• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Why does Undead=Evil

Disproven only to you, Danny...

Edit: Sorry this post was trite and pointless, and posting such a response is counterproductive. My apologies.

Still, I will stand behind my point, if not the way I stated it. Danny, I don't think anything has been disproven. Others have done a great job in this thread showing why Undead=Evil. Although you refuse to accept any of these explanations as valid, others, such as myself, certainly do.
 
Last edited:

log in or register to remove this ad

DannyAlcatraz, not be condescending or disrespectful, but you keep focusing on the teleological (results-oriented) matters and not the deontological (act-oriented) matters. No matter what the reason, for example, killing an innocent is always evil, even if it is for the sake of the greater good. The act is evil, even though the consequences may be good (i.e. in case that person was inadvertently about to bring on the apocalypse and yet was completely convinced that their experiment or whatever was only going to benefit humanity). The overall result may be profoundly good for everyone else, but it is still quite bad for that one innocent and thus evil because it violates their inherant right to life and contentment.

Your arguments are Utilitarian, based on what produces the most overall good or least overall evil. This is not usually sound reasoning when it comes to ethics, though it is often valid. Oftentimes the most important ethical/moral matters are those revolving around the act itself, not the results (if the act itself didn't matter, people would just immediately nuke any country that had a dictator or international terrorists based in it, because it would provide more good for the world at large, but obviously that would be flawed logic, because there are plenty of innocent people in those countries who would also be nuked and yet never wanted anything to do with the tyrants/terrorists; as already mentioned, killing innocents is evil no matter the reason and no matter what 'greater good' may come of it). I do realize now, though, that some of my reasoning earlier was flawed, because I haven't been able to find any references now in the Core Rules of 3E that say negative energy carries a taint, so I must have just been remembering seeing such references in non-Core books for D&D, or maybe something from 2nd Edition (which are of course invalid in the current Core Rules As Written).

D&D has a relatively black-and-white alignment system that has personifications of Good, Evil, Law, Chaos, and Neutrality, so many creatures, objects, forces, spells, and acts in D&D are inherantly Good, Evil, Lawful, or Chaotic. Fiends in D&D are infused with Evil even if someone reforms them later to be saintly, and likewise many undead in the Core RAW are infused with Evil regardless of what they do after their animation. Creating undead is Evil in the Rules As Written, by the Core Rules at least. All Core spells that make undead are capital-E Evil, so the creation of undead is an evil act regardless of its consequences. The consequences don't change the fact that making an undead in the first place is Evil by the Core Rules. It would seem by the Core Rules that since creation of undead is an Evil act, that there must be some reason for it.

Lacking any better indicators, the only reasons seem to be that the spells channel substantial negative energy with each casting, and that the act itself violates the natural order of things (birth, life, death, decomposition/rebirth, etc.). Also, by the Core Rules, making someone into undead apparently prevents their soul from returning through Raise Dead or whatnot, and probably prevents them from enjoying their proper afterlife (or prevents them from suffering in some purgatory as they rightly deserve, if they were evil in life). This obviously violates the natural order of the black-and-white D&D alignment system and multiverses. This would seem to be the reason why creating undead is evil by the Core Rules, though it is merely a hypothesis based on the most obvious things in the Core RAW.

Channeling negative energy might not always be evil, but the only real uses for negative energy are destruction and the animation of undead (the latter is, again, Evil by the RAW). Many other things can be used for destruction, including positive energy (excessive amounts of it, such as from the attacks of a Ravid in the Monster Manual, or from the Positive Energy Plane in the MotP, can overwhelm a living creature and thus harm them). However, most things useable for destruction also have some benign uses as well. Fire can provide comfort, warmth, cooking, and forging, while positive energy can heal living creatures, acid can be used for etching words/patterns into stone and metal, as well as having a potential use in creating underground delves for dwarves and their ilk, and electricity can power technology, provide light, and so on. So most of these forces are not evil in and of themselves, but they can be used for evil purposes, just as with nearly anything. Many of these forces are entirely natural as well, such as the five standard energies of 3E D&D. The elements and energy planes are likewise neutral in D&D's core rules. Their use is only evil if they are being used to harm relatively-innocent creatures, or if being used to destroy property or nature's essentials (nature can regenerate and replace a great deal, and its bounty is there for the taking, but it's still wrong and harmful to the ecosystems and nature itself in D&D to take too much of nature's material, for instance).

