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What can change the nature of a man?

Summary

Ravel Puzzlewell is an incredibly powerful, puzzle-loving Night Hag, feared by much of the Planes for her destructive and unpredictable nature. Long ago she had fallen in love with The Nameless One after he had managed to best her by offering her a riddle that she could not solve, regarding what could change a man's nature, and on his request, took away his mortality, unwittingly cursing him to an endless cycle of death and amnesia.

She later tried to free the Lady of Pain from Sigil, which she perceived as a prison for her. However, she failed, and was thrown into a Maze for her troubles. There, she was eventually found by the Nameless One again, and though initially helpful, she refused to see him leave her again, and tried to force him into staying. After a battle that she lost, the Transcendent One attacked and killed her while she was down so that she could no longer direct any future incarnations of the Nameless One to him.

Powers and Stats

Tier: At least 6-C, at least 2-A with Preparation

Name: Ravel Puzzlewell

Origin: Dungeons and Dragons - Planescape: Torment

Gender: Female

Age: Millennia

Classification: Night Hag

Powers and Abilities: Superhuman Physical Characteristics, Genius Intelligence, Precognition and Information Analysis (A being with an intelligence score of 21 or higher [Ravel's is 23] can make correct deductions from incomplete information to the point of always knowing the best course of action in a situation, allowing them to predict foes' actions ahead of time[1]), Immortality (Type 1), Stealth Mastery, Social Influencing (Night Hags are highly proficient in various social skills such as diplomacy and intimidation[2]), Enhanced Senses (Night Hags have night vision[3]), Preparation, Abstract Existence (Type 1, As Outsiders, Night Hags are purely abstract in their physiology, lacking any biology in a traditional sense; they have adopted this trait via residing in Hades for generations), Self-Sustenance (Types 2 and 3), Damage Reduction, Law Manipulation and Chaos Manipulation (As an Outsider, Night Hags play into the balance of Law and Chaos, Good and Evil throughout the multiverse, and can cause adverse effects on reality by tipping the scales too far in any one direction, including outright absorption of planes of existence into other planes, though this requires immense weight in a single direction above all others), Subjective Reality, Law Manipulation and Creation (Ravel's magic was said to be terrifying imagination woven into substance, warping reality and the laws of the Planes to her whim or turn her own illusions into reality[4]), Psychometry (Could read the Nameless One's past by touching him[5]), Power Bestowal, Soul Manipulation, Conceptual Manipulation, Absorption and Death Manipulation (Took The Nameless One's mortality away from his body so that he would be immortal[5]. Night Hags can capture evil souls at will[6]. She has been noted to be capable of bestowing many powers, but always at a cost[7]. Vampiric Touch drains lifeforce to heal the caster and inflicts necrotic damage[8], which is comprised of negative energy, the cosmic-stuff that annihilates soul-energy on contact)), Shapeshifting (Ravel can alter her shape with complete freedom, and can easily replicate another's appearance[5]), Multilocation and Avatar Creation (Physical. Several "avatars" of Ravel exist across Sigil and the multiverse, living their own lives[5], spreading from her existence like branches from a tree, often unaware of their nature[7]), Bodily Weaponry, Poison Manipulation, Non-Physical Interaction (Ravel's Fingernails are sharp enough to be used as daggers, poison foes and count as enchanted[9], which allows them to interact with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities[10], as can her magic), Magic, Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent), Healing and Purification (Cure Wounds series of spells allows her to mend injuries, and Heal not only fully heals any target, but also cures blindness and disease), Sense Manipulation (Can use Blindness to temporarily take away a target's sight), Forcefield Creation (Cloak of Warding gathers protective force around a target), Life Absorption, Explosion Manipulation (Can cast Blacksphere, which explodes into energy), Acid Manipulation (Acid Storm summons entire clouds of acid to attack foes), Illusion Creation and Darkness Manipulation (Stated to be a master of illusory and shadow magic[11], and can cast spells such as Mirage Arcane), BFR, Dimensional Travel and Teleportation (With Plane Shift, which can teleport a group or an enemy creature to a known location[3]), Disease Manipulation (Ray of Sickness is a damaging beam of energy which can also afflict foes with damaging sickness), Information Analysis (Identify allows one to reveal the effects of an enchanted object), Clairvoyance (Locate Object allows the caster to sense the presence of a being they are familiar with. Vision lets one divine legends that have been told regarding some person, place, or object), Curse Manipulation and Statistics Reduction (Bestow Curse applies a curse to a target on touch, causing them to become weaker or take extra damage), Power Nullification (Counterspell allows Ravel to cancel a foe's own spell), Electricity Manipulation (Can cast Lightning Bolt), Fear Manipulation (Phantasmal Killer causes a target to hallucinate their deepest fears), Telepathy (Contact Other Plane allows Ravel to speak with an entity from another world), Status Effect Inducement, Sleep Manipulation and Paralysis Inducement (Eyebite can render enemies sickened, paralyzed or comatose. Can cast Sleep[3] and Hold, which can paralyze a target for a period of time), Extrasensory Perception (Can cast Magic Detection[3]), Energy Projection and Homing Attack (Can cast Magic Missile[3]), Dream Manipulation (With Nightmare Haunting, Night Hags can cause horrible nightmares to a target, damaging and reducing their max HP[3]), Incorporeality (With Etherealness, a Night Hag can shift between the Material and Ethereal Planes[3]), Necromancy (Animate Dead can be used to turn a corpse into an undead servant), Sealing (Forcecage creates an invisible cage around a target), Mind Manipulation (Mindblank renders a being completely incapable of being affected by mind spells), Damage Reduction and extreme Resistance to Magic, Ice Manipulation and Poison Manipulation (Ravel is completely immune to Cold and Poison damage and greatly resistant to magic and all physical attacks[12]), extreme Resistance to Madness Manipulation (Type 3. Ravel knows information regarding the Planes so dangerous that others' mind automatically shuts it down, while she can casually share it[5]), Reality Warping, Holy Manipulation, Subjective Reality, Sleep Manipulation, Soul Manipulation, Empathic Manipulation, Fear Manipulation, Fire Manipulation and mundane weaponry (Via the damage resistances of normal Night Hags[3])

