Alignment

Rules Index

Alignment describes a creature's broad ethical and moral outlook along two axes: Law vs. Chaos (how much the creature values order, tradition, and hierarchy) and Good vs. Evil (how much it values the wellbeing of others). The intersection of these axes produces nine alignments. Many class features, spells, magic items, and planar creatures are keyed to alignment — knowing yours and your enemies' matters mechanically, not just for roleplaying.

The Nine Alignments

← Lawful Neutral Chaotic →
↑ Good Neutral Evil ↓

The Two Axes

Law ↔ Chaos

Lawful creatures value order, hierarchy, tradition, and keeping their word. They believe society functions best with clear rules and that those rules should be obeyed even when inconvenient. This does not mean they are good — a tyrant who enforces cruel laws consistently is Lawful Evil.

Chaotic creatures value personal freedom, flexibility, and self-determination. They distrust authority and resist external constraint. This does not mean they are evil — a freedom fighter who breaks unjust laws is Chaotic Good.

Good ↔ Evil

Good creatures actively work to protect the innocent, help others, and oppose suffering. They make sacrifices for others' benefit. Good is not passive — a truly good creature acts, even at personal cost.

Evil creatures harm, oppress, or exploit others — either through deliberate cruelty or callous indifference to suffering. Evil does not require mustache-twirling villainy; cold, calculated exploitation is as evil as sadism.

Alignment Steps

Many effects specify that a target must be "within one step" of the caster's or item's alignment. One step means adjacent on the grid — either one axis shifts by one position, but not both.

Alignment Within 1 Step 2 Steps Away Opposed
Lawful Good LN, NG CN, LE, CG Chaotic Evil
Neutral Good LG, CG, N LN, CN, LE, NENeutral Evil
Chaotic Good NG, CN LG, N, CE Lawful Evil
Lawful Neutral LG, N, LE NG, NE, CG, CNChaotic Neutral
True Neutral LN, NG, CN, NE LG, CG, LE, CE
Chaotic NeutralCG, N, CE LN, NG, NE Lawful Neutral
Lawful Evil LN, NE LE, CE, LG Chaotic Good
Neutral Evil LE, CE, N LN, CN, LG, NGNeutral Good
Chaotic Evil NE, CN CE, LE, CG Lawful Good

Mechanical Effects

Area How Alignment Applies
Class requirements Paladin must be LG. Druid must be within one step of True Neutral. Many prestige classes restrict by alignment. Violating the requirement causes the character to lose class features until they atone (via the atonement spell) or multiclass.
Spell descriptors Spells with the [Good], [Evil], [Lawful], or [Chaotic] descriptor deal +1 damage per die against creatures of the opposing alignment subtype and count as that alignment type for bypassing DR (e.g., DR/good).
Magic items Weapons with alignment properties (holy, unholy, axiomatic, anarchic) deal extra damage to creatures of the opposing alignment. A character who uses a weapon opposed to their alignment takes 2d6 damage per round of use.
DR notation Damage reduction like DR/good, DR/evil, DR/lawful, DR/chaotic is bypassed only by weapons (or natural attacks) of that alignment type.
Detect spells Detect evil, detect good, detect law, detect chaos reveal creatures with a strong alignment aura (outsiders, clerics, and similarly aligned creatures of 5+ HD).
Changing alignment Alignment can shift through sustained behavior contrary to the current alignment, or through magic (bestow curse, some artifacts). The GM makes this call. Some classes lose features on alignment change; atonement can restore them. See Alignment Change below for the full mechanics.

Alignment Change

Alignment is not a fixed label — it reflects how a character actually behaves over time. Two mechanisms can change it: gradual drift through repeated behavior, and forced change via magic or extreme circumstances.

Gradual Drift

When a character consistently acts against their alignment, the GM tracks those violations. After roughly 7 or more significant acts contrary to the current alignment, the character shifts one step toward the alignment their behavior reflects. The GM should warn the player that a shift is approaching — alignment change should never come as a silent surprise. A single impulsive act rarely warrants a shift; sustained, deliberate behavior does.

Forced Change

Magic can change alignment immediately and involuntarily. Effects that force alignment change include certain artifacts, helm of opposite alignment, and some curses. A wish or miracle can also impose an alignment change. Forced changes take effect instantly; the character does not choose or consent.

Consequences of Change

Affected Area What Happens How to Recover
Alignment-restricted class features Lost immediately. Paladin (must be LG), Monk (must be LN), Druid (must be within one step of True Neutral), Cleric (must match deity within one step). The character can no longer use those features and may not advance further in the class. Atonement spell (cast by a cleric of the appropriate faith) within a reasonable timeframe; also requires genuine change of behavior back to the required alignment. Without atonement, the fall is permanent.
Alignment-keyed spells known Spontaneous casters who shift alignment may find spells with conflicting alignment descriptors ([Good]/[Evil]/[Law]/[Chaos]) inaccessible until they realign. Realign or retrain the affected spells (see retraining rules).
Magic items in use Items with an alignment property opposed to the new alignment deal 2d6 damage per round while held or worn. The character should drop or remove them immediately. Stop using the item or realign to a compatible alignment.
Companions (see below) Companions bonded to the character by alignment may become uncontrollable or depart if the gap widens beyond one step. Realign the character, or seek a new companion through normal means.
Atonement. The atonement spell (cleric 5) requires 2,500 gp of rare incense as a material component when cast on behalf of a character who willfully strayed from their alignment. If the alignment change was forced (magical or coerced), the incense component is waived. Atonement restores lost class features but does not automatically change alignment back — the character must genuinely return to the correct behavior.

Companion Alignment

Characters with bonded companions must maintain alignment compatibility with them. The companion's effective alignment is constrained by the PC's, not chosen independently.

Companion Type Alignment Rule If Alignment Diverges
Animal companion Always within one step of the druid's or ranger's alignment. The companion's alignment shifts to track the master's when the master changes. If the master shifts beyond compatible range, the companion may become uncontrollable (treat as unfriendly) until the master's alignment returns or a new companion is bonded.
Familiar Shares the master's exact alignment — the familiar's alignment is always identical to the wizard's or sorcerer's and shifts automatically with them. No divergence possible; the familiar tracks the master unconditionally.
Paladin's mount Must remain Lawful Good (matching the paladin's required alignment). If the paladin falls, the mount is immediately released from service. Mount departs. A restored paladin (via atonement) must seek a new mount through the normal bonding process.
Cohort (Leadership) Must be within one step of the leader's alignment at the time of recruitment. A cohort whose alignment later diverges beyond one step may leave voluntarily or require persuasion to remain. GM discretion — cohort may depart, demand explanation, or reduce loyalty depending on how extreme the leader's change was.
Followers (Leadership) Must be within one step of the leader. Followers are less invested than a cohort — significant alignment shifts cause them to stop following without requiring individual roleplay scenes. Followers of incompatible alignment quietly disperse. Recalculate follower counts using the new alignment.