Spells with the Evil Descriptor


Pathfinder First Edition General Discussion


Is there a list somewhere that lists spells by descriptor? Trying to put together a spellbook full of 'em.


Just tick spells and type in 'evil' Should be fairly comprehensive.


That's great! Thanks!


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That actually shows every spell with the word 'evil' in it, anywhere.

You want this, just go to Evil on the Descriptor dropbox.


That's the one I need! Thanks!


DominusMegadeus wrote:

That actually shows every spell with the word 'evil' in it, anywhere.

You want this, just go to Evil on the Descriptor dropbox.

Hi, it's probably been a really long time since you posted this, but the link isn't working anymore. At least not for me. It keeps giving me a 500 server error.

If possible, would you mind posting the link again? Thanks!

Liberty's Edge

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Seraph Stormborn wrote:
DominusMegadeus wrote:

That actually shows every spell with the word 'evil' in it, anywhere.

You want this, just go to Evil on the Descriptor dropbox.

Hi, it's probably been a really long time since you posted this, but the link isn't working anymore. At least not for me. It keeps giving me a 500 server error.

If possible, would you mind posting the link again? Thanks!

The site has been updated, this link should work: Archive of Nethys custom search.


thwee linky-poohs:

 ░ ▒ ▓ ╬ whoa ye scrubbers ╬ ▓ ▒ ░
Search of "evil" for Spells on AoN

Pathfinder Community downloadable Spell database (used by d20pfsrd)

PF1&SF1 Compiled FAQs & Blog posts
=== end ===


Any area effect spell with an instantaneous duration can become an evil spell with the Apocalyptic Spell metamagics... Drow have an alternative racial feature, called Champion of Darkness, that adds +2 to the DC's of evil spells. And the Maleficium damnation feat adds +1 to the DC's of evil spells (+2 if you have three damnation feats).


VoodistMonk wrote:
Any area effect spell with an instantaneous duration can become an evil spell with the Apocalyptic Spell metamagics... Drow have an alternative racial feature, called Champion of Darkness, that adds +2 to the DC's of evil spells. And the Maleficium damnation feat adds +1 to the DC's of evil spells (+2 if you have three damnation feats).

I’m very tempted now to try and find a way to work this into my Necromancer build… +2 to DCs, -1 spell-level for metamagic, and +2CL for all evil spells if I can work in 4 total damnation feats… that is very enticing… just not sure how I’m gonna fit 4 feats into an already feat starved build…


Chell Raighn wrote:
VoodistMonk wrote:
Any area effect spell with an instantaneous duration can become an evil spell with the Apocalyptic Spell metamagics... Drow have an alternative racial feature, called Champion of Darkness, that adds +2 to the DC's of evil spells. And the Maleficium damnation feat adds +1 to the DC's of evil spells (+2 if you have three damnation feats).
I’m very tempted now to try and find a way to work this into my Necromancer build… +2 to DCs, -1 spell-level for metamagic, and +2CL for all evil spells if I can work in 4 total damnation feats… that is very enticing… just not sure how I’m gonna fit 4 feats into an already feat starved build…

What's your current character build? We could probably hammer this out.


Ryze Kuja wrote:
Chell Raighn wrote:
VoodistMonk wrote:
Any area effect spell with an instantaneous duration can become an evil spell with the Apocalyptic Spell metamagics... Drow have an alternative racial feature, called Champion of Darkness, that adds +2 to the DC's of evil spells. And the Maleficium damnation feat adds +1 to the DC's of evil spells (+2 if you have three damnation feats).
I’m very tempted now to try and find a way to work this into my Necromancer build… +2 to DCs, -1 spell-level for metamagic, and +2CL for all evil spells if I can work in 4 total damnation feats… that is very enticing… just not sure how I’m gonna fit 4 feats into an already feat starved build…
What's your current character build? We could probably hammer this out.

Gravewalker Hex Channeler Witch:3/Shaman:3/Mystic Theurge:10/Agent of the Grave:4

https://docs.google.com/document/d/1hFlTlDDKOv29Z_bD7sgcC4MyNuiFOyuALhTYu-q jlK0/edit
I guess its not really quite as feat starved as I thought… since the three Lesser Spell Syths are basically placeholders… the game she’s in though is unlikely to go all the way to 20 and could end as early as 15… we just leveled to 11 at the end of our last session too.

