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Showing posts with label AD&D. Show all posts
Showing posts with label AD&D. Show all posts

Tuesday, June 22, 2021

Going Through the Spells: Find Traps

Yeah I went for the obvious, but still funny meme. The next spell up is Find Traps. I think it's a straight forward spell, but let's take a look.

Old School Essentials
Duration: 2 turns
Range: 30'
Trapped objects or areas within range of the caster glow with a magical blue light. 
Magical and mechanical traps: Are both detected.
No knowledge: About the nature of the trap or how to deactivate it is granted.

I like this spell. It's useful by letting the party know about a problem, but doesn't offer a solution. It's an abstract description so it doesn't so the trap itself, but the object or area. So it would show the hidden rope and pulley that releases the falling block. But a section of the ceiling glows blue. And for some reason I enjoy that it glows blue. Knowing me, I would have it glow blue for the first three times, bit on the fourth casting a trap glowed green. Watch the party speculate on why it's green. 

AD&D
Duration: 3 turns
Range: 3"
Area of Effect: 1" path
All traps -- concealed normally or magically -- of magical or mechanical nature become visible. Note this spell is directional, and the caster must face the desired direction in order to determine if a trap is laid in that particular direction.

Sometime I wonder how I played AD&D for so many years. The spell is straight forward yet the need to put in the caveat about the 1" path just seems to give a dickhead GM a reason to mess with players. I'd just rule if its with 30' sight range of the cleric it's good to go. And where's the blue glow?

D&D 3ed.
Duration: no idea
Range: no idea
Notice traps as a rogue does.

...I should say I play 3rd edition once when it first came out. Once. I never played it to figure out how the casting works and the descriptions for the spells are all around one to two sentences. I'm sure somewhere there was a place that told you how long it lasted and what range it was, but I couldn't find it. But the description is about as succinct as it gets. It carries the spirit of the spell.

Find Traps is a tricky choice at 2nd level. I think it falls in the mid range of usability. The reason it's not higher if the duration. The cleric would need to already suspect a trap was in the area to cast it. It's not one to cast and start wandering around. The cleric casts it to confirm what is already suspected and it doesn't last that often.

But what if the trap isn't mechanical? Say you have coins in a chest coated with a contact poison? It is neither mechanical or magical. As a GM I would still have the coins glow blue, but give no further comment. Since it is a spell that will probably only detect one trap it doesn't threaten a trap laden dungeon. 

That's it. I'm out. Until next time we look into the nastiest of the 2nd level cleric spells in my opinion, Hold Person!

Sunday, June 20, 2021

Going Through the Spells: Bless

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. :)

Friday, July 3, 2020

Going Through the Spells: Resist Cold

Wow, Am I tired. Getting back into swing of having other people around, opening the doors to the crowds, and the general chaos that is a constant of my job. But we are not here to speak about such nonsense. I have one more spell in the 1st level cleric spells in OSE to cover. The all important Resist Cold! A it anti-climatic, but here we are. Grab a coat and a hat.


Old School Essentials Mechanics
Duration: 6 turns
Range: 30'
All creatures within this range are protected from cold, as follows:
Normal Cold: Unharmed by non-magical freezing temperatures. 
Save Bonus: Gain a +2 to all saving throws vs. cold-based magical or breath attacks.
Cold-based damaged: Is reduced by 1 point per die damage rolled. (Each die inflicts a minimum of 1 hit point of damage.)

So there it is. One of the first things that popped out at me is I didn't realize it was a radius spell. So everybody who huddles around the cast, within 30', gains the bonuses of the spell. That makes the spell more interesting. More useful. While the cold-based attacks, I did a quick search through OSE Monster book, only a white dragon, frost giant, and frost salamander do that kind of damage. Magic items include Wand of Cold, Staff of Wizardry, and the spell of Cone of Cold. 

But I think of it more as an environmental spell to help survive arctic-like conditions. And 6 turns won't get you too far so it could add some urgency to the game. "The next village is an hour away so we've got to move fast." Then the dread GM rolls a random encounter, giant flying frost worms with laser eyes! This is going to slow down the party. While they may hide to let the giant flying frost worms with laser eyes pass, they've used valuable time as the spell is now going to end one or two turns before they reach the village. That's good stuff right there. 

