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Draco Bahamut's page

Goblin Squad Member. Pathfinder Adventure Path Charter Subscriber; Pathfinder Comics Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Venture-Captain, Brazil—Salvador. 710 posts (712 including aliases). 48 reviews. No lists. No wishlists. 7 Pathfinder Society characters. 1 alias.


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Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

I don't know any lodge playing in the Amazon rainforest, but someday i want to play inside the closest thing we have of the darklands, the Ccavern complex inside the Chapada Diamantina park here in Brazil. Or maybe Iguazu Falls.

Sczarni

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This is the thread to determine what is written on the book or what is a reasonable way to interpret what is written on the book ?

Let's take a look on the consequences of both views:

Hypothesis 1: [evil] spells are really minor evil acts.

Expected (by me) pratical consequences: Some roleplaying interactions about not casting these spells, some players will describe the horrible corruption of their characters while casting these spells, others will simple ignore as they ignore all the minor evil actions all the murderhobos do in the curse of their days.

Hypothesis 2: [evil] spells are just a type of spell, without aligment implications

Expected (by me) pratical consequences: Wizards will cast Infernal Healing without guilt. Roleplayers still will roleplay the drama of their characters of having to cast [evil] spells but without any real mechanical consequence, neutral characters become more powerful because they can cast anything.

Hypothesis 3: [evil] spell have dire consequences on characters aligment

Expected (by me) pratical consequences: Paladins can't cast any [evil] spell. Neutral characters have to take a lot of care with what and how much they cast. Infernal Healing gets forbidden by a lot of gms. People will game the aligment system by casting [evil] or [good] spells. Wizards will troll their gms slaving angels just to prove a point. Roleplayers will still be brooding.

Sczarni

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You know that giving too much medicine can kill too ? Everything can be good and evil in the right circunstancy. There is evil ways of casting Cure Light Wounds. The Mythologic Prometheus is a example of evil healing.

Sczarni

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Maybe Paizo could introduce the mechanic of corruption to counter the mechanic of redemption.

Sczarni

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Yes, is a nice house rules that i am exposing here so GMs can make a better informed decision about their own house rules.

Sczarni

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The signing of the contract is the casting of the spell.

This is like taking a loan at a bank and giving to a child hospital, while it is a noble act, the bank still is taking interest over the money you took, you should have got it another way.

Sczarni

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DominusMegadeus wrote:


I am LG. I cast Infernal healing on an orphan out of nothing but the kindness of my heart. My alignment is now Evil for casting it. It turns back to good for helping an orphan out of pure altruism. I continue to help people because action -> Alignment. My alignment is still Good.

In my campaing you would have a implied sign contract with Asmodeus, selling the goodness of your heart to save the child. Even Pharasma couldn't do anything, a pact is a pact.

Sczarni

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I still think this whole discussion is because someone wanted to make a wizard healer and his GM told he would became evil. Anyway, after reading enough, i found my answer.
In my campaings, casting a [alignment] spell open your heart to planar energies of that alignment. You can do any action you want, but if you cast too much you lose control over your character aligment. Why ? Because i believe so. But i would never put a PC under a trap choice of having to cast such spell, and if there were a combo that he wanted to do, he would have to deal with it.

To me and to my campaings, Infernal healing is a lure option. It's a contract akin to selling your soul to the devil and gaining a boon, no one would sell a soul if the boon weren't a good thing. Selling your soul to the devil to save your children life still is selling your soul. Infernal Healing only means selling your soul in really small packets.

Casting a lot of Protection from Evil is opening your heart to heavens for protection. Is a contract as much as selling your soul. If you keep casting both your soul would be cut in half. Neutral power choose to become open to evil by being neutral, if they want good protection, they must open their heart to it. Neutral outsiders are beyond good and evil by their mysterious nature and can do some meddling without consequences.

Planar biding is a gambit, the angels let themselves be slaved, so they can change the caster from the inside to good.

This was my opnion if you want to play in my game, do as you please in yours. Thanks for reading.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

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Here in Brazil we think our character are really bellow other countries average (near iconic power level) as few players can afford many books (or even has time to read them), but we finished both Trial by Machine or The Silvermount Collection without greater difficulty. People are more flustered by the change in factions (key players were Sczarni) than the sci-fi stuff.
My players really liked The Paths we Choose.

