WagnerSika |
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You can be evil in the first place, then you won't change alignament.
If you want to hack it, cast a Good spell immediately after the Evil spell, thus keeping balance. It is somewhat silly rule that you can mitigate your evil deeds by spamming spells with the Good descriptor. Just cast Angelic aspect on yourself after raising your undead army and forget about the alignament problems.
Set |
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The easiest solution is just to skip the [evil] spells. Animate dead is kinda terrible anyway, requiring a bunch of onyx to make some utterly trash minions that cause more trouble than they're worth, IMO.
(Annoy the goods by using lasting animate objects spells on 'skeletons' carved out of driftwood. I believe the rules are in Ultimate Magic? Can't be turned, can't be smitten, not even a little bit evil, just kinda sassy, since it *looks* sketch.)
If you find that the necromancy school lacks much in the way of non-evil spells, feel free to research some.
Remove your own spirit to go scouting all invisible and incorporeal like.
Contact the residual spirits of the area to 'gather information' from the dead in an area (note that, for those long dead, their information could be woefully out of date, since the actual souls left ages ago, and all you'd be talking to are the 'spiritual remnants' one talks to with speak with dead, and learning only stuff they knew when alive).
Bolter people (or yourself) with a spiritual advisor that 'buffs' someone by giving them a +2 to a skill check, attack roll or their AC vs a single target (as if they've got someone using the Aid Other action every round, which, they do!).
Use your own spirit to animate an object, like a cheap version of animate objects that requires you to be unconscious and piloting the animated object from within (and can be disorienting when the object you are piloting gets destroyed! You may be stunned, or even take a small amount of nonlethal damage for an especially traumatic destruction!).
All sorts of tweaks on fear, like an area 'shaken' spell, or a contagious fear spell that afflicts those who are touched by the panicked foo (best to cast in a mob of bad-guys, where the runner is gonna touch all sorts of their allies while fleeing in a panic!).
Just tons of stuff you can do with your own spirit / life force, or the 'residual spiritual essence' that is used by speak with dead (or forms haunts) that doesn't muck with *other* peoples souls, or rotting corpses, or diseases, or bugs, or anything gross, really, let alone evil.
Derklord |
is there any ability ,feat or class that can help you not lose your alignment due to casting evil spells Ex; a wizard casting animated dead but if he keeps casting it he will lose alignment !.like how to prevent the alignment change ???
Have you talked to your GM?
No rule says that casting alignment tagged spells changes your alignment. So check if it even is an issue at your table.Azothath |
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the whole thing of going Evil is overblown. Alignment is a rough gauge for roleplaying and some spell targeting. Alignment is initially set by the player and adjusted during play by the GM (as there can be a mismatch betwen expectations and actions).
Divine casters and PC's with codes/oaths have to worry about it.
Talk to your Home Game GM.
Casting spells with the [evil] descriptor does not alter Alignment in PFS. The GM will inform you before an intended act if it will alter your alignment. It's rare but sometimes worth the atonement.
Azothath |
Again, this topic is mainly under GM purview. We've explained RAW and what Organized Play does (a huge multiplayer paizo sponsored campaign).
Otherwise it seems to be your expectations/fears. You really just need to talk to your GM and possibly come to a decision about how to handle the creation & destruction of Undead so that it is not Evil per se and you can run the character without dread of alignment change from that activity.
Ofcourse your PC could do other stuff that would cause the change. Letting your creations do Evil things while under your control is going to count against your PC's alignment, so you need to be clear about their instructions. The sentient undead are going to be difficult to control.
The in-game penalty is an Atonement:A5 and NPC casting cost of $10*5*(9{min} or your Lvl+1) and sometimes +$50(1/10th focus cost).
You really need the Advice Forum rather than the Rules forum.
A simple solution is to get a neutral familiar so the GM has a way to advise you as to what is Evil or not.
Pizza Lord |
the whole point was to be a Necromancer and raise undead without losing alignment the character is not evil but doesn't wana become evil
Unfortunately, using evil spells to animate or create undead is an evil act. Doing evil acts will make you evil. You are infusing evil elemental spirits into the corpses to animate them. You may as well be saying you want to commit just a few crimes and not be a criminal. Other than changing the premise of crimes (like making them not crimes, ala The Purge) or good and evil. Even if you go to some deserted, undiscovered island where there isn't technically a law against murdering someone so you can murder someone... you're still going someplace to murder someone.
Casting one or two (or ten) such spells may or may not actually change your alignment, only your GM can determine that, likely based on your other actions, but the actions are undeniably evil (their intensity or 'level' of evilness is debatable).
