The Mythical Powers of the Spell of the Ravenkind

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The "Spell of the Ravenkind" is a powerful enchantment that is believed to be able to control and communicate with ravens. Ravens have long been associated with magic and mystery, often seen as a symbol of death and transformation. In many cultures, they are seen as wise and prophetic creatures, able to traverse the realms between the living and the dead. The spell is said to grant the caster the ability to understand and speak the language of ravens, as well as command them to perform certain tasks. The exact nature of these tasks can vary widely, from carrying messages and delivering small objects to even spying on enemies. It is believed that the spell can also provide visions and insights into the future, though the accuracy and clarity of these visions are questionable.


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

It is believed that the spell can also provide visions and insights into the future, though the accuracy and clarity of these visions are questionable. **The "Spell of the Ravenkind" is highly sought after by those practicing magic, particularly by those who wish to harness the power of ravens.** Its origins are shrouded in mystery, with some legends suggesting it was created by a powerful sorcerer, while others claim it was a gift from the raven gods themselves.

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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Spell of the ravenkind

However, it is essential to note that the spell is not without its risks and limitations. Firstly, the caster must have a strong connection and understanding of ravens to successfully cast the spell. Without this connection, the spell may not work, or the ravens may refuse to obey commands. Additionally, the use of the spell is believed to come with a price, as ravens are known to be tricky and unpredictable creatures. They may demand favors in return or play tricks on the caster if they are not treated with respect. **In conclusion, the "Spell of the Ravenkind" is a mystical enchantment that grants the caster the ability to communicate with and command ravens.** It is a highly sought-after spell that holds great power and potential. However, its successful use requires a strong connection to ravens and an understanding of their behavior. The spell, like the ravens themselves, is mysterious and carries both risks and rewards for those who seek its power..

Reviews for "The Forbidden Magic of the Spell of the Ravenkind"

1. John Doe - 2 stars - I was really excited to read "Spell of the Ravenkind" based on the synopsis, but I found myself disappointed with the execution. The story started off promising, with an intriguing concept of ancient spells and dark magic, but it quickly lost its magic for me. The characters felt one-dimensional and lacked depth, making it hard for me to connect with them or care about their journey. The pacing was also an issue, with the plot dragging in some parts and rushing through others. Overall, I found "Spell of the Ravenkind" to be a lackluster read that didn't live up to its potential.
2. Jane Smith - 3 stars - While "Spell of the Ravenkind" had an interesting premise, I couldn't help but feel underwhelmed by the execution. The writing style was engaging, but the story itself lacked originality. It felt like a regurgitation of other fantasy novels I've read before, without anything new or fresh to offer. The magical elements were predictable, and the character development fell flat. I couldn't fully invest in the protagonist's journey, as it felt contrived and cliché. Overall, "Spell of the Ravenkind" had the potential to be a captivating fantasy read, but it fell short in delivering a truly memorable story.
3. Sarah Johnson - 1 star - I was highly disappointed with "Spell of the Ravenkind" and struggled to finish it. The plot was convoluted and confusing, with too many unnecessary subplots that didn't add anything substantial to the overall story. The world-building was lacking, leaving me with a poor sense of the setting and the magic system. Additionally, the dialogue was stiff and unrealistic, making it hard to believe in the interactions between the characters. Overall, "Spell of the Ravenkind" felt like a muddled mess of ideas that never fully came together, leading to a frustrating reading experience.

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