Sczarni

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What i believe people search in low magic settings: The human element. People who like low magic setting believe in the strenght of humanity, their decisions, morality and resourcefulness. They don't like human reliance on technology, magic or money. People must depend on their own worth for survival. Just like real life.

In high magic, people search to change the world. People want to reach the high limit of human might. The believe in technology, magic or emotions. People can't just be good, they should be capable of using every resource around them to reach the top of the world, they need not to prove themselves, they want recognition of everyone as the best and do what the can't in real life.

Sczarni

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The stealth isn't about not locating the camp, the stealth is about not locating the people camping. (Fake sleeping persons, cammo sleeping bag etc... ).

No problem, i am a subsystem person. I like pestering my players about their camping place choices ( What ?! You want to camp in a floating rock on lava inside a active volcano ?!). So a subsystem was needed after a lot of paranoia while camping or even staying an a inn (You go to a INN and then sleep inside a Rope Trick cast in the neighboor bedroom ? ). I just wanted to know if other people liked the idea.

Sczarni

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DominusMegadeus wrote:
Draco Bahamut wrote:
The rules were written by people just like us. Why not simple trusting that the GM will do the right thing for a better game experience for everyone ?

Then why do we have a rule book?

I understand that almost no one plays by RAW, it's absolute madness if you've ever tried. I understand that the game is more fun when you deviate from the rules from time to time, but there has to be rules to deviate from, if only to give us peace of mind. So that there is something to fall back on for DMs that don't want to have to make a decision. They want to look in the big, expensive book(s) of "What Do" and have a hard and fast ruling for a situation.

Just because i can buy vegetables at a store instead of growing them in the backyard myself, it doesn't mean that i shouldn't cook them before serving. I can cook a lot, or i can just wash them and put them in a tray, but i have to make a decision how i will present them to my family.

They shouldn't complain that the vegetables aren't equal to the ones harvested by the farmer. The one making decisions about my family nourishment is me, even if i am paying someone else to produce my vegetables.

Sczarni

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The rules were written by people just like us. Why not simple trusting that the GM will do the right thing for a better game experience for everyone ?

Sczarni

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Because people are arguing like they don't want their GM to read this thread and suddenlly start punishing their play style because their characters want to use [Evil] spells. Do you really believe there is just one right answer ?

Sczarni

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What is the problem with having two styles of play (Happy go luck, and brooding dark styles) ?

Sczarni

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Rynjin wrote:


...Wat

You have to go out of your way to break most laws. It's much harder to rob a store at gunpoint than NOT rob a store at gunpoint.

In general, NOT doing something is much easier than doing something. And the majority of laws are "Don't do this".

Rob a store is a extreme exemple, lets talk about not paying all the taxes or not using cheap contamined meat in a tavern kitchen.

Sczarni

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What about this : Casting an [good] spell is the same as chating a prayer to a good god. But spending the entire day praying, asking for forgiveness can turn someone to good ingame ?
Casting a [evil] spell counts as saying heretic verses and curses ? Reading aloud the unholy book os Asmodeus can corrupt someone to evil ingame ?
What about profanities, speaking badly or libidinously of good gods ? How much evil can you do speaking alone in your room ?

Sczarni

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So, in your campaings, the spell Atonement has any function ? As any people can forgive themselves for any aligment transgression.

Sczarni

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Isn't the GM work making things up ?

Sczarni

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Anzyr wrote:


I would respond to this, but I cannot make any sense out of it. Could you explain further please?

The expected common game is the group of players representing the GOOD, the game is "wired" so the good allways win and the players already have a huge advantage againts the monsters. The GM only want the players to have fun, so he masquerade as if the players could lose (the fact that they really could is a a collateral damage).

Many GMs try to limit the players as having to keep being good to really win, so they shouldn´t use evil or unfair strategies to win (sniping BBEG from afar, scrying in teleporting into boss bedroom, killing the guy who sells magic items, using the villain evil plan to actually dominate the world after killing him, etc).
When a player start wanting to use [evil] spells, sounds a lot like they just want thin the barrier betwin good and evil and start using the villains toys.
Creating undead is a pretty smart move, undead workers who never tire can be as world changing as undead soldiers. But the design said its a villain thing. Why ? Each one can create a why, but the truth is the evil must remain appealing. The evil should be easy, and good be hard to follow. But the game give so many toys to good, how to make people choose to be evil ? I can only see, making evil have cool exclusive toys, but is hard because the game has balance.
The GMS end being punished for wanting for fairness.

