17 November 2018

The Religion of the Cleric: 2nd Level Spells

The OD&D Cleric
Analysis of Level 1 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

I continue my analysis of the religion of the Cleric as implied by the Spells from BECMI. Part 1 and Part 2 discuss the implied setting of OD&D and 1st level spells. Here I examine 2nd level spells and the reversed 1st level spells.

A cleric may reverse a spell simply by casting it backward. The player simply says, “My cleric is casting the spell in reverse.” However, Lawful clerics prefer the normal spells, and only cast the reversed forms in life-or-death situations. Chaotic clerics often use the reversed spells, and only use the normal forms to benefit their friends. Neutral clerics may choose to cast the normal or the reversed forms, but the cleric must continue using the forms first chosen, and is not free to change from one to the other.

The fact that both Lawful and Chaotic Clerics have access to both the normal and reversed versions of the spells tells us that they are part of the same Church and know the same prayers and rituals. Three different philosophies exist within the clergy expressed by Lawful, Neutral, and Chaotic Clerics. It does seem odd that both Lawful and Chaotic clerics can use the reversed or normal version of the spell when necessary, yet the Neutral Cleric must be consistent in their use of either the normal or reversed version of any spell. From the 81 Expert set we learn that this restriction on neutral clerics is based on the preferences of the Deity worshiped.

First Level Clerical Spells (reversed)

Cure Light Wounds (Cause Light Wounds)
When reversed, this spell, cause light wounds, causes 2-7 points of damage to any creature or character touched (no Saving Throw). The cleric must make a normal Hit roll.

From this spell we learn that a Chaotic Cleric supports a completely different message than the standard Lawful clerics. Instead of trying to bring comfort and healing into the lives of the people, the Chaotic Cleric brings pain and suffering to others.

Light (Darkness)
When reversed, this spell, darkness, creates a circle of darkness 30’ in diameter. It will block all sight except infravision. Darkness will cancel a light spell if cast upon it, but may itself be cancelled by another light spell. If cast at an opponent’s eyes, it will cause blindness until cancelled, or until the duration ends. The target is allowed a Saving Throw and if he succeeds, the spell misses.

Instead of bringing a message of light and clarity, a Chaotic cleric brings darkness to others. Darkness can represent being lost or without guidance. This implies Chaotic clerics teach that there is no single morality handed down by a supreme being, and everyone is governed by their own sense of right and wrong. Also of note is the ability of infravision to see through this magical darkness, which is strictly prohibited in AD&D.

Remove Fear (Cause Fear)
When reversed, this spell, cause fear, will make any one creature flee for two turns. The victim may make a Saving Throw vs. Spells to avoid the effect. This reversed spell has a range of 120‘.

Again the Chaotic Cleric doesn't bring comfort, peace, or strength, but fear and weakness in others.

Second Level Clerical Spells

Bless
This spell improves the morale of friendly creatures by +1 and gives the recipients a + 1 bonus on all Hit and damage rolls. It will only affect creatures in a 20’ x 20’ area, and only those who are not yet in melee. 
     When reversed, this spell, Blight, places a -1 penalty on enemies’ morale, Hit rolls, and damage rolls. Each victim may make a Saving Throw vs. Spells to avoid the penalties.

B/X - This spell may beused as a part of a blessing or cleansing ritual.

The effects of this spell come from a similar root to Remove Fear; it bolsters the will and confidence of the recipient and weakens it if cast by a Chaotic Cleric. The B/X version implies the presence of rituals such as Baptism.

Find Traps
This spell causes all traps to glow with a dull blue light when the cleric comes within 30’ of them. It does not reveal the types of traps, nor any method of removing them.

This is interesting, it at first seems completely unrelated to theology. However, it can be seen as somewhat similar to light; this spell illuminates danger, and allows the caster to see things that were previously hidden from sight.

Hold Person
The hold person spell will affect any human, demi-human, or human-like creature (bugbear, dryad, gnoll, gnome, hobgoblin, kobold, lizard man, ogre, orc, nixie, pixie or sprite). It will not affect the undead or creatures larger than ogres. Each victim must make a Saving Throw vs. Spells or be paralyzed for 9 turns. The spell may be cast at a single person or at a group. If cast at a single person, a - 2 penalty applies to the Saving Throw. If cast at a group, it will affect up to 4 persons (at the cleric’s choice), but with no penalty to their rolls. The paralysis may only be removed by the reverse spell, or by a dispel magic spell. 
     The reverse of the spell, Free Person, removes the paralysis of up to 4 victims of the normal form of the spell (including one cast by a magic-user or elf). It has no other effect.

