Spell Use by Vampires
Posted: Tue Apr 19, 2011 4:00 pm
Was there some rule or mod at some point about Vampires being able to cast spells based on their previous lives, similar to Liches? Or, more likely, am I simply misremembering?
I'm pretty sure it's right there in the MM -- that vampires who had class abilities when alive retain those abilities as vampires -- thus vampire magic-users, clerics (necessarily CE), fighters, and thieves. I don't think the notion that to have become a vampire the character would have been reduced to 0-level (and thus lost all those class abilities) was addressed -- presumably the vampire-character's effective level is whatever the character's level was before getting drained and turned into a vampire...Welleran wrote:Was there some rule or mod at some point about Vampires being able to cast spells based on their previous lives, similar to Liches? Or, more likely, am I simply misremembering?
The question of how long before could logically arise, I think. (Is a vampire stronger in magic if he or she was drained in a single 'encounter'? What constitutes an 'encounter'?)T. Foster wrote:... presumably the vampire-character's effective level is whatever the character's level was before getting drained and turned into a vampire...
It's not so much the level that matters as the savvy and equipment of the PC's. It is totally conceivable that a crackerjack troop of 1st level PCs could defeat a vampire, while a bunch of level 10 numbnutz would lose half their levels in a straightup fight.Clangador wrote:What level do you think is a good match for a nominal vampire?
By Jove, that's it!darnizhaan wrote:Go to the DMG, p 179. It shows vampires with class levels and spell use as clerics and magic-users in the random monster tables.
I concur with that assessment. That's one of the reasons I needed to beef one up with spells. I've abused my players in our current campaign so long that they have become extremely wily killers.TheRedPriest wrote:It's not so much the level that matters as the savvy and equipment of the PC's. It is totally conceivable that a crackerjack troop of 1st level PCs could defeat a vampire, while a bunch of level 10 numbnutz would lose half their levels in a straightup fight.Clangador wrote:What level do you think is a good match for a nominal vampire?
Well, since I use your Encounter Reference and Stat Block books extensively, it seems only fair to share! Some background is in order to frame things a bit, I think...Kellri wrote:THIS is why I like AD&D. These points in the game implicity require individual DM interpretation and style. How about giving us a writeup of your spell-casting vampire badass?
They better be super duper crackerjack with a really kewl toy inside to even consider it.TheRedPriest wrote:It's not so much the level that matters as the savvy and equipment of the PC's. It is totally conceivable that a crackerjack troop of 1st level PCs could defeat a vampire, while a bunch of level 10 numbnutz would lose half their levels in a straightup fight.Clangador wrote:What level do you think is a good match for a nominal vampire?
I've always had the vampire HD count for up to level 8 and any levels beyond that get their normal class-based hp (so a 13th level fighter vampire would have 8d8+3+1d10+12 hp). I'm not sure where I came up with that -- I may well have just made it up out of whole cloth -- but it seems consistent withdarnizhaan wrote:This is interesting because I always wondered how to give hit points and hit dice for vampires with class level. Right now if I had a 14th level M-U vampire, I think I would roll for M-U hp (9d4 + 5 + possible CON bonus) and for vampire hp (8d8 +3) and use whichever is higher. Same for "to hit" and saving throws, use whichever is more favorable.
darnizhaan wrote:This is interesting because I always wondered how to give hit points and hit dice for vampires with class level. Right now if I had a 14th level M-U vampire, I think I would roll for M-U hp (9d4 + 5 + possible CON bonus) and for vampire hp (8d8 +3) and use whichever is higher. Same for "to hit" and saving throws, use whichever is more favorable.