AD&D Mechanics
Duration: 1 turn/level
Range: Touch
When this spell is placed on a creature by a cleric, the creature's body is inured to cold. The repentant can stand can stand zero degrees Fahrenheit without discomfort, even totally nude. Greater cold such as that produced by a sword of cold, ice storm, cold wand, or white dragon's breath, must be saved against. All saving throws made against cold are made with a bonus of +3, and damage sustained is one-half (if the saving throw is not made) or one-quarter (if saving throw is made) of damage from that attack form. The resistance lasts for 1 turn per level of experience of the caster. A pinch of sulphur is necessary to complete this spell. 

Whew. Got to love those AD&D spell descriptions. The simplicity of OSE version shines when sitting next to this version. 

Let's take a look at what I think works in the spell. 

  • I'm always a fan to have a spell increase in use/power as a mage gains levels, so the duration advancement is a welcome option. 
  • While it's not going to be much good for exploration it'll have more use in combat in AD&D. More opponents, magic items, and spells use cold based damage. 
  • And I always enjoyed the addition of specific spell components even though I never used them in game. I have adopted the components to enhance a spell's performance.
What I'm not a fan of is...
  • The overly complicated way the saving throw works. Too much math. 
  • I'm not sure why the spell description was so specific about working at zero degrees. Gary lived in Wisconsin, I'm sure he know zero degrees wouldn't do in most location especially if you have some wind. 
  • And while I like spell components I don't feel sulphur is the correct one. While I understand is associates with flame and warmth I would lean more toward something like a vial of ice from a glacier. I dunno, just throwing it out there.
Normally I would do another version of the spell to compare it to, but not this time.

This concludes the going through the 1st level cleric spells in Old School Essentials. I haven't decided to move onto the 2nd level of clerical spells or do the 1st level magic-user spells. 

Tuesday, March 17, 2020

Going Through the Spells: Purify Food and Water

Things have changed. Probably for everyone. For a while. But somethings, like my dive into the Old School Essentials spell list, continues. This time with Purify Food and Water. A useful utility spell. In long delves or treks through hostile lands, this spell saves the party's collective butts. If you have a referee that tracks food and water, it becomes a requirement. I admit, I am not one of those referees. At the start of every campaign I tell myself I will track those rations and water skins. It'll add a sense of reality into the fantasy world. Yeah, no. I never do it.

Art by Luigi Castenllani

But Purify Food and Water adds interesting elements into an adventure because its not always the party's food and water that is spoiled. An entire village's population might depend on the spell. Cause shit like that gets import when you don't got it. Sound familiar?

Old School Essentials Mechanics
Duration: Permanent
Range: 10'
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. On of the following may be affected:
- Drink: 6 quarts.
- Rations: One trail ration (iron or standard).
- Unpreserved food: A quantity sufficient for 12 human-sized beings.

I just did some whacked math. Then I found my answer in the book. I failed my roll...again. A water skin holds a quart, so this spell tops off 6 waterskins. How many waterskins does an adventurer need to drink during a day while plundering? No, I'm asking. I couldn't find a definitive answer in the books. For either water or food. As a rule of thumb I think I'd use the 3 skins and 3 rations a day. That is if I tracked this kinda thing.

I do think it's important to track these critical supplies because it presents interesting, strategical decisions. And the players I game with enjoy that level of depth. Maybe next campaign.

I don't find the spell equal in its treatment of the food items. It purifies water enough for 2 full days (by my home rule calculations), but only one meal of rations. And then you have the banquet table purification. I would have loved to have had this spell at a few restaurants I've eaten at. I'm not sure why the spell is so stingy with rations. You'd think they'd be a bit easier since they are already preserved, but maybe that's the problem. Bad shit has got to happen to have a ration go bad. Like a Twinkie. Most people think that Twinkies last forever. They don't. It's not pretty. 

The AD&D version takes a much different tact with this spell. Much different and more difficult to equate into gaming terms.

AD&D Mechanics
Duration: Permanent 
Range: 3"
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and/or water suitable for eating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus made suitable for consumption. 
- The reverse of this spell putrefies food and drink, even spoiling holy water. Unholy water is spoiled by purify water.