Raise Dead, Resurrection, and such have no alignment descriptor because they can be used to bring folks back to life (a normal life, and they don't allow the subject to live beyond their natural lifespan, so there's no violation of mortality and natural order). They grant true life, and since they have no alignment descriptors, it's obvious that something in D&D's Core makes them acceptable in the natural order (mind you, this is just the Core Rules, homebrew settings and variant campaign worlds can differ). At the very least, they allow someone a chance to resume their life generally where they left off, maybe a chance to reform themselves, a chance to complete unfinished business the right way, and later die of natural aging or whatever to return to the natural cycle or to their afterlife with potentially fewer troubles burdening their soul. They can be used to bring back someone evil, but then it's only the results that are evil, as the Resurrection or whatever generally is not by the Core RAW. This is just like using Inflict Serious Wounds to hurt an innocent, in that it may be evil, but not capital-E Evil by the rules. Any Cleric can cast ISW, because it channels negative energy to smite someone, and that someone may be evil, making it justified, but in other circumstances it wouldn't be. However, Animate Dead is capital-E Evil by the RAW, meaning that something about the spell/act itself is Evil, regardless of its uses or consequences.

Trap the Soul, Soul Bind, etc. aren't capital-E Evil by the Core RAW, because they can be used for a range of purposes from the righteous to the neutral to the vile, from denying a fiend Resurrection to preventing a gold dragon or dryad from Resurrection. No one wants the just-defeated evil warlord/fiend/whatever to rise up again and resume its reign of terror, so some goodly wizard Binds its Soul once his adventuring team slays the villain. Likewise, an evil wizard could use the same spell to deny a return by some goodly crusader, but according to the RAW, Bind Soul and such is not inherantly aligned (for whatever reason), so the spell itself may not be evil even though its use might sometimes be so. Again, Animate Dead differs in that the RAW define it as an Evil spell, so apparently the essence of Soul Bind's effect is not evil (it does not violate the natural order or whatnot in Core D&D, for whatever reason).

BoVD, BoED, MotP, CD, MotF, Eberron, and such are not Core Rules material, so they don't really factor into this argument much, because they are specific to certain settings (whether it's the core setting of Greyhawk or not, they're still not part of the Core Rules, so they're essentially like homebrew/flavor supplements; relevant only in the context of their associated setting and the design assumptions made for that particular campaign setting alone). Okay, I'm done now. I've clarified my point and noticed my earlier mistake, and described Ethics as taught in college right now. If I've made any spelling/grammatical errors, it is to be noted that it's past 1 AM here in Arizona now, and I've had an exhausting/frustrating day. {:^)
 

In regards to the negative energy issue:

Within the context of D&Ds (default) great wheel cosmology, all of the inner planes (fire, earth, air, water, positive & negative) are simply the building blocks that were drawn upon to create the prime material.

In this cosmology, negative energy is as necessary to the existance of life as say, fire. Negative energy is the force that determines life spans to make room for more generations to live.

There are spells that simply tap the negative plane to use it's power & there are spells that upset the established balance with negative energy. D&D simply tags the latter with the [Evil] descripter.
 

Lord P, I understand the compulsion to get snippy, on occasion. :) However, just as several people have defended the equation, several people have punched holes in it.

I mean, I don't have time to do it right now, but if you wish, I can point out individual posts that disprove each of the statements I say have been disproven.

For example, FreeTheSlave's latest post points out the non-aligned nature of negative energy and the existence of non-evil negative energy spells. Thus, my first and last statements stand- mere use of negative energy or negative energy spells is an insufficient condition to call something evil.

Arkhandus, some other day, some other thread, we can continue the discussion on the deaths of innocents- it really doesn't matter right now. But trust me, I know of exceptions- I'm Phi Sigma Tau (philosophy honors society), and had to go through years of discussing that problem.

