Tag Archives: druid

The Runes Of Doom, Part IX

We Can Worship Like The Druids

Running Naked Through The Wuids

Drinking Strange Fermented Fluids

And Also Cover Hell Spirals And Technos And Whatever Else I Get To

(Which Turns Out To Be New Monsters)

Hey, I actually got comments on my two prior articles, and not of the “I am most expectorantly fumigated with clarity over your postblogs, with much reciprocity will I obviate the contrafibularities” variety. So I look forward to stunned silence in the future, because I can’t have nice things. Anyway, druids.

Druids entered D&D early. They began life as just a “monster” type in Greyhawk (the supplement, not the gazeteer):

The Dinosaurs Came Later

The Dinosaurs Came Later

BTW, I have both cats helping me write this. Wait, now they’re fighting over the faint traces of chicken grease left from breakfast. And Rocket, despite his negative size modifier to CMD vs. Toaster, emerges victorious. See, reading these articles is just like watching me on Twitch. A constant stream of useless extemporanea that fluffs my word count so that I… wait, I don’t get paid by the word for these… I don’t get paid at all! Back to druids.

By the time of Eldritch Wizardry, druids became a core PC class, whose power levels have fluctuated wildly over the years. Druids were the first official class to be strongly tied to a cultural archetype1. This intrigues me. They weren’t really a part of the common cultural gestalt (I love using fancy academic words I don’t really understand) of the game’s formative era. Could The Wicker Man have been an influence? Or maybe they were a part of the cultural morass surrounding the origin of D&D, just not a part that reached me, a young teen in the rural wastes of New Jersey. (And by “rural wastes”, I mean “densely populated middle class suburbs”.)

The actual Arduin incarnation of the druid was discussed earlier. Despite Dave’s proclamations to the contrary, the earliest Arduin books were clearly intended as supplements to Duother roleplaying gamesons, and so, druid spells were included from the start… and to the finish, at least of the original trilogy, which brings us to…

May The Blessings Of Dramamine Be Upon Ye

May The Blessings Of Dramamine Be Upon Ye

This is a good example of something I’ve discussed at tedious length before, and will now discuss again: Ability delivery mechanisms. What we’ve got here, boils and ghouls, is something that isn’t actually a spell… but there was no other mechanic to use to give this ability to some druids, but not all. There weren’t feats, skills, ‘talent picks’, or any other such things, so, spells would have to do.

Milnahr’s Minor Ritual For Detecting All That Which Lives: Outlines all living things with pale green “St. Elmo’s Fire”. (I am not sure if this includes invisible creatures; if so, it’s a cheap and effective way to nullify that ability.) If used on a single, targeted, creature, the druid rolls percentage dice to find out how “aware” they are of it (“what it eats, etc.”). The problems of figuring out what being 38% “aware” of a creature vs. 61% “aware” are left as an exercise for the reader.

Yalnwyn’s Spell Of The Mystik Moons (Lesser): Awesome name, right? What the spell does is summon three spheres (red, white, and blue, for some reason) which bump, trip, and otherwise “harass” the target. So..

Player: “I cast Yalnwyn’s Spell Of The Mystik Moons (Lesser) at the orc!”
DM: “OK. Your balls begin banging against the orc’s face. He tries to bite your balls.”
Player: “Hey!”
DM: “He swats them away, but they keep coming back. The orc just can’t escape your balls.”
Player: “Shut up!”
DM: “One of the other orcs tries to help, but can’t keep a good grip on your balls.”
Player: “This is because I didn’t help pay for the Chinese food last week, isn’t it?”

The spell description actually says “balls”, not “orbs”, “spheres”, or “immature and painfully obvious double entendre”. There’s no actual mechanics, the target is just “harassed”, leading to many discussions on exactly what are the combat effects of being harassed by a druid’s balls?

I’ll stop now.

Larissa’s Singing Sands Of Time Spell: Summons a whirling dust devil that makes a melodious whistling sounds, and ages the target 10 years (5 if they save). Sucks if you’re a human, but virtually all other races (per The Arduin Grimoire) have ridiculously long lifespans, and no, that’s not a euphemism.

