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Energy drain
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<blockquote data-quote="Kerrick" data-source="post: 4425794" data-attributes="member: 4722"><p>As I was looking over enervation and energy drain a little while ago, I had an idea. Energy drain is kind of cool, but negative levels are stupid - even with them being simplified in 3.5, it's still more stuff to keep track of, AND you lose XP if they become "permanent". </p><p></p><p>So, I thought, why not just make it hit point drain? The number of hit points drained depends on your HD type: 2 (1d4), 3 (1d6), 4 (1d8), 5 (1d10), or 6 (1d12). In the case of multiclass PCs, negative levels are always taken from the highest class first; if that class is drained to 0 levels, then it starts on the next highest, etc. If two or more classes are equal, then it goes with the highest HD. 24 hours after losing the HD/hit points, you make a second Fort save as normal or lose them permanently. If the creature's effective HD total is reduced to 0, or its hp total to 0 (or negative Con score for PCs), it dies.</p><p></p><p>Lost hit points can be recovered at the rate of 1 HD's worth per day of rest; a lesser restoration will restore 1d4 HD, restoration 1d6+1, and greater 1d8+2 (the latter two will restore permanently lost hp). There's no second save - it's "do it once and be done".</p><p></p><p>In any case, there are NO other penalties applied. Since the spell is not actually draining HD/levels, there is no need for it.</p><p></p><p>Since this would nerf enervation/energy drain (not that they were very powerful to begin with), I'd suggest boosting the number of HD drained; maybe 1d4+1/level (up to +15) for enervation, and 2d4+1/level (to +25) for energy drain. That would make them nasty spells (and much better than now, IMO), but not necessarily insta-kill.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4425794, member: 4722"] As I was looking over enervation and energy drain a little while ago, I had an idea. Energy drain is kind of cool, but negative levels are stupid - even with them being simplified in 3.5, it's still more stuff to keep track of, AND you lose XP if they become "permanent". So, I thought, why not just make it hit point drain? The number of hit points drained depends on your HD type: 2 (1d4), 3 (1d6), 4 (1d8), 5 (1d10), or 6 (1d12). In the case of multiclass PCs, negative levels are always taken from the highest class first; if that class is drained to 0 levels, then it starts on the next highest, etc. If two or more classes are equal, then it goes with the highest HD. 24 hours after losing the HD/hit points, you make a second Fort save as normal or lose them permanently. If the creature's effective HD total is reduced to 0, or its hp total to 0 (or negative Con score for PCs), it dies. Lost hit points can be recovered at the rate of 1 HD's worth per day of rest; a lesser restoration will restore 1d4 HD, restoration 1d6+1, and greater 1d8+2 (the latter two will restore permanently lost hp). There's no second save - it's "do it once and be done". In any case, there are NO other penalties applied. Since the spell is not actually draining HD/levels, there is no need for it. Since this would nerf enervation/energy drain (not that they were very powerful to begin with), I'd suggest boosting the number of HD drained; maybe 1d4+1/level (up to +15) for enervation, and 2d4+1/level (to +25) for energy drain. That would make them nasty spells (and much better than now, IMO), but not necessarily insta-kill. [/QUOTE]
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