[FAQ REQUEST] Infernal Healing Pricing


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Rysky wrote:
johnlocke90 wrote:
Rysky wrote:
Snowblind wrote:
Rysky wrote:

...

Actions determine alignment, not he other way around, until magic gets involved.

Choosing to cast an aligned spell affects your alignment as well.

I don't like to bring up the analogy but it fits, you spam Force Lighting and you go to the Dark Side.

Where in the rules does it say that changing alignment affects your future behavior?

Why wouldn't it?

Alignment isn't meaningless letters you write into your paper just so you if you can use Ability A or Ability B.

"a bunch of evil thoughts floating around in there with the good." sounds meaningless to me.

Its basically hand-waving away alignment as those thoughts will never be felt by the player or(if the player continues to play the character as good) represented in game.

If you just hand-wave away alignment then this all moot anyway.

That's where it's the GM job to enforce when someone is acting outside of what their alignment is. Constantly committing evil acts and ignoring would make evil, or with this disregard CN possibly.

However why would this only apply to an alignment change caused by using spells, If the GM is supposed to enforce alignments "by limiting actions of players" then a player should never be subject to an alignment change in the first place, if they are not supposed to limit player actions then their is very little that actually stops you from having your alignment magically altered "for meta plans" then just going about your day and eventually going back to your alignment.

For that matter would a wand even count, isn't the wand casting the spell (or releasing the spell cast by the creator of the wand) since by all rules "you" are not casting a spell when you use a wand (in such as the many ways one might gain an advantage with this through feats/class features)

Silver Crusade

I wasn't advocating for the "limiting" of actions. But if I person has one alignment down but only acts another then I'd find that odd and (with talking with the player first to see if it wasn't just acting on the character's part) have things affect them on how they acted, rather than on what they wrote down.

You can act however you want in-game, your alignment will follow.


I see it as the wand casting the spell, but since the deity of the character may not like infernal healing he may still get penalized by his deity for using the wand.


If it's the wand casting the spell, then why stop at wands of Infernal Healing? Pull out the wands of Animate Dead, and cast freely! A Paladin of Abadar could summon an army of zombies to aid him in his crusade against chaos, and he wouldn't fall since it's not him who willingly did the evil act, it's the wand!


Saethori wrote:
If it's the wand casting the spell, then why stop at wands of Infernal Healing? Pull out the wands of Animate Dead, and cast freely! A Paladin of Abadar could summon an army of zombies to aid him in his crusade against chaos, and he wouldn't fall since it's not him who willingly did the evil act, it's the wand!

I am only saying the wand is the caster, but if someone activates the wand they are still guilty of an evil act.

As an example a good divine can't(literally) cast certain spells. He can get around it by using a wand, but his deity, while not granting the use of the spell still won't be happy about it because he just did "insert evil thing" with an item, instead of with his own spell power.

Liberty's Edge

Rysky wrote:
As Mahtobedis pointed out, this would depend on whether you need a Good Outsider or a good Outsider.

Text of the spell Celestial Healing:

D20PFSRD wrote:


You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1. The target radiates the aura of a good creature for the duration of the spell and can sense the righteousness of the magic, though this has no long-term effect on the target’s alignment. If the target has its own evil aura, this is not suppressed by celestial healing, and can also be detected normally.

So the spell specify that you need the good subtype.

D20PFSRD - Infernal healing wrote:


You anoint a wounded creature with devil’s blood

Infernal healing only say devil, but a devil is a specific subtype of outsider with the Devil, Evil, Extraplanar and Lawful subtypes.

Silver Crusade

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wraithstrike wrote:
Saethori wrote:
If it's the wand casting the spell, then why stop at wands of Infernal Healing? Pull out the wands of Animate Dead, and cast freely! A Paladin of Abadar could summon an army of zombies to aid him in his crusade against chaos, and he wouldn't fall since it's not him who willingly did the evil act, it's the wand!

I am only saying the wand is the caster, but if someone activates the wand they are still guilty of an evil act.

As an example a good divine can't(literally) cast certain spells. He can get around it by using a wand, but his deity, while not granting the use of the spell still won't be happy about it because he just did "insert evil thing" with an item, instead of with his own spell power.

Horror Adventures did address this and said Divine casters trying to "cheat" by using things like wands would indeed fall.


