Does Spirit Damage with the Holy trait harm PCs?


Rules Discussion


We've updated to the Remaster and the whole Vitality, Spirit, Holy, no more Alignments etc is causing some confusion.

Our Cleric likes to use the Wall of Virtue spell and we didn't know if it would harm the PCs if the jumped through it.

Does it?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yes. Spirit damage harms every kind of PC that exists. Nothing about the Holy or Unholy traits changes that.

You might take a look at Divine Wrath, which was re-written to only affect enemies in the area, to maintain its old identity of generally being party-safe.


'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage.'
As I read compatibility erratas, I suppose you should make the following change:
'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 spirit damage if it's unholy and 1d8 vitality damage.'
So PCs would take 1d8 spirit damage only if they were unholy somehow (and 1d8 vitality damage if they would have void healing). If both conditions aren't true there's no damage.

HammerJack wrote:
Yes. Spirit damage harms every kind of PC that exists. Nothing about the Holy or Unholy traits changes that.

Yes, but good/evil replacements to spirit are always conditional as far as I see.


Errenor wrote:

'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage.'

As I read compatibility erratas, I suppose you should make the following change:
'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 spirit damage if it's unholy and 1d8 vitality damage.'
So PCs would take 1d8 spirit damage only if they were unholy somehow (and 1d8 vitality damage if they would have void healing). If both conditions aren't true there's no damage.
HammerJack wrote:
Yes. Spirit damage harms every kind of PC that exists. Nothing about the Holy or Unholy traits changes that.
Yes, but good/evil replacements to spirit are always conditional as far as I see.

Wow it seems ALL of PF2e reddit hasn't read the Errata either and Foundry hasn't updated that either.

Thanks man.


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DocMysterio wrote:
Errenor wrote:

'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 good damage and 1d8 positive damage.'

As I read compatibility erratas, I suppose you should make the following change:
'Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 spirit damage if it's unholy and 1d8 vitality damage.'
So PCs would take 1d8 spirit damage only if they were unholy somehow (and 1d8 vitality damage if they would have void healing). If both conditions aren't true there's no damage.
HammerJack wrote:
Yes. Spirit damage harms every kind of PC that exists. Nothing about the Holy or Unholy traits changes that.
Yes, but good/evil replacements to spirit are always conditional as far as I see.

Wow it seems ALL of PF2e reddit hasn't read the Errata either and Foundry hasn't updated that either.

Thanks man.

Well... Maybe I was too hasty: there actually are unconditional replacements of good/evil for just spirit for everyone: DIVINE WRATH, DIVINE LANCE, DIVINE DECREE. But that's mostly spells which were 'choose alignment damage' before the remaster.

Also, in erratas there are things like 'extra 1 spirit damage against unholy creatures', "deal an extra 4 spirit damage if the target is holy" and 'Strikes gain the unholy trait and deal 1 extra spirit damage to holy creatures and creatures with weakness to unholy', but also things like 'replace all instances of "good creature" with "creature that isn't unholy"'. You see the difference. So, it's not as clear-cut.
But considering your particular example of Wall of Virtue which didn't damage non-evil non-negative creatures at all, I still think that my suggestion is correct.


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Errenor wrote:
considering your particular example of Wall of Virtue which didn't damage non-evil non-negative creatures at all, I still think that my suggestion is correct.

I would second that. Especially with the spell being from Knights of Lastwall, the spell is intended to only damage those types of creatures that used to be affected by 'good' or 'positive' damage.

Spirit damage affects nearly everything except constructs, so that isn't a good replacement if done without additional conditions.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Following existing examples, there are several ways that you could choose to convert that spell.

1. Spirit damage with the Holy trait. This is the one you'd expect to see in something like Foundry when there are not more explicit instructions, because it doesn't create a lot of additional questions, and is the most easily and clearly resolved. It's also what I figured your table was doing, from the original question. The result is a spell that harms basically everything but constructs and objects.

2. Spirit damage to Unholy creatures. The compatibility errata for some Champion abilities went this route. On the plus side, it keeps the spell safe for creatures it was safe for before. On the negative side, it also makes the spell weaker against some creatures it worked against before, because many things that were Evil are not going to be Unholy. Should still be reliable for having full function against undead, which is good for a Lastwall spell. It is also the most ambiguous case because while we know that most fiends and undead are Unholy, as well as actual priests and champions of Unholy deities, pretty much everything else is up in the air as a judgement call, especially before Monster Core releases.

3. Spirit damage only against enemies. This is the big buff version, and wouldn't be very appropriate to use in many cases.


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I think your best current spells to look at are Holy Light and Chilling Darkness.

Holy Light, p. 335 PC1 wrote:
You shine a blazing ray of light tinged with holy energy. Make a ranged spell attack. The ray deals 5d6 fire damage. If the target has the unholy trait, you deal an extra 5d6 spirit damage

Chilling Darkness has identical language, but for unholy.

So my suggestion would be to change Wall of Virtue to read:

Any creature that crosses the wall or is occupying the wall's area at the start of its turn takes 1d8 vitality damage. If the creature has the unholy trait, you deal an extra 1d8 spirit damage.

The spell itself should have the Holy trait, so it will trigger Holy weaknesses (just like Holy Light).

Sovereign Court

Yeah, old spells need to be updated with discerning and good taste, not according to a rigid and unyielding algorithm.

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