Enervation

Quasqueton said:
The Player of the 11th-level sorcerer in my group (I'm the DM) commented, "That's a LOT of power for a 4th level spell. [Character name] can cast 12 of these a day now."

I'm thinking it's probably not so bad.

Quasqueton
Oh it is BAD.

By a strict reading of the rules, if you drop a classed spell caster's "Caster level" below when they get that spell level, they can't cast any of those spells at all of that level. Monsters with 'spell like abilties' don't suffer that limitation. [the PHB is clearer than the SRD on this issue]

Creating uncontroled wights is bad for the contryside in general.

Shlub sorcerers can easily wipe out a higher level party with this spell. And if they do get someone with this, the party has less than 24 hours [until the next night specificly] to get that person raised. After that, the victim is a wight, has to be destroyed and then needs Ressurection.

IMHO This spell along with ray of enfeeblement should have been Fort negates. IMHO too many mosters have too good of a fort save.

There is argument if this spell can crit.
 
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pawsplay said:
That's under energy drain. Enervation is not the ability energy drain.

Doesn't matter. That's what negative levels do, and enervation gives negative levels.

The same thing happens when an evil 1st level character wields a holy weapon.
 

pawsplay said:
That's under energy drain. Enervation is not the ability energy drain.
The Entry is for both the monster ability Energy Drain and Negative Levels. It is the same way one has to reference Special ability of Incorporeality to get all of the rules that go along with the condition, not just the incorporeal condition summery

Energy Drain And Negative Levels
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from her. Most energy drain attacks require a successful melee attack roll—mere physical contact is not enough. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. A creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows (though not if the negative level is caused by a spell or similar effect). These temporary hit points last for a maximum of 1 hour.

A creature takes the following penalties for each negative level it has gained:

-1 on all skill checks and ability checks.
-1 on attack rolls and saving throws.
-5 hit points.
-1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
 


ThirdWizard said:
Doesn't matter. That's what negative levels do, and enervation gives negative levels.

The same thing happens when an evil 1st level character wields a holy weapon.

I don't buy it. Negative levels do something very specific. Energy drain specifies what happens specifically when negative levesl from energy dragin kill someone. And so does enervation:

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

I see nothing in the description there that indicates you should reference energy drain for further details.
 

I read the spell to do only what it says in the spell description, and nothing found outside the spell description (like raising as a wight the next day for example).

Obviously, others disagree.
 

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