I remember reading this description and imagining a giant 1' cube of Spam on the table. 


How the hell do you figure out how many days a 1' cube of food feeds a person? I have no fricking clue. With drink, doesn't specify water like OSE, it is a little easier to guess. I don't know. Sometimes AD&D likes math too much and it has weird descriptions that aren't helpful in a game. 

I like that this version can do both at the same time (and/or). So you can throw in a ham sandwich and tweak your local IPA. That allows you to use one spell to do both. But again you run into weird measurements.

And this spell has a reverse option. An option that can ruin holy water! I don't recall that from before. That's an interesting affect. And of course purify ruins unholy water which I don't ever remember seeing in a game, but it'll make an appearance now. 

There is a lot of flexibility with this spell, but for its practical use, the cubic foot of food and/or water is kinda useless to me. I'd wing it. Try to remember what I said then make something else up the next time it was cast.

There was no additional information in the DMG.

I chose Hackmaster Basic for the third system. However it only has Purify Water as a first level cleric spell. 

Hackmaster Basic Mechanics
Duration: Permanent 
Range: Touch
This spell eliminates all harmful bacteria and microorganisms as well as foul tasting sulfides, iron, and suspended solids from water. The result is water suitable for drinking. Casting it on beverages such as milk,beer, or wine is deleterious as they will be reduced to plain water. The spell does not affect toxins (alcohol is here considered a narcotic not a toxin) or magic potions.

It purifies 1 gallon per level. Something measurable. Something easily ported into game. But I find it strange that the spell purifies water unless its poisoned...that seems a bit nonsensical. And you can mess up a perfectly good bottle of rum or chocolate milk. 

And from what I saw there is no spell that purifies food. You are SoL. Up the famous creek without that famous paddle. So pack a bunch of lunchables. Those things will outlast us all. 

Deleterious? Okay. Wow. 

With that, I'm out.

Monday, March 9, 2020

Going Through the Spells: Protection from Evil


The next spell up is Protection from Evil. I'm hoping this one doesn't prompt an unnecessary debate on what 'evil' is in game. But if it does, I'll cast my own spell, Protection from Asshats. I don't recall players using Protection from Evil. In a recent game where the player had the ability to use the spell, without the cost of a spell slot, used it once over a year long campaign. It's a good spell. I gives the caster a lot of nice bonuses, but is it enough to not take another Cure Light Wounds? 

Old School Essentials Mechanics
Duration: 12 turns
Range: The caster
This spell wards the caster from attacks by creatures of another alignment, as follows:
- Bonuses: The caster gains +1 bonus to saving throws against attacks or special abilities of affected creatures.
- Affected creature attacks: Against the caster are penalized by -1. 
- Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from attacking the caster in melee, though they may still make ranged attacks. If the caster engages such a creature in melee, this protection is broken (the caster still gains the save and attack bonuses mentioned above.)

It's a poorly named spell due to it using the term evil. Since it protects whomever casts the spell, no matter what the their alignment. Protection would have been a easier name without the confusion. In the description it states that it protects the caster from another aligned creatures. Does that mean same aligned creatures can smack the cleric around the map? 

And what a duration, 12 turns is the longest duration I've seen on a spell. Of course I'm only five spells in so far. But two hours of protection is a spell slot well spent. 

Let's take a look at the AD&D version. 

AD&D Mechanics
Duration: 3 rounds/level
Range: Touch
When the spell is cast, it acts as if it were a magical armor upon the recipient. The protection encircles the recipient at a one foot distance, thus preventing bodily contact by creatures of an enchanted or conjured nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps, invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers, and xorn. Summoned animals or monsters are similarly hedged from the protected creature. 

Furthermore, any and all attacks launched by evil creatures incur a penalty of -2 from dice rolls "to hit" the protected creature, and any saving throw caused by such an attacks are made at +2 on the protected creature's dice. 

The spell can be reversed to become protection from good, although it still keeps out enchanted evil creatures as well. 

The following is within the DMG: Note that this excludes (keeps out) monsters using natural (body) attacks which require touching the protected character. 

First the duration is shrunk down like an old man climbing out of a cold pool. OSE a flat 12 turns, down to 3 rounds/level in AD&D. The strategy for using this spell would be very different. One casting it before entering a dungeon. The other casting it during combat. Both interesting versions.

