Sage Advice Collection

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 171DR054 Dragon #54 Are liches or vampires destroyed or damaged by sunlight or torchlight? What other undead, if any, are adversely affected by exposure to sunlight or some other bright light source?  From the various descriptions of the undead monsters in the Monster Manual, it appears that only the vampire, the spectre and the wraith are adversely affected by light — and even then, the light must be actual sunlight or at least a light source of daylight-level intensity. The light from a torch or a lantern, or a Light spell, or a small-scale “fire” spell such as Flame Arrow, is not bright enough to be harmful. The status of wights is questionable; wraiths are said to be “similar in nature to wights,” and wraiths have no power in full sunlight, but wights are only said to “hate sunlight,” leaving unanswered the question of whether they are harmed by it. The sage recommends that wights be treated differently from wraiths, because the wight is a weaker type of undead with less of a “link” to the negative material plane than the wraith, and it is the wraith’s strong connection to the eternal darkness of the negative material plane that makes the creature so vulnerable to bright light. All of the undead prefer to lurk about in darkness. Ghosts and shadows especially like places where light does not shine, but daylight doesn’t bother them if they have to put up with it. A lich’s hidden chambers are “very dark,” says the MM, but obviously the lich has powers even in an illuminated area; otherwise, how could anyone flee in fear of something they can’t see? Same goes for the ghost, whose power to cause aging and panic can’t be effective unless the victim has at least enough light to see by. The other types of undead — ghasts, ghouls, skeletons, mummies, and zombies — are not affected by the presence of light. While we’re on the subject, exactly what is “some other bright light source” — what will produce the effect of daylight when sunlight is not available? For one thing, a Continual Light spell, which is said to be “nearly as illuminating as full daylight.” But does a Continual Light suffice as a replacement for actual sunlight? The sage’s suggestion here is that Continual Light should be effective in rendering wraiths and spectres powerless, but that only actual sunlight (“direct sunlight,” in the words of the MM, is able to make a vampire helpless. Artificial sunlight, even if created magically, has no effect upon the creature which the MM calls “the most dreaded of the chaotic evil undead.” As with any general guidelines, the ones stated above have exceptions: For instance, the “sunburst” effect of a Wand of illumination does “light”damage to any undead within its range. It’s up to the DM to known when these exceptions should take precedence. Are there other light-producing magics that equal or surpass a Continual Light spell in intensity? Yes, but most of them are flame-producing (Flame Strike, a Wand of Fire, a Produce fire spell, a fire Storm, and so forth) as opposed to light-producing, and thus might be disallowed as a “light source” for the purpose of immobilizing an undead. Similarly, a Lightning Bolt spell or the use of a Gem of Brightness produces a flash of light bright enough to blind, and it is certainly brighter than normal daylight. But in most cases, the extremely short duration of the “light blast” makes it unlikely that a DM would allow such things to be used as light sources. 
 172DR054 Dragon #54 Will a Defect Evil spell be effective on a demon polymorphed as a man?  Yes, the spell will reveal emanations of evil in such a case. Some demons (Demogorgon, Orcus, Yeenoghu, Types Ill-V) have ability equivalent to a Polyrnorph Self spell; however, that spell does not alter the personality and mentality of the creature which is polymorphed. The evil nature of a demon would be apparent to the caster of a Detect Evil spell even if the demon was disguised as a lawful good being. 
 173DR054 Dragon #54 Does the Rod of Asmodeus only absorb 50 spell levels, like a regular Rod of Absorption, or is its power greater than that? Is the Rod an artifact or relic? How about Geryon’s horn?  Because the Rod of Asmodeus “acts as a rod of absorption,” we assume that it can absorb up to 50 spell levels in a single use (or in one encounter). Because the rod belongs to and is controlled by Asmodeus, we can assume that a powerful, magical being such as he is capable of recharging it (unlike a normal rod, which cannot be recharged) after a reasonable interval of time (perhaps a day) has passed since it was last charged up. This interpretation makes the Rod of Asmodeus infinitely powerful, as far as its absorbing ability is concerned, but it also places a limit on how much of the absorption power can be employed within a certain time span. No, neither the Rod of Asmodeus nor Geryon’s horn is an artifact or relic. Apparently, this question is derived from the fact that the wand used by Orcus is included on the artifacts and relics list in the Dungeon Masters Guide. However, the wand is a special case; as stated in the item’s description, it exists as an artifact because Orcus sometimes chooses to let it appear on the prime material plane to further the cause of chaos and evil. Devils, being lawful evil instead of chaotic evil, do not have such a “carefree” attitude about their precious items (such as the rod and the horn) and will not willingly part with them in such a fashion. Thus, the only way the Rod of Asmodeus or the horn of Geryon, or any other-devil’s favorite weapon, can be encountered is when encountering the devil himself. 
 174DR054 Dragon #54 If an erinyes (30% magic resistance) is out to get a 27th-level magic-user, and the character casts an attack spell, would the erinyes make a magic-resistance roll at a minus?  No. Rolls for magic resistance are never made “at a minus.” As defined in the explanation of magic resistance in the front of the Monster Manual; any spell cast against an erinyes by an 11thlevel character has a 30% chance of absolutely failing. For each level of the spell-caster above 11th, the chance of shell failure decreases by 5%, which means that a 17th-level spell-caster (or one of any higher level) will automatically be able to negate the magic resistance of the erinyes. The lowest effective magic resistance that a creature can ever have is 0%, not a minus number. 
