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Does enervation turn you into a wight?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1289034" data-attributes="member: 14403"><p>Ahhh... the neverending horde of undead subject again. Personally, since Enervation doesn't specifically say anything about creating Wights you could go either way... it is your game. However, I doubt WOTC intended it for that purpose. </p><p>There are a couple very good reasons Wights wouldn't take over civilization. You would think they could due to the speed with which they replicate but I'll break it down into two main reasons.</p><p>1) Survival instinct. Though feral Wights still maintain survival instinct. Skeletons & Zombies are more like constructs. As long as a Wight stays in a city or town with adventurers it is subject to destruction. If you were a Wight would you really care how many other Wights you could create if there was a group of adventurers running around killing every Wight they saw? Wights aren't team players so coordinating attacks to take out the heroes probably wouldn't happen. Think of it like this, you and 9 buddies (the Wights) need to charge a machine gun nest (the heroes). There is a 10% chance that you'll survive to take out the machine gun when your 9 buddies die. Would you still charge that nest? Heck no!</p><p>2) The gods would intervene. All gods derive their power from their worshipers. The more worshipers they have the more powerful they are. If Waterdeep were getting overrun by Wights then good gods would intervene. If Zhentil Keep were getting overrun then evil gods would do the same. As undead have no souls they don't make very good worshipers of any religion (except in the case of intelligent undead such as Vampires and Liches). No D&D god would allow their power to be diminished by a rapidly growing mob of Wights.</p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1289034, member: 14403"] Ahhh... the neverending horde of undead subject again. Personally, since Enervation doesn't specifically say anything about creating Wights you could go either way... it is your game. However, I doubt WOTC intended it for that purpose. There are a couple very good reasons Wights wouldn't take over civilization. You would think they could due to the speed with which they replicate but I'll break it down into two main reasons. 1) Survival instinct. Though feral Wights still maintain survival instinct. Skeletons & Zombies are more like constructs. As long as a Wight stays in a city or town with adventurers it is subject to destruction. If you were a Wight would you really care how many other Wights you could create if there was a group of adventurers running around killing every Wight they saw? Wights aren't team players so coordinating attacks to take out the heroes probably wouldn't happen. Think of it like this, you and 9 buddies (the Wights) need to charge a machine gun nest (the heroes). There is a 10% chance that you'll survive to take out the machine gun when your 9 buddies die. Would you still charge that nest? Heck no! 2) The gods would intervene. All gods derive their power from their worshipers. The more worshipers they have the more powerful they are. If Waterdeep were getting overrun by Wights then good gods would intervene. If Zhentil Keep were getting overrun then evil gods would do the same. As undead have no souls they don't make very good worshipers of any religion (except in the case of intelligent undead such as Vampires and Liches). No D&D god would allow their power to be diminished by a rapidly growing mob of Wights. [/QUOTE]
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