kinda revolves around sustaining spells for a lot of what it does.

Pathfinder Lost Omens, Rulebook Subscriber Deriven Firelion wrote: Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

For 1 round per combat? Over say using malicious shadow or death curse? Maybe once in a while. It's a steep cost for 1 round of sustain and situtationally useful.

Not like witches have tons to do with their actions. It might be cooler for a beastmaster witch or a witch multiclass for a character who has some nice things to do with their actions. For a druid witch, Cackle might be nice letting them send their pet attack while sustaining some cool spell or letting them use Invoke Disaster while sustaining it while casting a spell.

Hmmmmmm. I like that.

How many rounds are your combats? in my games, a free sustain on a flaming sphere or something could be big if you're trying to nova.

Ravingdork wrote:

Where are you seeing that?

Neither Sustain an Activation nor Sustain a Spell have any such trigger.

Additionally, a fair few sustain spells also only do their sustain effects once per turn. Most do, I think Spiritual Weapon and Flaming Sphere are the only two that don't say, "once per round when. "

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Deriven Firelion wrote:
. situtationally useful.

Everything in the game is intended to be situationally useful.

Pointing out an ability being situationally useful is effectively saying it's working as intended - it is the things which aren't situationally useful that need to be adjusted (whether because there's no situation they are useful in, or because there are too many situations they are useful in so they appear to be generally, rather that situationally, useful).

Ravingdork wrote:

Yes, i'v should specify.

thenobledrake wrote: Deriven Firelion wrote:
. situtationally useful.

Everything in the game is intended to be situationally useful.

Pointing out an ability being situationally useful is effectively saying it's working as intended - it is the things which aren't situationally useful that need to be adjusted (whether because there's no situation they are useful in, or because there are too many situations they are useful in so they appear to be generally, rather that situationally, useful).

This isn't true in regards to combat where we use these round by round abilities. There are numerous abilities that are useful all the time, every round, round after round. People tend to take those abilities in lieu of situationally useful abilities which are useful in a small number of situations.

So analyzing an ability according to how often you might find it useful is very important when comparing it to another ability which will be useful in far more situations, if not every single combat.

The-Magic-Sword wrote: Deriven Firelion wrote: Ravingdork wrote:

I don't get the whole "it's not that great" attitudes that I'm seeing here. Improving your action economy is one of the most powerful things you can do in 2nd Edition.

For 1 round per combat? Over say using malicious shadow or death curse? Maybe once in a while. It's a steep cost for 1 round of sustain and situtationally useful.

Not like witches have tons to do with their actions. It might be cooler for a beastmaster witch or a witch multiclass for a character who has some nice things to do with their actions. For a druid witch, Cackle might be nice letting them send their pet attack while sustaining some cool spell or letting them use Invoke Disaster while sustaining it while casting a spell.

Hmmmmmm. I like that. How many rounds are your combats? in my games, a free sustain on a flaming sphere or something could be big if you're trying to nova.

Depends on how many enemies. Anywhere from 3 to 4 to 7 to 11.

I can see a few nova caster situations where a free sustain may be useful. Worth a focus point when you can only recover 1 per 10 minute rest at low level? Not so sure. Once you obtain the ability to recover 2 focus points per 10 minute refocus, maybe more valuable.

My buddy took that bring shadow to life ability and he has 2 focus points at lvl 6. He might use his second focus point in a single battle to sustain his shadow while attacking at this level. He definitely wouldn't use Cackle over casting the Shadow ability. So it would be a 1 time a day tactic at his current level.

A lot of people often view this in a vacuum for the individual character. But in a real game the witch is not likely to be the primary hammer of a group, which won't require them going nova too often if ever. In this particularly group we have a storm druid, giant instinct barbarian, and a swashbuckler, so the damage hammer is strong. She's on the low end of that damage hammer.

Zenith Games

As guides for Pathfinder 2nd Edition get written, they will be stored here.

If you know of other guides, comment them below.

