Entry tags:
Synodiporia Skills

Canon Dungeons and Dragons Skills
Over here.
Equivalent Skills
-SOMATIC CONDITIONING
The ability to duplicate the physical abilities of the Conditioned. This includes superb balance and reflexes, the ability to use one’s muscles to their fullest extent, conscious control of breathing, and even the ability to suppress or encourage the release of adrenaline within the body.
Arcana
-LOVERS
-ALLURE THE SENSES
Once a week, for one hour/Favor Skill, appear interesting or attractive to the target of your choice. This skill does not guarantee any particular response, only draws attention and assists in creating a positive impression.
-TIES THAT BIND
Once a week, for one hour per Favor Skill possessed, create an empathic link between two characters who share a close relationship so that every spell, emotion, injury, or effect which targets one of them affects both of them.
Liminal Skills
-EXTRALIMINAL GRAVITY
The ability to apply the rules of gravity as it affects your person mimic the rules in Liminal Space - you may choose any nearby surface at any angle to represent "down", but may not change the strength of gravity or affect the gravity of any other person or object.
-INTRA-LIMINAL SKILLS
The ability to access Liminal Space skills in Shadow, Dream, and Dungeon spaces where they would typically be nonfunctional.
-LIMINAL BUBBLE
Once every day, for a duration of twelve hours, make a small area of Liminal Space (five-foot diameter per Liminal Skill possessed) which does not have any undesired intrusive or disturbing features (fire, loud noises, status effects, liminal creatures).
-LIMINAL MANIPULATION II
The ability to add or subtract unreal items of up to fifty pounds while within liminal space - furniture, small animals, nourishing food, etc. Can create items which rely on power or create complex moving parts.
-LIMINAL PERMANENCE
Liminal objects and/or structures created remain despite changes in Liminal Space or the Walkabout/Jaunt/Dungeon/Idle status of their creator.
-LIMINAL POWER
Once per day, a Liminal skill has double the effect (choose one of duration, weight limit, size, or distance with every use), or may be used even if it is still during its "cooldown" cycle. When an ongoing effect is enhanced by Liminal Power, it can be automatically refreshed once a day, or after one day has passed, the Traveler can ‘downgrade’ the effect at any time in order to apply the multiplier to another skill, or another aspect of the same skill. Liminal Power may be selected multiple times, resulting in multiple per-day applications that can be applied separately or stacked. If a single skill is enhanced more than once with Liminal Power, its original effect is the one multiplied (so a Liminal Power x2 combo triples, not quadruples, the capacity of Hammerspace). Requires any three other Liminal Skills.
-PORTAL CREATION (STATIONARY)
The ability to create a portal entering or exiting Liminal Space at any time, not only at the beginning or end of a Jaunt. If you are not in Liminal Space, the portal must be within ten feet of you. If you are within Liminal Space, it must open onto your last crossover point into Liminal Space; i.e., if you portalled out of the bus stop, you must portal back into the bus stop, rather than into the restaurant a block away. You may open no more than one portal every six hours and hold it open no longer than ten seconds, but the portal can be any size (within reason).
Psychic Skills
-PSYCHIC DETECTION
Detect the location or absence of any Traveler you name within a quarter mile, whether Investigator or Infiltrator.
-PSYCHIC PROTECTION I
The ability to block others from using Filter Intrusion or Investigator Mind Reading on you. This may also convey some resistance to psychic intrusions originating off the network. Requires one other telepathic skill.
-ROOM CREATION II
The ability to shape and create one standard house’s worth of interior space within Liminal Space (2500 square feet/~230 square meters). Mostly used to make personal homes, but considerably more versatile than that. Can create sensible furnishings and decorations beyond the weight limit of Liminal Manipulation, but these objects must be ‘firmed up’ with Liminal Manipulation before they are taken out of the room. With Liminal Manipulation II, up to 50 lbs. of food and water can be created within the room as well (this limit is considered separately from food created directly through Liminal Manipulation).
-SENSORY EAVESDROPPING
The ability to tap into another Traveler’s sensory impressions (with permission).
-SENSORY LIVESTREAMING
The ability to project your sensory impressions across the telepathic network. OOCly: this allows you to make audiovisual posts.