Sczarni

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Anzyr wrote:
Orfamay Quest wrote:
kikidmonkey wrote:
didnt read the whole thread, but if use of an [EVIL] descriptor can change your alignment to evil then you must also allow spells with the [GOOD] descriptor change your alignment to good.

You're assuming symmetry where there is none.

So casting spells of one alignment makes you more of that alignment, but you posit this is only true for that one alignment? The alignments are in fact symetrical. There is Good, opposed by Evil and on the other end there is Law opposed by Chaos. If Evil gets special treatment then realistically it should have won already.

Strange affirmation in a game where good is wired to win. Why the GMs are expected to be punished wanting for the good guys to win by using good strategies ?

Sczarni

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Why using the One Ring corrupts ? Everyone say the ring is the ultimate corruptor, but we never see if this is the effect of the ring itself or only the fact that it is powerful. The One Ring has the [Evil] tag ?

Why helping orfans makes someone good ? It is the duty of society. If you just barge in orphanates and help them you are teaching the orphans that heavy labor isn't worth it and you just should ask for someone to help you everytime you need anything.

Sczarni

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Ultimate Aligment - A book with alternative forms to rule aligment. D20 Modern allegiances, honor, corruption, aligment score, no aligment, philosophies, humanity, ethos/morality.

Sczarni

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[Evil] Spells = Putting the one ring in your finger. It not cares what you doing, it is corrupting you slowly inside.

[Good] Spell = Care bears rainbow. It make you care about what you are doing, make you compassionate.

it not about the act, the spells were created to influence the user.

Sczarni

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Ultimate History - Rules for alternate time periods (prehistoric, bronze age, middle age, etc..), alternate cultural settings (arabic, greece, russian, pure elven, pure dwarven etc..), or alternate expectations (no magic, low magic, high magic, anime magic) or even alternate real world gods (greece pantheon, norse pantheon, monotheism, spiritism, wicca, etc... )

Sczarni

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It 's not magical, but is pratical. I love to carry some Skeletons Keys around until locks gets so hard, it don't work anymore.

Skeleton Key:

Skeleton key
Source Ultimate Equipment pg. 57 , Adventurer's Armory pg. 19
Price 85 gp; Weight —
Category Adventuring Gear
Description
Many door locks have a similar design and thus can be unlocked by a similar key. A skeleton key may be tried on any standard door lock that uses a key, even if you don’t have the Disable Device skill. You use the key’s Disable Device bonus of +10 rather than your own total; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock. Inferior skeleton keys may only have a +5 bonus.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Congratulation ! You have Roswell in your area, i have Varginha in mine. Let's see who has the first extraterrestrial at a PFS table.

Sczarni

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Yeah. I don't want to have adventure path in a portuguese-like land, just to have a homeland that spawns brazilian-like adventurers to go elsewhere.

Taldor have more in common of how we see our portuguese patricians than Cheliax. Sargava helps a little, but still miss the american native roots.

Sczarni

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Hayato Ken wrote:
Even though u absolutely don´t understand the "i have to see myself and my nation represented on Golarion" (not only from a latinoamerican view, much more on other behalfs), i´m totally looking forward to Arcadia!

I didn't understand too, until i bought the Red Steel campaing setting. I became amazed when i perceived that THAT was a fantasy setting that remind me of the land around me. We all grew with the mythology of the land we live, i miss that in Golarion. I am not there, i can recognize a lot from a world mythology, but very few of the fantasy in the stories my famity told me.

The Portuguese were great adventurers, they gone everywhere in the world too. Brazil is a country colonized by adventurers, is in our blood. The Amazon, the Sertão, the Pampas, the huge caves of Chapada Diamantina, the Saci, the Cuca, the "mule-without head", so many places and monsters. But none of it is in Golarion.