Druach’s Spell Of The Infinite Insect: Causes the nearest insects (1, +1 for every three levels over that required for use) to grow in size to match the caster’s own hit dice. The newly enlarged (but not actually infinite) insect will fight for, carry, etc., the caster, except 5% of the time, when it is “wild” and will, I presume, attack instead. Probably worth the risks. Since both the number of giant insects and the hit dice of each scale with level, this is a damn useful spell, especially since the mana cost does not go up.

Ovore’s Spell Of The Mystik Moons (Greater): “Same as lesser but balls have the density of stone.” G’night everybody!

Never Bring A Wand To A Laser Fight

With spells done, we go on to “techno magik”. No actual rules, per se, just a half-page essay about why technology is totally cool in a fantasy universe… the ignorant peasants will consider a laser pistol to be a wand of fire, and blueprints to be mystic runes. There was, even in those early days, a constant culture clash over genre bounds and what was and wasn’t “realistic” or “believable”, and, just as it is now, and just as it shall ever be, everyone had a completely subjective, personal, and emotional opinion which they were convinced was objectively correct and the only one which any decent human being would espouse. If your female dwarves don’t have beards, you’re not playing D&D!

Here’s a techno fighting a valpyr.

The Sheer Awesome Perfection Of This Image Cannot Be Overstated

The Sheer Awesome Perfection Of This Image Cannot Be Overstated

Hell Spirals

Roger Zelazny Isn’t As Litigious As Tolkien, Right?

I Mean, Seriously, It's Not Like Anyone's Going To Make An Amber RPG Or Anything.

I Mean, Seriously, It’s Not Like Anyone’s Going To Make An Amber RPG Or Anything.

The higher level you are, the better the odds of you completing the spiral, albeit with a greater risk of encountering “a denizen of limbo or other such nasty thingy”. Failure may kill you, dump you in a random hell, or cause you to go insane. Being awarded a “You Tried Your Best!” ribbon is not an option. Sorry, millennials.

Blue Gunkies And Crunch Beetles, Part Of This Delicious Breakfast

(Not The Delicious Part)

Without further ado… monsters.

Argalanthi: 12 to 18 foot long armored bug people from outer space. Not to be confused with phraints, whom they admire, nor with thaelestra, whom they detest. They use flamethrowers, which they hold in the tentacles that surround their jaws.

Black Lion: “Looks: like a giant black lion.” OK, then.

Blue Wind: A “living fog of shadows” that kills you by smothering (1 round per point of Con to do it). It also does 4-24 points of cold damage while you’re inside it (with the new hit point rules, discussed earlier, this will surely kill you long before it it smothers you), and “10 turns after contact all victims become its host”. Even if you’re not dead yet, are feeling much better, and want to go for a walk? And what does “become its host” mean?

Blue Gunky:

Significantly More Deadly Than The Green Gloopy, But Not As Feared As The Red Glorky

Significantly More Deadly Than The Green Gloopy, But Not As Feared As The Red Glorky

Immune to “venom, fear, confusion, stoning, etc.” Et cetera? Uhm… there’s about a gazillion different types of damage in the D&D-esque games, “Et cetera” doesn’t cut it! Level “1 per 50 points”. So a 200 point gunky is considered a fourth level monster… that takes 200 points of damage to kill, attacks twice per turn for 18 points per attack (in addition to draining 12 hit points/round) and drains attributes.  Oh, and it gets stronger as it kills you. I suspect Dave brought this out when a player seriously annoyed him.

Boomers: Giant mottled red and black acid-spitting frogs that explode in a fireball that does twice their hit dice in damage when you kill them. “Things that explode when you kill them” are a major part of the ecology of any good D&D world.

Choke Weed: A plant that produces clouds of choking pollen that is particularly nasty for hobbitts (sic), but doesn’t bother orcs. Burning it “doubles its effectiveness”, leading me to think that orcs should grow fields of this around their strongholds, then ignite it when the nassssty hobbitsesss attack them.

Crunch Beetle:

"Verticle Crush" Would Be A Good Name For A Band

“Verticle Crush” Would Be A Good Name For A Band

I enjoy the weird specificity of the “20% chance T-bolts will richochet off its chiten”.

And that’s enough for this week, folks. Next time… more monsters, including seven types of dragons!

Samurai and ninja both showed up early on in Strategic Review and The Dragon, but didn’t become “real” until Oriental Adventures.

The Runes Of Doom, Part III

The Runes Of Doom, Part III

Class And Race In Arduin

The Culture of Post-Capitalist Hegemony Opens a Space for the Historicization of the Gendered Body.

