Guide 4.2 changelog


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Grand Lodge 4/5

Matthew Morris wrote:
Jonathan Cary wrote:

And if he'd come down and said, "casting a spell with the evil descriptor is always an evil act," then GMs wouldn't be free to waive that in the case of an evil spell being used to do good (like infernal healing used to save the life of an innocent bystander NPC). A lot of people were requesting a ruling on this issue, now they have one. Be careful what you ask for, you might get it.

You can't please everyone. This ruling allows for the most flexibility on the part of the GM.

Also, none of this changes that good divine casters do not have access to evil spells, right? IIRC, a good cleric can't even use a wand of infernal healing.

To clarify: They cannot use a scroll of Infernal Healing or a wand of Infernal Healing without having to use UMD.

Now, whether that is going to cause them issues with their deity after they use UMD to cast Infernal Healing is a separate subject...

;)

Now, the real reason for my post is to thank Mike for even making these changelogs, since they help people like me find out what has been updated.

Now, back to rebuilding my Dhampir Undead Lord Cleric into something legal for PFS. A lot more rebuilding than my original plan for him, which was just to take the alternate racial trait Dayborn. Now, I am still thinking about what he should be.

5/5

Make him a paladin.

5/5 *

Kyle Baird wrote:
Make him a paladin.

Why stop there. Hospitaler. With extra Lay on Hands.

Grand Lodge 4/5

CRobledo wrote:
Kyle Baird wrote:
Make him a paladin.
Why stop there. Hospitaler. With extra Lay on Hands.

So, a class feature that is virtually worthless for a Dhampir? Riiiiight.

I am considering either going Cleric of Pharasma, or maybe Oracle of Lore or some such.
/end derail

5/5

That's the challenge.

Grand Lodge 5/5 *

Exactly. Dhampirs are already a challenge to play, thanks to their Negative Energy Affinity. Just go all out with it and embrace it.

The Exchange 5/5 *** Venture-Captain, Ireland—Belfast

Just wondering. In light of the need of GM chronicles being applied.

1)Is the access to the boons retrospective or is only on chronicles dated on or after 16th August?

2) To keep reporting neat & tidy I have been applying GM chronicles (mainly from endless runs of MoTFF and First Steps) to characters who are at this point just names and PFS numbers.

I do not think I am alone in having done this. Most of the characters have less than 4xps so like any character could be rebuilt come the 16th.

In relation to the one that has more than 3xps I always thought that if & when it was needed I would just build it and play.

It stuck me though am I in fact required to build this character using the resources available when the first Chronicle was applied or can I let it lay fallow until a particular character type is needed and build it with the resources

W

The Exchange 5/5

Pathfinder Rulebook Subscriber

better question, for things like quest for perfection series, if you've run 2/3 of the games before aug 16th, and then run the 3rd chronicle that would give you access to the boon after aug 16th, would you still get it?

or do all games involved in said boon need to be held post aug 16th?

Grand Lodge 5/5

I'm sure you can look back on all the boons you didn't get while GMing games before August 16th, 2012, but you won't be able to select boons on any Chronicles dated before that date.

The guide says you don't have to build a PC until you actually play it.

I'm guessing that if the boon appears only on the last Chronicle and doesn't rely on previous boons from before August 16, 2012, that you may use that boon, but Mike might want to clarify this.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

Seraphimpunk wrote:
better question, for things like quest for perfection series, if you've run 2/3 of the games before aug 16th, and then run the 3rd chronicle that would give you access to the boon after aug 16th, would you still get it?

I'd think so. If you were a player, not the GM, you'd only qualify for the boon once you ran the third of the three scenarios. And while most of the time this will be "Defenders of Nesting Swallow", that's not a requirement; you could have run the parts out of order (possible even with other scenarios in between). The GM would qualify for the boon in much the same way - it's just that prior to Aug 16th the GM is prohibited from applying boons. So as long as the date on the third part you played is Aug 16th or later, you should be allowed to take the boon.