Bookmark this Page and Send it to Your Players and Co-Adventurers! Classes PubAlchem - An Alchemist's Resource [Discussion] (Feb 2023) The Sceptical Chymist [Discussion] (Jan 2023) Steel's Guide to the Wild Shape Druid (Jul 2021)
RPGBOT's Druid Handbook (June 2021) Gunslinger Way of the Sniper - A Short-ish Primer to Overwhelming Firepower (Nov 2021) RPGBOT's Gunslinger Handbook (Jul 2022) Front Toward Enemy: A Guide to the PF2e Gunslinger [Discussion] (Mar 2023) Inventor Quick Guide to the Inventor (Nov 2021) The Definitely NOT Ultimate Guide to Gadgets (Nov 2021) Definitive Inventor Build Guide [Discussion] (Jul 2022) RPGBOT's Inventor Handbook (Jul 2022) Investigator Quite Elementary Indeed [Discussion] (Feb 2021) Filling in the gaps: A Guide to the Investigator (Apr 2021) Definitive Investigator Build [Discussion] (Apr 2022) RPGBOT's Investigator Handbook (Mar 2022) Kineticist HunterIV4’s Guide to the PF2e Kineticist RPGBOT's Guide to the Kineticist (Sep 2023) Magus Spell and Steel: Hallos's Guide to the Magus (Jul 2022) Martial Magicks by Nintendogeek01 [Discussion] (Sep 2022) RPGBOT's Magus Handbook (Jun 2022) Monk: Stanced Up: A PF2e Guide by Niccaroo (May 2022) JAM’s Monk 2E “Subclass” & Action Economy Guide (Aug 2022) Oracle RPGBOT's Oracle Handbook (Oct 2021) Psychic Free Your Mind: A Guide to the PF2e Psychic [Discussion] (Sep 2022) VampByDay’s Psychic Guide (Aug 2022) RPGBOT's Psychic Handbook (May 2023) How to Make Friends and Influence People (Jul 2023) FlurryofBlunders' Guide to the Pathfinder 2nd Edition Summoner (Sep 2021) RPGBOT's Guide to the Summoner (May 2023)
Swashbuckler
Thaumaturge Thaumaturge Guide [Discussion] (Sep 2022) The Hideously Biased Guide to the (Spell Blending) Wizard [Discussion] (Nov 2020) General Character Creation
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The Gentleman's Guide to Deities and Domains [Reddit] (Sep 2019) Equipment Equipment Guide (Jan 2023) Polyarmoury: Choosing Your Weapon in Pathfinder 2e (Nov 2022) Fantastic Snares and Where to Find them [Discussion] (Jan 2022) The Miniature Compass - A Talisman Sortable Guide [Discussion] (Jul 2022) Alchemical Items Guide (Mar 2023) Rage of Elements Spell Ratings (Jul 2023) Guide to Pathfinder 2e Spells (Jul 2023)
Builds for Every Class [Discussion] (Aug 2022) VampByDay's Guide to Dragon Ball Z Pathfinder 2 Builds (Sep 2022) Other
Spells and Casting Archetypes for Martial Characters [Discussion] (Mar 2020)
Gisher's Guide to Acquiring Common Cantrips (Oct 2021) Dual Class Guide (Apr 2020)
Fantastic Snares and Where to Find them [Discussion] (Jan 2022) Pathfinder 2e Tactica (Tactics) (Jan 2023) Moving Characters from D&D 5th to Pathfinder 2nd Edition (Jan 2023) Strategy and Optimization For Pathfinder 2e (Feb 2023)
GM Guides Stated Settlement Compilation [Discussion] (Mar 2022) Posted by Zenith at 6:23 PM

189 comments:

Anonymous October 3, 2019 at 10:15 PM

RPG Bot Dwarven Ancestry: Dwarven Weapon Familiarity is wrong.

DWF lowers Martial to Simple & Advanced to Martial like all the other Racial Weapon Familiarity feats. Reply Delete

You should let him know there! I don't make the guides, I just link to them. Delete Anonymous October 8, 2019 at 8:10 PM

I mean a lot of RPGBot guides contain mistakes. It's actually not a new trend, and it likely won't change. Perhaps a disclaimer?
Also the Tools section could benefit from a separate header, as it seems to have GM guides still listed under Character Creations. Reply Delete

Anonymous July 29, 2020 at 7:54 AM

A lot of guides in general contain mistakes. That's the reality of having things made by fallible humans with their own opinions on whats strong and what isn't. If there should be any disclaimer, it should be one that says to look to multiple guides and form an opinion of your own from there. Delete

You should remove Edna's Guide since it is inaccessible Reply Delete Anonymous November 1, 2019 at 12:52 PM

That Wizard guide is nuts! 2e has been for like 2 months and someone already has a fucking novel on a single class.