Trained Skills
-CANTRIPS I & 2
Jaunt Skills
Haunted Isle
-UNARMED COMBAT
Hapkido Style
Pogemon
-POGEMON PARTNER
Borrighad
-POGMENTATION
Borrighad+
OTHER
-PRINCE OF VOID
The power to destroy void, and destroy using void.
Entry tags:
Synodiporia Logs
January 2017
Haunted Isle
Crownbreaker Trees | Drizzt - http://synodiporia.dreamwidth.org/135945.html?thread=54374153#cmt54374153
Crownbreaker Isle | OTA - http://synodiporia.dreamwidth.org/137566.html?thread=54561118#cmt54561118
Lagoon | Jean - http://synodiporia.dreamwidth.org/137566.html?thread=54658654#cmt54658654
Crownbreaker Isle | Daneel - http://synodiporia.dreamwidth.org/138779.html?thread=55149851#cmt55149851
February 2017
Liminal Space
Network | http://synopsychic.dreamwidth.org/104859.html
Liminal Hole | http://synodiporia.dreamwidth.org/141139.html?thread=56189011#cmt56189011
Liminal Hole | Drizzt http://synodiporia.dreamwidth.org/141139.html?thread=56195667#cmt56195667
Network | Jules & Drizzt - http://synopsychic.dreamwidth.org/105123.html
Pizza Party | http://synodiporia.dreamwidth.org/142194.html?thread=57246578#cmt57246578
Pizza Party | Jules & Jarlaxle - http://synodiporia.dreamwidth.org/142194.html?thread=56581746#cmt56581746
Network | Thorne - http://synopsychic.dreamwidth.org/105269.html?thread=9420341#cmt9420341
Network | Jun - http://synopsychic.dreamwidth.org/105476.html?thread=9432580#cmt9432580
Pizza Party | Maria - http://synodiporia.dreamwidth.org/142194.html?thread=57132146#cmt57132146
Pizza Party | Pod - http://synodiporia.dreamwidth.org/142194.html?thread=57136754#cmt57136754
Pogemon
Jaunt Check In | http://synopsychic.dreamwidth.org/108208.html?thread=9650352#cmt9650352
Jaunt Check In | Drizzt - http://synopsychic.dreamwidth.org/108208.html?thread=9650864#cmt9650864
Arena | http://synodiporia.dreamwidth.org/143958.html?thread=57432918#cmt57432918
MARCH 2017
World's Collide | http://synodiporia.dreamwidth.org/148586.html?thread=59357290#cmt59357290
Network | Shiro - http://synopsychic.dreamwidth.org/111417.html?thread=9930809#cmt9930809
Network | Tachibana - http://synopsychic.dreamwidth.org/111417.html?thread=9931065#cmt9931065
World's Collide | Jarlaxle - http://synodiporia.dreamwidth.org/148586.html?thread=59577194&posted=1#cmt59659882
Liminal Space
Caddyshack | Jarlaxle - http://synodiporia.dreamwidth.org/151009.html?thread=60209377#cmt60209377
Training Hall | Artemis - http://synodiporia.dreamwidth.org/151009.html?thread=60349665#cmt60349665
APRIL 2017
Trojan Horse | http://synodiporia.dreamwidth.org/151789.html?thread=60899821#cmt60899821
Network | Jean - http://synopsychic.dreamwidth.org/114727.html?thread=10196007#cmt10196007
Olympia Upended
Iolchis | http://synodiporia.dreamwidth.org/152489.html?thread=61844905#cmt61844905
Healing | http://synodiporia.dreamwidth.org/152489.html?thread=62548137#cmt62548137
MAY 2017
Earthquake | http://synodiporia.dreamwidth.org/156194.html?thread=64286242#cmt64286242
Prince | Jun - http://synodiporia.dreamwidth.org/156194.html?thread=64286754#cmt64286754
Home | Duris - https://synodiporia.dreamwidth.org/156194.html?thread=64576546#cmt64576546
Liminal Space
Carousel - http://synodiporia.dreamwidth.org/157795.html?thread=65767267#cmt65767267
Elpheba's Dungeon
Crumbling Castle - http://synodiporia.dreamwidth.org/159177.html?thread=65999817#cmt65999817
Elpheba - https://synodiporia.dreamwidth.org/159177.html?thread=67082697#cmt67082697
JUNE 2017
Showtime
Elphaba - http://synodiporia.dreamwidth.org/160617.html?thread=67720809#cmt67720809
Kidnapped - http://synodiporia.dreamwidth.org/164032.html?thread=68550848#cmt68550848
JULY 2017
Rescue | Drizzt - http://synodiporia.dreamwidth.org/166848.html?thread=69182400#cmt69182400
Liminal - Elphaba http://synodiporia.dreamwidth.org/166210.html?thread=69181506#cmt69181506
LIMINAL SPACE
