Caedwyr Posted December 4, 2007 Share Posted December 4, 2007 I need a bit of interpretation about some wizard/sorcerer spells. Specifically, which vanilla spells from BG2:ToB are considered evil (something a 'good' individual shouldn't cast). Many of them can definately be used in an evil way, but I'm looking more for something that is inherently evil and casting the spell cannot be justified as a non-evil action, no matter the outcome or circumstances. If anyone has a good source for any decisions that they can quote, please let me know. I'd prefer 2nd edition sources, but I can go with 3rd edition sources as well so long as whatever is described as being evil about the spell hasn't changed between the editions. SPWI101 GreaseSPWI102 Armor SPWI103 Burning Hands SPWI104 Charm Person SPWI105 Colour Spray SPWI106 Blindness SPWI107 Friends SPWI108 Protection from Petrification SPWI110 Identify SPWI111 Infravision SPWI112 Magic Missile SPWI113 Protection from Evil SPWI114 Shield SPWI115 Shocking Grasp SPWI116 Sleep SPWI117 Chill Touch SPWI118 Chromatic Orb SPWI119 Larloch's Minor Drain SPWI120 Reflected Image SPWI123 Find Familiar SPWI124 Nahal's Reckless Dweomer SPWI125 Spook SPWI201 Blur SPWI202 Detect Evil SPWI203 Detect Invisibility SPWI205 Horror SPWI206 Invisibility SPWI207 Knock SPWI208 Know Alignment SPWI209 Luck SPWI210 Resist Fear SPWI211 Melf's Acid Arrow SPWI212 Mirror Image SPWI213 Stinking Cloud SPWI214 Strength SPWI215 Web SPWI217 Agannazar's Scorcher SPWI218 Ghoul Touch SPWI219 Vocalise SPWI220 Power Word Sleep SPWI221 Ray of Enfeeblement SPWI222 Chaos Shield* SPWI223 Deafness SPWI224 Gliterdust SPWI301 Clairvoyance SPWI302 Remove Magic SPWI303 Flame Arrow SPWI304 Fireball SPWI305 Haste SPWI306 Hold Person SPWI307 Invisibility 10' Radius SPWI308 Lightning Bolt SPWI309 Monster Summoning I SPWI310 Non-Detection SPWI311 Protection from Normal Missiles SPWI312 Slow SPWI313 Skull Trap SPWI314 Vampiric Touch SPWI316 Dire Charm SPWI317 Ghost Armor SPWI318 Minor Spell Deflection SPWI319 Protection from Fire SPWI320 Protection from Cold SPWI321 Spell Thrust SPWI322 Detect Illusion SPWI324 Hold Undead SPWI325 Melf's Minute Meteors SPWI326 Dispell Magic SPWI401 Confusion SPWI402 Dimension Door SPWI403 Fire Shield (Blue) SPWI404 Ice Storm SPWI405 Improved Invisibility SPWI406 Minor Globe of Invulneribility SPWI407 Monster Summoning II SPWI408 Stoneskin SPWI409 Contagion SPWI410 Remove Curse SPWI411 Emotion SPWI412 Greater Malison SPWI413 Otilukes Resilient Sphere SPWI414 Spirit Armor SPWI415 Polymorph Other SPWI416 Polymorph Self SPWI417 Enchanted Weapon SPWI418 Fire Sheild (Red) SPWI419 Secret Word SPWI420 Minor Sequencer SPWI421 Teleport Field SPWI423 Spider Spawn SPWI424 Farsight SPWI425 Wizard Eye SPWI501 Animate Dead SPWI502 Cloudkill SPWI503 Cone of Cold SPWI504 Monster Summoning III SPWI505 Shadow Door SPWI506 Domination SPWI507 Hold Monster SPWI508 Chaos SPWI509 Feeblemind SPWI510 Spell Immunity SPWI511 Protection from Normal Weapons SPWI512 Protection from Electricity SPWI513 Breach SPWI514 Lower Resistance SPWI515 Oracle SPWI516 Conjure Lesser Fire Elemental SPWI517 Protection from Acid SPWI518 Phantom Blade SPWI519 Spell Shield SPWI520 Conjure Lesser Air Elemental SPWI521 Conjure Lesser Earth Elemental SPWI522 Minor Spell Turning SPWI523 Sunfire SPWI601 Invisible Stalker SPWI602 Globe of Invulneribility SPWI603 Tenser's Transformation SPWI604 Flesh to Stone SPWI605 Death Spell SPWI606 Protection from Magic Energy SPWI607 Mislead SPWI608 Pierce Magic SPWI609 True Sight SPWI611 Protection from Magic Weapons SPWI612 Power Word Silence SPWI613 Improved Haste SPWI614 Death Fog SPWI615 Chain Lightning SPWI616 Disintegrate SPWI617 Contingency SPWI618 Spell Deflection SPWI619 Wyvern Call SPWI620 Conjure Fire Elemental SPWI621 Conjure Air Elemental SPWI622 Conjure Earth Elemental SPWI623 Carrion Summons SPWI624 Summon Nishru SPWI625 Stone to Flesh SPWI701 Spell Turning SPWI702 Protection from the Elements SPWI703 Project Image SPWI704 Ruby Ray of Reversal SPWI705 