I use alignment to power
SPELL selection
therefore, alignment has real meaning and game application.
...You can cast a spell repeatedly provided you don't exceed level based limits for SPELLS ALLOWED PER DAY if any only if your alignment is congruent with the magic school.
therefore, alignment has real meaning and game application.
...You can cast a spell repeatedly provided you don't exceed level based limits for SPELLS ALLOWED PER DAY if any only if your alignment is congruent with the magic school.
Divine
spheres or magical schools that are
considered Lawful (L) are abjuration, alchemy, earth,
justice, protection, runes, and strength.
…
CHAOTIC individuals avoid details, platitudes and commitment. Some may view them as reckless and
undependable; however, they tend to be tolerant and accepting of others. They
place a great value on liberty and choice. Chaotic societies tend to be
organized by clans or tribes with property being inherited by the strongest
progeny or the bulk of the estate is buried with the decedent.
Divine
spheres or magical schools that are
considered Chaotic (C) are air, charm, enchantment, illusion, liberation, luck, trickery and wind/ zephyr.
…
NEUTRAL
creatures value their families and personal security over cosmic or moral
issues. They will only take a risk if
the gains are large or if their family or homes are threatened. Neutral civilizations tend to be ruled by
elected officials or guilds. Property is
inherited thru adherence to a written will.
There
are no ‘neutral’ magical spheres, but Nature has her own adherents (plants, animals, weather). Any caster may use general or unassigned spheres ( - ) of magic such as conjuration, evocation, fire, knowledge, transmutation, travel, war and wish.
..
GOOD creatures revere truth, beauty,
charity, chastity, sobriety and the property rights of the weak. Good PCs will
pledge their lives, their fortunes and their sacred honor to defeat tyranny.
Divine spheres or magical schools that are considered Good
(G) or white magic are divination,
creation, healing, honor, nobility,
sun and water .
…
EVIL creatures do not respect the life, liberty or the
property rights of others. They are motivated by personal gain and a sense of
entitlement. They take, kill or deceive
without remorse and follow leaders because of ambition, fear or greed, not adoration.
Divine
spheres or magical schools that are
considered evil or black magic are
curses, darkness, death, destruction, disease and necromancy.
Players may choose any alignment they want
and need not reveal it to others. There are some magical items that can only be
used by one alignment of characters. If
the Dungeon Master feels that a character has begun to behave in a manner
inconsistent with his declared alignment he may rule that he has changed
alignment and penalize the character with a loss of one level.
…
No cleric, priest, agent or mage can know
or learn spells that are of opposite alignment than their own;
lawful mages cannot
cast charm or illusions. And
good priests may cast cure wounds multiple provided they don’t exceed their level based
limits or spells allowed per day.
…
Evil people seldo declare their motivations. Evil NPCs will attend charity events,
political rallies and worship services alongside decent and loyal villagers. Many
evil people actually have little insight into their true nature, hiding behind half-truths
and excuses, insisting that the problem lies in other people’s
misinterpretation of their behavior. Part
of being an effective conman, charlatan, politician, blogger troll or trial lawyer is to
actually deceive yourself into believing that the product, cure, cause
or argument that you champion is just or righteous.
…
Evil people
depend upon duplicity and deceit to further their selfish and malicious
goals. The wiser and more powerful the being,
the more established and influential their social ties; therefore, even if the truth is openly declared, it will often
be ignored, distorted, mocked or violently denounced as slander. Although know alignment spell is personally
edifying to the caster, it will seldom convince others that an influential NPC
is a crook, liar, undead or
worse.
…
Real people (your friends, family and neighbors) are often more complex than fantasy characters.
Discretion and tact dictates it is best to avoid using
fantasy game mechanics to categorize individuals or political parties as good
or evil & lawful or chaotic. Real
people tend to have diverse motivations and do not readily settle on Table 4.1
that was liberated from the blog of Roger the GS on 29 Sep 2010.
My "Alignment" is Chaotic Evil .... (with some "Lawful" tendencies).....
ReplyDeleteAnd this pathetic little Town has just "Pi$$ed-Off" a very powerful Necromancer....!!!
Creating a spell casting character that is CHAOTIC EVIL allows one to cast a lot of spells repeatedly from these divine spheres or magical schools providing you don’t exceed your level based limits on Spells Allowed per Day.
ReplyDelete…
Choosing to embrace CHAOS as a necromancer would prevent your character from learning Lawful & Good spells such as
abjuration, alchemy, earth, justice, protection, runes, and strength as well as
divination, creation, healing, honor, nobility, sun and water.
…
All spell casters have access to Neutral or unaligned spells.
…
Indiividual DMs may reassign magical schools or divine spheres differently, but I think we call all agrree that healing is Good, necromancy is Evil, illusions are Chaotic and the Law protects
(;oftentimes the wrong people).