Liminal - http://synodiporia.dreamwidth.org/168089.html?thread=69676953#cmt69676953
AUGUST 2017
Liminal - Drizzt/Casper https://synodiporia.dreamwidth.org/169123.html?thread=70794659#cmt70794659
Unquiet Dead
Drizzt/Darius - http://synodiporia.dreamwidth.org/170744.html?thread=71714296#cmt71714296
Julien - http://synodiporia.dreamwidth.org/170744.html?thread=71715576#cmt71715576
Entry tags:
Zaknafein Do'Urden: Dungeons & Dragons Abilities
Fighter (Level 24) | Feats | Skills | Racial |
Two-Weapon Fighting | Ambidexterity | Climb (+32) | Faerie Fire |
Two-Weapon Defense | Combat Expertise | Handle Animal (+15) | Darkness |
Improved Two-Weapon Fighting | Combat Reflexes | Intimidate (+32) | Levitate |
Greater Two-Weapon Fighting | Quick Draw | Jump (+32) | *Detect Magic |
Dodge | Mobility | Ride (lizard) (+20) | *Detect Extraplanar Creature |
Spring Attack | Twin Weapon Style | Swim (+15) | |
Whirlwind Attack | Endurance | x Move Silently (+22) | |
Power Attack | Improved Feint | xListen (+22) | |
Cleave | Improved Disarm | xSurvival (+17) | |
Great Cleave | Blindsight | xHide (+15) | |
Perfect Two-Weapon Fighting | xTumble (+22) | ||
Two-Weapon Rend Blind Fight | xBalance (+22) xSpot (+15) xSearch (+15) xSense Motive (+15) xConcentration (+10) |
*abilities that appear in the novels
(I believe these are as close to his canon stats as I'm gonna find, a conversion I found on the Candlekeep boards)
Str 20(+5), Dex 26(+8), Con 20(+5), Int 18(+4), Wis 16(+3), Cha 18(+4)
Hit Points 323 (24d10+120)
Armor Class 30 (touch 21, flat-footed 29)
Initiative +8
Speed 40 ft
Base Atk +27; Grapple +27;
Full Attack +27/+22/+17/+12 melee (x2)
Spell Resistance 35
Alignment: CN;
Saves: Fort +19, Ref +16, Will +16;
Challenge Rating: 26
Drizzt Do'Urden - Dungeons & Dragons Abilities
Fighter Level 10 | Barbarian Level 1 | Ranger Level 5 | Feats | Skills | Racial |
Combat Reflexes | Rage | Favored Enemy (Goblins) | Ambidexterity | Climb (+8) | Faerie Fire |
Dodge | Fast Movement | Track | Blind Fight | Handle Animal (+9) | Darkness |
Mobility | Wild Empathy | Two-Weapon Fighting | Hide (+13) | ||
Quick Draw | Endurance | Greater Two-Weapon Fighting | Intuit Direction (+5) | Light Sensitivity | |
Weapon Focus (scimitar) | Animal Companion (Guenwhyvar) | Improved Initiative | Jump | *Detect Magic | |
Weapon Specialization (scimitar) | Favored Enemy (Magical Beasts) | Twin Sword Style | Knowledge Nature, Arcana, Planes (+5) | *Detect Extraplanar Beings | |
Spell: Detect Animals or Plants | *Daylight Adaption | Listen (+20) | |||
Combat Style: Improved Two-Weapon Fighting | Move Silently (+15) | ||||
Ride(Horse) (+7) | |||||
Search (+13) | |||||
Spot (+15) | |||||
Use Rope (+7) | |||||
Wilderness Lore (+8) | |||||
Swim (+5) |
*abilities that appear in the novels
Hit Points 130 (10d10+20 / 1d12+2 / 5d10+10 / 1d4 +2)
AC 24 +4 mithral chain, +5 bracers (+1 active bracers) (+1 Dodge) (+2 defending scimitar) (+4 against attacks of opportunity) 15 base/touch 19 flat footed
Initiative +9
Speed 40 (70 with bracers)
Base Attack +17 Grapple +18
Full Attack +17/+12/+7/+2 melee (1d6+6 plus 1d6 cold/18–20, +3 frost scimitar), +16/+11 melee (1d6+4/18–20, +2 defending scimitar)
Spell Resistance: 28
Alignment: CG
Saves: Fort +15, Ref +9, Will +7
Challenge Rating: 17
Rage Stats
Str 15 (+2), Dex 18 (+4), Con 17 (+4), Int 17 (+3), Wis 17 (+3), Cha 14 (+2)
Hit Points 162
AC 22 +4 mithral chain, +5 bracers 12 base/touch 17 flat footed
Initiative +9
Speed 40
Base Attack +17 Grapple +19
Full Attack +19/+14/+9/+4 melee (1d6+6 plus 1d6 cold/18–20, +3 frost scimitar), +18/+13 melee (1d6+4/18–20, +2 defending scimitar)
Wizard Spells
3 cantrips
2 first
Spell DC 12
Entry tags:
Info
C H A R A C T E R;
NAME: Zaknafein Do'Urden
CANON: Forgotten Realms: Legend of Drizzt
POINT IN CANON: After sacrificing himself into the acid pits to save his son
AGE: over 400