I'm glad GMs are now allowed to take boons; now we don't have to wonder what to do about someone who runs the three parts out of order (so part III is not the last part completed), and who earns the chronicle for part III as a player, but earns GM credit for the final part he completes. Under season 3 rules, would the character still be eligible for the boon item? After all, the chronicle that contains it was earned as a player!

4/5 5/55/5

Ok, so just for clarification, I have both the Blood of Fiends and Blood of Angels books, so I can create a new character as an Aasimar or a Tiefling and use any of the alternate bloodlines, archetypes and so on?

I'm also assuming the random tables for bonuses or abilities that replace the inherent spell like ability are going to be off limits?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
b10h4z4rd wrote:

Ok, so just for clarification, I have both the Blood of Fiends and Blood of Angels books, so I can create a new character as an Aasimar or a Tiefling and use any of the alternate bloodlines, archetypes and so on?

I'm also assuming the random tables for bonuses or abilities that replace the inherent spell like ability are going to be off limits?

Keep checking the Additional Resources page for further updates. You'll know exactly what you can use from each book.

4/5 5/55/55/55/5

Wait, so I can get this one 100% - You no longer require a boon for an Aasimar and ANYONE can roll one?

Grand Lodge 4/5

Shifty wrote:
Wait, so I can get this one 100% - You no longer require a boon for an Aasimar and ANYONE can roll one?

That is correct. Aasimars, tieflings, and Tengus open on Aug. 16 for everyone without the need for a boon.

4/5 5/55/55/55/5

Wow! Thanks guys, looking forward to it!


Michael Brock wrote:
Shifty wrote:
Wait, so I can get this one 100% - You no longer require a boon for an Aasimar and ANYONE can roll one?
That is correct. Aasimars, tieflings, and Tengus open on Aug. 16 for everyone without the need for a boon.

Wife and I are playing through "First steps" at gencon.

I cant wait to sit down to a table with all assimar/tieflings...

((For the record, we are sticking with our Elves))

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Todd Morgan wrote:
I actually want there to be an influx of aasimar and tieflings. People get to play characters that can never be enlarged and have the other limitations of being counted as outsiders and not humanoids.

Are they not considered native? I thought that allowed them to be enlarged and otherwise effected by spells similar.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Being native lets them get raised if they die (which is nice!), but I don't think it allows them to be the target of humanoid-only spells.

The Exchange 5/5 RPG Superstar 2010 Top 16

thaX.

Could you provide any support for that? Aasimars are native outsiders, not humanoids, and I had thought that the target for enlarge person / hold person / daze / etc. was "a humanoid creature".

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

PRD wrote:
Native Subtype: This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

Nothing about being treated as a humanoid.

Dark Archive 1/5

Given that GenCon starts on the 16th, when will "Additional Resources" be updated? I'd like to get a new char ready in case one of mine dies, but I'd like to know what I can build it with prior to actually being there.

Grand Lodge 4/5

Bardez wrote:
Given that GenCon starts on the 16th, when will "Additional Resources" be updated? I'd like to get a new char ready in case one of mine dies, but I'd like to know what I can build it with prior to actually being there.

Check today's blog.

Grand Lodge 4/5

Bardez wrote:
Given that GenCon starts on the 16th, when will "Additional Resources" be updated? I'd like to get a new char ready in case one of mine dies, but I'd like to know what I can build it with prior to actually being there.

Mike had mentioned that he was including the information on what will be in the Additional Resources update in his blog post for today.

Doesn't look like it is up yet, but sometime today, IIRC.

5/5 *

thaX wrote:
Todd Morgan wrote:
I actually want there to be an influx of aasimar and tieflings. People get to play characters that can never be enlarged and have the other limitations of being counted as outsiders and not humanoids.
Are they not considered native? I thought that allowed them to be enlarged and otherwise effected by spells similar.

Link to thread on the same subject

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

It came in handy in [redacted]* this weekend.

*

Spoiler:
Tide of Twilight, my tiefling ends up in a party with two half orc druids and three bestial humans. "Wow, I'm the most normal person in the party."

Liberty's Edge 5/5 5/5 *** Venture-Lieutenant, Indiana—Martinsville

Thank you for the link... that clears it up. Res yes, enlarge no. The perils of playing non-core races...