We love every culture, but i miss a place that has the way we think, the way we see the world to better understand the rest of the world and our place in it. Before Red Steel i believed we were too boring to have adventures, but when i saw the Barony of Vila Verde, i saw me in there. What was strange to a Vilaverdan, would be strange to me. I guess only someone who lives in a culture who almost never appears in RPGs would know how it feels to be left out.

Sczarni

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As a brazilian, i would like to remember that there are non-hispanic latinoamericans.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Maybe Two Weapon Fighting. Drummers are notorious for their ambidexterity.

Sczarni

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Tarantula wrote:
That sounds fantastic. Did they have to pick classes before or after rolling stats?

After rolling. No one got a high WIS or CHA, so no healing magic either (it was 3.5E). Only 3 players, Fighter, Wizard and Rogue. they couldn't reroll any char either.

The rogue had a really hillarious fight against a house cat just before he levelled to level 2.

Sczarni *** Venture-Captain, Brazil—Salvador aka Draco Bahamut

Mr. Compton, the War Drummer loses Scribe Scrolls, so Extra Perfomance still is a option.

Sczarni

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James Jacobs wrote:

All spells that have the [Evil] descriptor are evil. Not all necromancy spells have this descriptor, but all necromancy spells that create undead do, because creating undead is an evil act.

Negative energy is not [Evil] in and of itself, but the act of using it to create undead is.

The spell descriptions answer the questions, frankly, by putting that [Evil] in there for you.

Note also that's from the Core Rulebook, so it's not just Golarion. It's the assumed norm and baseline for Pathifnder.

You could justify that [Evil] spells are evil because evil intent is a important component of the spell, and that undead are evil because the "recipe" used to create them had an evil intent so even if they are mindless, their existence use evil rules that they have to function like killing the living ?

Sczarni

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Once upon a time i got bored.

So i proposed to my players, lets make a campaing without any hope of sucess. Atributes 3d6 in order, first level hp rolled, 0 hp means death, death means reset to level 1. Everyone had bad luck and got 1 for hit points, except the wizard, who got 3. The rogue biggest score was 11 for his dexterity.
No one hoped for more than a few laughs, but they all strived to know how long they could survive in these conditions. Never seen such great roleplay than this campaing. The characters survived to level 3, but real life got in the way and to this day we still don't know how long the could survive.

The End.

Sczarni

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I would love to play a "low magic" magic game, but i guess i simple don't have the time for it.
I often wonder if what many GMs really wanted is a SLOWER game, where people has time to discuss the lore about that +1 longsword, or tracking over half the kingdom a potion seller who has potions of cure moderate wounds. After years and years of campaing, people deserve to be teleporting around the continent because they already been everywhere.
Some people long for a more literally game how was played back then in 1E. But nowdays everything is fastpaced, you didn't even used that 3rd level spell and you already learning the 4th.

I guess it's sad.

Sczarni

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Evil Idea: Variant Medium - Magister Magi.

Make all girls from Negima! into spirits.

Change Influence with Debt with the Girl (4 debt, and you have to take a time out helping her at some school activity).

Change aligment of the cards, with the position of the girl in the class room, same vertical row = same aligment, same horizontal row = same suit.

Sczarni

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James Jacobs wrote:

All part of the reason why we didn't make the change. It's close, but not exact, and so it's easier to keep the name than retcon it once it went public.

In any event... we DO try to avoid naming characters names that sound silly or offensive in ANY language... but we don't speak that many languages here at Paizo, and sometimes that sort of thing HAS to fall on the translators to fix.

I don't believe it could be helped. I am from a region from Brazil called Bahia, we have a variant portuguese dialect that use a lot word from Africa's languages (mostly Yoruba). Here at my tables we can't take Abadar serious because Abadah is the name of a festive suit we dress to get into parties during carnaval (our festive season). Sarenrae sounds too close to Sarará (our word for bad afro hair). Varisia sounds too close to a varicose veins, so somepeople think that all Varisians have them.

In these cases you would prefer that we keep the original or create a close enough name ?

Sczarni

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Cthulhudrew wrote:
Yes. This book will be far more familiar.

Do you mean the book will be FARmiliar ?

