Does enervation turn you into a wight?

Re: problem of too many wights. I agree that would be dangerous to a town, but there are other "quick-spawning" creatures that are similarly dangerous (shadows come to mind). So "solving" this problem with respect to enervation does not solve the general quick-spawning problem.

Re: the PHB vs. the DMG. That is an interesting interpretation. So on this interpretation, does the Energy Drain spell count as an Energy Drain attack or not? And if one picks up a magic item that bestows a negative energy level, a low level creature would not die on this interpretation? Interesting. I am half-convinced, but would like to wait for the sage on this.
 

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pawsplay said:
I was looking this over. The DMG describes only Energy Drain attacks and negative levels, and the consequences thereof. The player's guide definies negative levels, of which energy drain are one possible source, and it specifies neither sudden death nor wights. Enervation itself specifies the possibility of sudden death.

So it appears there is no danger of accidental wight creation.
I'm missing your argument. It seems to me like you're saying that the rules are spread out over two books. How does that result in the rules written in the DMG (that say that a creature that has as many negative levels as hit dice turn into a wight during the next night) not coming into effect?
 

Particle_Man said:
Re: problem of too many wights. I agree that would be dangerous to a town, but there are other "quick-spawning" creatures that are similarly dangerous (shadows come to mind). So "solving" this problem with respect to enervation does not solve the general quick-spawning problem.
No, but it does 'solve' one source that is a little too easy to get your hands upon. Enervation is a nice little effect all by itself. If it can be used as a 'create wight' spell as well, it can get a little nastier.

The quick spawning rules for some undead have always troubled me. It seems like most fantasy villages would be overrun by undead over night. In a village of 300 people, even a high level cleric will be hard pressed to stand against them if they are all turned into wights in the middle of the night.
 

jgsugden said:
I'm missing your argument. It seems to me like you're saying that the rules are spread out over two books. How does that result in the rules written in the DMG (that say that a creature that has as many negative levels as hit dice turn into a wight during the next night) not coming into effect?

I think where he's going with it is that the phb has a line under the negative level entry in the glossary: "A loss of vital energy resulting from energy drain, spells, magic items, or magical effects."

If one a) interprets the DMG talk of negative levels as only applying to negative levels due specifically to energy drain (because the "wight" effect of negative levels is only mentioned under the DMG entry entitled "Energy Drain") and one b) hypothesizes that the PHB entry implies that there are non-energy drain sources of negative levels (namely "spells, magic items, or magical effects") then one might assume that negative levels gained due to "spells, magic items, or magical effects", and not to energy drain, might not have the "wight" effect.

On the other hand, I think the assumption is that all versions of gaining negative levels lead to the "wight" effect if one has neg. levels equal to one's positive levels, barring specifically named exceptions that lead one to become some other undead beasty. This seems to be the strong implication under the DMG entry of energy drain. I suspect that if this matter is brought to the Sage's attention, the Sage would likely rule that all instances of negative levels equalling positive levels would lead to death, followed by the "wight" effect (unless there is some other beasty they turn into). It seems likely that a negative level is a negative level is a negative level.

On bodaks -- I wonder what the stats are for "absolute evil". Wasn't that stuff in the movie "Time Bandits"?
 

Particle_Man said:
On bodaks -- I wonder what the stats are for "absolute evil". Wasn't that stuff in the movie "Time Bandits"?
Apparently, it has the same stats that an overcooked beef roast would have.

As for the rest, I don't have my books on hand, but when I went through it (way back when), it seemed pretty clear to me that the wight rule should apply if the rules are applied as written.
 

If negative levels always lead to death and the wight effect, the rules for Energy Drain and enervation both include extraneous verbiage. Not that D&D is immune to it. But I can think of some specific instances where instant death and wight-hood make no sense, such as a 1st level evil character picking up a +1 holy heavy mace.
 

pawsplay said:
If negative levels always lead to death and the wight effect, the rules for Energy Drain and enervation both include extraneous verbiage. Not that D&D is immune to it. But I can think of some specific instances where instant death and wight-hood make no sense, such as a 1st level evil character picking up a +1 holy heavy mace.

I believe there are fantasy tropes about weapons that only the "worthy" can wield, and any others that try to wield them become horrible monsters. So it is not THAT far-fetched. It may also explain the common-folk's extreme distrust of all things magical, in some worlds.
 

As the DMG section on Energy Drain describes negative levels, death, and wight-hood; enervation mentions negative levels and death; and the Player's Guide mentions negative levels without mentioning death: I stand by my interpretation.

Also, wight spawn rising in 1d4 rounds is insane, like 28 Day Later insane.
 

pawsplay said:
As the DMG section on Energy Drain describes negative levels, death, and wight-hood; enervation mentions negative levels and death; and the Player's Guide mentions negative levels without mentioning death: I stand by my interpretation.

Also, wight spawn rising in 1d4 rounds is insane, like 28 Day Later insane.

Not all rules need to be privey to players.

non spawning level drain to wight takes a day. The spawning types are almost too quick, but slowing it would make the ability non relevant to combat and too easy to counteract.
 
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