Divine Wrath issue with neutral characters


Rules Discussion


Hello everyone,

I found this issue on Divine Wrath. Divine Wrath deals alignment damage and affects neutral characters...

It's kind of buggy to me.


I'm not sure what part is the issue, that neutral characters could take damage, even if it's less? Or the fact that it is a useless spell to a character with a true neutral god?


If it's about the true neutral god, a player in my group once had a discussion about how true neutral clerics suck for a few things. The way I see it, it is the same as any stat, yes you get less with a poor choice in alignment, same as if you make your Charisma and Wisdom 8's. There are poor options that most people avoid.


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Kennethray wrote:
I'm not sure what part is the issue, that neutral characters could take damage, even if it's less? Or the fact that it is a useless spell to a character with a true neutral god?

The first one. Neutral characters are immune to alignment damage, so they are not supposed to take any damage from Divine Wrath...


I dont think it ever said that natural are immune to alignment damage. Just that the general rule is good only damages evil, lawful only damages chaotic, etc etc. Seems the spells is doing a specific over general thing.


Divine Wrath has two effects. Damage and a debuff. The damage is alignment damage, so it follows all the rules normally for that.

The rule then says that creatures that match the chosen alignment are unaffected by the spell and creatures who are neither matched nor opposed treat their save as one degree better.

So say you choose Lawful and there's a lawful, neutral and chaotic character in the blast.

The lawful character doesn't roll anything and ignores the spell.
The neutral character rolls and treats their degree of success as one higher, so if they crit fail they're sickened 1. They don't take damage because that's how alignment damage works.
The chaotic character rolls their save as normal, so if they crit fail they take 4d10 damage and are sickened 2.


Huh, I hadn't considered that neutral characters would only suffer the sickened condition rather than alignment damage as a specific exception, but that does seem right by RAW.

Kennethray wrote:
If it's about the true neutral god, a player in my group once had a discussion about how true neutral clerics suck for a few things. The way I see it, it is the same as any stat, yes you get less with a poor choice in alignment, same as if you make your Charisma and Wisdom 8's. There are poor options that most people avoid.

Neutral gods also tend to get other blast options. Lightning Bolt for Gozreh, Phantasmal Killer for Pharasma. Even Gorum, who is CN, gets Weapon Storm.


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Captain Morgan wrote:
Kennethray wrote:
If it's about the true neutral god, a player in my group once had a discussion about how true neutral clerics suck for a few things. The way I see it, it is the same as any stat, yes you get less with a poor choice in alignment, same as if you make your Charisma and Wisdom 8's. There are poor options that most people avoid.
Neutral gods also tend to get other blast options. Lightning Bolt for Gozreh, Phantasmal Killer for Pharasma. Even Gorum, who is CN, gets Weapon Storm.

Too bad there aren't other options for divine sorcerers who worship no god or a neutral god yet are given Divine Wrath by their bloodline (and by RAW cannot cast it).


Bluescale wrote:
Captain Morgan wrote:
Kennethray wrote:
If it's about the true neutral god, a player in my group once had a discussion about how true neutral clerics suck for a few things. The way I see it, it is the same as any stat, yes you get less with a poor choice in alignment, same as if you make your Charisma and Wisdom 8's. There are poor options that most people avoid.
Neutral gods also tend to get other blast options. Lightning Bolt for Gozreh, Phantasmal Killer for Pharasma. Even Gorum, who is CN, gets Weapon Storm.
Too bad there aren't other options for divine sorcerers who worship no god or a neutral god yet are given Divine Wrath by their bloodline (and by RAW cannot cast it).

Yeah that is an issue, to be sure. Albeit one that is fairly easy to house rule.


Bluescale wrote:
Too bad there aren't other options for divine sorcerers who worship no god or a neutral god yet are given Divine Wrath by their bloodline (and by RAW cannot cast it).

I have some thoughts on the topic here.


Bluescale wrote:
Captain Morgan wrote:
Kennethray wrote:
If it's about the true neutral god, a player in my group once had a discussion about how true neutral clerics suck for a few things. The way I see it, it is the same as any stat, yes you get less with a poor choice in alignment, same as if you make your Charisma and Wisdom 8's. There are poor options that most people avoid.
Neutral gods also tend to get other blast options. Lightning Bolt for Gozreh, Phantasmal Killer for Pharasma. Even Gorum, who is CN, gets Weapon Storm.
Too bad there aren't other options for divine sorcerers who worship no god or a neutral god yet are given Divine Wrath by their bloodline (and by RAW cannot cast it).