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Rysky wrote:
wraithstrike wrote:
Saethori wrote:
If it's the wand casting the spell, then why stop at wands of Infernal Healing? Pull out the wands of Animate Dead, and cast freely! A Paladin of Abadar could summon an army of zombies to aid him in his crusade against chaos, and he wouldn't fall since it's not him who willingly did the evil act, it's the wand!

I am only saying the wand is the caster, but if someone activates the wand they are still guilty of an evil act.

As an example a good divine can't(literally) cast certain spells. He can get around it by using a wand, but his deity, while not granting the use of the spell still won't be happy about it because he just did "insert evil thing" with an item, instead of with his own spell power.

Horror Adventures did address this and said Divine casters trying to "cheat" by using things like wands would indeed fall.

That is what I figured should happen, and that is what I would do as a GM.

Thanks for confirming my thoughts. <thumbs up>

Scarab Sages

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So, for the record, if a LN or LE ex-paladin is casting good aligned spells, say from a wand, how many times do they have to cast it to become LG again?

"Oh, Paladin Joe, you gleefully butchered those innocents, go sit in the corner and bless water with this wand until you rember what being good is..."


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Being good and being a paladin again are two VASTLY different things.


He'd return to being LG fast enough (or too fast, depending on your personal opinion). But he'd still need that Atonement spell to get his Paladin powers back.

Silver Crusade

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Murdock Mudeater wrote:

So, for the record, if a LN or LE ex-paladin is casting good aligned spells, say from a wand, how many times do they have to cast it to become LG again?

"Oh, Paladin Joe, you gleefully butchered those innocents, go sit in the corner and bless water with this wand until you rember what being good is..."

A better question is how a nutjob like that became a Paladin in the first place.

Silver Crusade

Yay! 50 FaQ clickys!


Rysky wrote:
[The FAQ is] in contradiction to the newest Rulebook.

Indeed, but at least it doesn't contradict itself.

Horror Adventures wrote:
"A wizard who uses animate dead to create guardians for defenseless people won’t turn evil, but he will if he does it over and over again. (...) [T]ypically casting two evil spells is enough to turn a good creature nongood, and three or more evils spells move the caster from nongood to evil"

Emphasis mine. In what universe does the term "over and over again" mean two or three times?

Even if I'd accept that 2-3 casts is RAW, then "over and over again" is clearly RAI.

Also, regarding a prior argument: I think Infernal Healing and Celestial Healing aren't the spells that need their material line changed to include a value, but Transformation is!

Silver Crusade

Derklord wrote:
Rysky wrote:
[The FAQ is] in contradiction to the newest Rulebook.

Indeed, but at least it doesn't contradict itself.

Horror Adventures wrote:
"A wizard who uses animate dead to create guardians for defenseless people won’t turn evil, but he will if he does it over and over again. (...) [T]ypically casting two evil spells is enough to turn a good creature nongood, and three or more evils spells move the caster from nongood to evil"

Emphasis mine. In what universe does the term "over and over again" mean two or three times?

Even if I'd accept that 2-3 casts is RAW, then "over and over again" is clearly RAI.

Also, regarding a prior argument: I think Infernal Healing and Celestial Healing aren't the spells that need their material line changed to include a value, but Transformation is!

I think 3-5 is more than fair for meaning "over and over".


Apparently "over and over" is considered rules text now.

Silver Crusade

LuniasM wrote:
Apparently "over and over" is considered rules text now.

Over and over means doing something more than once. This is immediately followed by how many "more" is needed.


skizzerz wrote:
Murdock Mudeater wrote:
HyperMissingno wrote:
MrRetsej wrote:
Sooooo, you want to take a spell that is currently a 750 gp wand and turn it into a 2000gp wand. You realize this would have a **massively** detrimental effect to thousands of PFS players, right?
I'd be more concerned about the alignment shift caused by three castings of this. IIRC evil characters are banned from PFS.

This has been covered by Paizo more than a few times: Evil spells are not evil actions, the evil spell subtype has it's own interactions with various class abilities and in-game effects, but the act of casting an evil spell does not impact your alignment.

Mind you, doing evil things with the spell, can certainly impact your alignment, but the spell itself has no effect on alignment (some evil spells are nearly impossible to use in a non-evil capacity). The most common application of the alignment descriptor is that clerics are unable to cast spells of alignments opposed to their alignment or their deity's alignment. It isn't that they are penalized for doing so, they are totally unable.