Scarab Sages 5/5

thaX wrote:
Thank you for the link... that clears it up. Res yes, enlarge no. The perils of playing non-core races...

Not being able to be affected by Enlarge Person - meh - not everyone wants to be large - not being able to be affected by Dominate Person or Hold Person - almost everyone wants to avoid those

Plus how many npc rangers have favored enemy good outsiders?


Dhjika wrote:
Plus how many npc rangers have favored enemy good outsiders?

Won't help. Aasimar don't have the [good] subtype.

Then again, Outsider (native) would be a viable choice...

Where I do call shenanigans, however, are the effects of disguise self (unable to masquerade as humanoids, while appearing as a fire elemental, asura or genie is pretty much okay)

Ah, and don't forget that (un)holy water and the alignment blast spells might work a tad differently...

Scarab Sages

Also ... A native outsider can't be banished, since they're already on their home plane.

1/5 5/5 **

Pathfinder Adventure, Adventure Path Subscriber
Ninjaxenomorph wrote:
Stormfriend wrote:
Michael Brock wrote:
Faction missions are very specific as to what has to be accomplished. Anything that steps outside those bounds are not acceptable when discussing alignment infractions. I'm trusting the GMs (as Ive been asked on numerous occassions) to adjudicate accordingly.

We've had GMs on these boards stating that the casting of [Evil] spells will change a character's alignment for no reason other than they cast the spell. Relying on GM discretion doesn't work with several thousand GMs, especially when a character might get removed from play at one table for something that won't even raise an eyebrow at the table next to it. We *really* need an official answer as to whether casting an evil spell has any impact on alignment.

For the record, I think any use of Infernal Healing should be allowed. I used it to keep my friends alive, on the Society's missions

I am of the belief that using Infernal Healling is an evil act even using it from a wand as James Jacobs wrote on a different forum. After all you are infusing the recipient with the blood of a devil or with unholy water blessed from an evil deity. It is not whether the spell is beneficial or not, but the fact you are filling a creature with evil, (enough to make the recipients aura change) from either a devil or an evil deity. It would be a good thing if there were more guidance on this.

I believe repeated use of this spell would lead to an alignment change. How this would affect a party with a paladin is is also interesting, for he would surely turn on his own party members for having an evil aura.

So it who should I believe Mike or James when it comes to adjudication.

Sczarni 2/5

Deevor wrote:

I am of the belief that using Infernal Healling is an evil act even using it from a wand as James Jacobs wrote on a different forum. After all you are infusing the recipient with the blood of a devil or with unholy water blessed from an evil deity. It is not whether the spell is beneficial or not, but the fact you are filling a creature with evil, (enough to make the recipients aura change) from either a devil or an evil deity. It would be a good thing if there were more guidance on this.

I believe repeated use of this spell would lead to an alignment change. How this would affect a party with a paladin is is also interesting, for he would surely turn on his own party members for having an evil aura.

My issue with that belief, that just using [Evil] spells makes you evil, is that that is a rather restrictive way of viewing things. For example, a neutral witch casting Summon Monster 1 (Which is an inherently evil spell as they can only summon evil creatures with it), would then make the caster evil. That means, that by summoning that fiendish dire rat to fight for the party, helping the party, I have lost my character because it's "Evil" to do that.

Shadow Lodge 4/5

Your not going to lose your character doing it one time, but Paizo has been very clear throughout posts that casting Evil spells, bringing more evil and corruption into the world strengthens Evil in the world, and is definetly an Evil act, and will eventually shift your character away from Good and to Evil.

PFS, with the new Guide, has slightly lightened the restrictions on evil acts, or at least implies that, even for Clerics who are normally even more bound to a code of behaviors, so I wouldn't worry about it, too, too much.

