| Snowlilly |
Are there no opportunistic Devils hanging out on the material plane of their own free will making deals for their blood? deals that they know will end with the users more devil than mortal? seems pretty in character to me
I would imagine a merchant with certain capabilities (access to Plane Shift) could acquire lemure quite cheaply while conducting more serious business in Dis.
| Jeb Hust, Blood Miner |
Dangerous, but you can get a lot of blood from one devil.
It's hard work. But goshdarnit, somebody has gotta do it. How else will all those goshdang adventurin' types get their devil blood for all their mor-al-lee questionable healin' needs?
And that there is where I come in. Me and mine have been minin' this here BLOOD GULCH for generations, ever since the goshdang devil Ghughalbohn was slaughtered by some mythic hero a few centuries back. The devil's blood mixed into the land and the river. And now we are the pre-me-um source of blood!
But if you see any folks wondering around with long arms and mutterin' about smellin' blood, you tell them folks to move along, ya hear!
Rysky
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Korvosa has imps and variant pseudodragons battling it out in the skies over the city every few days. I have headcanon where roofrunner kids make a few coppers from local talisman shops for collecting the blood and dragon scales to use in building spell component pouches.
... I think this is actually verified in one of the Tales.
| The Sideromancer |
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For devil blood, a good substitute would be hard to come by. However, I believe that holy/unholy water is effectively equivalent to storing Alignment Channel uses (always to harm). Holy water's extra effect against undead, and also the comparative failure of celestial healing, would be due to positive energy being less stable than negative energy.
Both spells grant fast healing, which works on creatures of both energy affinities.
If negative-affinity holy water were to be manufactured, I would think it would increase celestial healing to match its infernal counterpart. However, followers of Good deities cannot channel negative energy with which to use for this task.
That's when it hit me. A staple for many adventurers, with production already monopolized by churches of Neutral deities? Abadar should be all over this.
| MadScientistWorking |
PFS has a ruling that lets you use evil spells without them changing your alignment...
UNLESS they violate some code, oath, or tenant of faith. While paizo has (despite numerous letters) refused to reveal all 101 drunken slurings of calden cayden , i'm pretty sure most good deities are NOT okay with you dipping into the forces of evil without an extremely good reason.
"The profit margin on adventuring" is a great rationale for a cleric of abadar. A cleric of iomadae not so much
Hey for sone dieties dipping into the forces of evil is no different than what is included in their normal portfolio like Sheyln. Apparently, I found the one form of practicing her faith that clerics of her brother approve of.
Lorewalker
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Well, to be fair here you don't actually infuse yourself with devil blood which has been stated many times in this thread. The blood is used to anoint the target. Which doesn't even happen when cast from a wand.
It's an evil spell that is evil because it is evil. I'd actually like to see more backstory on the spell that fits some of the stories I've seen on the forums that explains the spell.
Celestial healing being a poorly designed spell should have no bearing on infernal healing.
I like that there is a spell that doesn't directly heal. It just grants fast healing. Which means the spell doesn't even heal magically. It also means it can heal undead and construct creatures.
| Chengar Qordath |
Have to agree with the OP; there would be a lot fewer headaches for everyone if there was an alignment-agnostic spell for short-term fast healing, similar to what 3.5 had. Or barring that, at least make Celestial Healing not be a terrible joke compared to Infernal Healing.
I really don't see why the forces of evil should have a monopoly on cost-effective downtime healing.
| Luthorne |
Well, to be fair here you don't actually infuse yourself with devil blood which has been stated many times in this thread. The blood is used to anoint the target. Which doesn't even happen when cast from a wand.
It is stated that you do need 50 of each material component when making a wand (see here), so you do need either 50 drops of devil's blood or 50 doses of unholy water that go into making the wand. It's quite possible that the anointing still occurs somehow, whether physically (such as producing it), or simply applying the essence of the evil contained within the blood or unholy water.
| Snowlilly |
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BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*
It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
Lorewalker
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Lorewalker wrote:Well, to be fair here you don't actually infuse yourself with devil blood which has been stated many times in this thread. The blood is used to anoint the target. Which doesn't even happen when cast from a wand.It is stated that you do need 50 of each material component when making a wand (see here), so you do need either 50 drops of devil's blood or 50 doses of unholy water that go into making the wand. It's quite possible that the anointing still occurs somehow, whether physically (such as producing it), or simply applying the essence of the evil contained within the blood or unholy water.
It is also stated that material components are consumed by the casting of the spell. Now, really, I think the blood should be a focus instead. But you must apply the focus to the target as part of the touch and thus using the dose.
I'd be fine with the spell could actually causing the devil blood to appear on the target. Then the wand would still interact with blood somehow.
If I had written the spell I'd have made a few changes.
1) It's a conjuration(healing) spell. It should be a transmutation spell as it changes you physically to grant an ability. The ability is what heals you.
2) It uses unholy water when it should probably only use devil blood. As negative energy isn't linked thematically with fast healing. But many devils have fast healing so their blood is linked to it.
3) I'd have written the spell so that it explicitly says you become slightly devilish for the duration which causes you to detect as evil instead of just simply detecting as evil.
| Entryhazard |
dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
True but as always redemption is harder than falling.
| Luthorne |
Luthorne wrote:It is stated that you do need 50 of each material component when making a wand (see here), so you do need either 50 drops of devil's blood or 50 doses of unholy water that go into making the wand. It's quite possible that the anointing still occurs somehow, whether physically (such as producing it), or simply applying the essence of the evil contained within the blood or unholy water.It is also stated that material components are consumed by the casting of the spell. Now, really, I think the blood should be a focus instead. But you must apply the focus to the target as part of the touch and thus using the dose.
I'd be fine with the spell could actually causing the devil blood to appear on the target. Then the wand would still interact with blood somehow.
Well, it's still possible to anoint them with the material component as a part of casting the spell, and have it vanish when the spell is finished being cast - presumably absorbed into their body. After all, a focus isn't used up...but if you wanted it back, you'd have to clean the unholy water or devil blood off their forehead, which seems...admittedly thrifty, but weird.
Personally, I'm not a fan of the spell myself, and on the rare occasions I'm running something I generally either rule that a drop of devil's blood costs the same as unholy water.
| thejeff |
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Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
That's my take on it, but there's no real rules support for it. Which isn't a bad thing because that's probably all better handled by the GM on a case by case basis, but that's hard for PFS to do.
TriOmegaZero
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BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*
It's necessary when you can have a different GM every game. There's no way to fairly handle each casting being an evil act.
| Melkiador |
After enough, but it would be the same moral dilemma with using a Crown of Opposite Alignment.
Mmmm, pure liquidy goodness.
The potions are a lot easier to come by and while you might be able to save against the effect, the drinker would still be the caster. This tactic may be nice for proving that someone is actually good too. A good person wouldn't worry about their alignment changing to good from drinking all of those potions. The cursed helm offers a save, and could have an undesired effect of changing the alignment of someone on the law and chaos effect.
At any rate, I could see why such an easily accessible and affordable method of changing someone's alignment would be banned in PFS.
| Envall |
Klorox wrote:there are actual rulez aboot alignment?One of the more recent books has some rules saying that once you cast so many [alignment descriptor] spells, your alignment automatically moves a step toward that descriptor.
Which were most likely only to be used in context of horror adventures where corruption runs amok and people change rapidly because of horror tropes.
| Melkiador |
Melkiador wrote:Klorox wrote:there are actual rulez aboot alignment?One of the more recent books has some rules saying that once you cast so many [alignment descriptor] spells, your alignment automatically moves a step toward that descriptor.Which were most likely only to be used in context of horror adventures where corruption runs amok and people change rapidly because of horror tropes.
Possibly, but I haven't seen any evidence to back that up. A design post or FAQ to that effect would be helpful.
| BigNorseWolf |
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BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*
Its a necessary concession to a shared campaign where you can hop dms as you hop cities. At some point, yes, dipping into the well of evil or raising undead should make you ping as evil. But it's hard to establish a pattern of behavior in 4 hours, and tracking darkside points would be a pain in the tail.
Rysky
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Envall wrote:Possibly, but I haven't seen any evidence to back that up. A design post or FAQ to that effect would be helpful.Melkiador wrote:Klorox wrote:there are actual rulez aboot alignment?One of the more recent books has some rules saying that once you cast so many [alignment descriptor] spells, your alignment automatically moves a step toward that descriptor.Which were most likely only to be used in context of horror adventures where corruption runs amok and people change rapidly because of horror tropes.
Nope, just like the sidebar that that flat out announced that yes, torture is evil, casting aligned spells are aligned acts.
| Chess Pwn |
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Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.
Rysky
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Entryhazard wrote:Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
There's more to redemption than just changing your alignment.
| thejeff |
Chess Pwn wrote:Not in pathfinder using an optional rule from horror adventures, much like called shots, armor as damage reduction, words of power and other subsystems that people ignore.
Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.
Has this rule made it online so people without the book can know what it says?
| BigNorseWolf |
If you're Neutral, those are necessary evils (mweh heh heh) to keep your alignment from changing after so many adventures of saving people and helping the innocent.
Not really.
Doing the right thing for the wrong reasons doesn't make you good. You can save the prince because he's in trouble, or for a big heaping pile of gold. Motivations matter for good. Not nearly as much for evil. Good and evil don't mirror each other as exact opposites: some of the rules are different.
| Entryhazard |
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Entryhazard wrote:Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
So if I save 5 HD of people after having murdered the same amount do I get back to Neutral?
Rysky
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BigNorseWolf wrote:Chess Pwn wrote:Not in pathfinder using an optional rule from horror adventures, much like called shots, armor as damage reduction, words of power and other subsystems that people ignore.
Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Has this rule made it online so people without the book can know what it says?
They're both up on d20, one under Torture Implements and the other under Magic.
KingOfAnything
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BigNorseWolf wrote:Chess Pwn wrote:Not in pathfinder using an optional rule from horror adventures, much like called shots, armor as damage reduction, words of power and other subsystems that people ignore.
Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Has this rule made it online so people without the book can know what it says?
Yes, check out the descriptor rules in the Magic section.
Rysky
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Chess Pwn wrote:So if I save 5 HD of people after having murdered the same amount do I get back to Neutral?Entryhazard wrote:Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
Doesn't quite level out that way.
| Snowlilly |
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Entryhazard wrote:Not in pathfinder. I think it's 5 spells and you've gone from good to evil or from evil to good.Snowlilly wrote:True but as always redemption is harder than falling.dysartes wrote:BigNorseWolf wrote:PFS has a ruling that lets you use evil spells without them changing your alignment...*adds entry to the growing list of PFS Bad Decisions*It prevents the inverse.
If casting a spell with the Evil descriptor is an inherently bad act, it follows that casting a spell with the Good descriptor is an inherently good act.
Protection from Evil has the Good descriptor and no material cost.
I juggle a few pearls of power to cast Protection from Evil on the party before we enter an area where combat is likely. Yay, I'm 5 steps up towards good. I would have to cast 10 Infernal Healing spells to shift my original neutral alignment down to evil.
*As argued by a Lawful Neutral follower of Asmodeus, which subjective experience seems to include a great many PFS players and most of the rules forumites.
| Zedth |
Are there no opportunistic Devils hanging out on the material plane of their own free will making deals for their blood? deals that they know will end with the users more devil than mortal? seems pretty in character to me
Sure, that's "in character" but that had nothing to do with my statement. It was a humble observation about how uncommon a devil might be who is "hanging out" as opposed to be summoned. Common enough to have blood samples to hand out to any mage who wants it? Maybe, maybe not, depending on the game setting.
*shrugs*
| Thornborn |
Since this has already had some homebrew posted...
We had one local campaign where we were all students at a just-destroyed magical academy. One of the houserules for the game was that 'Infernal Healing' was not _one_ spell, but rather, the spell 'Blood Calling', cast using Devil's Blood. The knack of casting BC with any particular blood was something we (each PC) had only mastered with a single type, however, so...
The Druid-leaning chick used Hallowed Sap, and her BC only healed in sunlight, was a bit nerfed on fleshies, and better on plants.
My character used Modron Oil for his BC, which didn't heal fleshies well at all, but also could do minor repairs.
And on the topic of alignment drift...
If the intent of the caster does not matter, and evil marker moves me evil, then I can balance (as observed above) by casting Protection from Evil, which has the good marker. Because that intent doesn't matter, either.
And if intent does matter, then I expect the good the party is otherwise doing will keep me above water, spiritually speaking. Of course, such hubris may be the Devils' plan, all along. Personally, I think their plan is simpler: Make the blood a commodity, and you ensure your kind will continue to be called, even if only as blood sources. Set themselves up as victim? Why not, when you want more criminals?
Thoughts for those who'd like to restrict the spell as written...
You have to get around the 'spell component pouch is assumed to have any component which has no stated cost'. So perhaps you state, '1 Silver Piece value in Devil's Blood'. Maybe you have your local authorities ban Devil's Blood, not for this one spell, but because larger quantities are A) derived from Callings, and B) used to draw circles for Nefarious Purposes.
Of course all that's just good roleplay. It's melancholy, but such involved RP is not automatically a good thing in PFS, where we have X many programmed encounters to fit into a Y-hour timeslot.