I Got That From A Random Academic Sentence Generator

Here we are at Part III of the walkthrough of the third book of the classic Arduin Trilogy. Despite the title, we’ll probably only get through classes today, though if I’m feeling especially motivated, we might make this a double-sized end of year special. (EDIT: It is double sized, but we still only got through the classes.) We’ll see. Motivation and me, we get along like Deodanths and Elves.

Some Dead Horse Beating (Trigger Warning: Animal Abuse)

(Did you know the phrase ‘Trigger Warning’ is now considered to be ‘triggering’ because of guns? I swear to Hargrave and Gygax I am not making this up.)

Anyway.. beating said dead horse, a common trope among certain Old School Revisionists is that the trend towards a “rule for everything” is entirely a modern invention (and by ‘modern’, they mean, ‘anything that happened after the publication of My Favorite Edition’), and in the glorious days of yore, people just made shit up and were happy with it. The first part is true, for the same reason that people walked or rode horses before there were trains or cars. The second part is much less true, which is why we have trains and cars and 256-page core rulebooks.

As an example, with MANY uses of italics and CAPITALIZATION, so you people get the point:

Before Dave Hargrave, There Was Only Chaos

Before Dave Hargrave, There Was Only Chaos

While Dave might be drifting a little into excessive self-importance here… he was hardly the only one churning out new material for Dother roleplaying gamesons… he is correct in essence. Players, then and now, did not want to merely flavor text their thief and call it a ninja, nor did they want to engage in endless debates about precisely what a ninja could do. Multiple editions of D&D have started with some editorial diatribe about reducing class bloat from the prior edition, and each of them has gone on to do it anyway, because gamers like rules (and because you can’t sell people that which does not exist, unless you’re a religion, but I digress).

The quest for mechanistic individualization drives a lot of game design. It also drives the granularity of resolution systems, for there has to be space to grant a mechanical effect that is significant enough to actually come into play, but small enough that it does not overwhelm all other considerations. Doing this is not easy, as the design ‘sweet spot’ is ofttimes narrow, and players are good at finding synergies the designers never will, until it’s too late.

Anyway, on with the classes! But first, awesome art!

'Awesome Art' Sounds Like A Nickelodeon Show, Doesn't It?

‘Awesome Art’ Sounds Like A Nickelodeon Show, Doesn’t It?

By the way, three of the four species pictured above will be covered in either this article, or the sequel.

Weird Al-Chemy

Sorry

(Not Really Sorry)

Having picked up the gauntlet on the issue of having rules in print for different classes, Dave Hargrave then proceeds to drop said gauntlet, burying it in an unmarked grave far in the outer wilderness. The Alchemist class text starts with the usual introduction about their armor limits (no armor), their weapon choices (no weapons), and their level titles (because that mattered a lot back then), and then, the meat of the matter, their actual class abilities.

Let The Player/DM Debates Commence, And May The Odds Be Ever In Your Favor

Let The Player/DM Debates Commence, And May The Odds Be Ever In Your Favor

Yeah. To be very clear, the “these” in “these are open…” refers to no prior set of rules or guidelines, but to the words just out of the image, “Special Acquired Attributes”. Having just noted how important it is for there to be rules in print, rules which have been “play tested and codified”, Dave then says, “Yeah, alchemists, they, uhm, they can make all this kind of stuff, but there’s no real rules for what any of it does (what’s the save on tear gas? How effective are medical poultices?), or what level they get it, or what the odds are of success, or, you know, anything.” This is similar to what I might, as a freelancer, get as an assignment — “Write up 2,000 words detailing this concept”. Dave, I am disappoint.

The Origin Of The “Assassins Do It From Behind” T-Shirt

Assassins are generally defined as people who kill for money. This is also how 99.99% of all PCs are defined, so the long and sustained existence of a class specialized in it seems odd, but it’s a big part of gaming history.

We're All Just Murderhobos On This Bus

We’re All Just Murderhobos On This Bus

When Runes of Doom was published, assassins existed in Blackmoor, but we’re at the point where Arduin’s veering off towards its own system had begun. The small mutations to core D&D, added one to the other, pushed Dave’s game into a new direction. So, it is not surprising that we’re seeing, in the third book, Hargravian incarnations of established classes. (Indeed, with the exception of the Alchemist and the Sage, all the classes in Runes Of Doom were such variants.)