If your wondering I took Boon Collector for Urgathoa’s Gluttony, I currently use three items from the set and having my robe of bones replenish itself is amazing since I don't always have access to corpses and my undead minion’s usually don't survive to the end of encounters…

Not opposed to some optimization suggestions even… but a rebuild is not really in the stars for her…


Mystic Theurge is tough to do with an AotG build. I would go Witch or Shaman til level 5, or go Juju Oracle to 6, and get Animate Dead asap, then go 5AotG and then go back into whatever class you chose first. The reason why is because you really, really want Command Undead from AotG5 as soon as possible. Command Undead is Necromancer-defining, and you could have it as early as level 10 with witch or shaman, or level 11 as a Juju Oracle, which is a perfect time to get it because you'll have the metamagic feats and spell slots to hit the ground running at full speed.

It kinda depends on your playstyle though. Are you looking to have a veritable zoo of undead following you around, or are you wanting to be casting Enervation and Debuffs?


Ryze Kuja wrote:

Mystic Theurge is tough to do with an AotG build. I would go Witch or Shaman til level 5, or go Juju Oracle to 6, and get Animate Dead asap, then go 5AotG and then go back into whatever class you chose first. The reason why is because you really, really want Command Undead from AotG5 as soon as possible. Command Undead is Necromancer-defining, and you could have it as early as level 10 with witch or shaman, or level 11 as a Juju Oracle, which is a perfect time to get it because you'll have the metamagic feats and spell slots to hit the ground running at full speed.

It kinda depends on your playstyle though. Are you looking to have a veritable zoo of undead following you around, or are you wanting to be casting Enervation and Debuffs?

I have been considering dumping a few levels of MT to push AotG… but not really sure which spell list is better to progress with it (shaman or witch) if I do… as for Command Undead spell, I dont need AotG5 for it… Gravewalker witch gets it through Patron Spells at 4th… so I’ve already got that… though getting it as a Shaman Spell without using up a higher level spell slot could be nice…

I’ve done the enervation/debuff necromancer before, and the campaign I’m playing this character in I can actually go the whole raise an army of the dead route for once… so I’m trying to go that route… so far it hasn’t worked out to well due to lack of funds for onyx (solved with Blood Money), lack of time to raise an army, corpses being destroyed, undead dying to easily, and a few encounters where control of my minions has been taken away from me by a stronger necromancer…


Since you're wanting to go more of a Zookeeper route, I'd strongly recommend going Juju Oracle. With the Spirit Vessels revelation, their zombies are always raised with max-unrolled HP, so they're tough as nails and very hard to kill, AND, you can have 6HD per caster level in your Animate Dead bucket rather than the regular 4HD. Your AotG levels will increase this to 12HD/level. Additionally, Oracles are Cha-based, so you'll have a lot less difficulty in using Command Undead on your Intelligent Undead minions and nailing your Cha checks to convince them to do stuff for you. Intelligent Undead pwn, because they can act as your lieutenants, and you can give them complicated commands like: "wait here until you get the signal, then order the rest of the non-intelligent undead to climb the wall, kill the guards, and hide, and secure our escape route by killing any other guards who patrol here".

Command Undead is a "juggling act", and there is theoretically no maximum to the amount of HD-worth of undead you can control at any given time. You're only limited by how many successful Command Undead spells you can cast per day. Undead Master feat and the Extend Spell metamagic can increase the 1day/level duration of Command Undead to 3days/level, which increases the efficiency of your juggling act greatly.

Basically, you use Extended Command Undead on every undead you come across, and as soon as the 3day/level duration ends, you cast it again. And you "juggle" all these undead whenever their Command Undead spell duration ends. If you ever fail one of these spells and then have no ability to re-cast it on them, then you have to destroy the undead because it will attack you. And this causes sad necromancer noises. So, make sure you always have back-up Command Undead spells just in case these fail.

Pro-tips:

As a Zookeeper, you want your caster level to be really high. A lot of your main spells, like Animate Dead, are entirely based upon your CL. So Spell Specialization, Spell Perfection, Varisian Tattoo, Orange Prism Ioun Stone, Beads of Karma, etc., really take a Zookeeper to that "next level".

Keep any Undead you want to stay around for a while in your Animate Dead "bucket" so that way you don't have to keep juggling them and never have to make Cha checks against them.

Juggle any Undead you don't mind losing in your Command Undead "bucket".