Khelben's Warding Whip SPWI707 Cacofiend SPWI708 Manlte SPWI710 Spell Sequencer SPWI711 Sphere of Chaos SPWI712 Delayed Blast Firewall SPWI713 Finger of Death SPWI714 Prismatic Spray SPWI715 Powerword Stun SPWI716 Mordenkainen's Sword SPWI717 Summon Efreeti SPWI718 Summon Djinni SPWI719 Summon Hakeashar SPWI720 Control Undead SPWI721 Mass Invisibility SPWI722 Limited Wish SPWI723 Improved Chaos Shield* SPWI802 Spell Deflection SPWI803 Protection from Energy SPWI804 Simulacrum SPWI805 Pierce Shield SPWI807 Summon Fiend SPWI808 Improved Mantle SPWI809 Spell Trigger SPWI810 Incendiary Cloud SPWI811 Symbol Fear SPWI812 Abi-Dalzim's Horrid Wilting SPWI813 Maze SPWI815 Power Word Blind SPWI816 Symbol Stun SPWI817 Symbol Death SPWI818 Bigby's Clenched Fist SPWI902 Spell Trap SPWI903 Spellstrike SPWI905 Gate SPWI907 Absolute Immunity SPWI908 Chain Contingency SPWI909 Time Stop SPWI910 Imprisonment SPWI911 Meteor Storm SPWI912 Power Word Kill SPWI913 Wail of the Banshee SPWI914 Energy Drain SPWI915 Black Blade of Disaster SPWI916 Shapechange SPWI917 Freedom SPWI918 Bigby's Crushing Hand SPWI919 Wish Link to comment
Kulyok Posted December 4, 2007 Share Posted December 4, 2007 You'll be surprised at how many evil actions are good if performed by the right guys. (See Imprisonment in the wizard's\sorcerer's Planar Sphere quest, or good old Domination). Link to comment
Caedwyr Posted December 4, 2007 Author Share Posted December 4, 2007 Yeah, hence my conumdrum. Animate dead is one that could be considered evil, if it pulls the souls of the dead back against their wills into the skeletons to animate the corpses. However, if it is just uses magical force to animate the bones, its pretty much just a simple non-evil animate object spell targetted at some skeletons. Then again, if I look at this from a perspective, of what would an individual who doesn't want to even have to deal with shades of grey object to casting. The demon summoning spells stand out as ones to be pruned from his list, and possibly death spell/finger of death (I need to look up their descriptions, same with animate dead) Link to comment
Domi Posted December 4, 2007 Share Posted December 4, 2007 probably Gate; perhaps stuff of major torture quality ie Horrid Wilting, Flesh to Stone, Fireball, Scorcher.... Link to comment
icelus Posted December 4, 2007 Share Posted December 4, 2007 I think it also depends on how you perceive the elements. For instance, fire could be taken as evil because it correlates to hell and such, but on the other, the sun is generally considered good. There's also the whole light vs. dark angle. You could probably make an argument either way for fire- and ice- based spells. Necromancy almost always falls under the evil category. Protection spells usually the opposite. Mind control is iffy. Are we talking Jedi mind tricks or enthralling? I haven't helped at all, have I? Link to comment
Fyorl Posted December 4, 2007 Share Posted December 4, 2007 *sighs* It's simply not as easy as Harry Potter >_< Link to comment
Caedwyr Posted December 4, 2007 Author Share Posted December 4, 2007 @Icelus: No, not very much at all. Like I said, I'm not looking for spells that could be used in an evil manner, but rather spells that are fundamentally evil to use in and among themselves. The various mind control spells might be getting close there as they involve taking away free will, but then you could also argue the same about the monster and animal summoning spells, Most conjuration spells in fact. So, really I'm mostly looking at the Cacofiend, Summon Fiend, Gate, and possibly Animate Dead, Deathspell, Finger of Death, and maybe one or two others depending on how their descriptions read. Necromancy is not an easy class of spells to put a label on, because if you simply label all necromantic spells as evil, then you've just gone and made all the healing spells evil. Link to comment