Ultimate Intrigue and Horror Adventures both contradict you there; they both explicitly mention that casting a spell with the evil descriptor is an evil act (and likewise casting a spell with the good descriptor is a good act). Horror Adventures even has a (stupid) sidebar that says casting any of them 3 times is enough to shift your alignment one way or the other

Remember to shift character alignments towards good every time they cast Protection from Evil.

Yes, you too can run a party full of good aligned murder hobos and serial killers, as long as they carry wands of Protection from Evil.


Deliver us from evil, oh wise and holy wand!

I mean, it makes some sense for Protection from [X] to ward away some of the X in your soul. But that doesn't work if it's the caster, not the recipient, that undergoes the most change.

One of my characters, a Lawful Neutral (leaning good, but only leaning) monk, is utterly terrified of losing to the chaos within, and drinks potions of Protection from Chaos expressly to drive it out and become more Lawful.

Silver Crusade

Snowlilly wrote:
skizzerz wrote:
Murdock Mudeater wrote:
HyperMissingno wrote:
MrRetsej wrote:
Sooooo, you want to take a spell that is currently a 750 gp wand and turn it into a 2000gp wand. You realize this would have a **massively** detrimental effect to thousands of PFS players, right?
I'd be more concerned about the alignment shift caused by three castings of this. IIRC evil characters are banned from PFS.

This has been covered by Paizo more than a few times: Evil spells are not evil actions, the evil spell subtype has it's own interactions with various class abilities and in-game effects, but the act of casting an evil spell does not impact your alignment.

Mind you, doing evil things with the spell, can certainly impact your alignment, but the spell itself has no effect on alignment (some evil spells are nearly impossible to use in a non-evil capacity). The most common application of the alignment descriptor is that clerics are unable to cast spells of alignments opposed to their alignment or their deity's alignment. It isn't that they are penalized for doing so, they are totally unable.

Ultimate Intrigue and Horror Adventures both contradict you there; they both explicitly mention that casting a spell with the evil descriptor is an evil act (and likewise casting a spell with the good descriptor is a good act). Horror Adventures even has a (stupid) sidebar that says casting any of them 3 times is enough to shift your alignment one way or the other

Remember to shift character alignments towards good every time they cast Protection from Evil.

Yes, you too can run a party full of good aligned murder hobos and serial killers, as long as they carry wands of Protection from Evil.

Either they wouldn't be serial killers because they're now good, or they're still evil because the castings aren't enough to overcome all the evil they've done.


"Serial killer" is more a descriptor or title than it is a way of life. Somebody who did enough murders to qualify for being called one, but after the last one had an epiphany and wanted to repent, would still be a serial killer in definition, even if they are now good and trying to make up for it.

Scarab Sages

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Yeah, I'm not a fan of magic items that force alignment change, and having spells that do so it equally annoying. A character's alignment should be reflected in how they role play, not in what spells they cast. That PFS FAQ approach, wether legal or not, is exactly how alignment spells should affect alignment - it's what you do with the spell, not what the spell is.

Cursing water to sell as a Cleric of Abadar, should not warrant alignment alteration. Just like blessing water shouldn't make you more good. And it should go without saying, using good spells to harm innocents should count towards evil, not good.

Silver Crusade

Murdock Mudeater wrote:

Yeah, I'm not a fan of magic items that force alignment change, and having spells that do so it equally annoying. A character's alignment should be reflected in how they role play, not in what spells they cast. That PFS FAQ approach, wether legal or not, is exactly how alignment spells should affect alignment - it's what you do with the spell, not what the spell is.

Cursing water to sell as a Cleric of Abadar, should not warrant alignment alteration. Just like blessing water shouldn't make you more good. And it should go without saying, using good spells to harm innocents should count towards evil, not good.

Having one doesn't remove any capability of the other.

Using a good spell (good act) to harm innocents (evil act).

Using an evil spell (evil spell) to harm innocents (evil act).

Silver Crusade

Saethori wrote:
"Serial killer" is more a descriptor or title than it is a way of life. Somebody who did enough murders to qualify for being called one, but after the last one had an epiphany and wanted to repent, would still be a serial killer in definition, even if they are now good and trying to make up for it.

True, but serial killer gets thrown around enough that I used it in that sense. My bad.


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I dunno, if saving innocents with animate dead is enough to get you evil than killing random NPCs with holy smite making you good seems like a likely outcome.

Have I mentioned this rule is b%~@#%~&?