As for the Paladin issue and the Evil Aura, keep in mind that Pathfinder has changed how Detect works a bit. 1.), it does allow people with evil thoughts and intentions to register as evil, even if they are not. A LG farmer whoe daughter was raped and wants to beat they gang to a bloody pulp is still LG, but will detect as evil to a Paladin during that time. 2.) Detect (on normal humans, minus Clerics and Paladin types) does not reveal anything until the character is 5+HD, and it is debatible if Infernal Healing actually provides an Aura or treats the character as Evil if they would normally register for Detect Evil magic.

Sczarni 2/5

Beckett wrote:

Your not going to lose your character doing it one time, but Paizo has been very clear throughout posts that casting Evil spells, bringing more evil and corruption into the world strengthens Evil in the world, and is definetly an Evil act, and will eventually shift your character away from Good and to Evil.

PFS, with the new Guide, has slightly lightened the restrictions on evil acts, or at least implies that, even for Clerics who are normally even more bound to a code of behaviors, so I wouldn't worry about it, too, too much.

As for the Paladin issue and the Evil Aura, keep in mind that Pathfinder has changed how Detect works a bit. 1.), it does allow people with evil thoughts and intentions to register as evil, even if they are not. A LG farmer whoe daughter was raped and wants to beat they gang to a bloody pulp is still LG, but will detect as evil to a Paladin during that time. 2.) Detect (on normal humans, minus Clerics and Paladin types) does not reveal anything until the character is 5+HD, and it is debatible if Infernal Healing actually provides an Aura or treats the character as Evil if they would normally register for Detect Evil magic.

If casting spells with the Evil descriptor will eventually turn your character unplayably evil, then the Diabolist and all Clerics of evil deities should be banned so players don't enjoy playing characters that they're going to lose due to spells they cast, even for the benefit of the party. Also, take the evil options out of the summon monster list.

And, while we're at it, why don't we remove neutral alignments and only allow good, since even doing "evil" for the sake of the greater good isn't acceptable. Remove Cheliax, Sczarni, Taldor, and Qadira from the available factions, since they're all morally questionable, and then we won't have to worry about evil anymore.

[/sarcasm]

Really guys, casting "evil" spells for the benefit of the party, without doing harm to those that aren't in the process of trying to kill you is going to make your character unplayable eventually? Really?

I guess my 12th level Witch needs to be marked as unplayable as he's been casting summoning spells since level 1 and can't summon anything but evil creatures because he's a Witch and that's all they're allowed to summon. I should probably have my 6th level Duelist marked as such as well seeing as how he's saved his party members with Infernal Healing more than once.

I've never had a GM tell me I was in danger of losing my characters because they cast "Evil" spells to help the party, so I guess there needs to be an official statement sent out to tell everyone in PFS that Evil spells aren't allowed and that everyone caught trying to use them needs to be marked as evil if they do it more than once.

As for Infernal Healing making someone detect as evil, the spell pretty clearly states it.

Infernal Healing wrote:
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

(Bolding mine)

Liberty's Edge 4/5 *

Beckett wrote:
As for the Paladin issue and the Evil Aura, keep in mind that Pathfinder has changed how Detect works a bit. 1.), it does allow people with evil thoughts and intentions to register as evil, even if they are not. A LG farmer whoe daughter was raped and wants to beat they gang to a bloody pulp is still LG, but will detect as evil to a Paladin during that time. 2.) Detect (on normal humans, minus Clerics and Paladin types) does not reveal anything until the character is 5+HD, and it is debatible if Infernal Healing actually provides an Aura or treats the character as Evil if they would normally register for Detect Evil magic.

Do you have a reference for these? I haven't seen anything about either of those.

As for Infernal Healing,

Inner Sea World Guide, page 295 wrote:
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

While certain characters will have a problem with this, and would refuse to accept the spell being cast on them, I have never seen anything that says casting spells with an Evil descriptor makes you evil. Good aligned divine casters can't cast evil spells at all, but I think this is one of the "advantages" of being neutral.

Sczarni 2/5

The Great Rinaldo! wrote:
While certain characters will have a problem with this, and would refuse to accept the spell being cast on them, I have never seen anything that says casting spells with an Evil descriptor makes you evil. Good aligned divine casters can't cast evil spells at all, but I think this is one of the "advantages" of being neutral.