Assassins in Arduin are a subclass of martial artist (see here). Their main shtick is a limited choice of weapons, but good bonuses with those weapons, as follows: You can pick three weapons (not groups!), and you’re +3 with one, +2 with another, and +1 with the third, and then three weapons you’re “even on” with, or you can also pick another means of killing people (e.g., poisons or traps) and get the bonus with that, “loosing” your bonus with a weapon, or you can pick one weapon at +5 and forego your other bonuses (but keep the three ‘even on’ weapons) or (if you pick the +5 option) you can trade all three of your “even on” weapons for one “non-weapon” skill like poisoning, or you can forego all but one weapon at +2 and instead gain the Martial Artist’s unarmed attack abilities.

Got all that? (Oh, all weapons not picked per the above options, you’re at -2 with.)

The class description doesn’t say if there are any limits on weapons or armor; the assassin is a subclass of Martial Artist, but the weapon choices of a Martial Artist are up to the result of a player’s “Con DM” roll vs. the DM’s “Detect Bullshit” roll. So, given a compliant DM, one could create an assassin who starts off at +5 with “Two Handed Axe”. (Since the assassin must also have a ‘cover identity’ of another class, it’s very easy to justify being able to use the weapons and armor of that class.)

Assassin Chart

Furthermore, the assassin has a “cover” identity and “is thus a ‘dual’ character type”. You can only gain assassin XP by performing paid hits, at a rate of 1000XP per level of the victim about your own, and 250XP “per level below”, but I assume is meant to mean “-250 XP per level below, so four or more levels below gets you nothing”. (I say, pick a “cover identity” as a fighter, get +5 to your primary weapon, and don’t even worry about gaining assassin XP!)

Funny, You Don’t Look Druish

Continuing the trend of “Dave’s Versions Of Classes Established In The Other Rules”, we have the Arduin Druid. (There were “new Druid spells” in the Arduin Grimoire and Welcome To Skull Tower, which pretty strongly hints Dave was using the “other” rules for Druids before making his own.)

First, some backstory. I love these snippets of history; they create a context that is more inspirational than restrictive.

The Truth Is The Druids Couldn't Get Into Rune Weaver School

The Truth Is The Druids Couldn’t Get Into Rune Weaver School

The druid level chart follows. There are no XP values given, but there’s one back in the Arduin Grimoire, so that’s that. (I just noticed that Assassins don’t get cool level names like most of the other classes do. What’s up with that?)

The High Druid Learns 'Summon Cheetos' As A Free Spell

The High Druid Learns ‘Summon Cheetos’ As A Free Spell

The “Detect Hidden Injury” thing is just weird, as there’s really no rules for “hidden injuries”, and the timing formula seems bizarrely specific, as if minutes would matter greatly. Maybe there’s an “internal bleeding” chart somewhere in Dave’s notes, with damage accruing on a minute-by-minute basis, so how fast you can find the “hidden injury” determined life or death? I dunno. (A common phenomenon (doop-do do-do-do) in old school games are subsections of rules written by a friend of the author who specializes in an area of knowledge, producing over-detailed mechanics to reflect the years they’ve studied the topic. Sort of like asking me to write the programming rules for a Cyberpunk game. I’d have two pages of modifiers for converting from one language to another, and a “critical .config file failure” chart for how long it takes to get the damn IDE to find all the included library files. But I digress.)

More marvelous backstory, nicely upending one of the most common cliches of stock fantasy settings:

No Mercy For Elves!

No Mercy For Elves!

In other words, if Tom Bombadil had met Legolas, there would have been… trouble.

BTW, if you’re annoyed at the spelling of “forest” throughout this section, just wait for…

Only You Can Prrevent Forrest Firres

The “Forrester (Woods Ranger)” class is next up. They are “solitary and nomadic”, don’t generally go into dungeons, but they may be wilderness guides. As noted way, way, back in the Arduin Grimoire walkthrough, it was common practice for players to have multiple characters, so they’d bring out Arragonn when the campaign moved to the Forrest Of Generric Slightly Crreepy Name, then switch back to someone useful when they got to the Dungeon Of Many Adjectives.

