becoming evil by casting evil spells? [Archive] - Wizards Community

Post/Author/DateTimePost
Seraph of Babel

05-04-04, 12:19 AM
BOVD p.8 says, "Sometimes, a nonevil spellcaster can get away with casting a few evil spells, as long as he or she does not do so for an evil purpose."

1. How many spells with evil descriptor can a good or neutral character cast for a NON-evil purpose before he switches alignment towards evil?

2. How many spells with evil descriptor can a good or neutral character cast for an evil purpose before he switches alignment towards evil?

3. What happens if the said character activates a wand (or like magic item) containing an evil spell?

I suppose it may consider spell levels, corrupt vs. normal evil spells, etc. Has anyone came up with a system for this or some opinions?
Dracoulis The Phyrexian

05-04-04, 04:39 AM
1. Not too many. There's no defined amount, so the DM will have to wing it. All in all, there's not too many instances where one needs to cast an evil spell for a good purpose. Odds are, you have another spell you could use instead.

2. Even less than #1. However, keep in mind that there aren't too many evil spells that really should be cast for non-evil purposes. Other spells can usually do the job, as well.

3. Using a wand that contains an evil spell (or any other magic item, really) is about as evil as casting the spell yourself. No weaseling out of it, it's still you using an evil spell.
howlingwolf

05-04-04, 04:47 AM
My general thing would be frequency.. If you're popping out hearts from chest on a regular basis, or on say, some obviously puny opponent, ( Needing it as a spell component is NOT a excuse! ) That's 'Evil' as it were.

But perhaps immolating the BBEG before they carry out their own utterly evil plan would be a 'I feel the dark side growing within you... o.o' moment. It's up to the PC to pick which way they go.

Perhaps a alternative if wishing to put it down to mechanics is a Atonement after casting a obviously evil spell.
nick012000

05-04-04, 05:10 AM
Some of the Evil spells aren't really that Evil though, compared to some other spells...

Animate Dead: Oh wow, you have an animated corpse. Little different to casting Animate Object, from a moral standpoint.

Enervation: You just level drained them. Wow. He feels a bit sluggish.

Are they really that much worse that casting a spell to create acid eats someone in half? Or light someone on fire?
Dracoulis The Phyrexian

05-04-04, 05:25 AM
Animate Dead is an evil spell because it creates evil creatures (skeletons and zombies are always evil). It's much the same reason as why Summon Monster N is an evil spell when used to summon an evil being.

Ennervation isn't an evil spell. Neither's the nastier form of it, Energy Drain. Thus, no argument.
Beamup

05-04-04, 08:49 AM
Originally posted by Seraph of Babel
1. How many spells with evil descriptor can a good or neutral character cast for a NON-evil purpose before he switches alignment towards evil?

Depends on the spells, the purpose, the situation, the character, and the DM.

2. How many spells with evil descriptor can a good or neutral character cast for an evil purpose before he switches alignment towards evil?

See above, but less than #1.

3. What happens if the said character activates a wand (or like magic item) containing an evil spell?

Same as casting it.
Seeker95

05-04-04, 10:26 AM
In my campaign, casting [evil] spells is an evil act. If a character continues to cast these spells, s/he will "become" evil.

However, I also do not allow players to "pick" their alignments. I assign them. If your character is comfortable casting [evil] spells, s/he doesn't *become* evil, s/he *is* evil. If your character reluctantly casts [evil] spells, s/he doesn't *become* evil, but s/he is not likely to be good either.

Play your character however you want. Let the DM determine your alignment by your actions.