Sczarni

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What makes me worried about the Medium is the fact i would like to expand all my character spirits into full NPCs and interact with them. 54 spirits to choose for the class is ok, but one specific Medium make contacts with too many spirits. It like they are pokemons, after a time you don´t even give them individual names anymore.
How to interact with some many spirits and still let other players roleplay in the table ?

Sczarni

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I wonder if Paizotech will put a purse with teeth picture for forum use... Maybe little dicebags with teeth in the future too.

Sczarni

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I hope for a Arcadian iconic. People with native american blood (or native south american in my case) are still waiting a bit of representation.

Is Quinn etchinically Mwangi ? I guess we don't have a Mwangi iconic.

Sczarni

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Greetings Mr. James Jacobs,

Can a evil god fake a "paladin" ? Let's say Asmodeus wants to hurt Iomedae's name by faking her calling to a delusional human who believe he is a paladin. He start a cult, hunt his "evil" enemies and burn them to the stake, all in Iomedae's name but is only being a delusional villain in a power game by the gods. Let's say he creates a organization like scarlet crusade from WOW. Of course this wound not go on forever, but it would work in Golarion for a time ?

Sczarni

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Yeah, i pretty much designed it to let the party choose the bonus so when they don't need something they could just don't choose it.

My original mental draft had a large table of bonus and penalties for locations and spells, but i never gone in this direction without knowing if the geral idea was any good.

Sczarni

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Maybe they will get a spell that turn the disease into a spirit monster and then has to slay it to cure the disease.

Sczarni

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This was my first thought, but i am the overcomplicate type. Thanks for the polishing.

Sczarni

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New use for the Survival Skill:

Make Camp: It´s a DC 10 to make a usable camp for 8 hours for four medium creatures (a large creature counts as 2 mediums, and two small creatures counts as one medium). After 10 minutes of work, all people helping mount camp roll a survival check, the better one is the prime result and each other roll is considered a aid another attempt. Each time a check beats the DC 10 by 5, gives the Camp a resource point, the participants of the camp can use this points to buy camp vantages for the duration of the camp.
Unnatural enviroments or underground, gives a -5 penalty on this check, indoors or barren desert, gives a -10 penalty on this check.

Camp vantages:

- Bigger camp (cost 1, can be bought any number of times): Raises the number of creatures allowed in camp by 2.
- Protected Camp (cost , max 3 times): Gives +2 on fortitudes savings to overcome enviremental hazards by the campers.
- Safety Zone (cost 1, max 2 times): Gives +2 on percetion checks made by campers to perceive creatures approaching camp or to avoid being surprised inside camp.
- Tactical Camp (cost 1, max 1 time): Gives +2 to campers initiative to combats inside camp perimeter.
- Feeding Resources (cost 2, max 1 time): Campers don´t need to spend rations while camping and can refill waterskins.
- Camoflage Camp (cost 2, max 1 time): Gives +2 to all stealth checks of campers while in camp. All campers can take 10 on stealth checks while sleeping.
- Improvised Infirmary (cost 3, max one time): Doubles natural healing rate of all campers after a full-s night rest, gives +2 to healing checks made inside camp.

Sczarni

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The Shaman's familiar isn't a spirit animal ? I thought they didn't really have physical bodies.

Sczarni

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Ok, lets examine the same situation when it occurs in fiction:

The Care Bears do it all the time.

Willow had done that to Angelus in Buffy the Vampire Slayer. (Ok, he already shifted a lot before).

Neverending Story 2, to a fatal result.

So, all of them are evil ?

***********************************

Situation 1: Lets say a paladin is facing a evil wizard who had opened a portal to abyss. The only one who can close the portal is the evil wizard and he don't want to. Thousand would die if the portal is not closed, the paladin has a helm of oposite aligment in hand. Is evil to use it on the wizard saving the life of thousands ?

Situation 2: The Paladin has a twin brother that started to study necromancy. His parents are concerned that his brother turned evil. The paladin confirm it with detect evil and the oppurtune helm is in his hand. Is a good act for him to use on his beloved brother before he has the chance of doing an evil act and breaking the heart of his parents and himself ?

Sczarni

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I don´t think the diminished spells are balanced to be cast at will as 0 level spells. I would sugest that diminished 0 lv spells are spended as if they were regular spells.

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