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Enervation and Energy Drain

doktorstick

First Post
The SRD on these two spells leave something to be desired. Since I don't have my books with me, can ya'll clarify?

From my recollection, enervation temporarily drains 1d4 levels which return on their own without the need of a saving throw. Does the energy drained condition for death still apply (i.e., if you have more negative levels than HD, you die)? It seems that a wand of enervation could be quite the killer if it does considering that there isn't any save associated with enervation.

Secondly, does the Fortitude save listed for energy drain apply when the spell is cast? Or does that mean the character must make the normal save as per the energy drained condition?

Thanks.
/ds
 

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doktorstick said:
The SRD on these two spells leave something to be desired. Since I don't have my books with me, can ya'll clarify?

From my recollection, enervation temporarily drains 1d4 levels which return on their own without the need of a saving throw. Does the energy drained condition for death still apply (i.e., if you have more negative levels than HD, you die)? It seems that a wand of enervation could be quite the killer if it does considering that there isn't any save associated with enervation.

First sentence of Enervation, second paragraph. "If the subject has at least as many negative levels as HD, he dies."

And the negative levels disappear after a number of hours equal to caster level. There is no Fort save to remove the neg levels, the just disappear for enervation (page 199, PHB).


Secondly, does the Fortitude save listed for energy drain apply when the spell is cast? Or does that mean the character must make the normal save as per the energy drained condition?

Subject does get a Fort save to resist the spell when it is cast. It says "Fortitude negates (see text)" for the Save descriptor. On page 150 in the PHB it defines "Negates" as "The spell has no effect on the affected creature that makes a successful save."

Subject also must make a Fort save(s) after 24 hours to remove the negative levels.
 

Re: Re: Enervation and Energy Drain

Grazzt said:

Subject does get a Fort save to resist the spell when it is cast. It says "Fortitude negates (see text)" for the Save descriptor. On page 150 in the PHB it defines "Negates" as "The spell has no effect on the affected creature that makes a successful save."

This is incorrect. First of all, energy drain works just like enervation, there is no save against losing negative levels when a character is struck by the spell. Second, the fortitude save is explained in the description: negative levels must be eliminated by a successful fortitude save, whereas with enervation, the negative levels go away automatically.

Later!
 

Re: Re: Re: Enervation and Energy Drain

Cloudgatherer said:


This is incorrect. First of all, energy drain works just like enervation, there is no save against losing negative levels when a character is struck by the spell. Second, the fortitude save is explained in the description: negative levels must be eliminated by a successful fortitude save, whereas with enervation, the negative levels go away automatically.

Later!

Ya know, ya might be right. Looking at the 1e/2e version, there was no save against Energy Drain (UA page 65). Well- I'll be damned. :D

I stand corrected. The Fort save mentioned is only to remove Negative Levels.
 
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Re: Re: Re: Re: Enervation and Energy Drain

Grazzt said:


Ya know, ya might be right. Looking at the 1e/2e version, there was no save against Energy Drain (UA page 65). Well- I'll be damned. :D

I stand corrected. The Fort save mentioned is only to remove Negative Levels.
*nods* Yeah, whether creature or spell, there ain't no save, it seems...

The MM tends to say things like:
(p.222, sample vampire) The Will save against this vampire's charm, and the Fortitude save to regain levels lost to its energy drain ...
(p.183, wight) The Fortitude save to remove the negative level has a DC of 14.

Still, one negative energy protection (a simple Clr3 spell) and you have a "save" (in the form of a caster level check) even against a quickened, maximized energy drain or something like that (of course, since the DC for the caster level check depends on the attacking creature's HD, your cleric should be quite high-level for the spell to function against this last thing). :cool: Heh. Save for a short while, that is... ;)
 

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