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LordofBones
Master of Realmslore
1536 Posts |
Posted - 15 May 2022 : 04:11:38
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quote: Originally posted by Wooly Rupert
Van Richten gave us the concept of vampires getting more powerful, with age, and gaining the ability to withstand sunlight.
Not sure Vampshoon has been around long enough for that, though. Given his access to magical goodies, and his own not-inconsiderable spellcasting, I think it's more likely he has some item that allows him to do the sunlight routine, at least for a short time.
There's actually an answer in Libris Mortis. Liquid Night is a potion that protects daylight-sensitive undead from the sun's effects for an hour. |
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Balmar Foghaven
Learned Scribe
Canada
124 Posts |
Posted - 15 May 2022 : 17:55:55
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I vaguely recall Vampshoon owning an item referred to as the bloodmask of Manshoon, which I believe allowed him to walk in daylight. It may have been in a 4e supplement. |
"Despair not, for in the end all things shall work out for the best - in at least one timeline." |
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Demzer
Senior Scribe
877 Posts |
Posted - 15 May 2022 : 19:07:53
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In 3/3.5E time (1372ish and onward) the Night Masks were developing and testing the Night's Mantle spell, which would protect the recipient from any harmful effects of exposure to sunlight. This is detailed in the 3/3.5E Lords of Darkness supplement. |
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King Libertine
Seeker
USA
85 Posts |
Posted - 12 Jun 2022 : 07:34:16
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which Manshoon? Vampire? Undermountain? Far east Manshoon?
Any Manshoon should be played by a DM as a ruthless, unforgivable, masterful leader with a sardonic disposition. |
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TBeholder
Great Reader
2428 Posts |
Posted - 13 Aug 2022 : 23:03:12
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quote: Originally posted by Wooly Rupert
I think it's more likely he has some item that allows him to do the sunlight routine, at least for a short time.
quote: Originally posted by LordofBones
There's actually an answer in Libris Mortis. Liquid Night is a potion that protects daylight-sensitive undead from the sun's effects for an hour.
There's already a spell in AD&D2 era close enough to work as a benchmark: Gloom from Cult of the Dragon:
quote: Gloom (Wiz 4; Alteration) Range: 60 yards+10 yards/level Components: V, S, M Casting Time: 4 Duration: 1 turn/level Area of Effect: 120-foot radius Saving Throw: None This spell weakens light sources of any kind in the area of effect. Light equal to daylight in brightness or intensity (including continual light) is reduced to a deep twilight gloom. Torches and magical weapons illuminate only a 5-foot radius, and lamps, lanterns, and other magical light sources illuminate only a 10-foot radius. The spell covers a 120-foot radius and can be made mobile if cast on an object. Light-based combat penalties for creatures of darkness are negated within the area of effect, and monsters that cannot abide the touch of daylight (vampires, for instance) are fully capable of acting under the veil of gloom. Light-based spells and combat effects are halved in effect when conducted under the effects of gloom; for example, a sunburst from a wand of illumination is reduced from 6d6 points of damage to 3d6 points of damage against undead. The material component for this spell is a special incense prepared by the caster.
After fighting dragon cultists Manshoon probably should have it... and if this instance of him doesn't, at least he knows whom he would have to mug for it. It's a good start for R&D, and since all that's needed is to reduce range/AoE to personal/caster, the result would be of a lower level. Unless he bumps it with greater duration and/or extra functionality. I'd eyeball it as necessary minimum of Wiz 3 or even 4 for the effect of this strength (it's definitely more than what L2 Mist Magic does to fire effects). So, -1 for ranged -> touch and -1 for AoE reduced, +1 for turns -> hours, +1 for M component of moderate cost -> trivial and cheap (a pinch of soot or a piece of obsidian?), and we are back on Wiz 4. |
People never wonder How the world goes round -Helloween And even I make no pretense Of having more than common sense -R.W.Wood It's not good, Eric. It's a gazebo. -Ed Whitchurch |
Edited by - TBeholder on 13 Aug 2022 23:26:50 |
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Charles Phipps
Master of Realmslore
1425 Posts |
Posted - 26 Mar 2023 : 07:03:19
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On a serious level, I'd give Manshoon the following qualities:
1. He's cold blooded
2. He's not going to betray the PCs if they make a deal - he's not as honorable as Fzoul (who is a man of his word even if he's a monster). But he's someone who became the Merchant King of Wizards because he generally abides by the deals he makes.
3. He's erudite, calm, and practical
4. He's as likely to ally with the PCs against the Thayans and other evil factions as fight the good guys. After all, only one man can rule the world.
5. He's the kind of guy who should have a Shakesperian gravitas. |
My Blog: http://unitedfederationofcharles.blogspot.com/
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Vinzor Burrow
Acolyte
8 Posts |
Posted - 16 Apr 2023 : 17:42:37
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He's a micromanager who leads from behind. |
Signed, Vinzor Burrow of Chavyondat |
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