I call that an entertaining roleplaying opportunity, and whenever I've used Infernal Healing on party members, I've had a hoot roleplaying with them and their aversion, and inevitable reluctant acceptance due to the need for it.

But I guess that's not allowed since it's evil.

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Mike Brock commented on one of these threads somewhere that infernal healing doesn't affect your alignment in PFS.

The Exchange 2/5

Jiggy wrote:
Mike Brock commented on one of these threads somewhere that infernal healing doesn't affect your alignment in PFS.

With the caveat as long as you're not using it to torture people or be a jerk.

The Exchange 2/5

Deevor wrote:
Ninjaxenomorph wrote:
Stormfriend wrote:
Michael Brock wrote:
Faction missions are very specific as to what has to be accomplished. Anything that steps outside those bounds are not acceptable when discussing alignment infractions. I'm trusting the GMs (as Ive been asked on numerous occassions) to adjudicate accordingly.

We've had GMs on these boards stating that the casting of [Evil] spells will change a character's alignment for no reason other than they cast the spell. Relying on GM discretion doesn't work with several thousand GMs, especially when a character might get removed from play at one table for something that won't even raise an eyebrow at the table next to it. We *really* need an official answer as to whether casting an evil spell has any impact on alignment.

For the record, I think any use of Infernal Healing should be allowed. I used it to keep my friends alive, on the Society's missions

I am of the belief that using Infernal Healling is an evil act even using it from a wand as James Jacobs wrote on a different forum. After all you are infusing the recipient with the blood of a devil or with unholy water blessed from an evil deity. It is not whether the spell is beneficial or not, but the fact you are filling a creature with evil, (enough to make the recipients aura change) from either a devil or an evil deity. It would be a good thing if there were more guidance on this.

I believe repeated use of this spell would lead to an alignment change. How this would affect a party with a paladin is is also interesting, for he would surely turn on his own party members for having an evil aura.

So it who should I believe Mike or James when it comes to adjudication.

Since Mike's the head of PFS, Mike's ruling goes for PFS.

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

Re: Infernal healing.

It really should be a RP issue. I mean for my personalities, Rey and Dex would never accept it, but Mayim would.

Now here's a quesiton, is non-consentual healing PVP? :-)

If I understand PFS using Summon monster to summon a devil to rescue the orphans from a burning building isn't going to tick you towards 'evil'. Summoning a Lantern Archon to zap the dhampir with cure light wounds for fun *is*.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
Matthew Morris wrote:


*nods* Which makes sense in a way. This ruling allows good (arcane) casters to summon Fiendish Porcupines as well as Celestial Gerbils. That makes sense, arcane casters aren't as alignment tied. So summoning the Fiendish Porcupine to puncture the evil cultist isn't itself an evil act, summoning the Celestial Gerbils to nibble on the prisoner's feet is.

Which is good, because that means my Osirion Necromancer who likes to summon skeletons and is most definitely not evil, nor has any intentions of even skirting that line, is legal. It isn't necessarily the spell that's evil, it is how it is used.

Sczarni 2/5

Matthew Morris wrote:

Re: Infernal healing.

It really should be a RP issue. I mean for my personalities, Rey and Dex would never accept it, but Mayim would.

Now here's a quesiton, is non-consentual healing PVP? :-)

If I understand PFS using Summon monster to summon a devil to rescue the orphans from a burning building isn't going to tick you towards 'evil'. Summoning a Lantern Archon to zap the dhampir with cure light wounds for fun *is*.

However, threatening to do the latter isn't evil. It's just mean.

...

And hilarious.

Shadow Lodge 4/5 *** Venture-Captain, Michigan—Mt. Pleasant

Matthew Morris wrote:

Re: Infernal healing.

It really should be a RP issue. I mean for my personalities, Rey and Dex would never accept it, but Mayim would.

Now here's a quesiton, is non-consentual healing PVP? :-)

If I understand PFS using Summon monster to summon a devil to rescue the orphans from a burning building isn't going to tick you towards 'evil'. Summoning a Lantern Archon to zap the dhampir with cure light wounds for fun *is*.