Let's take a step back. There is no "neutral god" bloodline (or even a psychocomp one) , so to be a divine sorcerer you have already had to pick a bloodline associated with some kind of alignment (sorry not buying "undead isn't evil"), so outside of "making a point" or masochism, why are you suddenly neutral? The PC is a sorcerer, so they don't have to tithe, go to church, or deal with anathemas, so except for what kind of damage you do, picking a god is cosmetic, and can be pretty much forgotten afterwards.

Sorry, nothing about this screams "poor, innocent player lead astray by a trap option." You pretty much have to go out of your way to have this problem.


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Mechagamera wrote:
Let's take a step back. There is no "neutral god" bloodline (or even a psychocomp one) , so to be a divine sorcerer you have already had to pick a bloodline associated with some kind of alignment (sorry not buying "undead isn't evil"), so outside of "making a point" or masochism, why are you suddenly neutral?

Yeah, it's not like "I have demonic blood but I use my powers for good" is a really common concept or anything. It's even called out in the core book, that just because you have a bloodline associated with a particular alignment, you don't need to have that alignment yourself.

The Undead bloodline isn't really a problem here, because the spells it grants, while unsavory, don't rely on a deity powering them. And for the deity-reliant spells, well, you can just choose not to take those. There are plenty of other options. But the Angelic, Demonic, and Diabolic bloodlines do grant several spells requiring a deity to cast. So, what are the options?

1. RAW. You need to worship a god to cast e.g. divine wrath. This god does not necessarily need to be connected to your bloodline - you can be a demon-blooded sorcerer worshiping Erastil and cast lawful or good spells. But if you don't worship a god, you're SOL. This is unsatisfying, because one of the draws of being a sorcerer is that you don't rely on outside sources for your power.

2. Base them on your bloodline. This is flavorful, but in many campaigns counter-productive. If you intend to have fun being Hellboy, having your divine wrath hurt your buddies but not your foes seems like a poor choice.

3. Base them on your own alignment. This is also fairly cool - you are your own power source, so any aligned spells you cast reflect your own morality.

4. Replace the spells in question with other spells that do not rely on a deity.


Mechagamera wrote:
Sorry, nothing about this screams "poor, innocent player lead astray by a trap option." You pretty much have to go out of your way to have this problem.

Even supposing your point is true (which is isn't), why would that be a good thing to have in the first place?


Squiggit wrote:
The neutral character rolls and treats their degree of success as one higher, so if they crit fail they're sickened 1. They don't take damage because that's how alignment damage works.

RAW, these are the rules. But RAI, considering how these spells were handled in PF1, I don't think it was the intent. Especially considering that you ask neutral characters to roll only for a Sickened 1 condition on critical failures... it would have been quicker to say that they don't have to roll.

Also, there's a weird implication of all that: It means that, now, Divine Wrath can be cast on your allies without (much) risk. It's a Fireball-size spell that only targets enemies. It's clearly one of the best AoE spell of the game, now. Damage is low, but it's so easy to have all enemies inside the burst that you can deal tremendous damage...

I'm in the process of making an Angelic Sorcerer, and the more I read about the Divine spell list, and the more I discover this is an impressive spell list when it comes to damage, with both the best single target damaging spells, and, thanks to Divine Wrath, extremely potent AoE spells.
I think many overlooked that, when I read people considering the divine spell list to be the worst in the game.


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SuperBidi wrote:


Also, there's a weird implication of all that: It means that, now, Divine Wrath can be cast on your allies without (much) risk.

Why is that a weird implication? That's just how aligned damage functions in this edition. It was specifically built to work that way. It feels intentional to me.

The problem, of course, is that it's a doubled edged sword and some of the enemies you fight won't be hurt by it either (more or less depending on the type of campaign ofc).


Squiggit wrote:
SuperBidi wrote:


Also, there's a weird implication of all that: It means that, now, Divine Wrath can be cast on your allies without (much) risk.

Why is that a weird implication? That's just how aligned damage functions in this edition. It was specifically built to work that way. It feels intentional to me.

The problem, of course, is that it's a doubled edged sword and some of the enemies you fight won't be hurt by it either (more or less depending on the type of campaign ofc).

Weird implication, which is that Divine Wrath, unlike most Fireballs and other AoE spells, can be cast on your allies without issue. Considering that having all the enemies evil is a common situation, it makes Divine Wrath one of the best AoE spell of the game. Maybe the best, in fact, as you can reliably smash all enemies with it every round while Fireball is a very hard to land spell, especially if you want to target all enemies.


SuperBidi wrote:
Squiggit wrote:
SuperBidi wrote:


Also, there's a weird implication of all that: It means that, now, Divine Wrath can be cast on your allies without (much) risk.

