Continuing my look at religion based on the spell list of the Cleric, a lot of this analysis may seem repetitive; I am trying to look at what each spell says about the theology of the religion independently. Thus, when a spell is similar to a previous one they will have similar message.
The OD&D Cleric
Analysis of Level 1 Spells
Analysis of Level 2 Spells
Analysis of Level 4 Spells
Analysis of Level 5 Spells
Analysis of Level 6 Spells
Analysis of Level 7 Spells
Conclusions
Continual Light
This spell creates light as bright as daylight in a spherical volume of 30‘ radius. It lasts until a dispel magic or continual darkness spell is cast upon it. Creatures penalized in bright daylight (such as goblins) suffer the same penalties within this spell effect. If cast on an opponent’s eyes, the victim must make a Saving Throw vs. Spells or be blinded until the effect is removed. This spell may be cast either in an area or upon an object.
This spell shows the literal manifestation of a message of light and casting out darkness. Juxtaposed with this is the role of the cleric as a Van Helsing like vampire hunter. The effects of this spell are equivalent to daylight, allowing the cleric to cast out undead and other 'evil' creatures(like goblins) from their dens of darkness. Another implication is architectural. The temples and churches of this religion would be full of light, unlike many of their medieval counterparts.
The reverse of this spell, continual darkness,creates a completely dark volume of the same size. Torches, lanterns, and even a light spell will not affect it, and infravision cannot penetrate it. If cast on a creature’s eyes, the creature must make a Saving Throw vs. Spells or be blinded until the spell is removed.
The effects of this spell implies a priest who does not require light to worship their god, in fact they require darkness in order to worship. This spell not being affected by the standard light spell implies that darkness is more powerful than light. Also the negation of infravision is interesting. this means that no part of the electromagnetic spectrum can penetrate this darkness, how this might affect the physics of the local area I'm not sure.
Cure Blindness
This spell will cure nearly any form of blindness, including those caused by light or darkness spells (whether normal or continual).It will not, however, affect blindness caused by a curse.
This spell promotes a message of healing, of bringing sight to the blind, very reminiscent of the New Testament and Christianity in general
Cure Disease
This spell will cure any living creature of one disease, such as those caused by a mummy or green slime. If cast by a cleric of 11th level or greater, this spell will cure lycanthropy.
This spell also promotes a message of healing. The curing of lycanthropy tells us this a religion of men. It is about bringing out the good nature of humanity and suppressing the bestial. Civilization is greater than the Wilderness, and this religion teaches how to no longer be beasts and become civilized men.
The reverse of this spell, cause disease, infects the victim with a hideous wasting disease unless a Saving Throw vs. Spells is made. A diseased victim has a -2 penalty on all Hit rolls. In addition, the victim’s wounds cannot be magically cured, and natural healing takes twice as long as usual.The disease is fatal in 2-24 days unless removed by a cure disease spell.
The ability of the evil priest to cause disease shows us that the enemies of the Church spread pain and suffering. Also because Lawful Priests may use this spell rarely implies that their Deity also is willing to punish his enemies.
Growth of Animal
This spell doubles the size of one normal or giant animal. The animal then has twice its normal strength and inflicts double normal damage. It may also carry twice its normal encumbrance. This spell does not change an animal’s behavior. Armor Class,or hit points, and does not affect intelligent animal races or fantastic creatures.
A connection to nature seems to be inherent to the Deity worshiped and the teachings of the Church. This implies that the priest, or men in general, are meant to be a steward of the common animals and is meant to use them productively.
Locate Object
This spell allows the cleric to sense the direction of one known object. It gives no information about distance. A common object(such as “stairs leading up”) can be detected;otherwise, the cleric must know exactly what the object looks like (size, shape,color, etc.). The spell will not locate a creature.
The effects of this spell seem to pretty straight forward. An omniscience of the Deity worshiped is implied here.
Remove Curse
This spell removes one curse, whether on a character, item, or area. Some curses - especially those on magic items - may only be temporarily removed for a short time,DM’s discretion, requiring a dispel evil spell for permanent effect (or possibly a remove curse cast by a high level cleric or magic user).
This spell allows the cleric to relieve the suffering of others and/or counter the power of the enemies of the Deity.
The reverse of this spell, curse, causes a misfortune or penalty to affect the victim.Curses are limited only by the caster’s imagination, but if an attempted curse is too powerful, it may return to the caster(DM’s discretion)! Safe limits to curses may include: -4 penalty on Hit rolls; -2 penalty on Saving Throws; prime requisite reduced to normal. The victim may make a Saving Throw vs. Spells to avoid the curse.
This is another example of the powers which the enemies of the Church have to bring misfortune on others. Also implied here is the ability of the lawful Church to punish its enemies.
Speak with the Dead
By means of this spell, a cleric may ask 3 questions of a deceased spirit if the body is within range. A cleric of up to 7th level may only contact spirits recently dead (up to 4 days). Clerics of level 8-14 have slightly more power (up to 4 months dead), level 15-20 even more (up to 4 years dead). No time limits apply to clerics of 21st level or greater. The spirit will always reply in a tongue known to the cleric, but can only offer knowledge of things up to the time of its death. If the spirit’s alignment is the same as the cleric’s, clear and brief answers will be given; however, if the alignments differ, the spirit may reply in riddles.
From this spell we learn quite a bit about the afterlife. The spirit is connected to the body in some way for at least four days after death. And even after this time has passed, the Deity worshiped still has power over deceased spirits, enough at least that they can cause the spirit to be summoned by the clergy of the Church. Based on the attitudes of alignment we can assume that any beliefs held in life carry over into the afterlife; grudges against individuals and the worldly knowledge of the spirit remain same as at death.
striking
This spell allows any one weapon to inflict 1-6 additional points of damage per attack(like a magical staff of striking). The weapon will inflict this extra damage for as long as the spell lasts. The bonus does not apply to Hit rolls. If cast on a normal weapon, creatures affected only by magic weapons may be hit, for 1-6 points of damage per strike (regardless of the weapon; only the magical damage applies in such cases).
This spell is a direct method fro the servants of the Deity to harm the enemies of the church. This god is not bashful about declaring war against his enemies or granting special dispensation to his clerics to punish them.
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