Was this fixed? I don't see it in the changelog.That's definitely an oversight; we'll need to fix this is a future release.
2) She [Branwen] begins with a proficiency slot in sling, but apparently that isn't a weapon she is supposed to be able to put any slots in (it has no +/- next to it on the proficiency screen).
The 2e PHB says "Casting this spell is not a good act, and only evil priests use it frequently." That doesn't say good (and especially neutral) priests *can't* use it (if they have access to Necromancy). But I don't know if it's possible to restrict its use partially or penalize it somehow. And I can find nothing about restriction of the "Cause Wounds" spells, though maybe I'm not looking in the right places. At the very least, can we add the alignment restrictions to the spell descriptions?
3) Certain spells of the Healing and Necromancy spheres are considered 'evil', and cannot be cast by good or neutral aligned clerics. As well as Animate Dead, this also includes the Cause Wounds spells, Finger of Death, Slay Living, etc.
I'm trying to kit or at least update spellbooks of various clerics to conform to these guidelines, but what I'm finding is that the good and neutral priests have far too many restrictions and not enough spells. I'm not sure if the game/PnP designers intended evil priests to be that much more powerful (maybe... who knows).
So the only new one (still of v5) is Alicorn Lance? Bolt of Glory and False Dawn were existing spells, right?
However, there are a number of spells only accessible to good aligned divine spellcasters. These currently include Alicorn Lance, Bolt of Glory, and False Dawn.
Also, could someone please detail this from the v5 changelog:
I'm trying to find out what, exactly, the alignment restrictions are on spells and grepping the code and the readme and looking at the spell descriptions isn't helping me much.
Removal of alignment-restricted divine spells is now more thorough to better account for alignment changes