At any rate, you wrote:
Trap the Soul, Soul Bind, etc. aren't capital-E Evil by the Core RAW, because they can be used for a range of purposes from the righteous to the neutral to the vile, from denying a fiend Resurrection to preventing a gold dragon or dryad from Resurrection

And:
Lacking any better indicators, the only reasons seem to be that the spells channel substantial negative energy with each casting, and that the act itself violates the natural order of things (birth, life, death, decomposition/rebirth, etc.). Also, by the Core Rules, making someone into undead apparently prevents their soul from returning through Raise Dead or whatnot, and probably prevents them from enjoying their proper afterlife (or prevents them from suffering in some purgatory as they rightly deserve, if they were evil in life).

Yet you also say:
Also, by the Core Rules, making someone into undead apparently prevents their soul from returning through Raise Dead or whatnot, and probably prevents them from enjoying their proper afterlife (or prevents them from suffering in some purgatory as they rightly deserve, if they were evil in life). This obviously violates the natural order of the black-and-white D&D alignment system and multiverses. This would seem to be the reason why creating undead is evil by the Core Rules, though it is merely a hypothesis based on the most obvious things in the Core RAW.

And:
Any Cleric can cast ISW, because it channels negative energy to smite someone, and that someone may be evil, making it justified, but in other circumstances it wouldn't be.

Your examples are the same kind of ends justifying the means rationale you condemn in the creation of undead. This is no less a utilitarianistic argument than any of mine. How does casting ISW or Soul Bind differ from creating undead? I may be trying to do good, raising an undead army to save innocent refugees from attack, after all.

By your own logic, how can trapping some being's soul in a gem, cutting it off from possible paradise (or damnation or ressurection) NOT be evil? "Because I'm good and he is bad" isn't a valid justification.

Soul Bind does the same thing you claim some of the evil undead-creating spells do- it binds the soul of a sentient being to a place where it cannot be ressurected, raised, or even wished to freedom. Now, that spell doesn't explicitly channel negative energy- while necromantic in school, it is essentially a conjuration because you have summoned the being's soul into the sapphire- but the mere channelling of negative energy is not an evil act. Otherwise, Enervate and Energy Drain would be Evil.

To continue, from their descriptions, Blight and Circle of Death would be evil...unless there's some other force that snuffs out life-force. And why would merely being able to tell with a glance the health status of creatures be evil, as per Deathwatch, when necromantic spells that actually harm or kill are not? Vampiric Touch isn't evil, nor is Slay Living. And of all the necromantic Symbols, only Pain is evil, not even Symbol of Death rises to that level. All those necromancy spells- how do they damage without negative energy (and thus, by your logic, avoid being evil)?

What I'm saying here in aggregate is that the treatment of necromancy and negative energy is inconsistent and arbitrary, and the treatment of undeath is similarly arbitrary.

I mean, either channeling negative energy is evil or it isn't- degree shouldn't matter. If it did, a spell that channelled excessive amounts of positive energy into a living being to kill it would also be capital "E" evil.

I do realize now, though, that some of my reasoning earlier was flawed, because I haven't been able to find any references now in the Core Rules of 3E that say negative energy carries a taint, so I must have just been remembering seeing such references in non-Core books for D&D, or maybe something from 2nd Edition (which are of course invalid in the current Core Rules As Written).

If, as you admit, negative energy carries no taint, then how can you assert that channelling lots of it be evil? After all, if T(Taint of Evil)=0, then 50xT=0.

For something to be evil, you have to look at motive. Mens Rea, as we lawyers call it- Evil Mind- is required for criminal culpability.

Demons, Devils-they're evil because they consistenly make the choice to do evil. From RW religion, Satan/Lucifer (the model for many demons and devils in D&D) wasn't created evil, he chose evil. They have the option of making the choice to do good, and do the opposite. If you have an example of an evil being who has changed alignment yet still detects as evil, I'd be forced to say that that is probably based on contagion or a philosophy requiring posthumous repentence for evil acts not repented for in life.

As for good aligned undead- others have rightly pointed out they aren't core rules. They are, however, official WOTC products, and several are not campaign world specific. So while you may not accept the Deathless of Erberron, what about those from BoED?