But while the caster sacrifices a drastic drop in time the protection doubles. For my money I'd rather have the duration than the increase of +2. The protection is provides against summoned and enchanted creatures to be equal.

Another difference is the caster can apply this spell to anyone. Another strategic option for the spell. I love options. 

The biggest difference, this spell doesn't say the protection from enchanted and conjured creatures ends if the recipient engages in melee. But at the same time, if the salamander is stabbing your guts with a trident it suffers the -2 to hit penalty. Not the invulnerability you get with the OSE version.

I prefer the OSE version. I think it implements the spell more effectively. 

I randomly pulled Hackmaster off my shelf, but discovered that it doesn't have a version of this spell in Hackmater Basic or Hackmaster 5e. I went back to the shelf and pulled Swords & Wizardry Complete. It echoes the OSE version, but with some interesting differences.

Swords & Wizardry Complete Mechanics
Duration: 2 hours
Range: The caster
Creates a magical shield of protection immediately around the caster blocking out all enchanted monsters such as elementals and demons. Evil monsters suffer a -1 penalty to hit the caster, and the caster gains +1 on all saving throws against such attacks. If the caster already has any magical bonuses to saving throws or armor class, the bonus from the magical circle has no effect, although the protective circle still functions against enchanted creatures. 

A step sibling of the OSE version except that bit about, you already got bonuses? Then screw you pal, no more bonuses for you. It doesn't differentiate melee, missile, or spell. Someone could argue that it blocks all of their attacks. How would you rule this?

Again, is the spell is focusing on evil-aligned creatures or hostiles in general? I read it as it is specifically targets creatures of evil alignment. So a neutral-aligned creature suffers no penalty.

What say you?

Friday, March 6, 2020

Going Through the Spells: Light


I love the light spell. I really do. It's such a useful spell. Creative players find interesting ways to utilize the spell to their advantage. This is one of those cleric/magic-user spells. The only difference is the duration. Cleric get a solid 12 turns of light where a magic-user's duration is 6 turns + 1 turn per level. Okay. Not sure why the difference between the two, but that is the only difference. 

Old School Essentials Mechanics
Duration: 12 turns
Range: 120'
- Conjuring light in a 15' radius. It is sufficient for reading, but is not as bright as daylight. The spell may be cast on an object, in which the light moves with the object.
- Blinding a creature by casting it on the eyes. If the target fails a save vs. spell it is blind for the duration. The blind creature cannot attack. 
- Cancelling darkness, light cancels a darkness spell.
- Reverse: Darkness, creates a 15' radius of magical blackness. It prevents normal sight, but not infravision. It can be used to blind creatures or to dispel a light spell. 

So many options, and that isn't all of them. In my years of play I've seen a lot of fun options. I love the it is an offensive spell that can blind a single creature, eliminating it from combat. I've taken down a few big ass critters with a simple light spell in my day. And I don't find any ambiguity with the description. It does what it does.

AD&D Mechanics
Duration: 6 turns + 1 turn/level
Range: 12"
- This spell causes the excitement of molecules as as to make them brightly luminous. The light is equal to torch light in brightness, but the sphere is limited to 4" in diameter. It lasts for the duration indicated or the caster utters a word to extinguish the light. 
- The light spell is reversible, cause darkness in the same area and under the same conditions except the darkness duration only lasts half the duration light would last. 
- If cast upon a creature, the applicable magic resistance and saving throws must be made. Success indicates that the spell affects the area immediately behind the creature, rather than the creature itself. 
- In all other cases, the spell takes effect where the caster directs as long as he or she has a line of sight or unobstructed path for the spell; light can spring from air, rock, metal, wood, or almost any similar substance. 

I really don't remember the light spell being so complicated. Let's unpack this thing a little at a time. First off, in the stat descriptions of the spell is says a 2" radius globe. In the first paragraph reads it's limited to a 4" diameter sphere. This might be a simple misprint, and doesn't make much of a difference to the spell, but I found it odd. 

Why would darkness only have half the duration? 