No lifer but props. Reply Delete

http://bit.ly/PF2ArcaneSpells
Made a guide on Arcane Tradition spells Reply Delete Thanks, added! Do you have a forum post on it somewhere? Delete Nah, not really. I just keep document open for comments :) Delete

Hello again. I remade the guide into guide on all spells of all traditions. Can you please rename it to Kicking Ass with Style and Staves: Spell Analysis Delete

Easy enough! Updated. Delete

crafting guide I came across
https://docs.google.com/document/d/19ZOKapZjBai8G83hTMrpsMsE7MTWZg7zEFPrKGWtUsk/mobilebasic Reply Delete

Nice, thanks. Still wrapping my head around crafting! Delete

RPGBot has been updated with guides for familiars, animal companions, monks, and barbarians Reply Delete

Anonymous December 3, 2019 at 5:42 AM

The one about familiars is pretty bad. The section of familiars in the Principia Arcane wizard guide does a much better job. Delete

Anonymous December 8, 2019 at 1:36 PM

The RPGBot guides appear to have been written by someone who has never played 2E and is stuck in very much a 1E mindset.

They display significant lack of understanding of the new action system and the new character creations system. For example they are filled with recommendations to "dump" stats. That is pretty much not a thing anymore. You have to really go out of your way to have a stat below 10 and it is nearly always Ancestry dependent.

This is not 1E when "dumping" was better for min maxers because it gained you points back to spend on other stats. Delete

Anonymous January 8, 2020 at 10:37 PM

Note that if you're playing with a GM who allows taking voluntary flaws, you can take two penalties to net one extra boost, so the min-maxers of the world *can* get points back to spend on other stats. Delete

Anonymous January 1, 2020 at 1:33 PM

Here is another Alchemist Guide I have come across.
https://docs.google.com/document/d/1lrI1-mzDG_beKwCxxmT5bjsMMtMwVixuZmiVUwhALsg/edit

It does not really have a discussion thread but it does have this reddit thread from where the author first showed off his guide.
https://www.reddit.com/r/Pathfinder2e/comments/ehy5t0/my_guide_to_the_alchemist_for_pathfinder_2e/ Reply Delete

Great find, added. Delete Anonymous January 26, 2020 at 11:03 PM

Another mini guide for Animal Companions
https://fedoraferret.wordpress.com/2020/01/26/tooth-and-fang-fedoraferrets-guide-to-animal-companions/ Reply Delete

Added, thanks! Delete Anonymous January 27, 2020 at 2:28 PM

Here is a guide to the Pathfinder 2e sorcerer by TheGentlemanDM.

The Gentleman's Guide to Blood Magic: The PF2 Sorcerer
https://www.reddit.com/r/Pathfinder2e/comments/escrb5/the_gentlemans_guide_to_blood_magic_the_pf2/

TheGentlemanDM has also made a series of character builds called “Not Good, Still Awesome” that could be worth adding to the “Builds” section.

Ursula the Sea Witch

A terrifying witch who makes unbreakable deals with poor unfortunate souls as she seeks to rule the sea.

CLASS Witch ROLE Enchanter

In some magical practices, the imprints are even seen as a means of communication between the individual and the spiritual realm. The appearance of magic imprints on the skin can be sudden and unexpected, often disappearing just as mysteriously as they appeared. They may manifest in response to specific events or emotions, serving as a physical representation of the person's connection to the magical forces at play.

Who Is Ursula the Sea Witch?

Magic imprints on skin

Magic imprints on the skin have been depicted in various forms of literature, folklore, and mythology throughout history. Tales of individuals marked with magical symbols can be found in ancient legends, such as the story of King Arthur and his knights bearing the mark of the pentagram. In contemporary popular culture, magic imprints on the skin have become a common trope in fantasy novels, movies, and television shows. They often serve as a visual representation of a character's unique magical abilities or destiny. Whether seen as a blessing or a curse, magic imprints on the skin are a compelling element of human imagination and fascination with the mystical. They tap into our desire for a connection with something greater than ourselves, offering a glimpse into a world where the ordinary and extraordinary intertwine..

Reviews for "Decoding the Magic: Understanding the Symbolism of Magical Tattoos"

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The Journey of Magical Tattoos across Cultures and Time

Tattoo Magic: Awakening the Inner Enchanter