Edited to change order of paragraphs to enhance clarity.
 
Last edited:



RW vs DnD

Dannyalcatraz said:
For something to be evil, you have to look at motive. Mens Rea, as we lawyers call it- Evil Mind- is required for criminal culpability.
Demons, Devils-they're evil because they consistenly make the choice to do evil. From RW religion, Satan/Lucifer (the model for many demons and devils in D&D) wasn't created evil, he chose evil. They have the option of making the choice to do good, and do the opposite. If you have an example of an evil being who has changed alignment yet still detects as evil, I'd be forced to say that that is probably based on contagion or a philosophy requiring posthumous repentence for evil acts not repented for in life.

SRD said:
Evil subtype
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned.
Posit. A newborn NightMare is immediately teleported to the Prime Material plane. What has it done that fits contagion or a philosophy requiring posthumous repentence for evil acts not repented for in life?
The Feinds do not choose to be born on an Evil plane, but because of that they gain the Evil subtype. This is a base nature that cannot be removed by alignment changes. Perhaps you can get into the Karma/reincarnation stuff...

But yet again, you are "..arguing from RW religious theory, mythology, legends, and fiction, just like everyone else. After all, those are the sources for the game in the first place."
While the 'source' of Fiends are 'based' on Satan/Devil, so was the movie 'Starship Troopers' 'based' on the book of the same name.

I am arguing from the viewpoint of a reality where Evil is. Not a situational ethics thing. Not Karmic thing. Nothing of that sort is in the RAW, but Evil is. Something that Good fights against. Something for Heroic characters to test thier mettle against and defeat in glorious battle.In this reality, Undead are Evil because they: Disrupt the natural order of things, destroy the future of the deceased soul, are "easier and faster" (to quote a certain 900 year old puppet).
IMHO, Negative Energy should be Evil. All uses of this energy should carry a taint of that Evil, the creater the use, the more the taint. As to with Positive Energy. These Energies do not have real world equivilents, unless you want to delve into real world religion topics and claim they are the will of God/Kali or whoever.
You are right, the RAW is very arbitrary in this regard and probably needs to have someone review its entire scope to ensure that Evil has its place, is neatly defined and compartmentalized.

Or is it the place of a general setting to clarify Evil in this manner?

Having looked over the SRD in regards to the Evil subtype, the Skeleton and Zombie templates actually remove all alignment subtypes. So a Skeletal Fiend would not be Evil, just aligned NE ... interesting. Lich's, Mummy's, and Vampire's descriptions do not reference removal of alignment subtypes, so you could have an Good typed, CE Vampire....even more interesting.
 

Raven Crowking said:
The argument is, I believe: "Because creation of undead involves utilizing negative energy in a manner detrimental to the soul, and/or in opposition to the natural order, it must be evil."


Negative energy is part of the natural order of things, so that point is pretty well moot.

As for detrimental to the soul, how?

SRD:
ENERGY DRAIN AND NEGATIVE LEVELS
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from her. Most energy drain attacks require a successful melee attack roll—mere physical contact is not enough. Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).

Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

Energy Drain (Su): This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Features: An undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
—Undead do not breathe, eat, or sleep.

Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Animate Objects
Transmutation
Level: Brd 6, Chaos 6, Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell


Nothing about damaging the soul anywhere. Nothing about the soul imprint being able to feel/remember anything (in fact, it specifically cannot remember, plus it is only active for the speak with dead spell. But, it is just as easy to assume that the 'soul imprint' is nothing but a copy of the memory left behind, which isnt anything important either. Much like a boot print is not the boot and has nothing further to do with the boot.)


So, no damage to the soul. No soul binding. No harm to the soul in the afterlife. Negative energy isnt evil. Animate object isnt evil.

One might as well say it was the gems that supplied the evil.
 


What is Evil?

Scion: In DnD, the realm we are discussing, what is 'Evil'?

And no, I do not need a quote from the SRD, that has been reposted enough times. I think it has been well documented that the treatment of Evil in the SRD is fragmentary at best.

In your mind, your viewpoint, is Evil an actual Malevelant Force in and to itself?
 

Into the Woods

Remove ads

Top