How to gain immunity to Good spells?


Advice


As in the title. It would be nice if it was possible.


Hmm... I'm not sure about outright immunity, but Undetectable Alignment can disguise your alignment for a day and make it less likely you'll be scanned and targeted to begin with.

Spell Resistance will work against many of them, although it'll be fairly obvious they didn't work. How subtle are you trying to be, anyway? Is it fine as long as it works, or do you want to stay hidden? Angelskin armor radiates an aura of good, and if you don't have an aura of evil (or you're 10 HD or below), it can even give off a good aura to make others more trusting.

There's also the mythic ability Beyond Morality, but that's not available in most games. (Most good spells only work against neutral/good creatures.)


Deceiving armor is just +5000 gold and makes spells with variable effects based on alignment treat you as a specific alignment. If that's a good alignment you're largely safe from good descriptor spells.
Edit: just for divination spells. Never mind.

Edit 2: the imbue with aura spell should work the way I thought the deceiving armor did, but it lasts only minutes/level and requires you to have a cooperative good cleric handy.

A cloak of moral refraction lets you unerringly dispel or counter alignment based spells but that a) takes an action, b) has limited uses/day, c) costs 54K and d) takes up your precious shoulder magic item slot.


avr wrote:
the imbue with aura spell should work the way I thought the deceiving armor did, but it lasts only minutes/level and requires you to have a cooperative good cleric handy.

That would just make you detect as Good though, wouldn't it? The Aura doesn't grant any protection.


The idea is to be immune or at the very least resistant to Good spells since the character is vulnerable to them. Obviously, the longer the weakness stays a secret, the better, but this thread's goal is to prapare for the worst case scenario.
Also the character's alignment is pretty clear to anyone as she doesn't have a reason to hide it.


The easiest way to gain immunity is to stop being evil and start being good.

Other than that, I can't think of a way to gain actual immunity.

The Exchange

Vigilante has some options where your alter ego's alignment is used instead of yours. So if you were LE and your alter ego was LN holy smite has a 50% chance of effecting N rather than evil. You can also be the LN ego Al the time but it would also shift alinments with your actions.


Let me clarify, because it seems there has been a misunderstanding. I'm talking about Regeneration (good spells). I hightly doubt the character's aligment has anything to do with it.


It kind of does. Many good spells deal no damage to good-aligned characters. Faking that somehow is the best way to get immunity to them. Or just, y'know, Spell Resistance.


I assume "many" means it's not the effect of the spell's [good] descriptor?


Correct. The fact is, there aren't that many [good] spells that can deal direct damage to humanoids in the first place. Being treated as good would protect you from a fair number of them: burst of radiance, spear of purity, litany of righteousness, blaze of glory, holy smite, etc. You'd still be vulnerable to a few corner cases, like shield of the dawnflower or holy ice, and debatably to good spells that just create physical weapons, like holy ice weapon or light lance. But honestly, how often are any of those going to come up? I'd be more concerned about the myriad non-damage ways to incapacitate characters in Pathfinder.

That said, some means to gain protection, though not full-out immunity, against spells with the [good] descriptor include: the fiendish appearance evolution, the Fury of the Tainted feat, the Improved Fury of the Tainted feat, infamy's panoply armor, mail of malevolence armor, a pantheistic clasp, or the World Serpent Spirit rage power.

If you want more thorough protection, your best bet is probably to hide in an antimagic field, or maybe an unhallow spell set to counter any spell originating from someone with a different faith or alignment from you with dispel magic, although even that's far from unbeatable.

The Exchange

Regen good means that spells that do good damage and good alignment weapons such as holy pause regeneration for that turn. They have to take damages so good alignment spells like cure light wounds wouldn't stop Regen unless the PC is undead. If the PC can trick the spell into thinking he is good most but not all good spells that deal damage will do no damage. Good aligned weapons will always do good damage and always end regeneration good.


Avoron's got the right of it. Immunity to a type of spell is fairly rare, and when it's present, it's usually immunity to mind-affecting things. [Good] spells tend to be heavily alignment-based, though. Spear of Purity does nothing to good creatures. Holy Javelin does nothing to good and neutral creatures. Holy Smite does nothing to good creatures. Most [Good] spells that deal damage have an effect like this - possibly as a way of avoiding friendly fire. XD Point is, if you can find a way to be treated as good, even if you aren't, then your Regeneration isn't at risk of being shut down by such powers.

[Good] damage isn't very common to begin with. There's a handful of spells (mostly divine spells), holy weapons, good outsiders... and that's pretty much it. It's fairly hard to stop outright, which is intentional. It's meant to be a reliable source of damage for most games, especially for divine casters like Clerics. They don't get many offensive spells, but those they do get have a hard-to-resist type of damage so they'll almost always work. Spell Resistance is the best way to block spells. Magic weapons can have their effects suppressed in various ways, such as Dispel Magic. Good outsiders... not a lot you can do there other than trying to not get hit.


VRMH wrote:
avr wrote:
the imbue with aura spell should work the way I thought the deceiving armor did, but it lasts only minutes/level and requires you to have a cooperative good cleric handy.
That would just make you detect as Good though, wouldn't it? The Aura doesn't grant any protection.

You'd think so but reading the description of the spell it applies to all spells with effects depending on alignment, not just divination spells.


the (minimum 9th level) wizard discovery 'beyond morality' let you treat any spell that has different result depending on alignment as if you have any alignment you desire.

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