Silver Crusade Contributor

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Hot take: my only issue with the sidebar is that it affects all alignments equally. I like it for evil, but I'm not sure how I feel about law and chaos, and I definitely don't like it for good.

That's just me, though. ^_^

Silver Crusade

HyperMissingno wrote:

I dunno, if saving innocents with animate dead is enough to get you evil than killing random NPCs with holy smite making you good seems like a likely outcome.

Have I mentioned this rule is b@*$+~~*?

Those all have alignment actions in and of themself, it's not just the sum total. Animating dead? Evil. Saving an innocent? Good. Saving another innocent? Good. And on and on.

... why does a Good aligned person know animate dead anyway?

The reason the casting of the spells is an aligned act is simply for the fact that you're channeling pure, tangible alignment when you do so. Good and Evil are actual, physical things in the game of Pathfinder.

Scarab Sages

Saethori wrote:
"Serial killer" is more a descriptor or title than it is a way of life. Somebody who did enough murders to qualify for being called one, but after the last one had an epiphany and wanted to repent, would still be a serial killer in definition, even if they are now good and trying to make up for it.

It depends on the person. Often, I think it's just something the news uses to make murders seem more exciting.

That said, some times an individual puts enough effort into something, where it is more than just a descriptor or a title, but actually their way of life and career. H. H. Holmes, in example, is a serial killer in more than just title.

As for repenting, serial killer when used in a lawful capacity is referencing criminal behaviour based on past actions. They could be repent and be a former serial killer, but they are still a serial killer in that respect. Granted, if they never mention their past, you could just know them as that nice guy (or as Paladin Joe). Though I suppose, if they were falsely accused, they could redeem their serial killer status by proving their innocence.

As an aside, being a serial killer doesn't make them inherently evil. It does make them inherently unlawful, but the law doesn't always take into account the struggles of good and evil. For example, if a city gave equal rights to Evil Outsiders and Humans alike, a NG cleric could very easily become a serial killer.

Sovereign Court RPG Superstar 2011 Top 32

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I'm a fan of aligned spells being aligned acts but I think the new sidebar rule goes too far. Casting infernal healing is an evil act to me, and it's not something that a good character should want to do, but doing so seems about as evil as not tipping at a restaurant. A CG character who is a bad tipper isn't suddenly sliding into evil, they just have a character flaw. A NG magus who loves using infernal healing might get a disapproving frown from a nearby paladin or good cleric but isn't about to gut an orphan.

Personally, no good character I play would choose to use infernal healing. Who knows what dark forces or fell influences you're introducing into someone's injured system with each casting. No thanks.

Conversely, a lich who eats souls like I eat potato chips isn't suddenly going to be redeemed by a few castings of protection from evil. I actually imagine casting such a spell might be singularly unpleasant for a truly evil individual, possibly allowing them to empathize with all the suffering they've caused for a brief instant.

Flavor may vary, obviously.


Rysky wrote:
... why does a Good aligned person know animate dead anyway?

Ask the writers for the rulebook, they're the ones that used it as an example in the first place.

Silver Crusade

Kalindlara wrote:

Hot take: my only issue with the sidebar is that it affects all alignments equally. I like it for evil, but I'm not sure how I feel about law and chaos, and I definitely don't like it for good.

That's just me, though. ^_^

Having specificied amounts of alignment movement for each spell would be a way to solve that, but it's in no way practical for any book.

Silver Crusade

HyperMissingno wrote:
Rysky wrote:
... why does a Good aligned person know animate dead anyway?
Ask the writers for the rulebook, they're the ones that used it as an example in the first place.

Definitely not the first place. Which is why they probably did use it as an example, since it's an example that's been thrown around forever, way before Horror Adventures was written.

Silver Crusade

Murdock Mudeater wrote:
As an aside, being a serial killer doesn't make them inherently evil. It does make them inherently unlawful, but the law doesn't always take into account the struggles of good and evil. For example, if a city gave equal rights to Evil Outsiders and Humans alike, a NG cleric could very easily become a serial killer.

... How?

If you go around killing Evil creatures and people just for existing you're not really NG, not by a long shot.

Sovereign Court RPG Superstar 2011 Top 32

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Rysky wrote:


... why does a Good aligned person know animate dead anyway?

I wonder the same thing about infernal healing all the time.

Silver Crusade Contributor

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ryric wrote:
Rysky wrote:


... why does a Good aligned person know animate dead anyway?
I wonder the same thing about infernal healing all the time.

