Showing posts with label Cleric Spells. Show all posts
Showing posts with label Cleric Spells. Show all posts

23 December 2019

Religion of the Cleric: 7th level Spells

An examination of the highest powers given to a Cleric by his Deity and how those powers might influence the theology of the Cleric's Church. This spell list is spread across the Companion  and the Master sets. In the future I will be combing through these analyses to look at what are common threads in order to draw definite conclusions about the Church of the D&D cleric.

The OD&D Cleric
Analysis of Level 1 Spells
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
Conclusions

From the Players Companion:

Earthquake
This powerful spell causes a section of earth to shake, and opens large cracks in the ground. A 17th level caster can affect an area up to 60’ square, adding 5’ to each dimension with each level of experience thereafter. For example, an 18th level cleric affects an area up to 65’ square; 19thlevel, 70’ square; and so forth. 
     Within the area of effect, all small dwellings are reduced to rubble, and larger constructions are cracked open. Earthen formations (hills, cliffsides, etc.) form rockslides. Cracks in the earth may open and engulf 1 creature in 6 (determined randomly), crushing them. 

This is an extremely powerful spell, though the major effects only occur within a relatively small area the quake can most certainly be felt from a distance even if no damage is caused. In my opinion this represents power over the earth itself is possessed by the Deity. To cause a quake with the magnitude described here the Deity would certainly need to be able to control the tectonic plates and cause them to spontaneously move. Normally an earthquake occurs after pressure has built up between plates over a long period of time, and once that pressure reaches a certain threshold the plates will snap out of place into a new alignment. On a global scale these movements are minuscule, but they appear to be huge earth shattering events to us.
      In the real world I might explain an earthquake caused by god to be something that he had planned a long time ago and set the plates in motion in just the right way to have the desired effect later. That is if I was trying to say an earthquake was an act of god. I view this spell as an entirely different case. I see this as the Cleric praying/making supplication to their Deity to cause an earthquake at this moment and location. This necessitates that the Deity can spontaneously cause the tectonic plates to shift and possibly even create new fault lines. That is unless we also give the deity the power to predict every single moment that a cleric might pray for an earthquake, and even then we'd still have to accede that the deity has power over the tectonic plates and also the power of infinite foresight.

Holy Word
This spell affects all creatures, friend or foe, within a circular area of 40’ radius, centered on the caster. When the cleric casts this spell, all creatures of alignments other than the cleric’s are affected as follows: 
     up to 5th level: Killed 
              level 6-8: Stunned 2-20 turns 
            level 9-12: Deafened 1-6 turns 
            level 13+: Stunned 1-10 rounds 
Any victim of 13 levels or more or of the same alignment as the caster, may make a Saving Throw vs. Spells to avoid the effect entirely. 
     This powerful spell cannot be blocked by stone, nor by any other solid material except lead. (It can be blocked by an antimagic shell.)

This spell seems very vague to me. Looking at the description in other editions it seems that This spell is cast by saying/shouting a single holy word that is meant to banish/kill the unholy. The rewrite done by Alexis is the most clear version I have seen, I would just change his version to say it affects any who are not of the same faith as the cleric, not just those malevolent towards the cleric. So having established how the spell is cast, what does it mean? One interesting thing of note is that this version doesn't banish extra-planar creatures like described in most other versions. Thus it is not a method of banishing the wicked, but punishing them.
     This spell is intended to kill any unbeliever nearby, the only survivors being those who are extraordinarily experienced or superhuman in physical properties. Given the intentions of the spell and its effect on the majority of the populace, this is pretty strong evidence that the Deity is not merciful to his enemies. We've already established this in the past analyses, but this spell also implies power over life and death. The Deity and his followers have the power to take away life when necessary. The lack of mercy is of more interest to me; if we are trying to compare the cleric to medieval Christianity, the Deity seems more to fall in line with the 'Old Testament' version of god than the 'New Testament' version. This Deity is a 'jealous god'; any unbeliever may be killed for the simple reason of believing in another god/philosophy.

Raise Dead Fully
This spell is similar to the 5th level raise dead spell, except that it can raise any living creature. Any human or demi-human recipient awakens immediately, with no wounds (full hit points), and is able to fight, use abilities, spells known, etc., without any penalties except those existing at the time of death. For example, a victim cursed or diseased at death would still suffer the affliction when raised fully. If any other living creature (other than a human or demi-human) is the recipient, the guidelines given in the raise dead spell apply (including time limitations, rest needed, etc.). 
     A 17th level cleric can use this spell on a human or demi-human body that has been dead up to 4 months; for each level of experience above 17th, 4 months are added to this time. Thus, a 19th level cleric could cast raise dead fully on a body that has been dead up to 12 months. 
     If cast at an Undead creature of 7 Hit Dice or less, the creature is immediately destroyed (no Saving Throw). An Undead creature of 7-12 Hit Dice must make a Saving Throw vs. Spells, with a -4 penalty to the roll, or be destroyed. An Undead of more than 12 Hit Dice takes 6-60 (6d10) points of damage, but may make a Saving Throw vs. Spells to take 1/2 damage. 
     The reverse of this spell (obliterate) will affect a living creature just as the normal form affects Undead (destroy 7 Hit Dice or less, et al.). If cast at an Undead creature of any type, obliterate has the same effect as a cureall would on a living creature (curing all but 1-6 points of damage, or curing blindness or feeblemind, etc.). 

Very much the same implications as the standard Raise Dead spell. Here are implications of power over life and death, the disassociation of the spirit from the body becoming greater after longer periods of time, and the focus of this Deity on human life above all others.

Restore
This spell will restore one full level of energy (experience) to any victim who has lost a level because of Energy Drain, whether by Undead or some other attack form. It will not restore more than one level, nor will it add a level if none have been lost. Furthermore, the casting of this spell causes the cleric to lose 1 level of experience, as if struck by a wight; however, this effect is not permanent, and the cleric may rest for 2-20 days to regain the loss.
     The reverse of this spell (life drain) will drain one level of experience from the victim touched, just as if touched by a wight or wraith. The casting of this spell does not cause any loss to the cleric, nor does it require any rest, but it is a Chaotic act, avoided by Lawful clerics.

I don't have much to say here. This is a simple case of the cleric giving a portion of their 'life force' to heal another's. I guess we could say that sacrifice and helping those in need is implied here, but I see this as more a counteraction to the effects of evil/the undead than a general principle of sacrifice.

From the Master Players Book:

Survival
This spell protects the recipient from adverse conditions of all types, including normal heat or cold, lack of air, and so forth. While the spell is in effect, the caster needs no air, food, water, or sleep. The spell does not protect against magical damage of any type, breath weapons, or blows from creatures. It does protect against all damage caused by natural conditions on other planes of existence. Examples: A cleric might use this spell in a desert or blizzard, preventing any damage from the natural conditions; underground or underwater, enabling survival without air; or in space, to magically survive in vacuum.

This just reinforces the idea that the Deity has power over life and death. it doesn't seem like this spell creates biological changes that allow a person to grow gills and breathe underwater, or adapt in other ways to harsh environments; they just get to ignore the consequences normally inherent in venturing into those harsh environments. It also doesn't seem like there is a bubble surrounding the character with ideal conditions keeping the dangerous conditions at bay. Because a Cleric/the Deity wills it the recipient of this spell doesn't die when they should. Also the fact that this spell protects against the effects of being on another plane of existence tells me that the Deity has power over more than just the material plane.

Travel
This spell allows the cleric to move quickly and freely, even between the planes of existence. The caster (only) may fly in the same manner as given by the magic-user spell, with a movement rate of 360 feet (1 20 feet).
     The cleric can also enter a nearby plane of existence, simply by concentrating for one round. A maximum of one plane per turn may be entered. If desired, the cleric may bring one other creature for each five levels of experience (rounded down; for example, a 29th-level cleric could bring five other creatures on the journey). All others to be affected must be touching or touched by the cleric while the spell is cast and the shift is made. Any unwilling creature may make a Saving Throw vs. Spells to avoid the effect. The cleric must take the others, and cannot send them while remaining behind.
     While this spell is in effect, the caster (only) may assume gaseous form by concentrating for one full round. (If interrupted, no change occurs.) Unlike the potion effect, all equipment carried also becomes part of the same gaseous cloud. In this form, the caster may travel at double the normal flying rate: 720 feet per turn (240 feet per round). While gaseous, the cleric cannot use items or cast spells, but also cannot be damaged except by magic (weapons or certain spells). Also, a gaseous being cannot pass through a protection from evil spell effect or an anti-magic shell.

I don't know what to make of this one. The effects are very clear and plain, but the underlying meaning of those effects is a little harder to pin down. If we're looking for some real world inspiration, there is the incident where Jesus is being chased by a crowd of people and is carried away by the holy ghost. Also I'm pretty sure there have been similar stories in other religions. I guess the ability to transform into a gaseous cloud could mean that the Deity has power over matter/the structure of atoms. He can change how matter is structured and connected to benefit his servants. I might also he can suspend the laws of physics when necessary also because of the ability to fly like the wizard spell. Gravity is suspended on a whim. And the power to travel between planes of existence shows the domain of the Deity is not limited to the material plane. I guess I got something out of it, though I'm not entirely sure of the validity of everything I just said.

Wish
A wish spell is usable only by a cleric of 36th- (maximum) level with 18 (or greater) Wisdom.
     A wish is the single most powerful spell a cleric can have. It is never found on a scroll, but may be placed elsewhere (in a ring, for example) in rare cases.
     Extensive guidelines for wishes are given on page 10, with the magic-user spell description.
(From page 10)
     Wording the Wish: The player must say or write the exact wish made by the character. Wording of the wish is very important. The literal meaning will usually occur, whatever the intentions of the player.
     The DM should try to maintain game balance, being neither too generous nor too stingy in deciding the effects of a wish. Remember that wishes should be able to do quite a bit. Even a badly phrased wish, made with good intentions, may have good results. However, if the wish is greedy, or made with malicious intent, every effort should be made to find differing interpretations. If necessary, the wish can even be disallowed, having no effect. Whenever a wish fails or is misinterpreted, the DM should explain (after the game) the problem or flaw in the phrasing.
     Here are some examples of faulty wishes: “I wish that I knew everything about this dungeon” could result in the character knowing all for only a second, and then forgetting it.
     “I wish for a million gold pieces” can be granted by having them land on the character and then vanish.
     “I wish to immediately and permanently possess the gaze power of a basilisk while retaining all of my own abilities and items” is a carefully worded wish that’s out of balance. Characters are already quite powerful. This wish could result in the growth of a basilisk head in addition to the character’s own, or the growth of extra eyes-without eyelids, leaving the character extremely vulnerable to other gaze attacks.
     A wish can never be used to gain either XP or levels of experience.
     Possible Effects: If a wish is used to harm another creature in any way, the victim may make a Saving Throw vs. Spells. If the save is successful, the victim takes half the ill effects and the other half rebounds on the caster (who may also save to avoid it, but with a -4 penalty to the roll). A carefully worded wish can, however, move (i.e. teleport) another creature if no harm is done in the process, allowing no saving throw. The saving throw applies only to creatures, not their items carried or possessed.
     A wish may be used to gain treasure, up to a maximum of 50,000 gp per wish. However, the caster loses 1 XP per gp value of treasure gained, and this loss cannot be magically restored.
     A wish can be used, if the DM desires, to gain the use of a magic item for a short time. Generally, any magic item gained is borrowed from somewhere else, not created. Artifacts are beyond the power of wishes. The caster may usually produce any item up to + 5 enchantment. The item will remain for only 1-6 turns.
     A wish can be used to temporarily change any one ability score to a minimum of 3 or maximum of 18. This effect lasts for only six turns.
     Wishes can also be used to permanently increase ability scores, but the cost is very high. You must use as many wishes as the number of the ability score desired. All the wishes must be cast within a one-week period. You may raise an ability score only one point at a time. To raise your Strength from 15 to 16 takes 16 wishes. To then raise it to 17 will take an additional 17 wishes. Wishes cannot be used to permanently lower ability scores.
     A wish cannot raise the maximum level for humans; 36th is absolute, enforced by Immortals. However, one wish can allow a demi-human to gain one additional Hit Die (for a new maximum of 9 for halflings, 11 for elves, and 13 for dwarves). This affects only hit points, and does not change any other scores (such as Hit rolls, elves’ number of spells, etc.).
     A wish can change a demi-human to a human, or the reverse. Such a change is permanent, and the recipient does not become magical. Halflings and dwarves become fighters of the same level. Elves become magic-users or fighters (but not both), at the choice of the wisher. Levels of experience can then be gained normally as the human class. A human changes to the same level demihuman, but no higher than the normal racial maximum. If the wish is made by another, the victim may make a Saving Throw vs. Spells with a + 5 bonus to avoid the change. Once a character’s race is changed, two wishes are needed to reverse the effect, and further changes each require double the previous number of wishes used (4, 8, 16, etc.).
     A wish can be used to duplicate any magicuser spell effect of 8th level or less, or any cleric spell effect of 6th level or less. This common use of a wish is not subject to the same close scrutiny by the DM, and is likely to succeed with less chance of error than other types.
     A wish can sometimes be used to change the results of a past occurrence. This is normally limited to events of the previous day. A lost battle may be won, or the losses may be made far less severe, but impossible odds cannot be overcome completely. A death in melee could be changed to a near-death survival; a permanent loss could be made temporary. The DM may advise players when wishes are near to exceeding the limit of the power.
     Important Note: Whenever an effect is described as being unchangeable “even with a wish,” that statement supercedes all others here. However, multiple wishes may succeed (DM’s choice) where one wish would not.

This at first seems to grant unlimited possibilities, however given the list of standard wishes I think this spell can be viewed as a series of separate spells all rolled into one. There is the spell for 50K gold, temporary increase in ability scores, species change, etc. I think what this really tells us about the cleric and his religion is is that the Deity worshiped by the cleric can have any degree of power the DM wishes to give him. Yet the definite powers of the Deity include the granting of the abilities of a magic-user to a cleric, changing the physical attributes of a person either through ability scores or species swap, the creation of items of monetary value, and the instant teleportation of items. I think all of these have been covered by other spells. What is important to remember here is that the presence of this spell specifically tells us that the powers a Deity can grant his servants, and thus he himself possesses, is literally limitless.

Wizardry
By using this spell, the cleric gains the power to use one item normally restricted to magic-users: either a device (such as a wand) or a scroll containing a 1st- or 2nd-level magic-user spell. (Spells of 3rd or higher level cannot be cast, though they may be present on the scroll.) This ability lasts for one turn, or until the scroll or device is used. The cleric magically gains knowledge of the proper use of the item, as if the character were a magicuser. For the duration and effect of the magicuser spell, the level of caster is treated as the minimum necessary for the casting of the spell.

This demonstrates the Deity's power includes the power of the magic-user. Simply the Deity limits the access his followers get to certain kinds of magic. It seems that The Deity limits access to his power as a way of encouraging a specific type of behavior and only entrusts the unfettered use of magic to his most trusted servants(this being a 7th level spell) and even then its use is still very limited. Despite these restrictions, this makes clear that the Deity has access to the same kind of manipulation of reality that magic-users make use of.

22 November 2019

Religion of the Cleric: 6th level Spells

Continuing my discussion of how Clerical magic can help us understand his religious beliefs. With these spells the evidence that the Deity worshiped by the Clerics is the creator of the universe and or multiverse really begins to mount up. This spell list is spread across the Expert and the Companion sets.

The OD&D Cleric
Analysis of Level 1 Spells
Analysis of Level 2 Spells
Analysis of Level 3 Spells
Analysis of Level 4 Spells
Analysis of Level 5 Spells
Analysis of Level 7 Spells
Conclusions

From the Expert Rulebook:

Animate Objects
The cleric may use this spell to cause any non-living, non-magical objects to move and attack. Magical objects are not affected. Any one object up to 4,000 cn weight may be animated (roughly the size of two men), or smaller objects whose total weight does not exceed 4,000 cn. The DM must decide on the movement rate, number of attacks, damage, and other combat details of the objects animated. As a guideline, a man-sized statue might have a 3’’ movement rate, attack once per round for 2-16 points of damage, and have an Armor Class of 1. A chair might only be AC 6, but move at 180’ per round on its four legs, attacking twice per round for 1-4 points per attack. All objects have the same chances to hit as the cleric animating them.

At first this spell seems to be something that would fit the repertoire of a Magic-User better than that of a priest. It seems to be a random magical effect like wizards in fairy-tales might cause. However, given that it is included with the clerical spell list, maybe we can come up with a theological argument for its presence.
     It occurs to me that one argument made by LDS theologians might apply here. Some scholars in the LDS church claim that the reason Jesus was able to perform certain miracles is because he was also creator of the world; that some miracles were unique to Christ and that one of his apostles couldn't have done it if they had enough faith.  The argument goes like this: because Jesus created (or organized) the world, the particles/atoms that went into the world have a special relationship with him; essentially the atoms and molecules of earth obeyed Christ during his lifetime because he organized them into the earth at the beginning of time. Of course it is much more complex than that, but that's the gist of it, and no I don't personally subscribe to that line of thought. Certain miracles such as turning water into wine or calming the storm on the Sea of Galilee are explained away in this manner.
     So, how does that apply to this spell? I can see a similar argument being made; if the Deity worshiped by the cleric created the universe, then the Deity can also command not just living things, but also inanimate things, and that power can in turn be granted to the Deity's followers. Another thought is that if this Deity has command over life he is literally giving the cleric the power to breath life into something that was dead (or inanimate). Either way, I think this spell shows that the Deity has power over more than just living things; he can also command objects to do his will.

Find the Path
When this spell is cast, the cleric must name a specific place, though it need not have been visited before. For the duration of the spell, the cleric will know the direction to that place. In addition, any special knowledge needed to get to the place will also be gained; for example, locations of secret doors become known, passwords, and so forth. This spell is often used to find a fast escape route.

This is an interesting spell, somewhat different than most of the other clerical spells. It is reminiscent of the wizard's eye or clairaudience or other scrying spells. I guess the theological argument is fairly simple. The Deity knows everything (he is omniscient) and so it is simple matter to show a follower where a specific location is and how to get there.

Speak with Monsters
This spell gives the caster the power to ask questions of any and all living and undead creatures within 30’. Even unintelligent monsters will understand and respond to the cleric. Those spoken to will not attack the cleric while engaged in conversation, but may defend themselves if attacked. Only one question per round may be asked, and the spell lasts 1 round per level of the caster.
     The reverse of this spell, babble, has a 60‘ range, and a duration of 1 turn per level of the caster. The victim may make a Saving Throw vs. Spells to avoid the effect, but with a - 2 penalty to the roll. If the Saving Throw is failed, the victim cannot be understood by any other creature for the duration of the spell. Even hand motions, written notes, and all other forms of communication will seem garbled. This does not interfere with the victim’s spell casting (if any), but does prevent the use of many magic items by turning the command words to mere babbling.

This spell speak to both the omniscience of the deity, in that they can understand the languages and thoughts of all living things, and the Deity's connection to the natural world. The Deity is not just a the god of the humans, but also has a connection to every living thing. The Deity knows not just all languages, but the thoughts of every creature because this allows the understanding of even those creatures without a language. The reverse of this spell shows an even more interesting power of the Deity. He not only possesses understanding of a creature's thoughts, but may also change how it thinks. Language is irrevocably tied to how we process information; when our language changes, so do our thought processes. I can see why only an evil cleric would want to cast this spell; it gives the caster the ability to change the essence of who a person is. Even though it is temporary, the reverse spell has a powerful effect.

Word of Recall
Similar to a magic-user’s teleport spell, this spell carries the cleric and all equipment carried (but no other creatures) to the cleric’s home. The cleric must have a permanent home (such as a castle), and a meditation room within that home; this room is the destination when the spell is cast. During the round in which this spell is cast, the cleric automatically gains initiative unless surprised.

This is an interesting spell. It is similar to teleport in many ways, but the purpose behind its presence and use are vastly different. It speaks to me of a need for safety. Given that this is a 6th level spell, even the most valiant defenders of the faith sometimes retreat from danger or evil. Or another way of looking at it could be this is a way for a cleric to return to a holy site and defend it whenever danger approaches. The fact that the Deity can teleport his clerics to a specific holy site at a moment's notice demonstrates the power that the Deity has. The Deity is in possession of the same kind of power and abilities as any wizard, but he limits the use of these powers by his followers by providing specific circumstances and reasons for which they can be used.

From the Players Companion:

Aerial Servant
An aerial servant is a very intelligent humanoid being from the Ethereal Plane. With this spell, the cleric summons one of these beings, which appears immediately. The cleric must then describe one creature or item to the servant, or else it will depart. The approximate location of the target must also be named. When it hears this description and location, the servant leaves, trying to find the item or creature and bring it to the cleric. The servant will take as much time as needed, up to the limit of the duration.
     The aerial servant has 18 Strength, and can carry up to 5,000 cn. It can become ethereal at will, and thus can travel to most places easily. However, it cannot pass a protection from evil spell effect. If it cannot perform its duty within the duration of the spell, the servant becomes insane and returns to attack the caster.

This is interesting because at first it seems like the aerial servant might be a direct servant of the Deity worshiped by the cleric, but then it goes insane and attacks the caster if it can't complete the task? That doesn't sound like a willing servant; it sounds like maybe this creature was geased or quested or some similar effect. Maybe when this spell is cast the Deity of the cleric binds this creature from the Ethereal plane to do a task for the cleric, but when the task proves impossible the compulsion to complete the task is so strong that the aerial servant doesn't know what to do; the only way to free itself from its servitude is to destroy the taskmaster. If there is no longer a cleric to complete a task for, then the aerial servant no longer has to complete an impossible task.
     Aside form that, this spells demonstrates that the Deity has power not just over the Prime Material Plane, but also in the Ethereal plane, and most likely all the planes of existence. A creature from the Ethereal plane is just as easily controlled as a creature from the Prime plane. All living creatures are subservient to this Deity, and as representatives of the Deity, Clerics are given a portion of this power to command others.

Barrier
This spell creates a magical barrier in an area up to 30’ in diameter and 30’ high. The barrier is a wall of whirling and dancing hammers, obviously dangerous. Any creature passing through the barrier takes 7-70 points of damage from the whirling hammers (no Saving Throw). This spell is often used to block an entrance or passage.
     The reverse of this spell (remove barrier) will destroy any one barrier created by a cleric. It can also be used to destroy a magicuser’s wall of ice, wall of fire, or wall of stone spell effect. It will not affect a wall of iron.

What's remarkable about this spell is not the barrier itself, but the ability to create something out of nothing. Or maybe the hammers are transported from some other place? I doubt it. This Deity has the power of creation; it can create any object desired without the requirement of base materials. Granted a wizard can create a wall of stone or iron or other materials too, but a wizard is limited, whereas this spell only hints at the power of the Deity. This is the extant of the power that the Deity allows his followers to use, the Deity's actual power is most likely immeasurably greater. I think we can definitively say that the Deity the cleric worships has the power of creation and therefore most likely created the universe(the prime material plane) and possibly the other planes of existence as well.

Create Normal Animals
The cleric is able to create normal animals from thin air with this spell. The animals will appear at a point chosen (within 30’), but may thereafter be sent (by command) up to 240’ away, if desired. The animals created will understand and obey the cleric at all times. They will fight if so commanded, and will perform other actions (carrying, watching, etc.) to the best of their abilities. They are normal animals, and may attack others unless their instructions are carefully worded.
     The cleric may choose the number of animals created, but not the exact type; the DM should decide that (or randomly determine). One large (elephant, hippopotamus, etc.), 3 medium-sized (bear, great cat, etc.), or 6 small (wolf, rock baboon, etc.) animals can be created. “Giant” animals cannot be created. The animals disappear when slain or when the spell duration ends.

This really reinforces the ideas I've already discussed in this post. The Deity can not only create matter from nothing, but can also instantaneously breathe life into that matter. These animals aren't transported or summoned, they are specifically "[created] from thin air" and alive upon the instant of creation. These are flesh and blood animals; they are physically there and can die just like any normal animals. The short duration of their existence is more an evidence of the careful doling out of favors by the Deity than they show a limitation of the Deity's power. The Deity itself could probably allow these creatures to not disappear after a specific time period and the animals could live out normal lives, yet the Deity limits the amount of power that can be used by his followers.

Cureall
This spell is the most powerful of the healing spells. When used to cure wounds, it cures nearly all damage, leaving the recipient with only 1-6 points of damage. It will remove a curse, neutralize a poison, cure paralysis, cure a disease, cure blindness, or even remove a feeblemind effect. However, it will cure one thing only; if the recipient is suffering from two or more afflictions (such as wounds and a curse), the cleric must name the one to be cured. If cast on the recipient of a raise dead spell, the cureall eliminates the need for 2 weeks of bed rest; the recipient can immediately function normally.

The Deity's power over life and death is demonstrated by this spell. The followers of the Deity are given the power to cure nay ailment no matter how severe. The Deity clearly has power over the body's physical healing processes.

07 April 2019

Religion of the Cleric: 5th Level Spells

Continuing my discussion of how Clerical magic can help us understand his religious beliefs. This spell list is spread across the Expert and the Companion sets as will be the 6th level spell list.

The OD&D Cleric
Analysis of Level 1 Spells
Analysis of Level 2 Spells
Analysis of Level 3 Spells
Analysis of Level 4 Spells
Analysis of Level 6 Spells
Analysis of Level 7 Spells
Conclusions

From the Expert Rulebook:

Commune
This spell allows the cleric to ask questions of the greater powers (the DM, mythological deities, etc.). The cleric may ask three questions that can be answered yes or no. However, a cleric may commune only once a week. If this spell is used too often, the DM may wish to limit its use to once a month. Once a year the cleric may ask twice the normal number of questions.

I have always felt conflicted about this spell, being a religious person myself. Let's first lay out the doctrine of my church(The Church of Jesus Christ of Latter-Day Saints) and my own experience with divine revelation. When praying for specific answer, whether it be about an important decision or a gospel related question, a person should study something first, come to a general conclusion and "then you must ask me[God] if it be right" (The Doctrine and Covenants Section 9 Verse 8) From there your decision is either confirmed when you feel the presence of the Holy Spirit(which is different for different people at different times, it's not always a 'burning of the bosom') or you receive a 'stupor of thought' as a negative answer. Now there has been much debate about what 'stupor of thought' means, but let me just summarize by saying that when you feel that Holy Spirit you know what course of action to take. Because of this scripture, and others that reinforce it, the Church teaches that we should ask God yes or no questions. What has been set forth above is the basic doctrine, my experience is somewhat more nuanced. Sometimes I have received answers that are more complicated than just an affirmation or negation, sometimes I receive an answer that basically says God doesn't care and to do what you want to do, and then there are times you receive answers to things you never asked, and all this is to say nothing of what is generally referred to as 'promptings' in the Church.
     So, how does all this relate to the Commune spell? Well, firstly I think the yes or no requirement is a good start implying that the Deity worshiped by thus order of Clerics answers prayers in a manner similar to my own experiences, plus it is very gameable. As far as limiting to to only 3 questions, and only being able to cast this spell once a week, I understand these rules were written to limit player abuse, but it still doesn't feel quite right to me. Speaking of abuse, it is heavily implied, but not directly spoken to, that the yes or no answer should be correct/truthful. I have seen too many DMs claim that they don't have to answer the questions truthfully, they just don't want the players to know the truth, or they want to 'trick' them. It's all just an excuse for a bad DM to lie to his players. If you don't want them to be able to receive revelation from their gods, don't allow the spell in the game. So back to this limitation of 3 questions only once a week. I think this implies some very important things as to the nature of the Deity and the faith of the Cleric. I see 2 options for what this means, 1) either the Deity is distant and it requires a lot of time and effort to summon his attention, or there is some other limiting factor on the Deity's ability to communicate with his servants, or 2) the cleric must take the time to study and prepare the questions for an entire week using special poetical form or special words or he has to build up his faith to an extent to be able to communicate directly with his god. There are a myriad of explanations I can think of to explain these limitations, one example that strikes me is when Moses was in the habit of talking to God face to face there was a time when God said that he would only show him his backside. Things like that make me think these limitations are due more to the faith of the follower than the power or ability of the Deity.
     One other thing I want to note is the fact that this a 5th level spell. That means [checking my charts] only a 10th level cleric can cast this. The level title for 9th level or above is 'Patriarch,' so basically the head of the church (ie the Pope) can use this and no one else (anyone else would go start their own church). This is not equivalent to personal divine revelation (all that stuff I was talking about at the beginning of this analysis); this is a prophetic calling. The cleric has a direct line to the will of god. So what happens when two clerics both can use this spell? They both become prophets with their own following and churches are built up around their legacy and their interpretation of the word of god, and remember it has to be an interpretation because they can only receive yes or no answers. Let's take a real world example: to confirm the doctrine of the Trinity, a modern christian might ask, "are the Holy Spirit, The Father, and The Son one God?" While in contrast someone from my church might ask, "Is the Godhead(the Father, Son, and Holy Ghost) composed of three separate and distinct personages?" Both might receive an answer of 'yes' and interpret it to mean the other is wrong, but again this is all interpretation. For a Cleric with only this method of communicating with their Deity, it means there is no sacred text(the bible) that is the 'word of god.' The word of god only comes through as yes or no, so he could confirm whether something someone had written was correct or not, and then the cleric touts this piece of writing as the 'word of god,' but this never came directly as inspiration from god; there are no long winded, confusing prophecies direct from god. At least not in the form of a direct revelation, the next best thing would be an angel/messenger of god sent to declare his word.
     What can we draw from all this? Well even if the religion of the standard cleric is monotheistic as surmised by other evidence, it is a very different monotheism from what has existed throughout history. There are no biblical style prophets proclaiming to be the mouthpiece of God. The leaders of branches of the church, or churches of the same basic belief system(think protestantism) act as interpreters and final arbiters of the will of god concerning very specific questions. These leaders fulfill a role similar to the modern day Pope; he interprets and decides the general practices and policies of the Catholic Church, but he doesn't claim to be a prophet like Moses. The only way for members of this religion to know the true 'Will of God' are through direct divine manifestations, whether that be a visitation from the Deity himself or a messenger (angel).

Create Food
This spell creates enough food to feed 12 men and their mounts for one day. For every level of the cleric above 8th, food for 12 additional men and mounts is created.

This is complementary to the 4th level spell Create Water. Again this allows a cleric to feed a small army. Mostly it brings to mind the tribes of Israel being fed by ‘Manna from Heaven’ for 40 years in the wilderness. This isn’t quite on such a large scale, but I could see a similar legend circulating among the modern followers of this religion.

Dispel Evil
This spell may affect all undead and enchanted (summoned, controlled, and animated) monsters within range. It will destroy the monster unless each victim makes a Saving Throw vs. Spells. If cast at only one creature, a -2 penalty applies to the Saving Throw. Any creature from another plane is Banished (forced to return to its home plane) if the Saving Throw is failed. Even if the Saving Throw is successful, the victims must flee the area, and will stay away as long as the caster concentrates (without moving).
     This spell will also remove the curse from any one cursed item, or may be used to remove any magical charm.

This reiterates the idea that magical creatures are enemies or an affront to the Deity of the Cleric, implying that the Deity is connected to the natural or mundane world. Perhaps there is also the implication that the Deity has jurisdiction over the Prime Plane. In function this spell is a suped-up turn undead, also being able to turn or destroy enchanted creatures. Why a Cleric might use this spell to remove a curse instead of the Remove Curse Spell seems confusing, unless perhaps the cleric doesn't know whether the something or someone is cursed or enchanted.

Insect Plague
This spell summons a vast swarm of insects. The swarm obscures vision and drives off creatures of less than 3 Hit Dice (no Saving Throw). The swarm moves at up to 20’ per round as directed by the cleric while it is within range. The caster must concentrate, without moving, to control the swarm. If the caster is disturbed, the insects scatter and the spell ends. This spell only works outdoors and aboveground.

This is another connection to the natural world. The Deity of the Cleric has the power to control the lower forms of life. The implications of this are numerous; maybe this control is the result of an inherent mastery through creation, or maybe the Deity has a hive like mind that can supersede the natural queen/hive mind of these insects, or maybe the nature of the Deity is in common with all living things so that even the insects will listen to requests. There are many possible reasons that the Deity has some measure of control over even the lowest orders of the natural world, and each explanation tells us more about the inherent nature of the Deity.

