Energy Drain

Bat

First Post
I was playing in a 3.5 d&d game last night. This is a campaign that has been ongoing since around may of this year, and I am currently a 15th level barbarian. Last night, our DM hit me with the spell Energy Drain. I was none too happy with this, as it takes 3 levels away with no save.

My question is: Is there a way to get aroud being affected by energy drain? I have looked up spell resistance, and thought about getting it put on my armor, but that highest the DMG offers is SR 19, and that is going to cost around 40,000 gp. Since Energy Drain is a 9th level spell, that means the clerics casting it will have to be 17th level, minimum. That, in turn, means they will have to roll a 1 on a d20 to fail thier check to overcome my SR. That seems like alot of money to pay to have a 1 in 20 chance of not being affected by this spell.

I looked up the spell Spell Resistance, and it offers SR 21, but I am not a caster and that spell cannot be made permanant. At least, I didnt see it listed in the list of spells that can be made permanant in the Permanant spell descriptor.

Is there any other way to avoid being affected by Energy Drain? I really do not like that spell; it limits my effectiveness in combat, and it forced me to permantly lose a level. I was not happy with that. I understand that it is sometimes part of the game, but, another part of the game is the DM finding ways to counter my effectiveness in combat (like with the energy drain spell) and then me finding ways to counter his counter, which is what I am attempting to do now.
 

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It doesn't take away three levels without a save; it gives you three negative levels without a save.

That costs you 15 hit points and a -3 penalty to most actions.

Then, 24 hours late, you need to start making saving throws - one for each negative level. If you succeed, it goes away without problem. If you fail, you actually lose a level.

Also, look into the spell Death Ward.
 

Patryn of Elvenshae said:
It doesn't take away three levels without a save; it gives you three negative levels without a save.

That costs you 15 hit points and a -3 penalty to most actions.

Then, 24 hours late, you need to start making saving throws - one for each negative level. If you succeed, it goes away without problem. If you fail, you actually lose a level.

Also, look into the spell Death Ward.

That's what I meant when I said it took away three levels; this is my first time posting on a forum like this, and I am accustomed to talking to just my friends, who know what I mean when I say things like that. I will try to be clearer in the future. It did give me three negative levels and I failed my first save and lost a level.

Death watch does sound like what I am looking for, but it cannot be made permanant unless the DM allows it; knowing my DM, he won't, because that would take away the advantage he just gained. Is there any other way to avoid Energy Drain?
 


Bat said:
Death watch does sound like what I am looking for, but it cannot be made permanant unless the DM allows it; knowing my DM, he won't, because that would take away the advantage he just gained. Is there any other way to avoid Energy Drain?

Scarab of Protection.
 



What Infiniti2000 said. If you are in a campaign with 15th level characters, restoration should be readily available, and it removes *all* negative levels you might be suffering from. You might carry around a few scrolls of it in case your cleric doesn't have it prepared- in which case you should probably stock a few of the other staples as well. Disease, blindness, poison. All stuff that can ruin your day, but is easily fixed if you have the right magic after an encounter.
 

All right. Thanks guys. I have enough money to get a scarab of protection and some scrolls of restoration. I'm probably going to do that as soon as I get to the nearest magic shop.
 


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