Because it's alluring in its power and its ability to heal as a wizard spell.

As a creation of Asmodeus, it's a work of art. ^_^

Scarab Sages

HyperMissingno wrote:
Rysky wrote:
... why does a Good aligned person know animate dead anyway?
Ask the writers for the rulebook, they're the ones that used it as an example in the first place.

There are GOOD deities with the Death Domain. That's the easiest example.

Sort of like, why does a Cleric of Urgathoa know "Bless Water?" It's because it's on the Divine Subdomain spell list, and that's one of her subdomains.

@Ryric: Not even my neutral characters use that spell. There are evil spells that I'd use, but infernal healing isn't on my list. Curse Water, for example, can be a very practical spell to use as a Neutrally aligned character. Protection from Good, too. Neither of those spells strike me as inherently evil actions. And there are Good Aligned outsiders that shoot first and ask questions later...

Silver Crusade

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Kalindlara wrote:
ryric wrote:
Rysky wrote:


... why does a Good aligned person know animate dead anyway?
I wonder the same thing about infernal healing all the time.

Because it's alluring in its power and its ability to heal as a wizard spell.

As a creation of Asmodeus, it's a work of art. ^_^

Despite what people think it's for this very reason that I absolutely adore the spell.

Scarab Sages

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Huh, so related point. Does having an EVIL subtype Eidolon mean you are casting an EVIL spell each time you summon them?

Silver Crusade

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Murdock Mudeater wrote:
HyperMissingno wrote:
Rysky wrote:
... why does a Good aligned person know animate dead anyway?
Ask the writers for the rulebook, they're the ones that used it as an example in the first place.
There are GOOD deities with the Death Domain. That's the easiest example.

Paizo did release a non-pro undead alternate Death Domain to take care of that.

Silver Crusade Contributor

Murdock Mudeater wrote:
Huh, so related point. Does having an EVIL subtype Eidolon mean you are casting an EVIL spell each time you summon them?

No, because (unlike summon monster) summon eidolon doesn't gain the associated descriptors. ^_^

Silver Crusade

Murdock Mudeater wrote:
Huh, so related point. Does having an EVIL subtype Eidolon mean you are casting an EVIL spell each time you summon them?

By using the call eidolon spell I would say yes.

For their normal summoning or jus having an alternate aligned Eidolon? Hmm, good question.

Scarab Sages

Rysky wrote:
Murdock Mudeater wrote:
HyperMissingno wrote:
Rysky wrote:
... why does a Good aligned person know animate dead anyway?
Ask the writers for the rulebook, they're the ones that used it as an example in the first place.
There are GOOD deities with the Death Domain. That's the easiest example.
Paizo did release a non-pro undead alternate Death Domain to take care of that.

Only for Pharasma. And she's neutral anyway. Though in hindsight, I can't recall which Good deities (if any) have the death domain. I may have been thinking of the Darkness Domain, which a handful of Good deities have, despite it being an evil only thing in the CRB.

You can get the Death Domain with one or two of the Druid archetypes, with no alignment restrictions (beyond normal druid restrictions). The Undead bloodline for the sorcerer also gains animate dead without any alignment requirement. Oracle Bones Mystery too.

Silver Crusade

Murdock Mudeater wrote:
Rysky wrote:
Murdock Mudeater wrote:
HyperMissingno wrote:
Rysky wrote:
... why does a Good aligned person know animate dead anyway?
Ask the writers for the rulebook, they're the ones that used it as an example in the first place.
There are GOOD deities with the Death Domain. That's the easiest example.
Paizo did release a non-pro undead alternate Death Domain to take care of that.

Only for Pharasma. And she's neutral anyway. Though in hindsight, I can't recall which Good deities (if any) have the death domain. I may have been thinking of the Darkness Domain, which a handful of Good deities have, despite it being an evil only thing in the CRB.

You can get the Death Domain with one or two of the Druid archetypes, with no alignment restrictions. The Undead bloodline for the sorcerer also gains animate dead without any alignment requirement. Oracle Bones Mystery too.

Unless your class that gets its spells from a Deity then there isn't an alignment requirement to cast aligned spells (unless it calls it out in the spell itself).

Scarab Sages

Rysky wrote:
Unless your class that gets its spells from a Deity then there isn't an alignment requirement to cast aligned spells (unless it calls it out in the spell itself).

