Post by geneweigel on Apr 1, 2008 10:47:58 GMT -5
Ever notice that these things were retconned?
That is the spell energy drain was introduced in 1978's GLACIAL RIFT OF THE FROST GIANT JARL with a vague description:
Then in 1980 (DRAGON #42):
Repeated again in 1982 (#68):
And then finally an actual monster in 1983's MONSTER MANUAL II:
The energy drain was repeated in 1984's UNEARTHED ARCANA which made it all seem flush if you weren't paying much attention.
So until you got MMII you just had to "wing it" then this mega-monster is introduced undoing any previous "wingdings".
"WELL, ACTUALLY YOUR CHARACTER WOULD HAVE BECAME ONE OF THESE BAD ASSES BUT THEY DIDN'T GET AROUND TO IT."
Seriously, its a major disruption especially if you weren't paying attention to what was coming out after a while.
That is the spell energy drain was introduced in 1978's GLACIAL RIFT OF THE FROST GIANT JARL with a vague description:
A spell which enables the magic-user to touch an enemy and drain two life energy levels (just as the vampire does).
Then in 1980 (DRAGON #42):
Two “new” spells
In the “G Series” AD&D Modules I mentioned two spells — Cry-
stalbrittle and Energy Drain. Both of these new spells had been
slated for inclusion in AD&D Players Handbook; but, because of
random spell selection desirability, spell lists were kept in multiples
which corresponded to the dice, i.e. 30’s, 24’s, 16’s, 12’s, 10’s, 8’s,
and 6’s. Magic-users’ 9th-level spells numbered 14. Rather than do
more to make 16, and then do four more 7th-level spells, and two
more 8th-level spells, I opted to cut the pair. They were then men-
tioned in The Glacial Rift of the Frost Giant Jarl (p.8) as part of the
Jarl’s treasure. While their general effects were detailed, complete
information was omitted. Here it is!
Energy Drain (Evocation)
Level: 9
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 1 creature
By casting this spell the magic-user opens a channel between the
plane he or she is on and the Negative Material Plane, the caster
becoming the conductor between the two planes. As soon as he or
she touches (equal to a hit if melee is involved) any living creature,
the victim loses two energy levels (cf. spectre in Monster Manual). A
monster loses two hit dice permanently, both for hit points and
attack ability. A character loses levels, hit dice and points, and
abilities permanently (until regained through adventuring, if appli-
cable). The material component of this spell is essence of spectre or
vampire dust. Preparation requires three segments, the material
component is cast forth, and upon touching the victim the magic-
user speaks the triggering word (“entropy”, “nihil est”, or what-
ever), and the dweomer takes effect instantly. There is always a 1 in
20 chance that the caster will also be affected by the energy drain
and lose 1 energy level also when the victim is drained of two.
Humans or humanoids brought to zero energy levels by this spell
become juju zombies.
In the “G Series” AD&D Modules I mentioned two spells — Cry-
stalbrittle and Energy Drain. Both of these new spells had been
slated for inclusion in AD&D Players Handbook; but, because of
random spell selection desirability, spell lists were kept in multiples
which corresponded to the dice, i.e. 30’s, 24’s, 16’s, 12’s, 10’s, 8’s,
and 6’s. Magic-users’ 9th-level spells numbered 14. Rather than do
more to make 16, and then do four more 7th-level spells, and two
more 8th-level spells, I opted to cut the pair. They were then men-
tioned in The Glacial Rift of the Frost Giant Jarl (p.8) as part of the
Jarl’s treasure. While their general effects were detailed, complete
information was omitted. Here it is!
Energy Drain (Evocation)
Level: 9
Components: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: Permanent
Saving Throw: None
Area of Effect: 1 creature
By casting this spell the magic-user opens a channel between the
plane he or she is on and the Negative Material Plane, the caster
becoming the conductor between the two planes. As soon as he or
she touches (equal to a hit if melee is involved) any living creature,
the victim loses two energy levels (cf. spectre in Monster Manual). A
monster loses two hit dice permanently, both for hit points and
attack ability. A character loses levels, hit dice and points, and
abilities permanently (until regained through adventuring, if appli-
cable). The material component of this spell is essence of spectre or
vampire dust. Preparation requires three segments, the material
component is cast forth, and upon touching the victim the magic-
user speaks the triggering word (“entropy”, “nihil est”, or what-
ever), and the dweomer takes effect instantly. There is always a 1 in
20 chance that the caster will also be affected by the energy drain
and lose 1 energy level also when the victim is drained of two.
Humans or humanoids brought to zero energy levels by this spell
become juju zombies.
Repeated again in 1982 (#68):
Energy Drain (Evocation)
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: By casting this spell, the magic-
user opens a channel between the plane he or she is on and the
Negative Material Plane, the caster becoming the conductor
between the two planes. As soon as he or she touches (equal to
a hit if melee is involved) any living creature, the victim loses
two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability.
A character loses levels, hit dice and points, and abilities per-
manently (until regained through adventuring, if applicable).
The material component of this spell is essence of spectre or
vampire dust. Preparation requires three segments, the mate-
rial component is then cast forth, and upon touching the victim
the magic-user speaks the triggering word, causing the dweo-
mer to take effect instantly. There is always a 5% (1 in 20)
chance that the caster will also be affected by the energy drain
and lose one energy level at the same time the victim is drained
of two. Humans or humanoids brought to a zero energy level by
this spell become juju zombies.