Forresters get a +1 to +3 on their Str and Con (not to exceed 18), can travel 33 1/3% (that extra 1/3% matters, damn it!) further than anyone else (making their utility as ‘wilderness guides’ somewhat suspect… they’re either way ahead of the people they’re guiding, or this ability is nigh-useless outside of solo play… it’s good for worldbuilding, knowing your Forresters can bring news faster than the enemy can travel does have an impact on things…), and they can “hear” on a 1-3 on a d6, which is one of the approximately 561 1/3 different “detect stuff” mechanics in use during any single gaming session back then. This number increases sporadically with level. They gain a handful of other abilities, such as speaking with animals (you have to pick the species, which leads to some interesting arguments… do wolves speak dog, or fox? Maybe with an accent?) At 20th level, you get to speak with plants, again by specific type… some DMs would let “trees” be a type, other DMs would insist on learning oak, birch, and pine as separate types, and real hard-ass DMs who didn’t want you ruining the game with this overpowered munchkin ability would probably break it down to the level of “Northern Arduin Red Oak”,

Otherwise, not too much of interest.

TRUE Paladins

Not Those FAKE Paladins In Other Games

Paladins are not “fighting clerics”, says Dave, but “warriors with a near-mystical religious fervor”, which has not previously been “delt”(sic) with. In other words, Paladins were falling far short of their potential for game-disrupting antics and “but I’m just playing my character!” excuses for burning orphanages.

Let me praise Mr. Hargrave for designing a class defined as it was often actually played. In Arduin, Paladins are “berserk warriors with overtones of the Witch Hunter”. Yup, that about does it. Regardless of presumed models such as Lancelot, the average Paladin, in practice, was all about slaughtering baby orcs and bisecting random NPCs on suspicion of heresy. So why not make the class abilities and fluff text fit actual play?

Pick A Religion With Few Followers, So Everyone Is An Enemy

Pick A Religion With Few Followers, So Everyone Is An Enemy

They will also fanatically harangue and harass all not of their faith to convert, and are quick to condemn any hint of deviation or heresy, making them the first Tumblr users. As an additional benefit, they ignore the detailed rules for social class and starting gear we discussed earlier, but instead start off with equipment determined by their own, custom, chart, including a guarantee of at least a light warhorse.

They do gain some special abilities, besides their fighting skills.

Again, Pick A Small Faith And You Won't Be Nagged By Other Players To Heal Them

Again, Pick A Small Faith And You Won’t Be Nagged By Other Players To Heal Them

The Paladin gains mana equal to three times their strength, and it takes mana equal to the level at which an ability is gained to invoke it, so a Str 16 Paladin starts with 48 mana (!) and thus can cast Cure Light Wounds 48 times(!!) at first level. Whoa. Dave… you, ah, you playtested this? Sure about that? (To be fair, this number will increase only slowly with level; even in Arduin, attribute score raises were not regularly doled out. Even so… )

And here’s an image Erol Otus drew for the first edition of the Arduin Grimoire, published in The Runes of Doom. Why not? (Erol’s art suffers from the thin inking; his stylized, two-dimensional imagery benefits from the heavier, thicker lines we see in his work for TSR and others.  I don’t know if he did his own inking and changed his style, or if someone else inked his pencil work.)

Wyvergon -- A Wyvern/Gorgon Hybrid

Wyvergon — A Wyvern/Gorgon Hybrid

(In Part XII of Welcome to Skull Tower, I noted that Arduin medusae got “biz-zay” (as the kids these days say… do they still say that? Damn kids, always changing their slang). So did gorgons. Hybrid creatures of all types have always been popular in D&D variants; Gygax promoted the concept early on, in the Greyhawk supplement (the ‘little brown book’, not the campaign setting), and I adore the template rules for 3.x and PF. Completely unrelated to anything here, and of no benefit to me, as I have no financial or personal connection to the company, Green Ronin’s “Advanced Bestiary” is my instant answer to the “if you could have only one third party supplement” threads that start up all the time on various fora. (I have no kind of ad linking or revenue sharing going on; it’s just a great book if you play Pathfinder.))

Sage

No Parsley, Rosemary, Or Thyme

Though If Anyone Were To Invent A “Thyme Lord” Class, It Would Be Me

At the time of the writing of the Trilogy, there really wasn’t much concept of an “NPC Class”. Further, the first iterations of the concept were for classes too powerful to be used as PCs, not for classes too weak. To the surprise of no one who understands human nature, esp. the nature of the adolescent munchkins who formed a large plurality, if not the majority, of the 70s D&D audience, this “restriction” never stuck, and “NPC Classes” from The Dragon, like Ninjas and Anti-Paladins, showed up as PCs with great regularity, provided the Chinese food payments kept coming,

The Arduin Sage is a good example of what today would be an NPC class — a way to give mechanical definition to someone with useful skills, but who isn’t going to be tromping down into the dungeon.