Agree. But the question I was addressing is, "why a good aligned character would even know a spell like animate dead." A NG druid with the Death Domain, in example, would know animate dead, even if they be very unlikely to ever cast it. Though I have considered that to Druids, Animate dead, and create undead, could be reskinned as "Animate Potting Soil" and "Create Mobile Potting Soil." Zombies only, of course. More a joke than a serious thing.

I can also picture a Good aligned wizard wanting to learn evil spells just to understand their limitations and how to better counter them. More of a role playing reason.

Sovereign Court RPG Superstar 2011 Top 32

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Rysky wrote:
Kalindlara wrote:
ryric wrote:
Rysky wrote:


... why does a Good aligned person know animate dead anyway?
I wonder the same thing about infernal healing all the time.

Because it's alluring in its power and its ability to heal as a wizard spell.

As a creation of Asmodeus, it's a work of art. ^_^

Despite what people think it's for this very reason that I absolutely adore the spell.

Oh yes it's a wonderfully designed temptation spell. So often so-called temptations are really easy for players to resist.


ryric wrote:
Rysky wrote:


... why does a Good aligned person know animate dead anyway?
I wonder the same thing about infernal healing all the time.

Easy, wizard healing.It restores 10hp, which is great at low levels.


Murdock Mudeater wrote:
Rysky wrote:
Unless your class that gets its spells from a Deity then there isn't an alignment requirement to cast aligned spells (unless it calls it out in the spell itself).

Agree. But the question I was addressing is, "why a good aligned character would even know a spell like animate dead." A NG druid with the Death Domain, in example, would know animate dead, even if they be very unlikely to ever cast it. Though I have considered that to Druids, Animate dead, and create undead, could be reskinned as "Animate Potting Soil" and "Create Mobile Potting Soil." Zombies only, of course. More a joke than a serious thing.

I can also picture a Good aligned wizard wanting to learn evil spells just to understand their limitations and how to better counter them. More of a role playing reason.

The better question is why not? We don't have an explanation as to why animated a wolf skeleton is evil. Skeletons make very good minions or even simple manual labor.

Silver Crusade

johnlocke90 wrote:
Murdock Mudeater wrote:
Rysky wrote:
Unless your class that gets its spells from a Deity then there isn't an alignment requirement to cast aligned spells (unless it calls it out in the spell itself).

Agree. But the question I was addressing is, "why a good aligned character would even know a spell like animate dead." A NG druid with the Death Domain, in example, would know animate dead, even if they be very unlikely to ever cast it. Though I have considered that to Druids, Animate dead, and create undead, could be reskinned as "Animate Potting Soil" and "Create Mobile Potting Soil." Zombies only, of course. More a joke than a serious thing.

I can also picture a Good aligned wizard wanting to learn evil spells just to understand their limitations and how to better counter them. More of a role playing reason.

The better question is why not? We don't have an explanation as to why animated a wolf skeleton is evil. Skeletons make very good minions or even simple manual labor.

Because creating undead is evil.

Always has been.


Rysky wrote:
johnlocke90 wrote:
Murdock Mudeater wrote:
Rysky wrote:
Unless your class that gets its spells from a Deity then there isn't an alignment requirement to cast aligned spells (unless it calls it out in the spell itself).

Agree. But the question I was addressing is, "why a good aligned character would even know a spell like animate dead." A NG druid with the Death Domain, in example, would know animate dead, even if they be very unlikely to ever cast it. Though I have considered that to Druids, Animate dead, and create undead, could be reskinned as "Animate Potting Soil" and "Create Mobile Potting Soil." Zombies only, of course. More a joke than a serious thing.

I can also picture a Good aligned wizard wanting to learn evil spells just to understand their limitations and how to better counter them. More of a role playing reason.

The better question is why not? We don't have an explanation as to why animated a wolf skeleton is evil. Skeletons make very good minions or even simple manual labor.

Because creating undead is evil.

Always has been.

Thats the metagame explanation, but how would my character know that? Remember, we are talking about why a good aligned wizard wants to learn "evil" spells. Heck, he may only be vaguely aware that "alignment" is even a thing.

My neutral good wizard doesn't have a copy of the Core Handbook to tell him this spell has the evil descriptor or of Horror Adventures to tell him casting spells with the evil descriptor causes his alignment to shift. He just goes on casting Animate Dead and helping people.


Isn't there an entry somewhere that says that everyone aside from those kids that get tossed into the wild and are raised by animals know creating undead is an evil act?

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