Negative Levels: Save Every Day or Permanent?


Rules Questions


Under the core rules for Negative Levels and Energy Drains it states:

A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels.

But under the Energy Drain Universal rules it states:

If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save... On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent.

So which is it? We just had a couple characters gain negative levels from a wight attack and need to know if they get to save every day until they pass or if after 24 hours and a failed save it becomes permanent.

p.s., This may have already been discussed elsewhere but I couldn't find a thread on point to this particular question.


Relevant FAQ


FAQ wrote:

Negative Levels: On page 562, it says that you get a save to remove temporary negative levels each day, but the universal monster rule for energy drain, as well as nearly every mention of temporary negative levels I can find, say that after 24 hours, the temporary negative levels become permanent if I fail my save. Which one is right?

The rule on page 562 is the general rule, but almost every specific rule in the game functions differently, and specific overrides general. Incidentally, the universal monster rule for energy drain doesn’t explicitly say that the negative levels are considered temporary before they become permanent (it just says “negative levels”), and we want to make it clear that they are temporary negative levels at that time (and thus that you can remove them more inexpensively with restoration). The only text directly in error is the reminder text at the end of enervation which claims that becoming permanent after 24 hours is the general rule.


Thanks!


what is every day in this context? If you got 3 negative levels at 12N, do you get these saves at the start of the day, or at 12 noon the next day?

The Exchange

The consensus on this (and other once-per-day conditions) is that if it really matters, it's 24 hours. Most of the time it doesn't matter. If you're super-worried about the negative level save your cleric memorizes restoration the next day (if high enough level) or you high-tail it towards the nearest town with spellcasting services (if possible) and just get rid of the problem before it has a chance to become permanent.

Note that trying to "time" the save and pile on short-duration buffs is pretty much impossible in a world where pocket watches and huge immobile clocks are only accurate to within half an hour per day. Borrowing a cloak of resistance for the day, or having an extended heroism cast on you as the time draws near would probably work (subject to GM approval) but resistance has way too short of a duration.


I see your sundial and raise you an hourglass with an 8 hour unseen servant for when you're sleeping to reset it on the hour.

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