 175DR054 Dragon #54 Concerning combat with vampires: I am not certain how the use of wooden stakes is accomplished; and, is it possible to kill a vampire permanently by the use of a magic weapon? Can a cleric create water inside a non-living object? If so, what would happen if water is created inside a vampire?  Much of the details in any encounter with a vampire must necessarily depend on the nature of the particular encounter -it’s impossible to define the “best” way to combat a vampire, but some general rules apply. The “use of wooden stakes” is fairly straightforward: The vampire must be in its corporeal body and it must be rendered helpless by some means other than reduction of hit points (because when a vampire reaches zero hit points, it assumes gaseous form). Exposure to direct sunlight will kill a vampire after one turn, and during that turn the creature is helpless. That seems like a good time to hammer home a stake, or it could be done at any other time when the vampire is immobilized in its corporeal body. No, it is not possible to permanently kill a vampire with magic weapons. As stated above, a vampire will become gaseous when it is reduced to zero hit points. Magic weapons are fine for weakening the creature, but some other means must be used to apply the killing blow. The question about creating water inside a vampire apparently comes from the mention in the Monster Manual that a vampire can be killed by immersion in running water. Unfortunately, the AD&D rules do not address the question of whether an undead creature is considered “living” for the purpose of casting Create Water. The intent of the rules, however, is made clear by the description in the DMG (p. 43) of the druidic version of the spell: “It is not possible to cast the spell upon a creature” (presumably including an undead creature) “and create liquid in any part of its body.” In any event, creating water inside a vampire would not have the desired (harmful to the vampire) effect, since the liquid is not running water, as it would be if it came from a stream or a spigot. 
 176DR054 Dragon #54 Do undead breathe, and could they live on an airless world?  No, they don’t, and yes, they could. This is an instance where undead can and should be considered different from “living” creatures. Undead have a “life” of a sort, but they are not “alive.” Their bodies do not require food, water and air to sustain themselves like ours do. 
 177DR054 Dragon #54 Can paladins contract lycanthropy? Will the rotting caused by Demogorgon have an effect on monks of fifth level or higher, since they are immune to disease?  Yes, a paladin can become a lycanthrope. Yes, a high-level monk can be affected by Demogorgon’s rot-disease attack. The immunity to disease that is enjoyed by paladins and by monks of fifth level or higher applies only to “natural” diseases, such as those listed in the table on page 14 of the DMG, and not to “unnatural” diseases such as those caused by the attack or touch of a monster. The same thing goes for the rotting disease transmitted by a mummy or the “disease” caused by the spread of green slime, for instance. 
 178DR054 Dragon #54 The Monster Manual says that demons and devils are affected by iron and silver weapons but then it says that magic weapons are needed to hit certain demons and devils. Do iron and silver weapons damage these creatures?  The forms of attacks which affect all demons and devils are listed in the general descriptions for each type of creature. Everything in the list applies to every creature of that type; in other words, a demon which is described as only being vulnerable to magic weapons is also vulnerable to iron weapons, even the non-magical type. A demon will take no damage from a silver weapon, unless the demon is a type which is vulnerable to non-magical weapons, in which case a silver weapon will have the same damage potential as a similar weapon made of any other substance. The situation is reversed for devils; all devils are vulnerable to silver weapons, even those who are otherwise only able to be hit by magic weapons, and no devil can be damaged by an iron weapon unless that devil is vulnerable to non-magical weapons. 
 179DR054 Dragon #54 When a character attacks a skeleton with a piercing weapon, is the character’s strength-damage adjustment added to the number of points of damage inflicted on the creature?  Skeletons take half damage from attacks by sharp weapons -in other words, half of the points of damage that would have been suffered by a creature which does not have that partial protection. The result of the attack is computed normally, the bonus to damage (if any) is added to the full result, and then the damage points are halved. For example, a character with strength 18 (+2 to damage) hits a skeleton with his long sword and does 4 points of damage with the weapon. The skeleton will take 3 points of damage from that attack (4 + 2 equals 6, divided by 2 equals 3), as opposed to the 6 points of damage it would inflict on a creature which is fully vulnerable to edged weapons. 
 180DR054 Dragon #54 Are demons and devils immune to Sleep and Charm spells, just like the undead are?  Not exactly, although the end result is about the same. Demons and devils are not by nature immune to Sleep and Charm spells- except for the manes and lemures, which are specifically described as being immune to both those types of magic. The rest of the ranks don’t need to be “made” immune to Sleep spells — they already are, because the spell only affects creatures of up to 4+4 hit dice, and none of the demons or devils (except for manes and lemures) has a hit-dice figure lower than 5+5. Demons and devils are technically vulnerable to the effects of a Charm Monster spell, but the percentages aren’t exactly in favor of the character who tries to use such a spell -and keep it working after it is cast. Considering the magic resistance of demons and devils, plus the fact that they get a saving throw against the spell even if their magic resistance fails, plus the fact that they can successfully “break” the charm after it is cast, the odds are definitely against the spell caster. For example, consider an 11th-level magic-user trying to snare a “lowly” Type I demon with Charm Monster: The demon has a 50% chance (magic resistance) of being unaffected, a 35% chance to make a saving throw vs. the spell even if its magic resistance fails, and a 45% chance per week thereafter of snapping out of it. That all adds up to less than an 18% chance that the spell will succeed and be effective for longer than one week. The chance of success is a lot lower for the most powerful demons and devils, and it would not be improper for a DM to simply rule that the “big names” (Demogorgon, Juiblex, Orcus, Yeenoghu, Asmodeus, Baalzebul, Dispater, Geryon) are effectively immune to the spell. The idea of being able to bring one of the demon princes or arch-devils under control by means of a mere 4th-level spell is hard to accept. 
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