Analysis of Level 2 Spells
Analysis of Level 3 Spells
Analysis of Level 4 Spells
Analysis of Level 5 Spells
Analysis of Level 6 Spells
Analysis of Level 7 Spells
Conclusions
Continuing my examination of the implied religion of the Cleric in Basic D&D, we are are looking at the first level spell list and its implications.
Cure Light Wounds
This spell will either heal wounds or remove paralysis.
If used to heal, it will cure 2-7 point of damage. It will not heal any damage
if used to cure paralysis. The ceric may cast it on himself (or herself) if
desired.
This
spell will never increase a creature’s total hit points above the original
amunt.
The fact that this is a touch spell implies in my mind an
anointing the head of the recipient, yet this may not be completely necessary
as the cleric may cast the spell on himself. Perhaps the cleric simply needs to
touch the recipient to indicate where the power of their Deity should be
manifested. This ability to bless/heal yourself is interesting and definitely
not christian in origin. All rituals,even non christian ones, I can think of
require someone else to administer the ritual to you. Though this aspect may
have been implemented simply for game purposes, it still affects the belief
system of the cleric.
Also the very nature of the spell tells us the Deity wants to spread a message of healing. The power of the deity is manifest in improving the lives of followers and not through destructive force.
Also the very nature of the spell tells us the Deity wants to spread a message of healing. The power of the deity is manifest in improving the lives of followers and not through destructive force.
Detect Evil
When this spell is cast, the cleric will see evilly
enchanted objects within 120’ glow. It will also cause creatures that want to
harm the cleric to glow when they are within range. The actual thoughts of the
creatures cannot be heard. Remember that “Chaotic” does not automatically mean
Evil, although many Chaotic monsters have evil intentions. Traps and poison are
neither good nor evil, merely dangerous.
The fact that this spell exists implies there is an 'Evil'
entity/group in this world. We can consider this 'Evil' to be the antithesis to
the deity worshiped by the cleric. We see from the description that those
intending to harm servants of the deity are considered 'Evil'. Therefore 'Evil'
creatures are hostile to the Deity, the servants of the Deity, and by extension
the church. Not all evil creatures worship a specific entity or are part of a
singular group; put simply, enemies of the church are 'Evil'.
Detect Magic
When this spell is cast, the cleric will see magical
objects, creatures, and places within range glow. It will not last very long,
and should be saved until the cleric wants to see if something found during an
adventure is, in fact, magical. For example, a a door may be held shut
magically, or a treasure found might be enchanted; in either case, the magic
item, creature, or effect will glow when it is within the effect.
This speaks to the omniscience of the Deity; it is at least
aware of all magic. Detect Evil also speaks to this aspect of the Deity. The
omniscience of the Deity places it above most of the classical European pagan
gods. Though these two spells could imply a lesser ability to know the nature
of things and not necessarily know all things; after all the detect evil spell
does not indicate the thoughts of creatures only their nature/intentions. This
ability to know what a thing is could imply a completely different type of god
and than one who knows all.
Light
This spell creates a large ball of light, as if a bright
torch were lit. If the spell is cast on an object (such as the cleric’s
weapon), the light will move with the object. If cast at a creature’s eyes, the
creature must make a saving throw. If the saving throw is failed, the victim
will be blinded by the light until the duration ends. A blinded creature may
not attack.
– Moldvay Basic – This spell casts light in a
circle, 30’ in diameter.
– Holmes Basic – equal to full daylight
The Fact that this spell exists tells us a lot about how the
Deity of the Cleric interacts with the world. This religion banishes darkness
and brings light. The Moldvay version makes it clear that this is not a light
emanating from a single point like a lightbulb (the way it has always been
treated in my games), but is a globe of light filling the entire 30' diameter.
And if we go by the Holmes version we could also rule that it can kill vampires
and harm other creatures sensitive to daylight.
Protection from Evil
This spell creates an invisible magical barrier all
around the cleric’s body (less than an inch away). All attacks against the
cleric are penalized by -1 to their hit rolls, and the cleric gains a +1 to all
saving throws, while the spell lasts.
In
addition, “enchanted” creatures cannot even touch the cleric! If a magic weapon
if needed to hit a creature, that creature is called “enchanted.” However, a
creature that can be hit by a silver weapon – a lycanthrope (were-creature),
for example – is not an “enchanted” creature. Any creature which is magically
summoned or controlled (such as a Charmed character) is also considered to be
an “enchanted” creature. The barrier thus completely prevents all attacks from
those creatures unless they use missile weapons.
This
spell will not affect a Magic Missile spell. If the cleric attacks anything
during the spell’s duration, the effect changes slightly. “Enchanted” creatures
are then able to touch the magic-user, but the hit roll and saving throw
adjustments still apply until the spell duration ends.
– Moldvay Basic – protection from attacks by monsters of
some alignment other than the cleric’s alignment .(not all attacks).
Again, evil exists, and along with this it is heavily
implied that all Enchanted creatures are evil. With regards to the alignment
mentioned in the Modvay version, we can assume that law/chaos are cosmic forces
somehow related to the perception of evil. Also in regards to the enchanted
creature aspect of this spell, we can infer that this god is a pacifist first.
At least peaceful methods are encouraged, and if necessary the
servants of this Deity will be bolstered in combat against enemies of the
church. This message of peace seems already to be implied by the
types of spells the cleric receives in general and the weapon
restrictions of the cleric.
Purify Food and Water
This spell will make spoiled or poisoned food and water
safe and usable. It will purify one ration of food (either Iron or Standard
rations), or 6 waterskins of water, or enough normal food to feed a dozen
people. If cast at mud, the spell will cause the dirt to settle, leaving a pool
of pure, clear water. The spell will not affect any living creature.
This Deity has control over the natural world. He can change
the nature of things so they are clean/pure. It is reminiscent of the times
when Jesus fed crowds of people and could be symbolic. This also shows that the
servants of the Deity will never want, there won't be any monks going around
begging for food.
Remove Fear
When the cleric casts this spell and then touches any
living creature, the spell will calm the creature and remove any fear. If the
creature is running away due to magically created fear, the creature may make
another saving throw vs spells, adding a bonus to the roll equal to the
cleric’s level of experience, up to a maximum bonus of +6. If the saving throw
is successful, the creature may stop running. A roll of 1 will always fail.
This saving throw, with bonus, may be made even if the fear was so powerful as
to no saving throw at first!
This is fairly straight forward; the church spreads a
message of faith and hope, the opposite of fear and doubt.
Resist Cold
When tjhis spell is cast, all creatures with 230’ of the
cleric can withstand freezing temperatures without harm. In addition, those
affected gain a bonus of +2 to all saving throws against cold attacks.
Furthermore, any damage from cold is reduced by -1 per die of damage (but with
a minimum of 1 point of damage per die). The effect will move with the cleric.