Quest
This spell forces the recipient to perform some special task or quest, as commanded by the caster. The victim may make a Saving Throw vs. Spells to avoid the effect. A typical task might include slaying a certain monster, rescuing a prisoner, obtaining a magic item for the caster, or going on a pilgrimage. If the task is impossible or suicidal, the spell has no effect. Once the task is completed, the spell ends. Any victim refusing to go on the quest is cursed until the quest is continued. The type of curse is decided by the DM, but may be double normal strength.
     The reverse of this spell, remove quest, may be used to dispel an unwanted quest or a quest-related curse. The chance of success is 50%, reduced by 5% for every level of the caster below that of the caster of the quest (an 11th level cleric attempting to remove a quest from a 13th level cleric has a 40% chance of success).

Unlike common Christian beliefs, this God can suspend the agency of an individual human. I see this as an extension of the command which the Deity has over all living things, there is nothing that separates man from beast. The saving throw does imply that intelligent beings with their own will may resist the commands of the Deity. Or are those commands weakened because they are channeled through a priest and don't come directly from the Deity? In either case the agency of man is not sacrosanct.

Raise Dead
By means of this spell, the cleric can raise any human, dwarf, halfling, or elf from the dead. The body must be present, and if part is missing, the raised character may be disabled in some way. An 8th level cleric can raise a body that has been dead for up to four days. For each level of the cleric above 8th, four days are added to this time. Thus, a 10th level cleric can raise bodies that have been dead for up to twelve days. The recipient becomes alive with 1 hit point, and cannot fight, cast spells, use abilities, carry heavy loads, or move more than half speed. These penalties will disappear after 2 full weeks of complete bed rest, but the healing cannot be speeded by magic.

The general implications of this spell are enormous. The Deity has complete power over life and death. Interestingly this spell also has some connection to real world Judeo-Christian tradition. As I understand it, the jews believed that the spirit left the body on the 4th day, which matches with the time limit on this spell.

     This spell may also be cast at any one undead creature within range. The creature will be slain unless it makes a Saving Throw vs. Spells with a -2 penalty. However, a vampire thus affected is only forced to retreat to its coffin, in gaseous form, to rest.

This effect upon the undead shows that undeath is the antithesis of life. The Undead have no spirits that can be returned to their bodies and are hence not returned to normal life when this spell is cast, they simply return to inanimate matter. If death is the absence of life, then undeath is the opposite of life.

     The reverse of this spell, finger of death, creates a death ray that will kill any one living creature within 60’. The victim may make a Saving Throw vs. Death Ray to avoid the effect. A Lawful cleric will only use finger of death in a life-or-death situation.

The reverse effects of this spell simply shows the depravity of Evil Priests; they will kill with impunity. Instead of giving life, the enemies of the church take life, and can be punished in  like manner by their counterparts in the church.

From the Players Companion:

Cure Critical Wounds
This spell is similar to a cure light wounds spell, but will cure one living creature of 6-21 (3d6+3) points of damage.
     The reverse of this spell (cause critical wounds) causes 6-21points of damage to any living creature or character touched (no Saving Throw). The caster must make a normal HIt rol to cause the critical wound.

As with other sure wound spells, this shows the healing nature of the Church. The message of the church is to bring healing and comfort, and the enemies of the church seek to cause pain and suffering.

Raise Dead
When cast at an Undead creature with more Hit Dice than a vampire, this spell inflicts 3-30 (3d10) points of damage. The victim may make a Saving Throw vs. Spells to take 1/2 damage.
     The revesre, finger of death, will actually cure 3-30 points of damage for any undead with 10 or more Hit Dice (phantom, haunt, spirit, nightshade, or special).

These details add little to what has already been said; it just provides more specific rules for specific situations.

Truesight
When this spell is cast, the cleric is able to clearly see all things within 120'. The spell is quite powerful; the cleric can see all hidden, invisible, and ethereal objects and creatures, as with the magic-user detect invisible spell (including secret doors). In addition any things or creatures not in their true form- whether polymorphed, disguised, or otherwise- are seen as they truly are, with no possibility of deception. Alignment is also "seen," as is experience and power (level or Hit Dice).

This speaks to the Omniscience of the Deity worshiped by the Cleric. The Diety knows the true nature of all things. There is more and more evidence that this Deity can see everywhere at once and knows all thins, and may impart to his servants on earth select portions of his knowledge.

03 February 2019

Religion of the Cleric: 4th Level Spells

Continuing my discussion of how Clerical magic can help us understand his religious beliefs. In this post I come across some interesting implications. The Deity which the Cleric worships may be the creator of life in the universe.

The OD&D Cleric
Analysis of Level 1 Spells
Analysis of Level 2 Spells
Analysis of Level 3 Spells
Analysis of Level 5 Spells
Analysis of Level 6 Spells
Analysis of Level 7 Spells
Conclusions

Animate Dead
This spell allows the caster to make animated, enchanted skeletons or zombies from normal skeletons or dead bodies within range. These animated undead creatures will obey the cleric until they are destroyed by another cleric or a dispel magic spell. For each level of the cleric, one Hit Die of undead may be animated. A skeleton has the same Hit Dice as the original creature, but a zombie has one Hit Die more than the original. Character levels are not counted (the remains of a 9th level thief would be animated as a zombie with 2 HD). Animated creatures do not have any spells, but are immune to sleep and Cham effects and poison.
     Lawful clerics must take care to use this spell only for good purpose. Animating the dead is usually a Chaotic act.

This seems to be explicitly an evil spell, or in other words a spell used by those who fight against the Church. This is clearly a desecration of the dead, meaning the Church respects the dead and generally wants to leave them to 'rest in peace.' What constitutes a good purpose, and how would a good Cleric justify the use of this spell? Possibly as guardians of an artifact or tomb or some other sacred ground. I really can't think of any other 'good purpose' for a cleric to use this spell.