This next section is vague. It's hinting about blinding a creature, but it doesn't state that it does. If the creature makes its saving throw...against what, to what end. I'm sure it's about blinding a creature, but odd that it's not stated. Some of the other details in the spell description are exacting. 

One of the bigger differences between the B/X and the AD&D spell is how the light works. In the B/X version it is cast on something. Making it a stationary spell. As the spell cannot move off the object it is cast on, but the object itself could be portable. I often cast it on a fighter's shield or on a small object that can be pocketed or covered to conceal the light.  

The AD&D version the cleric has a little ball of light pet. It moves where the cleric wills it. There is no indication how fast it moves, but it's an interesting distinction between the two spells.

This week I pulled Basic Fantasy Roleplaying game off the shelves. 

Basic Fantasy Mechanics
Duration: 6 turns + level turns
Range: 120'

- Creates light equal to torchlight which illuminates a 30' radius area and provides a dim light for an additional 20' around the targeted location or object.
- The reverse creates darkness an area as described above. Darkness blocks out Darkvision and mundane light sources.
- A light spell maybe cast to counter a darkness spell of equal or lower level caster. Do this causes both spells to instantly cease, restoring the existing ambient light. 
-Either version of the spell may be used to blind an opponent by casting in on the creatures ocular organs. The target is allowed a saving throw vs. death ray to avoid the effect, and if the save is made the spell does not take effect at all. A light or darkness spell cast to blind does not have a given area of effect, that is, no light or darkness is shed around the victim.

There are some very different things going on here.

Darkness blocks out Darkvision. Darkvision seems to have replaced infravision in Basic Fantasy. One sees in black and white in total darkness. While the B/X version of darkness doesn't block infravision, Basic Fantasy's darkness spell does.

I like the way Basic Fantasy resolves the use of light and darkness spells by canceling one another. Instead of which spell was cast last.

And lastly, there is an interesting twist to the spell if cast to blind a creature and the save is made, the spell doesn't work. No effect. I'm not sure if I like that version because I would still rule the spell went off, but not where the caster expected.

Favorite term of the night "ocular organs". Ever play a game with your friend where you just come up with rock band names. Yeah, ocular organs is my rock band name. 

Wednesday, March 4, 2020

Going Through the Spells: Detect Magic

Art by Publisher’s Choice Quality Stock Art ©Rick Hershey Fat Goblin Games

Detect Magic is one of the most used utility type spells. Gold and gems are great, but let's face it, we're going into tombs to grab the magical trinkets hidden behind secret doors, protected by deadly traps, and worn by those who have no interest in giving them up. It's straight forward.

Old School Essentials Mechanics
Duration: 2 turns
Range: 60'
Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.

Another unspecified glow effect. Again, no real specification if everyone sees the glow or only the caster. Again, with these types of spells I default that only the caster can see the glow.

I am curious  why Detect Evil last for 6 turns and have a range of 120'. Is evil easier to detect than magic?

Here's the aspect of the spell I don't understand and that's the crossover. I mean it might be ticky tacky, but why would a cleric have the spell to detect magic? I understand there are magic items only clerics can use and if a cleric worships a god of magic, but it seems out of the cleric's realm. I'd love to hear what others think about this.

AD&D Mechanics
Duration: 1 turn
Range: 3"
- The cleric detects magical radiations in a path 1" wide, and up to 3" long, in the direction he or she is facing.
- The caster can turn 60 degrees per round. 
- Note that stone walls of 1' thickness, solid metal of but 1/12" thickness, or 3' or more of solid wood will block the spell. 

Wow okay. I need a carpenter to help with all these measurements. It's a shitty description. The entire description focuses on stupid thickness and how it won't work. Focus more on how the spell works. End of complaint. Nope I lied. How many times in an adventure are the thicknesses of walls given? Thickness of a metal chest? I mean 1/12" thickness, really dude?  

And the whole flashlight vision thing make no sense. So the cleric becomes a lighthouse and spins in a circle to attempt to detect magic? 

The most important absence is no information about how the cleric detects the magic. I guess rely on the old tried and true, glow trick. 

I wouldn't use this spell as written. Not at all. The Old School Essentials version is easier to use. You don't even need a ruler. 

However, it does specifically states that only the cleric detects the magic. Bravo. 