Daulmakan Posted December 4, 2007 Share Posted December 4, 2007 Interesting discussion. I agree with Caedwyr's points about necromantic spells. I would propose Trap the Soul, Ensnarement, and Feeblemind to the list of potentially evil candidates. Thing is, I can't conclusively state that their use is evil by default. Incinerating an enemy wizard to death via Fireball doesn't seem much better than giving him the intellect of a moronic child. I tend to think of spells as tools, means to an end, and I can't judge any of them as a more inadequate tool than the other. I think this issue is clearer for priest spells, where the nature of the deity determines the available spheres for each priest, and thus determines what is appropriate (or evil, if that's the case) or not. In this way, the problem are not the spells but the ones who use them. So yeah, another unhelpful post I guess. Link to comment
Domi Posted December 4, 2007 Share Posted December 4, 2007 Deathspell, Finger of Death, and maybe one or two others depending on how their descriptions read. I guess the thing for me is that the spells that kill (or designed to kill) instanteneously are more merciful than the ones that inflict pain. Link to comment
Caedwyr Posted December 4, 2007 Author Share Posted December 4, 2007 Yeah, its a lot easier when the description of the spell explicitly states "This spell is evil. It is purely designed and only useful for causing the utmost torment and agony in its subject. It also leaves the subject in a state that they are unable to communicate in any way. For bonus points it also damns their soul to eternal suffering" /sigh Link to comment
Guest Tempest Posted December 4, 2007 Share Posted December 4, 2007 Note: Most necromancy spells aren't evil in the slightest-not all spells relating to death and the dead are evil. Note that Kelemvor and Jergal are both LN, not evil. Not even the Bestow Curse spell is evil-it can be used just as easily by a good character to curse an evil-doer. Here's a list of the 3.5E spells that specifically have the evil descriptor (i.e. for purposes of spells like protection from evil, these are specifically affected): Align Weapon (if used to make a weapon evil) Animate Dead Blasphemy Contagion Create Undead Create Greater Undead Curse Water Deathknell Deathwatch Desecrate Dispel Good Eyebite Magic Circle Against Good Nightmare Planar Ally (if used to summon evil outsiders) Planar Binding (if used to summon evil outsiders) Protection From Good Summon Monster I-IX (if used to summon evil monsters) Symbol of Pain Unhallow Unholy Aura Unholy Blight Those are the only spells considered evil by their actual magical nature. Trap the Soul is simply a Conjuration (Summoning) spell. Death spells are neither good nor evil by nature-the vast majority of Necromancy spells are in fact neutral in alignment. They're necromantic, not evil. Link to comment
Domi Posted December 5, 2007 Share Posted December 5, 2007 Yeah, its a lot easier when the description of the spell explicitly states "This spell is evil. It is purely designed and only useful for causing the utmost torment and agony in its subject. It also leaves the subject in a state that they are unable to communicate in any way. For bonus points it also damns their soul to eternal suffering" /sigh Hey, and then there is Valygar's position... Link to comment
Kulyok Posted December 5, 2007 Share Posted December 5, 2007 Or Ajantis': "This spell has a sense of Eeevil about it!" Link to comment
berelinde Posted December 5, 2007 Share Posted December 5, 2007 So, really I'm mostly looking at the Cacofiend, Summon Fiend, Gate... Those three are pretty unambiguous. After that, it gets a lot more grey-shaded. Link to comment
Guest Guest Posted December 5, 2007 Share Posted December 5, 2007 feeblemind is much more 'human' than magic missile someone to death if you consider that feeblemind is easier reversible and doesn't even cause much pain. Sadly the in game version of feeblemind doesn't really stop an opponent from fight. It doesn't even really affect their combat potential. Link to comment
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