Creating undead will be difficult to do as a good person (or even neutral person). At best you can find some undead and use command undead or control undead to gain temporary control.
Otherwise there's a skeleton crew spell that creates skeletons to man a ship (it isn't listed as [evil], but that might entirely be an oversight or error). They can't attack or defend, but it's something. You can also use them for a corpse hammer spell if they get destroyed or rig them with bombs or some sort of explosive. Maybe convince your GM to let you develop a similar spell that raises undead for a simple, non-direct combat purpose, like tending fields or manning a catapult or siege weapon (even if only to aim or reload, requiring someone else to fire it), even if you have them crewing a pirate ship to ram other vessels or aim a catapult to fire at an orphanage.
Otherwise, as mentioned by others, Beyond Morality will prevent alignment effects.
Mysterious Stranger |
Check with you GM to see if the JuJu mystery from serpent’s skull is available. If you take the spirit Vessels re3veelaation necromancy spells that create undead lose the evil descriptor and the undead created are not evil.
There are actually 2 JuJu mysteries so make sure which one you are taking. The one from Faiths and Philosophies does not have that revelation.
Raising undead seems powerful but really is not. Once get into the mid to high levels undead you can raise are not that powerful.
Zehnpai |
Another pseudo-option is have them play an Alchemist instead. You can take the discoveries alchemical zombie and boneshard bomb. They don't count as evil acts and boneshard bomb doesn't have a cost associated with it either.
If they hit level 14 you can even get greater alchemical simulacrum which lets you create an army of any kind of undead you desire.
zza ni |
Spells changing alignment by casting is an optional rule (i think from the horror rulebook?) as per RAW casting spells of the [evil] kind does not make you evil (nor is casting [good] spells making you good).
I think that spells should be considered tools and their effect on alignment should be judged individually by their result and intent, not the spell itself (unless it main effect IS an evil result. like making a soul gem, but even then doing it to seal off an evil creature from coming back might be seemed acceptable of two evils).
As a side note, in the games I run as gm I ignore the whole 'clerics can't cast spells of opposed alignment'.
It leads to stupid results like evil casters not being able to use protection from evil when dealing with fiends, which is the most basic spell when interacting with them (more so the circle version) and an evil caster by far would DEAL with fiends on a more regular base then any other. (I've had a GM who solved this by heaving his Evil casters employ neutral casters for mainly this bit, but I think it's just wrong)
The same for good when dealing with infighting between celestial beings. heaven need a way to seal off\restraint rogue agents before they fall.
-A shoutout for 'Good Omens'.
Dasrak |
This is very much a "talk to your GM" situation.
Alignment as a game mechanic and narrative mechanic only holds together as a coherent concept if everyone agrees not to go poking at it. If you start doing something like "non-evil necromancer" and challenge the conventional notions of alignment, it can easily fall apart for the thinly-veiled narrative conceit it is. The alignment system is arbitrary BS written from a specific cultural perspective at a specific time and place in our real-world, and it exists to facilitate simple stories of good vs evil. If you expect more than that from it then it's going to fall apart.
If you are in a campaign where the story and narrative presumes that necromancy and undead are evil, and moral nuance is kept to a minimum, then your necromancer concept will be disruptive at best and immersion-breaking at worst. If you are in a campaign where those premises are not necessary then the GM can simply let you play a non-evil necromancer.
Derklord |
Unfortunately, using evil spells to animate or create undead is an evil act.
Rule quote on this please.
You are infusing evil elemental spirits into the corpses to animate them.
Huh? Is that actually said somewhere?
The casting aligned spells may be optional, but I seem to remember that creating undead is an evil act. I think back in the days when developers actually participated in the 1E boards they made that clear.
Well, if they wanted to make that a rule, they could have made that a rule. Honestly, if it's not a rule, it's not "made clear".
Tom Sampson |
Mysterious Stranger wrote:RAW, only the one from Faiths and Philosophies is available as it is the updated version of the older one.There are actually 2 JuJu mysteries so make sure which one you are taking. The one from Faiths and Philosophies does not have that revelation.
That isn't RAW, as there isn't a written rule that declares that, and that principle (new content with the same name supercedes the old) has been treated with latitude before, as otherwise by the same token we would have to disallow the Fighter's Lore Warden archetype from the PFS Field Guide in favor of the one published in the Adventurer's Guide too, but ultimately even in PFS they were just held as different archetypes with the same name.
Ultimately, it's more "ask your GM" territory. Some will allow it. Others not.
Incidentally, the Dirge Bard archetype allows the Bard to use Animate Dead as a bardic performance without it counting as an evil act.