Sages pick one of seven broadly defined areas of study, and, since there’s no actual ‘Lore’ or ‘Knowledge’ skill in the game yet…

Sages Who Worship Google, God Of Knowledge, Gain +5%

Sages Who Worship Google, God Of Knowledge, Gain +5%

The plethora of micromechanics (such as the Paladin’s rules for going berserk, or the Sage’s knowledge rules) are, individually, easy to handle. When people defend this style of game design as “easier” than having more complex, but more inclusive, systems, they usually compare a single microrule to the entirety of, say, the Knowledge Skill rules, and point out how simple it is. Except there’s dozens, or hundreds, of such rules, and each is designed atomically and without regard to its interactions with similar rules. (I have this problem in my day job as a programmer… I work with legacy code where the choice was constantly made to solve the same problem a dozen times in a dozen slightly different and incompatible ways, the argument being that writing specific code for a specific task takes less time than writing a generic routine or class… without considering that taking slightly more time writing a generic solution saves constant recreation of the same code. But I digress.)

Remember how I dinged Dave for not actually providing rules for the Alchemist’s abilities?

Yeah. About that.

This Is The Moral Equivalent Of "See Page 12" and Page 12 Is "This Page Intentionally left Blank"

This Is The Moral Equivalent Of “See Page 12” and Page 12 Is “This Page Intentionally left Blank”

And Thus..

We end our study of class in Arduin. We’ll get to race next week, it seems. This article is already a good bit longer than most. And while the classes in Runes Of Doom are mostly minor recreations of established standards, the three new races added are anything but.

Welcome To Skull Tower, Part X

Welcome To Skull Tower, Part X

Fields Of Famine, Stones To Spiders, and Heavenly Umbrellas

Also: Cleric Reaction Rules, Or, “Out Of Network Cures Are Not Covered”

Here we are, part X. About halfway through Skull Tower, which means, halfway through the original trilogy. (Don’t worry, I’ve got lots more related stuff, including Arduins 4-8 (I think I missed 9…), some Dragon Tree press things, and more.

We (probably — remember, I never know at the start of these things how they’re really going to turn out) finish the spells today, and the clerical “reaction rules” — does the cleric of Benevolar The Just And Good heal the follower of Thrugorth The Bloodfanged? Roll a D20!

Druid Spells

Balkwyr’s Basic Ritual Of The Calling Of The Lesser Winds: Other than the obvious jokes that 14 year olds will inevitably make about this spell, it’s pretty useful: It will blow gasses away (stop giggling!) at 10′ per turn. As you might recall from earlier articles, dungeons in Arduin are filled with all kinds of vapors, mist, and fogs, especially when the orcs have their chili cookoffs. (Fine, my inner fourteen year old comes out a lot.)

Khermal’s Puissant Color Of Mystikal(sic) Magic: Remember, folks, a ‘k’ makes it more mystikal! Anyway, this is basically a prismatic wall… at third level. It’s not clear if the spell creates all the different colors noted (blue causes paralysis, red does 2d20 heat, black causes blindness, etc.) or if the druid picks one. In the first case, it’s insanely powerful for third level. In the second case, it’s more reasonable, but still ridiculously flexible. I wouldn’t memorize anything else for that level!

Tadraen’s Spell Of The Field Of Famine: Destroys all plant life in a 30′ (+5′ per level) radius centered on the druid. No word on if this affects mobile, hostile, plant of the sort that infests every D&D-type forest, making walks in the woods high-risk affairs. It does say “all plant life”, but as a DM, I’d be loathe to let a druid exterminate my ent army in an instant with a fifth level spell. Also, the resulting cloud of choking, blighted dust has a 10% chance of killing anyone who breathes it… including the druid’s allies if they’re in the area, and, erm, I’d guess, the druid themselves… oops…

Cleric Spells

Tyr’s Spell Of The Heavenly Umbrella: Vital if your character wants to break into an impromptu rendition of “Singing In The Rain” (they may need the Boots Of Astaire for that, though), this spells does “what it says on the tin” — it creates a broad dome above the character that is immune to liquids falling from above. It also repels slimes and oozes. After Knobby Foot has already revealed the trap that pours acid from the ceiling, this spell can get you though it (be nice and mop up what’s left of him on the way… you can take the Raise Dead costs out of his pay). Since it only covers the area above the caster, the spell notes “some might splash onto him if he’s not careful”, which instantly leads to “how do you tell if the cleric is being careful or not?”