If your Animate Dead bucket is full and you want to cast Animate Dead to raise your newest greatest creation, then allow your "least important" undead in this bucket to fall out of your control momentarily, and then immediately cast Command Undead on them so you don't lose them. THEN cast Animate Dead on your new toy and add this one to your Animate Dead "bucket".

Use your Command Undead (Feat) you can get Command Undead as a revelation rather than spending a feat on it to control your personal bodyguard. The Command Undead (feat) bucket is small, its only 1HD per Oracle Level. So this is perfect for assigning yourself a bodyguard.

Always, always, always, cast Desecrate before you Animate Dead. The undead get +1 HP per HD, and your HD value doubles, so you can pile-on the Zombie Templates like Fast, Plague, Gasburst, etc.

Figure out a way (without dipping, if possible) to get the spell Blood Money. This reduces the massive GP cost of raising undead.

Create miniature "character sheets" for all your undead that have their + to attack, AC, saves, CMB, CMD, and any of their special abilities, and either put them 3x5 Notecards or print them out on Word Docs and keep them all in a binder so that they're quick access and easy to hand out. When combat starts, ask your other PC's to control some of your Undead Minions for you, and give them the Notecards. Technically per the rules, each one of your Zombies is supposed to act on their own initiative and be controlled by you, but if you do it this way, your turns are going to take FOREVER, and your PC compatriots will get bored/annoyed real fast. So divide up your undead minions so that you control 2-3, and each PC controls 2-3 as well, and have the zombies act on THEIR initiative. I was GM of a game with a zookeeper necromancer PC, and this is what we did and it worked beautifully. The other PC's stay engaged, and the necromancer's turn didn't take forever, so she was allowed to go get snacks and take bathroom breaks without always having to be at the table. It was win-win-win all around.


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"... sad necromancer noises..."

This made me laugh until I stopped.


Also:

After level 14, get the feat Dreamed Secrets and use this to add 2 wizard spells known every day. You can change these spells every day, but I'd recommend Dominate Person, Contingency, Dimension Door, Permanency, and Disintegrate make frequent appearances. Once you're able to cast level 8 spells, Limited Wish and Spell Turning are fantastic options. If you fail the Will Save and take 1d2 Wisdom damage, who cares. Lesser Restoration and press on. This isn't required for the build, this is just fun stuff and utility.

The AotG2 ability Undead Manipulator allows you to treat undead creatures as their original type, so go absolutely nuts with that. Go cast Dominate Person (or any other mind-affecting spell) on any undead you want.

I'd highly recommend getting Heighten and/or Persistent Spell for the times you come across Undead that can resist your level 2-3 Command Undead spells. Go find a Vampire and turn that guy into a Colonel of your army, or another bodyguard. A Necromancer with Vampire minions sparks joy.

Taking the feat Additional Traits could allow you to get Magical Lineage and Wayang Spellhunter for Command Undead. It's not a requirement for the build, but something to certainly consider.

Level 2 and Level 3 Pearls of Power are almost a necessity for a build like this, because Command Undead will primarily be casted from these slots.


If you're not super keen on playing a Juju Oracle...

Alternatively, you could go Gravewalker Witch, or any Witch with the Occult Patron, and you'll get Command Undead at level 4 <--- which is huge btw, but you'll want to get Extend Spell and Undead Master asap to get full benefit. Your minions won't be as robust as a Juju Oracle because you'll be rolling their HP each time you create them, and your Animate Dead only be 4HD per CL with a Witch. So you'll be replacing them more often, but you'll get Blood Money on your spell list.

You can also get Command Undead at level 3 for Shaman via the Spirit Warden archetype. Shaman don't get Blood Money, but they do qualify for Dreamed Secrets.

Decisions, decisions :P


Also, why can't you retrain? DM disallowing it or ?


Ryze Kuja wrote:
Also, why can't you retrain? DM disallowing it or ?

It is allowed, but downtime is limited and we haven’t been getting much gold… its not impossible to retrain, just highly unlikely to happen for this character.


Boo :(


We are currently at a point where we have some downtime... not a lot, but enough that I could retrain 1 level... and since we just hit level 11 at the end of last session, my most recent levelup isn't set in stone yet... I'm thinking about retraining 1 level of MT to AotG and then putting my most recent level in AotG to put me at Witch:3/Shaman:3/MT:2/AotG:3 but I'm not sure if it'd be better to advance my Witch spells with AotG or Shaman spells... I'm leaning towards Shaman for Flesh Puppet Horde...


↑ *thread hijack* ↑

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