Our special guest star system tonight is OSRIC. The mother of the OSR systems! 

OSRIC Mechanics
Duration: 1 turn
Range: Caster
- Creates a tunnel of magical vision in the path of 10' wide and 30' long in which the cleric see the aura of any magical item as a glowing blue nimbus.
- The spell is blocked by solid wood 3' thick, by stone 1' thick, and by solid metal 1" thick. 
- The cleric can only scan 60 degree arc during the course of a round. Turning more quickly does not allow magic auras enough time to form in the cleric's vision.

The description on how the spell works is better in this version. I'm not a fan of measuring the thicknesses. If you can't see it, the cleric can't detect the magic. Boom.

That concludes the third entry into this series. Thanks to everyone who's participated with comments and taken the time to read the posts. It has been an education by taking a closer look at these spells. 

Monday, March 2, 2020

Going Through the Spells: Detect Evil

Artwork by Jeff Easley

Up next are the 1st level detect spells, Detect Evil and Detect Magic. I was going to combine them, but I've separated them for a reason. Detect evil is an interesting spell because it is a judgement spell. And in this case, alignments, if you use them, don't come into play. Only the immediate intentions. 

Old School Essentials Mechanics
Duration: 6 turns
Range: 120'
Objects enchanted for evil purposes or living beings with evil intentions are caused to magically glow.
-Intent only: it does not grant the caster the ability to read minds
-Referee must decide what is 'evil'.

An interesting line in the B/X description "The exact definition of 'evil' is left to the referee, and players should discuss this point so all are in agreement; Chaotic isn't always evil."

I'm not sure when this conversation is to occur. Different factors come into play each time Detect Evil is cast. I might explain my interpretation to my players (I might not to be honest). I remember only a few times when this spell was used.

The objects sentence is something I hadn't taken too close a look at until now. It specifically states 'enchanted for evil purposes'. Further description of the spell, traps are not considered good or evil. In the B/X description it states that poison is neither good nor evil. Huh? So I'd interpret this spell as only evil 'magical' items are detected. I would also include obvious evil artifacts from an evil god.

However, I find this description confusing. Interpreting intentions is difficult, even though most everyone on the internet deems themselves experts in this area. Let's say an evil cleric uses this spell. He sees a mother or three standing in a crowd and he is about to select a stone from a bag to determine which child is to be sacrificed to the god of death. She glows. She wants to protect her children and imagines herself slitting the priest's throat. Are her intentions evil? I'd argue no, because it's to protect her children. But the priest would consider her intentions 'evil' because he'd prefer to keep his throat uncarved.

Then there is this bit about glowing. It doesn't specify if it glows for the world to see or if it is only to the caster. As a referee I tend to side with whatever would give my players the advantage, but I rule this one, as in most of the detect spells, only the caster can see the glow. 

Let's take a look at the AD&D version. There are slight, but significant differences.

AD&D Mechanics
Duration: 1 turn + 1/2 turn/level
Range: 12'
Discover emanations of evil, or good in the case of the reverse of the spell, from any creature or object. For example, evil alignment or an evilly curse object will radiate evil, but a hidden trap or unintelligent viper will not. Followed by about 5 sentences giving examples of the duration.

Okay, first of + 1/2 turn/level...really. Come on Gary! But I do enjoy 'evilly'. 

The AD&D version makes a distinction, this spell focuses on the alignment or an evilly object. It is not based on intention. No interpretation needed. Or at least no group confab is needed. And because it is reversible and detects goodly people and objects removes the shades of gray. And there is no glowing. 

But we lose the subtleties. Let me give you a scenario where a neutral NPC loathes one of the PCs. Maybe the PC "accidentally" pissed in his Cheerios or something. The PC being paranoid cast his Detect Evil spell. No evilly detected. Eats his dinner and dies from the poison the Neutral guy slipped in. You could argue that would make the NPC evil, maybe. But not necessarily. Maybe he honestly considered the PC a threat to his safety. Nothing detected, but now the player is throwing d4s across the room because his spell did not warn him. 

I think that version is a little to colored in the lines. Too black and white. I like my gray. 

Here's something you don't hear often. GURPS has a simple solution. Sense Foes.