B/X - not listed as reversible

Interestingly, the normal version of this spell is restrictive and the one used primarily by Chaotic Clerics seems to be a 'nicer' version of the spell. This can be interpreted to mean that the Deity of the Lawful Clerics places strict commands on men (human-like creatures) and the opposing philosophy is that all creatures should have free will.

Know Alignment
The caster of this spell may discover the alignment (Lawful, Neutral, or Chaotic) of any one creature within 10’. The spell may also be used to find the alignment of an enchanted item or area (if any; for example, of a magic sword or temple). 
     The reverse of the spell, Confuse Alignment lasts for 1 turn per level of the caster, and may be cast on any one creature, by touch. No Saving Throw is allowed. For as long as the spell lasts, any cleric trying to find the alignment of the recipient by way of the normal form of the spell will get a false answer. That same false answer will be the result of any further attempts.

B/X - not listed as reversible

Holmes - caster can determine tendencies of character to other alignments, whether neutral tends toward lawful or good, or lawful uses law for evil ends, etc.

This spell demonstrates the omniscience of the Deity worshiped and the ability of Chaotic Clerics to perpetuate lies and to hide the truth from the Deity.

Resist Fire
For the duration of this spell, the recipient cannot be harmed by normal fire and heat. The recipient also gains a + 2 bonus on all Saving Throws against magical fire (dragon’s breath, fire ball, etc.). Furthermore, damage from such fire is reduced by 1 point per die of damage (though each die will inflict at least 1 point of damage, regardless of adjustments). Red dragonbreath damage is reduced by 1 point per hit die of the creature (again to a minimum of 1 point of damage per hit die).

The Deity worshiped by the Cleric has power over the elements and grants a degree of this power to his followers. The extent and the source of the Deity's power over nature is still questionable; the Deity may have this power because it created the world/universe/multiverse or because its nature is of the elements. Another explanation could stem from the ongoing theme of Law and Order, the elements must obey simply because the Deity commands and for no other reason; the Deity has command over all things and the opposing power which Chaotic Clerics worship wants to free creatures from command of the Deity.

Silence 15’ Radius
This spell makes the area of effect totally silent. Conversation and spells in this area are impossible for the duration of the spell. This spell does not prevent a person within the area from hearing noises made outside the area. If cast on a creature, the victim must make a Saving Throw vs. Spells or the spell effect will move with the creature. If the Saving Throw is successful, the spell remains in the area in which it was cast, and the victim may move out of the area.

Holmes - silences all noise, not just conversation, lets party move silently

The physical mechanics of this spell are a bit odd. This spell does not simply stop the movement of soundwaves through the air as any person in the area of effect can still hear noises from outside. It would appear that this spell stops the ability to speak, only affecting the vocal chords of individuals in the area of effect. From a theological standpoint I see this as a tool used to stop opposition in one form or another, and another example of the Deity's power to command and control.

Snakecharm
A cleric may charm 1 Hit Die of snakes for each level of experience with this spell, and no Saving Throw is allowed. A 5th level cleric could charm one 5 HD snake, five 1 HD snakes, or any combination totaling 5 Hit Dice or less. The snakes affected will rise up and sway, but will not attack unless attacked themselves. If used on attacking snakes, the spell’s duration is 2-5 rounds; otherwise, it lasts 2-5 turns. When the spell wears off, the snakes return to normal (but with normal reactions, and will not be automatically hostile).

This reaffirms the Deity's control over the natural world. The non-aggressive stance of the snakes shows the peaceful message spread by clerics.

Speak with Animals
When this spell is cast, the cleric must name one type of animal (such as “normal bats,” “wolves,” etc.). For the duration of the spell, the cleric may speak with all animals of that type if they are within 30’; the effect moves with the caster. Any normal or giant forms of animals (including mammals, insects, birds, etc.) may be spoken to, but intelligent animals and fantastic creatures are not affected. When there exist both normal and giant forms, only one type (either normal or giant) may be named. The creatures’ reactions are usually favorable (+ 2 bonus to reaction roll), and they may be talked into doing a favor for the cleric if the reaction is high enough. The favor requested must be understood by the animal, and must be possible for the creature to perform.

This implies not just a control over the natural world, but a favorable connection to it. From this is implied the omniscience of the Deity; both the thoughts of animals and persons are known, and the Deity can translate those thoughts to another creature of a completely different nature. The Deity is not just a God of men, but also holds some sort of significance to lower orders of life.

EDIT: added details from B/X and Holmes versions

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