APPEARANCE: Zaknafein is a drow elf, and like most drow he's shorter than average elves, has deep black skin and long, thick white hair. His eyes are red and he has a lithe, fighter's build.
CANON HISTORY: Zaknafein @ The Forgotten Realms Wiki
CANON PERSONALITY: The main thing one needs to know about Zaknafein is that he has a powerfully kind and empathetic heart that does not belong in the society he was born into. For over four-hundred years, he was tortured under the pressures of what was expected him. Though even after all that time he'd never completely lost that innate goodness, never giving over completely no matter how much pain and despair he was in. Yet he was never strong enough to run from it, his pain often turning to anger both inward and out.
He absolutely despised his people. As a male, he was considered a second class citizen and constantly under the thumb of any female around him. Due to his prowess with weapons, he'd been chosen to become part of the noble family of House Do'Urden, and the on-again off-again consort of the head of the house, Matron Malice, fathering at least two out of her six children. Living up to her name, she was a highly malicious woman and he despised her most of all.
Often he'd seemed unbreakable, stern looks followed by fist or the cut of a sword. Despite being male, he never allowed others to push him around. He was strong, both in body and in mind, and it showed in his very appearance when in all honesty, he’d rather just be allowed to live and let live.
He wondered if drow are truly evil, or if it's a matter of their upbringing and the twisted and hateful propaganda they're fed throughout their lives. As Weapon Master, he's first line of defence should a war break out between houses, which is commonplace in Menzoberranzan. He once told his son that he feels that he's offering them salvation in a way, freeing them from the ugliness that has become of their lives. Yet there's part of him that's come to absolutely enjoy killing other drow almost as a defence mechanism to keep some semblance of sanity, even finding pleasure in watching demons tear through another house as punishment after a failed raid.
But not the children. Never the children. He'd been haunted by the sounds of children screaming after the last raid he'd lead into an opposing house. Zaknafein purposely passed the children by, only to hear them scream as other soldiers slaughtered them. He wanted to believe that children were innocent, and could never bring himself to hurt a child.
There was an honor in him that yearned to be followed, a desire for truth and justice that just didn't exist as far as his world was concerned. He did the best he could, but he was still very much a killer as a means to survive. He could see no other way.
Zak does not trust easily and for good reason, and for the vast majority of his life did not have anyone he could trust enough to get close to. He had one person he'd considered a friend, Jarlaxle, but after being betrayed he had kept to himself.
There's an impish side to him as well, one that showed itself by occasionally making jokes at their Goddess's expense, or pushing the boundaries of his station. Still, Zaknafein had an undeniable poetic side, tinted with centuries of accumulated sorrow and guilt. His unprecedented compassion had him wanting to be a guardian rather than bring harm to others who didn't deserve it.
It haunted him that he could never act on the urges of heart, and it left him in a constant state of feeling trapped and in despair. More often than not, Zak hated himself for not openly resisting their ways, and would often reflect on the mistakes he'd made and the hopelessness of his future. He also shows clear signs of PTSD; misplaced anger and hypervigilance, and reliving horrible and often violent memories.
