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Does enervation turn you into a wight?
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<blockquote data-quote="jgsugden" data-source="post: 1289157" data-attributes="member: 2629"><p>Wights *ARE* team players. If a wight creates another wight, it controls that wight, at least to an extent. They have evil alignments - true D&D evil, not the hazy shade or real world evil - so they have no qualms about risking the lives of their 'allies'. If you don't give a frel about the lives of your allies, would you send them against a machine gun that might someday be turned against you? Heck yes!Different campaigns feature different levels of intervention by the Deities. In some, this may be true. In others, the idea of a Deity taking any direct action is unfathomable. In the official Forgotten Realms of the game supplements and novels, the Gods *tend* to use their servants and churches rather than get involved directly, though there have been obvious exceptions to this tendency. I can see a priest being awakened by a prophetic dream in Waterdeep in time for him to go fight the undead. I can not see Lathandar coming down himself (or sending Solars, etc ...) to stop the undead. Major events have occured in the Forgootn Realms history that destroyed entire civilizations and almost all the worshippers of certain powerful Gods. Why didn't the Gods get involved then?</p><p></p><p>All it takes is 1 wight (possibly controlled by a cleric or spellcaster) to attack and make another wight from a farmer on the edge of a town. The initial wight can then tell that wight to make more wights and instruct those wights to make more wights, etc ... By morning you'd have an army of wights (with little risk to the initial wight, might I add) and possibly a few hidden farmers waiting for death to find them ... wights have pretty good spot and listen skills. </p><p></p><p>The best reason for wights not to do this is to maintain a food supply. If a band of wights plague some hills between a few towns, they can pluck off one or two civilians from each town every once in a while and not destroy their supply of food.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1289157, member: 2629"] Wights *ARE* team players. If a wight creates another wight, it controls that wight, at least to an extent. They have evil alignments - true D&D evil, not the hazy shade or real world evil - so they have no qualms about risking the lives of their 'allies'. If you don't give a frel about the lives of your allies, would you send them against a machine gun that might someday be turned against you? Heck yes!Different campaigns feature different levels of intervention by the Deities. In some, this may be true. In others, the idea of a Deity taking any direct action is unfathomable. In the official Forgotten Realms of the game supplements and novels, the Gods *tend* to use their servants and churches rather than get involved directly, though there have been obvious exceptions to this tendency. I can see a priest being awakened by a prophetic dream in Waterdeep in time for him to go fight the undead. I can not see Lathandar coming down himself (or sending Solars, etc ...) to stop the undead. Major events have occured in the Forgootn Realms history that destroyed entire civilizations and almost all the worshippers of certain powerful Gods. Why didn't the Gods get involved then? All it takes is 1 wight (possibly controlled by a cleric or spellcaster) to attack and make another wight from a farmer on the edge of a town. The initial wight can then tell that wight to make more wights and instruct those wights to make more wights, etc ... By morning you'd have an army of wights (with little risk to the initial wight, might I add) and possibly a few hidden farmers waiting for death to find them ... wights have pretty good spot and listen skills. The best reason for wights not to do this is to maintain a food supply. If a band of wights plague some hills between a few towns, they can pluck off one or two civilians from each town every once in a while and not destroy their supply of food. [/QUOTE]
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Does enervation turn you into a wight?
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