Elevate Your Witchy Style with a Hat Adorned in Cosmic Accents

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A witch hat with cosmic accents brings together elements of magic and the universe in a stunning and mystical fashion. The traditional witch hat, with its pointed brim and conical shape, is given a celestial makeover with the addition of cosmic accents. These accents can include sequins, glitter, and iridescent or holographic materials that mimic the shimmering qualities of stars and galaxies. The main idea is that a witch hat with cosmic accents combines the traditional witch aesthetic with a touch of cosmic magic, resulting in a visually captivating and otherworldly accessory. The cosmic accents on the hat serve to create a sense of enchantment and intrigue. They evoke the vastness of the universe and the mysteries that lie beyond, making the wearer feel connected to something greater than themselves.


Hold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.

If the ongoing damage was applied first you could kill a Vampire at the start of the turn if it had say 19 hp or less left and that would be incorrect since without the ongoing damage it would have fought at least one more round. Thus the raven could deliver a cure light wounds spell via touch , become the center of a prayer spell, or launch a light spell at a target the raven notes within 12 , for some examples.

Spell of the ravenkind

They evoke the vastness of the universe and the mysteries that lie beyond, making the wearer feel connected to something greater than themselves. The hat becomes a symbol of cosmic power and the ability to harness the energy of the cosmos. The cosmic accents can be customized to fit the individual's taste and style.

Spell of the ravenkind

Greetings all, I'm new to Fantasy Grounds and looking to create a custom spell effect for a magic item in the Curse of Strahd campaign, Amulet of Ravenkind.

There is an effect that generates sunlight within 30 yards of the caster and I need to find a way to stop vampire regeneration on vampires within that range. If anyone has some assitance that they can provide on how I can make an effect that stops regeneration for the duration I'd be greatly appreciative.

LordEntrails December 18th, 2016, 21:14

Welcome to the community :)

I'm not sure how you would accomplish this. I suspect you would actually have to change the regeneration trait on the vampire NPC itself. I'm thinking of the troll where if its hit by fire it stops regen for a round. But, then you will run into problems with there not being a damage type that is appropriate.

I'll think about his some more. But not sure I will come up with anything. Zaccheaus or some of the others are much better with effects than I am and maybe they will have something.

Zacchaeus December 18th, 2016, 22:28

The only thing I can think of is to apply an effect to the vampires in range which does a tiny amount of radiant damage. Something like DMGO: 1, radiant should do the trick. This should negate the Regeneration since the vampire will take a point of radiant damage every round and if they do that should be enough to stop the regen ability.

ronalmb December 19th, 2016, 13:43

Wouldn't the effect slowly kill the vampire over time done that way? 1 hit point a turn and negating the regen?

What if it was DMGO: 20 with no type? I'm assuming this is 5E and it looks like vampires heal that amount per turn. Doing untyped 20 damage every turn would exactly offset that healing without the slow-kill effect?

Zacchaeus December 19th, 2016, 14:31

You misunderstand. The effect would only be applied to the Vampire when the vampire was within the required distance of the magic item (The effect would be applied from the actions tab of the PC carrying the magic item). As soon as it was outside that distance the effect would have to be removed. The 1 hp of damage per turn wouldn't, I don't think accelerate the demise of the Vampire that much - we are assuming that since the Vampire is within range of the item that combat is taking place anyway. The whole point of the magic item is to prevent the regeneration.

I'm not sure whether your solution would work exactly as intended since I'm not sure what the order of the ongoing damage and the regeneration would be. If the ongoing damage was applied first you could kill a Vampire at the start of the turn if it had say 19 hp or less left and that would be incorrect since without the ongoing damage it would have fought at least one more round. I agree that in my solution if it only had one hp left and the ongoing damage took effect before the regen it would also lose a turn of combat. However that is a narrower margin of error if you like.

ronalmb December 19th, 2016, 14:55

Nah, I didn't misunderstand how it'd be applied. I followed!

As for 1hp tick down versus 20: Very true. I suppose the solution depends upon the order that ongoing damage is applied versus regeneration. I'll take a look in FG 5E and run both.

I made both affects and tested. I applied 35 points of damage to a vampire using the FG 5e sample campaign and then applied the radiant example. At the start of a turn, it ticked down 1 hp. Then i used untyped 20 damage and the vampire's 35 points of damage remained. So it looks like it applies regeneration first, then ongoing damage.

Zacchaeus December 19th, 2016, 16:52

I made both affects and tested. I applied 35 points of damage to a vampire using the FG 5e sample campaign and then applied the radiant example. At the start of a turn, it ticked down 1 hp. Then i used untyped 20 damage and the vampire's 35 points of damage remained. So it looks like it applies regeneration first, then ongoing damage.

Try it again, but this time give the Vampire enough wounds so that it's remaining hp is less than 20 :)

You'll see that the Ongoing damage takes effect before the regeneration and it kills it before the regen kicks in. You can follow this in chat if the Vampire has more than 20 points remaining; you'll see the ongoing damage come off and then the regen taking effect.

If you now try with DMGO: 1, radiant you'll see that the Vamp takes the 1 point of damage and it prevents the regen taking effect. The DM could reinstate the point of damage of course if it was felt that it was warranted.

genghisdon Elder Deity of Dragonsfoot
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Witch hat with cosmic accents

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