Eventually, he'd taken on the role of mentor to the youngest son of House Do'Urden, Drizzt, whom he'd suspected to be his son.. He'd immediately seen the potential the boy had to be a brilliant fighter, and went out of his way to get the chance to train him. Not only that, but he could see the same sort of kindness in the boy he hid in himself, and hoped to protect that for a long as possible.
It became more and more apparent to him the longer they were together that Drizzt was indeed his son. Zak was able to show more of a mischievous, playful side around the boy, but never went easy on him in his training. Over the next few years he'd come to care for the boy in a way he'd never experienced before, love being a word that doesn't even exist in their language. They even had to promise each other that they would keep their friendship a secret, lest it somehow be used against them.
It quite literally broke his heart when Drizzt was eventually sent away to the fighter's academy, Melee-Magthere, believing that the innocence he'd been trying to protect all those years would be lost. He'd even fought to keep him from being sent away, but to no avail. He'd even planned to kill Drizzt, to spare him the torment he knew he was going to endure, but he just couldn't bring himself to do it.
Zak eventually came to realize that Drizzt was far stronger of will than he could ever hope to be and managed to survive the years of torment in the Academy. Through him, Zak had finally found the strength to abandon his people. His affection for Drizzt bordered on fanaticism, and the two of them grew desperately co-dependant.
Unfortunately, he ended up using his newfound strength to sacrifice himself, not only once but twice, to save his son's life and give him a chance to survive.
POINT OF DEPARTURE: --
ABILITIES: His official Dungeons and Dragons stats have him at a level 24 Fighter, meaning he's an Epic level character. He's the kind of fighter that can likely stand up to a horde of enemies by himself and hold his own for a good while. He fights primarily with two long swords, but has proficiency in all martial weapons, shields, and armor. He also does not need to see to be able to fight effectively.
He is also a well reputed trainer of martial weaponry as well.
Drow Natural Abilites:
-can cast Darkness, Levitation, and Faerie Fire.
-naturally resistant to magic.
-can tell if something is magic by touch (but not what the magic does).
-immune to magical sleep.
-can see in the infrared spectrum in darkness.
-can sense the presence of extraplanar beings.
INVENTORY; Two masterwork adamentite longswords, a dagger in each boot, masterwork drow armor, the drow equivalent of boots of elvenkind, and a piwafwi cloak.
ANYTHING ELSE WE SHOULD KNOW? Bright lights (pretty much anything more than candlelight) are painful to his eyes and blur his vision, especially sunlight. Prolonged exposure to sunlight will break down his cloak, armor and boots, first their magic will go, then they'll start to fall apart all together after about a month. He will gradually lose his ability to levitate over the course of around six months.
NAME: Zaknafein Do'Urden
CANON: Forgotten Realms: Legend of Drizzt
POINT IN CANON: After sacrificing himself into the acid pits to save his son
AGE: over 400
APPEARANCE: Zaknafein is a drow elf, and like most drow he's shorter than average elves, has deep black skin and long, thick white hair. His eyes are red and he has a lithe, fighter's build.
CANON HISTORY: Zaknafein @ The Forgotten Realms Wiki
CANON PERSONALITY: The main thing one needs to know about Zaknafein is that he has a powerfully kind and empathetic heart that does not belong in the society he was born into. For over four-hundred years, he was tortured under the pressures of what was expected him. Though even after all that time he'd never completely lost that innate goodness, never giving over completely no matter how much pain and despair he was in. Yet he was never strong enough to run from it, his pain often turning to anger both inward and out.
He absolutely despised his people. As a male, he was considered a second class citizen and constantly under the thumb of any female around him. Due to his prowess with weapons, he'd been chosen to become part of the noble family of House Do'Urden, and the on-again off-again consort of the head of the house, Matron Malice, fathering at least two out of her six children. Living up to her name, she was a highly malicious woman and he despised her most of all.
Often he'd seemed unbreakable, stern looks followed by fist or the cut of a sword. Despite being male, he never allowed others to push him around. He was strong, both in body and in mind, and it showed in his very appearance when in all honesty, he’d rather just be allowed to live and let live.