Stanson’s Stones To Spiders Spell: Yeah, I’ll see your “sticks to snakes” and raise you “stones to spiders”. Coming soon: “Sand To Centipedes”, “Sod To Skunks”, and “Surf To Stegosaurs”.

(There’s also four different ‘Mending’ spells, for cloth, wood, metal, and intelligent metal.)

Healing, Regenerating, Etc.

Sorry, That Sword Through Your Gut Is A Pre-Existing Condition

Ah, one of my favorite parts of the Arduin experience… numbered notes and RULES with IMPORTANT words in CAPITAL letters. These are an assortment of Dave’s rules, guidelines, and declarations regarding clerics, healing, and anything else he happened to think of while typing these up.

A few selections:

All SPELLS that HEAL take one minute per point of damage to fully heal.: Wow. That’s a pretty major shift from ‘bippity-boppity-boo, you’re at full hit points’. It makes in-combat healing via cleric spell nigh-impossible. (Dave used 6 second rounds, you will recall.) So every ten rounds, you get back one hit point from a spell. I repeat: Wow. How anyone in Dave’s games lived to second level, I don’t know.

Actually, never mind combat healing at all: It then says that spell/device healing requires the target be motionless through the entire process.

Also, you can only heal up to your Constitution times your level per day. So keep track of the total wounds you’ve taken, not just your current HP score.

Clerics wear/wield armor/weapons appropriate to their deity. Those who say “Well, duh” clearly don’t know Old School Gaming, where all clerics, no matter their god, were forbidden from using edged weapons. It rapidly became a running joke. It was done, I think, to prevent clerics from pretty much totally eclipsing fighters, because they already got full armor proficiency, and if they had access to all the good magic weapons (which were all blades), plus spells, there would be even less reason to play a single-class fighter than there already was.

Now, we get to the fun part… what happens when a chaotic evil dwarf thief asks for a healing spell from the lawful good cleric? You roll some dice, of course!

If You Like Your Deity, You Can Keep It...

If You Like Your Deity, You Can Keep It…But You Get a +6 If You Don’t

This is followed by a few more modifiers, including fairly important ones for alignment — the more different the alignment, naturally, the more extreme the penalty. Evil clerics charge double for the same bonus. +6 bonus if the wounded person promises to convert, but a -10 penalty if they then fail to follow through.

The chart itself:

I'm Sorry, That Procedure Is Not Covered.

I’m Sorry, That Procedure Is Not Covered

I’d modify a bit: If the result is negative, the cleric actually casts an “Inflict” spell of the same type as the requested “Cure”. I’d eliminate the “every time” part, too, because that ignores how situations (and alignments) might change. Also, does “Will do it free” means that if the target paid in advance to get positive bonuses, they get their money back?

Some people reading this might wonder as to the necessity of this chart. “Why not just roleplay it?” Well, at the time, a lot of players were not exactly amateur thespians, though they did often fantasize about them. (Badu-BUM!) Trivial things like “alignment” and “background” were often ignored in favor of treating characters more like modern video-game avatars, simply a stand in for the player. Thus the question of “Will the Cleric of Good heal the Anti-Paladin?” was usually answered by “Did the guy playing the anti-paladin chip in his fair share for the Chinese food?” (Usually not, ’cause the kind of people who played anti-paladins were usually the kind of people who were generally asshats.) Likewise, random charts like this helped avoid at least a few arguments with the DM over why he was being “such a jerk” by not having the High Priest of Benevolar heal the party from the damage they received while looting the Temple of Benevolar’s orphanage fund. (And, really, it’s sooooo stupid they’d still be pissed off. After all, we burned down the orphanage last game, so, it’s not like they need the money!)

35 Years And A Half-Dozen Editions Later, It's Still Burning...

35 Years And A Half-Dozen Editions Later, It’s Still Burning…

Next time… new treasure!