Create Water
With this spell, the cleric summons forth an enchanted spring from the ground or a wall. The spring will flow for an hour, creating enough water for 12 men and their mounts (for that day, about 50 gallons). For each of the cleric’s levels above 8, water for twelve additional men and mounts is created.

This is direct evidence that the Church and the Deity worshiped by the Cleric gives life to supplicants. Water is not just representative of life, but also a literally necessary to sustain life. with this a 36th level cleric could provide water for 348 men and 348 horses with a single spell, and he could do this nine time in a single day if necessary. A single high level cleric could provide water for an army in a desert; this is very reminiscent of Moses and the Israelites.

Cure Serious Wounds
This spell is similar to a cure light wounds spell, but will cure one creature of 4-14 points of damage (2d6 + 2). 
     The reverse of this spell, cause series-wound, causes 4-14 points of damage to any creature or character touched (no Saving Throw). The caster must make a normal Hit roll to cause the serious wound.

The Church is a source of healing to believers. The Cleric doesn't just preach a message of healing, but literally heals the wounded. And the enemies of the Church will do the opposite. Evil Clerics will bring pain and injury instead. There is stark contrast between these two philosophies.

Dispel Magic
This spell destroys other spell effects in a cubic volume of 20’ x 20’ x 20‘. It does not affect magic items. Spell effects created by a caster (whether cleric, magic-user, or elf) of a level equal to or lower than the caster of the dispel magic are automatically and immediately destroyed. Spell effects created by a higher level caster might not be affected. The chance of failure is 5% per level of difference between the casters. For example, a 7th level cleric trying to dispel a web spell cast by a 9th level magic-user would have a 10% chance of failure.

Interestingly this implies that the Church not only has greater power than secular magic-users, but is also opposed to them. This spell does not specify any type or class of magic that is dispelled; all magic within range is affected indiscriminately. Apparently the Church claims to have the right to choose where and when magic is allowed to be practiced. I would envision a dogmatic enforcement of a ban against non-clerical magic in most urban centers.

Neutralize Poison
This spell will make poison harmless either in a creature, a container (such as a bottle), or on one object (such as a chest). It will even revive a victim slain by poison if cast within 10 rounds of the poisoning! The spell will affect any and all poisons present at the time it is cast, but does not cure any damage (and will thus not revive a poisoned victim who has died of wounds). 
     The reverse of this spell, create poison, may be cast, by touch, on a creature or container. It cannot be cast on any other object. A victim must make a Saving Throw vs. Poison or be immediately slain by the poison. If cast on a container, the contents become poisoned; no Saving Throw applies, even for magical containers or contents (such as potions). Poisoning is usually a Chaotic act.

So this again reinforces the idea of a message of healing. I think it also speaks to an idea of purification. Something that was unclean or dangerous now becomes purified and harmless. and the reverse for evil Clerics reinforces the idea that the enemies of the Church bring death to others.

Protection from Evil 10’ Radius
This spell creates an invisible magical barrier all around the caster, extending 10’ in all directions. The spell serves as protection from “evil” attacks (attacks by monsters of an alignment other than the caster’s). Each creature within the barrier gains a + 1 to all Saving Throws, and all attacks against those within are penalized by -1 to the attacker’s Hit roll while the spell lasts.
     In addition, “enchanted” creatures cannot attack those within the barrier hand-to-hand. Enchanted creatures can attack with missile or magical attacks however. An “enchanted” creature is any creature that is magically summoned, animated or controlled (as with a charm spell) or can only be hit by a magical weapon. Creatures that can be hit by silver weapons are not enchanted.
     If anyone within the barrier attacks an enchanted creature, the barrier will no longer prevent the creature from attacking hand-to-hand, but the bonus to Saving Throws and penalty to Hit rolls will still apply.

The Deity worshiped by the Cleric provides protection to his followers. Also enchanted creatures are enemies of the Church. Because the extra effect against enchanted creatures only applies if the Cleric doesn't attack implies a generally pacifistic Deity. He will protect his followers as long as they act peacefully.

Speak with Plants
This spell enables the cleric to talk to plants as if they were intelligent. A simple favor may be requested, and will be granted if it is within the plants’ power to understand and perform. This spell may be used to allow the cleric and party to pass through otherwise impenetrable undergrowth. It will also allow communication with plantlike monsters (such as treants).

This reinforces the Deity as one connected with the natural world. It also implies that plant life is sentient (though not necessarily sapient), and can voluntary move. Very reminiscent to the forest which traveled a great distance in The Lord of the Rings. In any case the Deity worshiped isn't exclusive to Humans, but also has a connection with the mundane plants and animals of the world. this may imply  the Deity created the world or this connection might come from another source.

Sticks to Snakes
This spell turns 2-16 sticks into snakes (detailed below). The snakes may be poisonous (50% chance per snake). They obey the cleric’s commands, but will turn back into sticks when slain or when the duration ends.

This more than any other spell so far implies a power over life itself. The Deity, and therefore his followers, can cause an inanimate object to come to life(if only briefly). This requires a complete restructuring of atoms and molecules, and maybe the creation of new atoms that would be present in a living snake, but not in a stick of wood. This is very interesting. I think this spell really requires us to think about who this Deity is and the source of his power/abilities. It is extremely likely that if this Deity did not create the world, he very possibly created life itself.

22 December 2018

The Religion of the Cleric: 3rd Level Spells

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.

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

22 August 2018

The Religion of the Cleric: 1st Level Spells

The OD&D Cleric
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.

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.

Again, control of natural world is implied. This could be seen as a control over the elements, or as the ability to alter biology. The body of the person seems to be changed to withstand extremes normally harmful. This also sends a message that this deity not only  protect servants from enemies, but also from the harmful effects of nature/the world