He wondered if drow are truly evil, or if it's a matter of their upbringing and the twisted and hateful propaganda they're fed throughout their lives. As Weapon Master, he's first line of defence should a war break out between houses, which is commonplace in Menzoberranzan. He once told his son that he feels that he's offering them salvation in a way, freeing them from the ugliness that has become of their lives. Yet there's part of him that's come to absolutely enjoy killing other drow almost as a defence mechanism to keep some semblance of sanity, even finding pleasure in watching demons tear through another house as punishment after a failed raid.
But not the children. Never the children. He'd been haunted by the sounds of children screaming after the last raid he'd lead into an opposing house. Zaknafein purposely passed the children by, only to hear them scream as other soldiers slaughtered them. He wanted to believe that children were innocent, and could never bring himself to hurt a child.
There was an honor in him that yearned to be followed, a desire for truth and justice that just didn't exist as far as his world was concerned. He did the best he could, but he was still very much a killer as a means to survive. He could see no other way.
Zak does not trust easily and for good reason, and for the vast majority of his life did not have anyone he could trust enough to get close to. He had one person he'd considered a friend, Jarlaxle, but after being betrayed he had kept to himself.
There's an impish side to him as well, one that showed itself by occasionally making jokes at their Goddess's expense, or pushing the boundaries of his station. Still, Zaknafein had an undeniable poetic side, tinted with centuries of accumulated sorrow and guilt. His unprecedented compassion had him wanting to be a guardian rather than bring harm to others who didn't deserve it.
It haunted him that he could never act on the urges of heart, and it left him in a constant state of feeling trapped and in despair. More often than not, Zak hated himself for not openly resisting their ways, and would often reflect on the mistakes he'd made and the hopelessness of his future. He also shows clear signs of PTSD; misplaced anger and hypervigilance, and reliving horrible and often violent memories.
Eventually, he'd taken on the role of mentor to the youngest son of House Do'Urden, Drizzt, whom he'd suspected to be his son.. He'd immediately seen the potential the boy had to be a brilliant fighter, and went out of his way to get the chance to train him. Not only that, but he could see the same sort of kindness in the boy he hid in himself, and hoped to protect that for a long as possible.
It became more and more apparent to him the longer they were together that Drizzt was indeed his son. Zak was able to show more of a mischievous, playful side around the boy, but never went easy on him in his training. Over the next few years he'd come to care for the boy in a way he'd never experienced before, love being a word that doesn't even exist in their language. They even had to promise each other that they would keep their friendship a secret, lest it somehow be used against them.
It quite literally broke his heart when Drizzt was eventually sent away to the fighter's academy, Melee-Magthere, believing that the innocence he'd been trying to protect all those years would be lost. He'd even fought to keep him from being sent away, but to no avail. He'd even planned to kill Drizzt, to spare him the torment he knew he was going to endure, but he just couldn't bring himself to do it.
Zak eventually came to realize that Drizzt was far stronger of will than he could ever hope to be and managed to survive the years of torment in the Academy. Through him, Zak had finally found the strength to abandon his people. His affection for Drizzt bordered on fanaticism, and the two of them grew desperately co-dependant.
Unfortunately, he ended up using his newfound strength to sacrifice himself, not only once but twice, to save his son's life and give him a chance to survive.
POINT OF DEPARTURE: --
ABILITIES: His official Dungeons and Dragons stats have him at a level 24 Fighter, meaning he's an Epic level character. He's the kind of fighter that can likely stand up to a horde of enemies by himself and hold his own for a good while. He fights primarily with two long swords, but has proficiency in all martial weapons, shields, and armor. He also does not need to see to be able to fight effectively.
He is also a well reputed trainer of martial weaponry as well.
Drow Natural Abilites:
-can cast Darkness, Levitation, and Faerie Fire.
-naturally resistant to magic.
-can tell if something is magic by touch (but not what the magic does).
-immune to magical sleep.
-can see in the infrared spectrum in darkness.
-can sense the presence of extraplanar beings.
INVENTORY; Two masterwork adamentite longswords, a dagger in each boot, masterwork drow armor, the drow equivalent of boots of elvenkind, and a piwafwi cloak.
ANYTHING ELSE WE SHOULD KNOW? Bright lights (pretty much anything more than candlelight) are painful to his eyes and blur his vision, especially sunlight. Prolonged exposure to sunlight will break down his cloak, armor and boots, first their magic will go, then they'll start to fall apart all together after about a month. He will gradually lose his ability to levitate over the course of around six months.
Entry tags: