Last year I went through all the first level cleric spells, focusing on the Old School Essentials system. Then I compare the OSE version against the Advanced Dungeons & Dragons version of the spell. And if that's not enough, I throw in a random third system spell comparison.
So let's jump into the 2nd level spells. First one up is Bless.
Old School Essentials
Duration: 6 turns
Range: 60'
May be used in one of two situations:
1. Battle: Allies within a 20' square area who are not yet in melee gain a +1 bonus to attack and damage rolls and a +1 bonus to moral.
2. Ritual: Casting bless may also form part of rituals or purification or consecration, at the referee's discretion.
Reversed: Blight
Incurs a -1 penalty to morale checks, attack and damage rolls of enemies within a 20' square area. A save vs. spells is allowed to resist the blight.
Bless is a useful spell. Especially when you have a combat option, which is always a benefit, but it's that second option, the ritual component I really like. It's one of the few times where a spell's affect is not specifically determined by the text. This gives the GM and the players additional opportunities to utilize bless in game and in different ways. I don't recall using bless in that way in my game and this is one of the reasons I'm doing this series, even though I've been playing for over four decades, I'm always learning new things.
The only thing that doesn't make sense to me is the exclusion of those already in melee combat. Do you have to pay attention to get the bless? If so, aren't the archers drawing arrows and aiming, spellcasters prepping spells, thieves strategizing from the shadows? There is no reason the ground pounders up front shouldn't be blessed.
The reverse, blight, is less exciting. Maybe because it's focused more on a combat aspect. I think I'd add 'defile' as an aspect. Where a rival cleric can contaminate or unsanctify a holy site. Any special properties the site may have held are now gone. I can see an evil cleric sticking the stinky pinky into a batch of holy water contaminating it.
AD&D
Duration: 6 melee rounds
Range: 6"
Area of Effect: 5" x 5"
Upon uttering the bless spell, the caster raises the morale of friendly creatures by +1. It also raises "to hit" rolls by +1. A blessing however, will affect only those not already engaged in melee combat.
Reversed: Curse
Curses the enemies with a -1 to morale check and "to hit" rolls. The spellcaster determines the range of the spell (up to 6") and it affects all creatures within an 5" square centered on the point the spell was cast upon.
There are many differences so I listed them.
- First big difference of note, the AD&D bless spell is a 1st level spell. This is huge. Because in AD&D you get bonus spells for high wisdom. And the fact clerics get spells starting at 1st level compared to OSE, at 2nd. This means access to this spell is wide open comparatively.
- Absence of a bonus (or penalty) to damage rolls. I agree with the absence. I don't see a bless affecting the amount of damage done, but definitely the ability to hit an opponent.
- The duration is significantly different. Melee rounds are 1 minute in AD&D. So the bless lasts 6 minutes. Faster than a one pump chump on prop night. OSE version lasts 6 turns. Huge difference. This blessing would need to be done in the heat of battle otherwise it'll quickly fade after the fight starts. (thank you to Possibly Adam Morton for the time correction)
- While maybe not a difference, but a distinction, is when casting reverse its called curse instead of blight, but acts the same relatively. In OSE the third level Remove Curse has a reverse called Curse. So imagine that's is the reason for the name difference.
- Also, the reverse, Curse, hits friend of foe when cast. OSE notes that enemies suffer the penalty while in AD&D, everyone within the area of effect must make the save or suffer the penalties.
I'm not a fan of the AD&D version of bless and probably one of the reasons I rarely used it myself back in the day. Seems an ineffectual spell with little upside compared to, in this case, other first level spells, like a cure light wounds, light, or even detect magic. Bless would be way down on my list. And it doesn't have that cool role-playing component, ritual, written in like the OSE version.
Basic Fantasy Role-Playing Game
Duration: 1 minute/level
Range: 50' radius
Gives the caster and his or her allies a bonus of +1 on attack rolls, morale checks, and saving throws against magical fear.
Reversed: Bane
If fills the caster's enemies with fear and doubt, causing each affected creature to suffer a -1 penalty on attack rolls. morale checks, and saving throws against magical fear.
Slightly different from the OSE version. I find it interesting that it gives a bonus specifically against magical fear, but not against a creature that produces a natural fear. I'd think it would work for both. And I'm inclined to take it a step further and say a bless would provide a +1 to all saves for the duration.
I also like that it gives the front line fighters some love. They don't have to disengage to high five the cleric to get the bless.
I prefer this duration compared to the others. I like that level is taken into consideration to extend the affect. And again, I'd like it seen taken a step further by maybe adding an additional level of blessing. Say a 5th level cleric casts the bless, then the bonus (or penalty) would be at +2 (-2). I don't think this unbalances the game and keeps the bless spell more relevant at higher levels.
So that's it from the murky sylvanlands of PA. I hope you are enjoying this series and if you have any input please comment. I do have the monitoring option on due to waves of spam.
Thanks again. The spell coming up next...Find Traps! And you know what meme is going up with that spell without having to tell or show anyone. :)
AD&D rounds are 1 minute, so that's 6 minutes. But the amount of combat affected doesn't really change.
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