Why is that a weird implication? That's just how aligned damage functions in this edition. It was specifically built to work that way. It feels intentional to me.

The problem, of course, is that it's a doubled edged sword and some of the enemies you fight won't be hurt by it either (more or less depending on the type of campaign ofc).

Weird implication, which is that Divine Wrath, unlike most Fireballs and other AoE spells, can be cast on your allies without issue. Considering that having all the enemies evil is a common situation, it makes Divine Wrath one of the best AoE spell of the game. Maybe the best, in fact, as you can reliably smash all enemies with it every round while Fireball is a very hard to land spell, especially if you want to target all enemies.

There's nothing weird about that? Divine Wrath being a great aoe vs the correct alignment seems intentional and pretty cool.

A Paladin gets in trouble while fighting a wave of demons, calls for aid, cleric from the tower calls down Divine Wrath on top of him and lays waste to the demons while the Paladin is fine.

Not sure what "weird implication" there is.


Vlorax wrote:
Not sure what "weird implication" there is.

It's just that I was not expecting the Divine spell list to be the blaster spell list. I was expecting the Arcane one or the Primal one at that role. But maybe is it just an issue with my vision of the traditions. It's true that, besides healing, the Divine spell list doesn't have much good spells. So, I think it's kind of balanced.

Sovereign Court

SuperBidi wrote:
Kennethray wrote:
I'm not sure what part is the issue, that neutral characters could take damage, even if it's less? Or the fact that it is a useless spell to a character with a true neutral god?
The first one. Neutral characters are immune to alignment damage, so they are not supposed to take any damage from Divine Wrath...

For my own rules, I've said that Alignment damage has full effect vs the opposite alignment, half damage vs neutral, and no damage vs the same alignment. So this way a true neutral can be harmed, at least somewhat, by all alignment damage types, but doesn't suffer the full effects from any of them.

I came up with this rule following the thread a while back about how Divine Lance is like an instant "Detect Evil" spell if you go around throwing it at strangers. This way, non-opposed alignments can still be hurt, so someone throwing around alignment damage doesn't instantly know know the target's alignment.


Samurai wrote:
SuperBidi wrote:
Kennethray wrote:
I'm not sure what part is the issue, that neutral characters could take damage, even if it's less? Or the fact that it is a useless spell to a character with a true neutral god?
The first one. Neutral characters are immune to alignment damage, so they are not supposed to take any damage from Divine Wrath...

For my own rules, I've said that Alignment damage has full effect vs the opposite alignment, half damage vs neutral, and no damage vs the same alignment. So this way a true neutral can be harmed, at least somewhat, by all alignment damage types, but doesn't suffer the full effects from any of them.

I came up with this rule following the thread a while back about how Divine Lance is like an instant "Detect Evil" spell if you go around throwing it at strangers. This way, non-opposed alignments can still be hurt, so someone throwing around alignment damage doesn't instantly know know the target's alignment.

In general, I disagree with your house rules (I don't like house rules) but this one is a sane one in my opinion.


SuperBidi wrote:
It's just that I was not expecting the Divine spell list to be the blaster spell list. I was expecting the Arcane one or the Primal one at that role. But maybe is it just an issue with my vision of the traditions. It's true that, besides healing, the Divine spell list doesn't have much good spells. So, I think it's kind of balanced.

Divine Wrath is also a bit weaker than arcane and primal blasting spells. A 4th level arcane blast would deal 5d12 (lightning bolt) or 8d6 (fireball), which is about 25% to 45% more than Divine Wrath.

And while dealing aligned damage is often convenient on account of the friendly fire issue, it can also be a problem when fighting Big Dumb Monsters. Divine Wrath ain't going to do you much good when the party fighter is getting unwanted hugs from a Giant Anaconda.


Staffan Johansson wrote:
SuperBidi wrote:
It's just that I was not expecting the Divine spell list to be the blaster spell list. I was expecting the Arcane one or the Primal one at that role. But maybe is it just an issue with my vision of the traditions. It's true that, besides healing, the Divine spell list doesn't have much good spells. So, I think it's kind of balanced.

Divine Wrath is also a bit weaker than arcane and primal blasting spells. A 4th level arcane blast would deal 5d12 (lightning bolt) or 8d6 (fireball), which is about 25% to 45% more than Divine Wrath.

And while dealing aligned damage is often convenient on account of the friendly fire issue, it can also be a problem when fighting Big Dumb Monsters. Divine Wrath ain't going to do you much good when the party fighter is getting unwanted hugs from a Giant Anaconda.

I've played a Paladin in 1E for long enough to know that the "neutral enemy" is a near myth. You fight 90% of the time evil enemies. If you happen to be in a campaign with lots of neutral characters, I agree that Divine Wrath gets impossible to use, but it's the rarity.

Fireball and Lightning Bolt deal more damage, but Divine Wrath has a debuffing component to take into account. Also, good damage resistance is inexistant (outside non evil opponents) and good weakness very common.
Lightning Bolt area is nowhere close to Divine Wrath area, so it's not a competitor. And Fireball deals fire damage, the most easily resisted element.

Sorry, but I don't find Fireball and Lightning Bolt to be valid competitors. You'll be able to put a Fireball once every 3 fights when you can spam Divine Wrath every time there are more than 2 opponents.


Divine Wrath does less damage, but can debuff and is less likely to negatively impact your allies. Fire resistance is common, but weakness to fire isn't exactly rare either and good immunity is one of the most common immunities in the bestiary. Yeah

All of this is really self evident though and I'm still kind of confused about what's weird here or what your point actually is. Is it that Divine Wrath is a good blasting spell if you fight lots of evil enemies? Because, again, that's kind of self evident.


Self evident, not entirely. In previous editions, Holy Smite (the equivalent of Divine Wrath(Good)) was way worse than most blasting spells. Now, it's kind of the bread and butter blasting spell as you can cast it very easily when all the other blasting spells are hyper situational.

It puzzles me, and I tend to think it's not RAI. It makes Divine Wrath too good, in my opinion.


Comparing the two, Holy Smite does slightly less damage than Divine Wrath, but imposes a stronger condition, deals half damage against neutral enemies and gets a damage boost against outsiders. It also targets Will instead of Fort.

That seems fairly comparable. Smite wins outright if you're more concerned about debuffing or fighting outsiders, even (or you're fighting a mix of evil/neutral enemies).


SuperBidi wrote:
Squiggit wrote:
The neutral character rolls and treats their degree of success as one higher, so if they crit fail they're sickened 1. They don't take damage because that's how alignment damage works.

RAW, these are the rules. But RAI, considering how these spells were handled in PF1, I don't think it was the intent. Especially considering that you ask neutral characters to roll only for a Sickened 1 condition on critical failures... it would have been quicker to say that they don't have to roll.

Also, there's a weird implication of all that: It means that, now, Divine Wrath can be cast on your allies without (much) risk. It's a Fireball-size spell that only targets enemies. It's clearly one of the best AoE spell of the game, now. Damage is low, but it's so easy to have all enemies inside the burst that you can deal tremendous damage...

I'm in the process of making an Angelic Sorcerer, and the more I read about the Divine spell list, and the more I discover this is an impressive spell list when it comes to damage, with both the best single target damaging spells, and, thanks to Divine Wrath, extremely potent AoE spells.
I think many overlooked that, when I read people considering the divine spell list to be the worst in the game.

Do not assume that things work like they did in PF1. Ever. So many things have the opposite ruling, like the DC to jump over a 10' pit. The design team has even bragged about how they did not copy a single word from PF1 into the CRB.


SuperBidi wrote:
I've played a Paladin in 1E for long enough to know that the "neutral enemy" is a near myth. You fight 90% of the time evil enemies. If you happen to be in a campaign with lots of neutral characters, I agree that Divine Wrath gets impossible to use, but it's the rarity.

Important fights tend to be with evil enemies, but you can get plenty of random encounters with various beasts and non-evil monstrosities. Sometimes, they're even mixed (evil boss with neutral minions).

Quote:
Lightning Bolt area is nowhere close to Divine Wrath area, so it's not a competitor.

Technically, Lightning Bolt has a little over half the area of a Fireball or a Divine Wrath (24 vs 44 squares), but I agree that in practice a 120 foot line means "one or two targets, and sometimes more if things are just right". But in some encounters, that's just what you want.


I've found neutral enemies to be pretty common, but a given dungeon will usually have a combination of neutral critters residing in its corners and evil enemies you actually came to kill. So having a combination of blasts available is a good idea if possible.


Squiggit wrote:

Comparing the two, Holy Smite does slightly less damage than Divine Wrath, but imposes a stronger condition, deals half damage against neutral enemies and gets a damage boost against outsiders. It also targets Will instead of Fort.

That seems fairly comparable. Smite wins outright if you're more concerned about debuffing or fighting outsiders, even (or you're fighting a mix of evil/neutral enemies).

In fact, you're right, I'll just shut up. I'll first wait to test it, which will take a lot of time as I need to be level 7. And I'm also expecting the nerf hammer to hit it at some point, but the less I speak about it and the lower the chances :D

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