GURPS Mechanics
Cost: 1(minimum 2)
Range: Area
Tells the caster if the subject has hostile intent, and to what degree. It can be cast on one person or an area. If cast over an area it only detects someone is hostile, but not who. 

Boom. Ambiguity gone. Subtlety remains. There is no need for philosophical discussions about the essence of good and evil. And I like that it tells the caster the degree of hostility. Like the difference of "Fucker took the last jelly doughnut" compared to, "He poisoned my dog."

Sense Foes gets my vote. It fulfills the need that Detect Evil doesn't fulfill.

What say you dear reader? Thoughts? Concerns? Or are you the evilly one in the corner who wants to keep it a secret?

Sunday, March 1, 2020

Going Through the Spells: Cure Light Wounds


I decided to go through each of the Old School Essentials spells, starting with the 1st level cleric spells and working my way up and then over to the magic-user spells. I'll compare the spells to their counterparts in different systems such as AD&D, and other random systems I pull off the shelf at the time. Let's get started. 

Cure Light Wounds is the first entry into the cleric spells at first level. All other characters in the party want the cleric to load up all his 1st level slots with this spell. The party medic. 

Gameplay Trend
I've read and seen a trend of games attempting to shy away from this. The cleric loses his band-aids and charges into battle as a holy warrior. I've got my own philosophy about that, it comes down to the god they worship. 

Cleric is a class that has the chance to be more diverse than any other class. A cleric that worships a war god acts/looks much different than one that worships a healing god, or a nature god. In my campaign it makes a huge difference. And just because a cleric has a healing spell doesn't mean it works automatically. Sometimes you've got to check in with the boss. And if the boss doesn't want you to heal a warrior who serves a different god, then the spell doesn't work and the cleric loses the spell slot. 

Old School Essentials Mechanics
Duration: Instant
Range: Touch or caster
2 Uses: 
- Heals 1d6+1 points of damage
- Cure paralysis
Reversible: Inflicts 1d6+1 points of damage

The cure paralysis is something I've known about for a very long time, but I don't ever recall a group using it in a game for that purpose. And the spell is loose in its interpretation of whether it is an either or proposition. Does the cleric have to choose between the two properties? I say both would work at the same time. Think of it as medicine, like NyQuil. It'll get rid of your cough and knock your ass into a coma. 

Lets look at AD&D Cure Light Wounds Spell.

AD&D Mechanics
Duration: Instant
Range: Touch
- Heals 1d8 points of damage
Reversible: Inflicts 1d8 points of damage

This version of the spell specifically states the creature being healed must have a corporeal body. And it doesn't work on those creatures that are only harmed by iron, silver, or magic. This spell is also reversible, but I have a question. If this spell cannot heal creature are are only harmed by iron, silver, or magic, doesn't that suggests it could not harm that same creature?

Again, this is something I haven't run into during a game. And to tell you the truth, Cure Light Wounds is one of those spells do people rarely read into too much. We all want to know how much we get healed and we're good. 

The other thing you'll notice is the lack of curing paralysis in AD&D. Ghouls and ghasts got a little more dangerous.

Let's take a look at the latest version of Cure Light Wounds in 5th Edition D&D. It is list as Cure Wounds.

5th Edition Mechanics
Duration: Instant
Range: Touch
- Creature regains a number of hit points equal to 1d8 + spellcasting ability modifier.
- No effect on undead or constructs.
- casting this spell using a higher level slot the healing increases 1d8 for each level above 1st. 

In 5th edition they made it a spell of some flexibility. It is not dedicated to a single spell level slot. This adds a nice strategic situation when it comes to selecting spells for the cleric. And interestingly, there is no reversible effect. No curing paralysis. This is a strictly, get healed and move your ass spell. 

My limited time with 5th edition the party did not have a cleric and the other time I played was in Adventures in Middle Earth where I played a scholar with healing ability, but it worked much differently. 

The Aside
Healing potions are found in magic-user shops or alchemist shops. Potions are considered magic items, created by magic-users, who have shown no aptitude for healing magics. Seems odd. And lets say they have a formula, add some troll's blood, with cinnamon, apple juice from first apples of spring and wala, you got yourself a Slurpee of Healing. But if they can do that, why aren't they able to use that same knowledge and create a secular healing spell?