Absolute morality comes with its own problems. Not only is it completely unrealistic, there is a very good chance that people who believe that they serve Absolute Good are in fact very Evil. Remember that in certain popular real world religion, there is a blasphemy that when spoken is an unforgivable sin, while the killing of millions of people is a forgivable sin. If that religion is correct, speaking those words makes a person terribly Evil and deserving of unending punishment. But it isn't arbitrary or relative; it's an absolutely Evil act even if it seems benign.
I never said that absolute morality
didn't have problems. I also pointed out that
motivation (why you did / are going to do a certain thing) and
reaction (how you respond to the ultimate outcome) are both very important. I am not, nor did I ever claim to be, trying to write an ultimate treatise on alignment; I'm trying to lay down a
very basic and purposefully generalized summary that can be used as a springboard into further discussion.
You say that it's absolutely Evil to commit murder.
nope.
I said that a creature that randomly murders living creatures wherever it goes for no reason (other than "that's just the way it is") would be defined as "Chaotic Evil". I can site numerous examples from D&D to back this up.
EDIT: I just saw your wolf example. It's killing
in order to eat. It's not evil for the wolf to kill and eat a bunny, it's not evil for it to kill and eat a person. It's not really capable of understanding what evil
is, and since its a natural creature with more or less normal instincts, it gets defined as Neutral.
EDIT: continued. The spirit of murder, on the other hand, would
not be defined as "natural". It would be a necromantic construct or interloper from the negative energy plane; even if it's
also not really capable of understanding what evil is, that does not make its actions
okay. If both the wolf and the spirit were assaulting a village, they would both need to be "dealt with", but the
reasons are different.
EDIT 2: yes, ultimately, if you push on this point hard enough, you can twist it so that they are no different and the game is really just making arbitrary distinctions to speed things up.
that's the whole point. Absolute Morality
keeps things simple and lets players run around having fun.
Murder is killing an intelligent being in an unjustified manner. Cows and chickens are both somewhat intelligent, as are animals that are hunted, etc. There is some distinction between "farmable" and "too smart to eat," but it is arbitrary and decided entirely by those with power.
Actually, the rules are pretty clear on what is and is not an intelligent being: intellect of 3 or higher.
What constitutes murder
in the real world is indeed a very difficult topic. But it's not what we are talking about.
This is hubris of the worst sort (it's not murder when I kill a fly for no reason), and definitely Evil. There is no excuse for this in a world where food can be magically conjured, even it is built in to the cosmology that certain beings are just "lower" than others and morality doesn't apply to them.
Yeah, this is a problem in one of the "current" versions of D&D (pathfinder), where create food/water are 0th-level spells that can be cast infinitely.
In all previous editions, however, your example is fundamentally flawed.
Even if every single spellcaster capable of casting "create food/water" prepared it in every available slot every single day, the amount of food would be less than 10% of what's needed to feed even a small community; the larger the population, the lower the percentage - a bustling metropolis ends up with something like 3%.
I'm pulling from my memory here, but The Math has been done in several different places, and I can dig it up if you really want to see it. It's all based on the average/expected number of X class/level based on community size in the Dungeon Master's Guide.
Plus, the food/water needs to be stored, transported, etc. And there's the issue of the used spell slots, that could have otherwise been used to heal wounds, remove diseases/poisons, boost/accelerate a larger number of grown/farmed food, and all the other mundane uses they could have been put to.
And this is assuming that the deities in question are perfectly okay with their "level 20 avatar of all that they represent in the world" spending his days feeding the same few hundred people all the time instead of converting new worshipers and defending the faith.
And no, crafting doesn't help either: items of this sort are always either charge-based or uses-per-day, and creating them takes not only spell slots, but
time and
huge amounts of gold (which is also why there are animated golems doing the farming, among other things).
(Yes, technically the "create your own item" generic rules allow for permanent continuous versions, but that's clearly not the intent, and those rules have numerous other problems when applied to a variety of spells. (Examples using the various "conjure/transmute" spells to create infinite wealth have popped up and were errata-ed; the same trick could be used to create an "infinite food/water loop", but that doesn't mean it actually
works.) Also, generic "create your own item/spell/monster/race/class/etc" rules
always create lots of problems, and really shouldn't be counted when discussing these sorts of things.)
This has been thoroughly explored in multiple editions of the game, pathfinder is the only one where it's actually a valid accusation, and that's only because they tweaked the rules for 0th level spells in order to make low-level spellcasters a bit more flexible.
The short version is: spell-casters are rare and have better things to do than spend their days feeding a small portion of the population. It's not a bad way to fend off starvation for a few days, but it flat out
does not work on any kind of long-term scale.
Here is a scenario: the death penalty is to be administered to a man who has been convicted of treason. Our PCs think that this does not deserve the death penalty because his crime seemed like a relatively benign crime, so they mount a rescue. The treason caused a weakness in the city's defenses to be revealed, leading to an assault by an unrelated third party and multiple deaths. By disrupting justice, the PCs are acting in a Chaotic (rebelling against the government) and Evil (preventing justice) manner. Since Good and Evil are absolute, they are merely deluding themselves if they think that they did a good deed by freeing someone who was to receive an overly harsh sentence. PCs are just not good judges of what is Good and what is Evil, and so are probably Evil even when striving to be Good. Justification is delusion, and it is not important when it comes to determining whether or not Good has been done. Replace "treason" with "mortal blasphemy" and the same arguments apply.
First, the action is definitely Chaotic. That does not
automatically make the people doing it Chaotic, but it certainly nudges them in that direction.
Whether or not it's Evil is, as you are rightly trying to demonstrate, unclear. His action (indirectly) lead to the death of hundreds, many even thousands, of people.
In your example with the Chaotic Neutral character, his charming of the barmaid might actually end up being a Good act. It depends on how he uses his power. If the sudden change of demeanor causes a drastic improvement in her life, isn't the spell Good? After all, she was the one who correctly sucked up to the rich adventurer and saved the tavern from its impending bankruptcy when he blew a small fortune on booze and tips. She might be set for life because she failed a save. And in any event, Charm spells don't make people into mindless automatons; they just make them see the caster as a friend. It's not Evil to make friends with someone, even though it may be Evil to manipulate a friend into doing something he or she may or may not have otherwise wanted to do.
I already conceded this point. As mentioned, I forgot to explain his
motivation.
As I've mentioned three times now, while acts can be
generalized as Good, Evil, Lawful, or Chaotic, the
motivation of the person doing it factors in, and the
reaction to unforeseen consequences counts for a lot.
Things,
Acts, and
Higher/Lower Beings have Absolute Morality. People are more complicated, and reconciling the two is difficult.