Perilous Lore 1: Light, Charm and Undead Turning
Motivation in Roleplaying Game Economies Part 7/10
Welcome to Part 7 of Motivations in Roleplaying Game Economies. You can find Part 1 here. In this series we discuss how games affect the behavior of their players, using Dungeons & Dragons: Basic Set (1981, Ed. Tom Moldvay) as our example text. Part 7 trucks in the magic wielded by dungeon delvers.
May your spells be memorized and at the ready.
In Dungeons & Dragons: Basic set, spell magic varies in power and utility. The magic-user, elf and cleric classes gain access to spells as part of their special abilities. For magic-users and elves, access to their first spells is randomly determined, so there is no guarantee for what spell a level 1 character enters play with. For clerics, their access is restricted to one spell at level 1 and then opens to a wide range of options at level 2 and beyond. Here we illuminate the utility of effective spells, like Light, Charm Person and Sleep, as well as the Turn Undead ability.
Light and Charm Person Spells
Light is a seemingly innocuous spell. At first glance, it would appear to be an expensive method of delivering illumination. Expensive because spell memorization slots are limited and valuable, while torches and lantern oil are extremely cheap and abundant. However, the spell contains a curious note: It may be used for an additional effect, specifically, to blind a target.
Buried in that spell description is another, even more crucial rule: “a blinded creature may not attack.” Therefore, a successful application of the Light spell as an offensive weapon has the potential to defeat a single, powerful enemy.
Charm Person, on the other hand, displays obvious utility to the typical dungeon crawler, as it potentially converts one enemy to an ally, not just eliminating their aggression toward the players’ characters, but potentially harnessing it to be used against other creatures. A successful application of Charm Person can represent a huge swing in power for the group.
Critically, neither of these spells require a roll from the caster to perform successfully. Instead, the caster is assumed to automatically succeed, while the onus of resistance is placed on the target. To resist, both of these spells indicate that they require a saving throw under the category of “Spells.” Consulting the game’s Saving Throws table, we find the “Rods, Staves, or Spells” column at the right. Targets must roll the indicated number or higher on a 20-sided die to resist. We observe that the “Spells” column contains the most formidable numbers out of the set.
The rules instruct us that most monsters use the Fighter’s pathetic saving throws, though goblins have it even worse and save as “Normal Man.”
Therefore, a goblin from Cave D of the Caves of Chaos must roll a 17 or better on 20-sided die to resist the effects of Light or Charm Person—a mere 20% chance of success. Or, looking at it another way, the magic-user or elf has about the same chance to eliminate any single target as the fighter does to take down one 3 HP goblin. Making the comparison even less favorable for our poor fool of a fighter, spells may be cast outside of combat—from a distance or in secret—thus avoiding mortal risk.
But why target a lowly minion when the same spell could be cast on the goblin leader (3 HD, AC 4, 11 HP) or the ogre found in Cave E (4 HD, AC 4, 25 HP), who both save as Fighters. Against these powerful foes, Light or Charm Person grants a 75% chance of defeating them in one gesture. Whereas X would have only an 18% or 1% (respective) chance of cutting down these tough adversaries in combat.
Turn Undead
The next type of magical effect rests on the shoulders of the Cleric class. These are holy warriors with limited weapon and spell selection. At first level, they have only one spell: Turn Undead.1 When confronted with undead creatures, the cleric may attempt to “scare” them away using the ability. However, they are not required to memorize it as the magic-user and elf classes are required to do with their spells. Therefore, they may cast this spell as frequently as needed during dungeon expeditions. To do so, they consult the Clerics vs. Undead table and roll 2d6 as instructed.
At level 1, needing a 7 or better on 2d6 to scare away skeletons equates to a 58.33% chance. For zombies, the chance is 27.78%. For ghouls, the chance is merely 8.34%.2 The text goes on to explain that if successful, the player rolls 2d6 again to determine the number of “hit dice” banished. Skeletons have 1 HD, zombies and ghouls have 2D. Therefore, a cleric who rolls the requisite target number may turn away 2-12 skeletons, 1-6 zombies or 1-6 ghouls. Knowing what we know now about the deadliness of combat, those numbers are staggering. Converting them into some very rough efficiencies, we estimate that a cleric will turn away on average 4 skeletons or 1 zombie and .3 ghouls per round.3
Thankfully, slashing one’s way through goblins and skeletons is not the only option the game provides for adventurers. Spells create a vector for new heuristics, new ways for groups to coordinate their efforts toward successful play. In our next installment, we delve deeper into perilous lore and spend some effort examining the most powerful spell in the game: Sleep.
We are, as ever, your Ludological Alchemists.
You can also listen to our companion podcast, The Hypothesis, here.
I know some of you who might be new to the game are hoping that the spell allows you to transform into an undead creature. Sadly, this is not the case. The spell is merely oddly named.
In our learned opinion, ghouls are never to be trifled with in Dungeons & Dragons: Basic Set.
4 skeletons (Avg of 2-12 (7).5837=4) or 1 zombie (Avg of 1-6 (3.5).2778=.97) and .3 ghouls per round (Avg 1-6 (3.5).0834=.2919). And again, we remind you not to fuck with ghouls.
Turn Undead around exactly 180 degrees. No more. No less. Not 181 degrees. Not 182 degrees. 185 degrees is right out!
Anything that paralyzes in Basic is always frightening. I don’t recall ever having a clean encounter with a ghoul.