And of course you're just being silly now, right? Since lantern archons don't get cure light wounds...

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

No. just mis-remembering the lantern archon. I thought there was one archon that does CLW at will.

Shadow Lodge 4/5

Jack-of-Blades wrote:

If casting spells with the Evil descriptor will eventually turn your character unplayably evil, then the Diabolist and all Clerics of evil deities should be banned so players don't enjoy playing characters that they're going to lose due to spells they cast, even for the benefit of the party. Also, take the evil options out of the summon monster list.

And, while we're at it, why don't we remove neutral alignments and only allow good, since even doing "evil" for the sake of the greater good isn't acceptable. Remove Cheliax, Sczarni, Taldor, and Qadira from the available factions, since they're all morally questionable, and then we won't have to worry about evil anymore.

[/sarcasm]

Damnit, you where joking, I was SOOOO down for that.

:)

Shadow Lodge 4/5

Beckett wrote:
As for the Paladin issue and the Evil Aura, keep in mind that Pathfinder has changed how Detect works a bit. 1.), it does allow people with evil thoughts and intentions to register as evil, even if they are not. A LG farmer whoe daughter was raped and wants to beat they gang to a bloody pulp is still LG, but will detect as evil to a Paladin during that time. 2.) Detect (on normal humans, minus Clerics and Paladin types) does not reveal anything until the character is 5+HD, and it is debatible if Infernal Healing actually provides an Aura or treats the character as Evil if they would normally register for Detect Evil magic.
The Great Rinaldo! wrote:
Do you have a reference for these? I haven't seen anything about either of those.

It's in the core book :). IN 3E, detect worked on everything, but didn't include the part about evil thoughts.

3.5

PF

Notice on the Aligned Creature Line, it says 1-5 = NONE. So ordinary people (not Clerics, Paladins, Outsiders, Undead, or anyone else with an Aura Class Feature) does not show up if they are not 6+ HD, normally.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Not Fixed: Restoration spellcasting service cost.

Should have two entries, one at 380 and one at 1280.

The Exchange

Page 38: Added “Note: Any diseases or afflictions a PC has obtained must be resolved at the table once the game ends as explained in Chapter 5 of this document. “

It seems to me that this note makes the previous paragraph totally (or nearly) void.

The guide explains how "diseases, curses and poison" (btw all are "afflictions": Afflictions (PRD) ) have to be mentioned on the Chronicle, and what to do when it is resolved during further scenarios, and then the note says that disease and afflictions have to be resolved at the table "immediately" !

Liberty's Edge

Had a couple of questions I'm not clear on.For Legal Table Size-Can you only have 3 players and a Pregen when you are splitting tables? Regarding Additional Resources-what is a "printout of the relevant pages" pg.5?

5/5

CARY LAYTON wrote:
Had a couple of questions I'm not clear on.For Legal Table Size-Can you only have 3 players and a Pregen when you are splitting tables? Regarding Additional Resources-what is a "printout of the relevant pages" pg.5?

1) Yes, 3 players, plus a GM pregen, is the minimum table size for a legal table.

2) A printout from a watermarked PDF of the page(s) that cover whatever content from the Additional Resources list you wish to use with your character. It's so you can show the GM if he has a question as to what is actually stated in the book about an ability/item/class/etc. that is not part of the player's core assumption.


RainyDayNinja wrote:
Michael Brock wrote:
Simply casting an evil descriptor spell is not an evil act in and of itself.
So then what exactly does the "Evil" descriptor mean? Would it be less evil to use Cure Light Wounds to keep your torture victim alive?

1) It restricts it from certain clerics casting it. A cleric with an opposed alignment isn't allowed to cast such spells (which can be strange because their deity may still grant such spells).

2) It affects how those spells interact with other spells and effects. Casting protection from evil means that there is now an aura of good on the character. Effects that specifically focus on alignments such as detect good will notice this radiation, and spells that specifically dispel good such as dispel good will function versus this spell.

This does mean that if you cast protection from chaos/evil/good/law on an individual then they (or more specifically their buffs) are going to show up no matter what detect alignment spell is cast.

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