Attack Potency: At least Island level+ (Ravel is a Level 17 Mage/Level 16 Cleric, which grants her an effective level of 22, far more powerful than an Imix. Ravel is not only much stronger than any other night hags[13], but is feared all across Sigil even long after her banishment, being a master of almost all magic[11] to a level to a level ludicrously beyond what most had ever seen[4]), at least Multiverse level+ with Preparation (In an attempt to free the Lady of Pain, Ravel was going to destroy the Torus underneath Sigil[5], which is the fulcrum of the entire multiverse, though the Lady mazed her before she could)

Speed: Relativistic+ (Would be capable of reacting to Anger of the Noonday Sun), with FTL+ reactions (Would be able to tag those with the Great Cat's Dodge feat)

Lifting Strength: At least Class 5 (Much stronger than other Night Hags)

Striking Strength: At least Island level+

Durability: At least Island level+

Stamina: Superhuman. Greatly superior to normal Night Hags.

Range: Extended Melee Range via claws, up to at least Hundreds of Meters with magic.

Standard Equipment: None notable

Intelligence: At least Extraordinary Genius, possibly Supergenius. Ravel has an Intelligence value of 23, which indicates her as significantly more intelligent than Elder Brains, who are capable of understanding and storing the entirety of the knowledge of Mind Flayer civilizations within them, including technology capable of merging multiverses. She also has a Wisdom value of 21, which is similarly far beyond normal human limits. Ravel's knowledge of magic is immeasurably vast, to the point that she can boast to have forgotten more of it than The Nameless One would ever know and casually understand and share information regarding the Planes so powerful and dangerous that others' mind automatically shuts it down[5].

Weaknesses: Every altruistic thing that Ravel tries to do will inevitably come with a brutal drawback that unmakes all her efforts, against her will[14].

Notable Attacks/Techniques:

  • Shown in Planescape: Torment
    • Heal: This spell brings forth the ultimate power of healing. It cures all blindness, all disease, and completely restores the target. Restores all hit points to a target creature and removes all blindness and disease conditions on a character.
    • Blindness: How frail is the body when it depends upon its eyes! When sight is removed, things become harder to hit, and the sufferer becomes an easier target. The creature will be struck with blindness and suffer a -4 penalty to its attack rolls and a +4 penalty to its AC.
    • Black-Barbed Curse: Ravel's maze seeks new fields in which to grow. This spell summons some of the barbed seeds from the maze to burrow inside the target's flesh. When cast, the player can select any target within 30 feet. When a target is selected, the spell summons a swirling mass of black barbs that grow and burrow into any target for 4-16 hit points of piercing physical damage.
    • Black-Barbed Shield: Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10–30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character. Can only be cast through items, not learned.
    • Cloak of Warding: This spell summons a magical cloak of force around your body that absorbs damage. The spell creates a "shield" effect similar to the shield spell that absorbs 3-12 points of damage, plus an additional one per level of the caster. Once it has absorbed this amount of damage, it shatters or "powers down". The spell will also expire after 5 seconds per level of the caster.
    • Vampiric Touch: This spell steals life from the target and transfers it to you. When the caster touches a non-undead creature, he drains 1-6 HP from the target for every 2 mage levels he has (2-12 HP for Lvl 4). The damage that he drains is then transferred to the caster and added to their total HP. Any HP over the normal maximum is treated as 'temporary hit points' which will be lost after one hour if not used beforehand (absorbing damage).
    • Blacksphere: This spell illustrates the power of Force, as a wave of concussive force explodes out in a 10' radius that not only damages but imprisons as well. The spell allows the caster to create a black sphere of force which explodes and causes 1-4 pts. of damage, + 1 pt. per caster level, to all creatures within a 30 ft. radius. Creatures failing a saving throw vs. spell are trapped in a 10-foot radius sphere of force for the duration of the spell. Even if they make the saving throw they still take damage from the blacksphere itself.
    • Acid Storm: The tempest of acid may come and go, but its sting lingers much longer. This spell creates a massive storm that rains deadly acid to all enemies in a 20 ft radius area that inflicts 1-6 pts. of damage for every 5 seconds per level of the caster. A successful saving throw reduces the damage in half.
  • Inherent to all Night Hags
    • Ray of Sickness: A ray of sickening greenish energy lashes out toward a creature within range. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned.
    • Identify: This spell reveals the mysteries of an enchanted object, allowing you to know its exact abilities.
    • Hold: The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
    • Locate Object: The caster can sense the direction to a familiar creature's location, as long as that creature is within 1,000 feet of them. If the creature is moving, they know the direction of its movement. The spell can locate a specific creature known to the caster, or the nearest creature of a specific kind (such as a human or a unicorn), so long as they have seen such a creature up close--within 30 feet--at least once.
    • Bestow Curse: The caster touches a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Forcing disadvantage on ability checks and saving throws made with one specific ability score, forcing disadvantage on attack rolls against the target. Forcing a Wisdom saving throw at the start of each of its turns [If it fails, it wastes its action that turn doing nothing] or causing the caster's attacks and spells deal an extra 1d8 necrotic damage to the target.
    • Counterspell: If the target creature is a worse caster than the one using Counterspell, its spell fails and has no effect.
    • Lightning Bolt: A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from the caster in a direction she chooses. Each creature in the line takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
    • Phantasmal Killer: The caster taps into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
    • Contact Other Plane: The caster mentally contacts a demigod, the spirit of a long- dead sage, or some other mysterious entity from another plane. On a successful save [a failed one will cause temporary insanity], they can ask the entity up to five questions. The entity answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" or short phrases.
    • Eyebite: For the spell's duration, the caster's eyes become an inky void imbued with dread power. One creature of your choice within 60 feet is rendered asleep, panicked or sickened.
    • Magic Detection: The caster can sense the presence of magic within 30 feet. If they sense magic in this way, they can use your action to see a faint aura around any visible creature or object in the area that bears magic, and learn their school of magic.
    • Magic Missile: This spell shapes arcane energies into unerring missiles. The greater their skill, the more missiles they can hurl from your body. The spell summons a magical missile that strikes its target unerringly for 2-5 pts. of damage with no saving throw possible. In addition, the caster gains 1 extra missile every 2 levels, for a total of 5 missiles at level 9.
    • Plane Shift: The caster and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and they appear in or near that destination. Alternatively, if the caster knows the sigil sequence of a teleportation circle on another plane of existence, this spell can take them to that circle. If the teleportation circle is too small to hold all the creatures transported, they appear in the closest unoccupied spaces next to the circle. The spell can be used to banish an unwilling creature to another plane: The caster chooses a creature within their reach and makes a melee spell attack against it. On a hit, it is transported to a random location on the plane of existence the caster specified, if they failed their saving throws.
    • Sleep
    • Nightmare Haunting: While on the Ethereal Plane, a Night Hag magically touches a sleeping humanoid on the Material Plane. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced. If this effect reduces the target's hit point maximum to 0, the target dies, and if it was evil, its soul is trapped in the hag's soul bag.
    • Etherealness: The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession
    • Change Shape: Ravel can alter her shape with complete freedom, and can easily replicate another's appearance[5]
    • Animate Dead: This spell creates an undead servant from a pile of bones or a corpse.
    • Forcecage: The caster creates an immobile, invisible, cube-shaped prison composed of magical force springs around an area they choose within range. The prison can be a cage or a solid box, as you choose. When you cast the spell, any creature that is completely inside the cage's area is trapped.
    • Mindblank: The target creature is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects used to affect the target’s mind or to gain information about the target.
    • Vision: The caster can sense legends that have been told regarding some person, place, or object.
    • Mirage Arcana: The caster makes terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Similarly, they can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Note: Ravel's knowledge of magic is far more vast than what the profile can index, to the point that she can boast to have forgotten more of it than The Nameless One will ever know.

References

  1. Player Options: Combat and Tactics pg 180
  2. Monster Manual 3.5e Page 193
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 Monster Manual 5e Page 178
  4. 4.0 4.1 Planescape: Torment - Kesai-Serries, The Brothel for Slating Intellectual Thirsts
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Planescape: Torment - Ravel Puzzlewell, Black-Barbed Maze
  6. Monster Manual 5e Page 179
  7. 7.0 7.1 The Unraveling of Ravel Puzzlewell by Chris Avellone
  8. DnD 5e Player's Handbook
  9. Planescape: Torment - Ravel's Fingernail
  10. Dragon Magazine #8, page 4
  11. 11.0 11.1 Planescape: Torment - Quell, Civic Festhall
  12. Planescape: Torment: Official Strategies & Secrets
  13. Planescape: Torment - Fall-From-Grace, The Brothel for Slating Intellectual Thirsts
  14. Chris Avellone and Chris McComb, Tales of Torment, Part 2

Others

Notable Victories:

Notable Losses:

Inconclusive Matches:

Discussions

Discussion threads involving Ravel Puzzlewell
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