(Editor’s note: The description of this spell was originally
published in issue #42 of DRAGON™ Magazine.)
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 3 segments
Saving Throw: None
Explanation/Description: By casting this spell, the magic-
user opens a channel between the plane he or she is on and the
Negative Material Plane, the caster becoming the conductor
between the two planes. As soon as he or she touches (equal to
a hit if melee is involved) any living creature, the victim loses
two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability.
A character loses levels, hit dice and points, and abilities per-
manently (until regained through adventuring, if applicable).
The material component of this spell is essence of spectre or
vampire dust. Preparation requires three segments, the mate-
rial component is then cast forth, and upon touching the victim
the magic-user speaks the triggering word, causing the dweo-
mer to take effect instantly. There is always a 5% (1 in 20)
chance that the caster will also be affected by the energy drain
and lose one energy level at the same time the victim is drained
of two. Humans or humanoids brought to a zero energy level by
this spell become juju zombies.
(Editor’s note: The description of this spell was originally
published in issue #42 of DRAGON™ Magazine.)
And then finally an actual monster in 1983's MONSTER MANUAL II:
ZOMBIE, JUJU
FREQUENCY: Very rare
ARMORCLASS: 6
MOVE: 9"
HIT DICE: 3+12
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIALATTACKS: See belo
SPECIAL DEFENSES: + I or
NO. APPEARING: 1-4
% IN LAIR: -0%
DAMAGe/ATTACK: 3-1 2
better magic weapon to hit,
see below
See below
MAGIC RESISTANCE:
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEVX.P. VALUE:
111/110 + 4/hp
Juju zombies are created by magic-users who drain all life levels from
humans or man-sized humanoids by means of an energy drain spell
(q.v.).Although they are "programmed" as are regular zombies, they are superior in every way. They have a better armor class, move quickly (even underwater, for they do not breathe), climb like 6th-level thieves, and attack with great force as if they were 6 hit dice monsters. A juju zombie can hurl weapons or discharge a bow or crossbow. Because they exist in part on the Negative Material Plane, juju zombies can be hit only by +I or better magic weapons. Because of their undead nature, piercing or blunt weapon attacks do only one-half normal damage. Only cleaving weapons do normal damage, Le., axes, broad and bastard or twohanded swords, bardiches, halberds, or voulges and similar weapons. Juju zombies are unaffected by all dweomers which affect the mind illusion. charms, holds, etc., as well as poison, electricity, magic missiles, death, and cold spells. Fire has only one-half normal effect. Acid and holy water have full normal effects. A juju zombie is equal to a spectre with respect to clerical turning of undead. Ajuju zombie appears to be an ordinary zombie, although its flesh is less rotted and has a gray color and is leathery and hard.A hateful light burns in the monster's eves, as it realizes its condition and wishes to destroy living things.
FREQUENCY: Very rare
ARMORCLASS: 6
MOVE: 9"
HIT DICE: 3+12
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIALATTACKS: See belo
SPECIAL DEFENSES: + I or
NO. APPEARING: 1-4
% IN LAIR: -0%
DAMAGe/ATTACK: 3-1 2
better magic weapon to hit,
see below
See below
MAGIC RESISTANCE:
INTELLIGENCE: Low
ALIGNMENT: Neutral (evil)
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEVX.P. VALUE:
111/110 + 4/hp
Juju zombies are created by magic-users who drain all life levels from
humans or man-sized humanoids by means of an energy drain spell
(q.v.).Although they are "programmed" as are regular zombies, they are superior in every way. They have a better armor class, move quickly (even underwater, for they do not breathe), climb like 6th-level thieves, and attack with great force as if they were 6 hit dice monsters. A juju zombie can hurl weapons or discharge a bow or crossbow. Because they exist in part on the Negative Material Plane, juju zombies can be hit only by +I or better magic weapons. Because of their undead nature, piercing or blunt weapon attacks do only one-half normal damage. Only cleaving weapons do normal damage, Le., axes, broad and bastard or twohanded swords, bardiches, halberds, or voulges and similar weapons. Juju zombies are unaffected by all dweomers which affect the mind illusion. charms, holds, etc., as well as poison, electricity, magic missiles, death, and cold spells. Fire has only one-half normal effect. Acid and holy water have full normal effects. A juju zombie is equal to a spectre with respect to clerical turning of undead. Ajuju zombie appears to be an ordinary zombie, although its flesh is less rotted and has a gray color and is leathery and hard.A hateful light burns in the monster's eves, as it realizes its condition and wishes to destroy living things.
The energy drain was repeated in 1984's UNEARTHED ARCANA which made it all seem flush if you weren't paying much attention.
So until you got MMII you just had to "wing it" then this mega-monster is introduced undoing any previous "wingdings".
"WELL, ACTUALLY YOUR CHARACTER WOULD HAVE BECAME ONE OF THESE BAD ASSES BUT THEY DIDN'T GET AROUND TO IT."
Seriously, its a major disruption especially if you weren't paying attention to what was coming out after a while.