Tuesday, December 2, 2025

Honesty

I'll talk about something personal today.

This morning I was asked to define honesty, or more to the point, how do we know when we're being honest. This is something I've thought about a lot and goes a long way to explaining who and what I am. Because I believe that, upon hearing what someone else says, or in responding to something they write, if we don't say the first thing that comes into our mind, we're lying.

And I know that no one else believes this. By and large, people believe their first thought is "unfiltered" and therefore, for that reason, not "thought out," or rather most likely irrational... which is why they'd rather take a beat or two to suss out their answer, rather than "go with their gut," which is what speaking off the cuff is judged to be.

This argument assumes that thinking is like a draft that we clean up, making it suitable for the consumption of others. But I think all of this framing, the choice of words like filter and thinking out, are a form of being disingenuous with others, to be sure they don't think ill of us... because we are more concerned with what others think of us than we are with stating what we have just now thought of their last statement.

Filtering isn't clarity, it's plainspoken an effort to make sure we curate our outward selves not to resemble our inner selves... and I believe that most people have become so habitual in their need to curate, that they lose the ability to ever be ingenuous about what they think, or what they believe... and thus spend all their lives speaking and even acting according to what others will think of them, rather than what they themselves think, period.

And moreover, I believe, those who counsel us to curate our thoughts, to not speak our sincerest opinions, are those most frightened of doing so themselves. It is as if to say, "I have taken all this effort to shut down my thoughts, I think it's unfair that you're not doing the same with yours." It is resentment.

More strangely, having been this way for many decades now, unremittingly, I've also experienced something else most people never do: that of having strangers come to me and say, "It's amazing how you're able to bravely speak your mind; I'm jealous," or words that extent.

Of course I have dabbled with the curation of my speech. I have worked, of course, and learned to frame my answers to persons in authority, especially those who have paid me money, in a filtered manner. I would have been a fool not to. Most people would term this approach a matter of "respect." Those especially likely to term it so would be those who want respect from subordinates, who appreciate the arrangement that if I pay you money for a job done, I expect a level of respect from you, that I'm not going to give in return, because I'm the one with the money.

It's always been a bit strange to me that in an arrangement or reciprocity, the person with the money deserves a respect that the person performing the task isn't owed. But we can shelve that for another day.

What such persons want is not "respect," which is earned, but "deference," which my dictionary defines as submission or yielding to the judgment, opinion, will, etcetera, of another. They may call it respect, because that's a nicer word, but deference better defines what's actually expected. Everyone with a bad boss in this world already knows this, though rarely have they thought it through.

Showing deference to a boss is a question of survival... but when I am showing deference, I know I am lying to them. Most of the time they don't seem to know it. I'm not sure why. Perhaps they don't care. But I don't pretend that when I'm suspending my first thought in preference for a curated answer, that I'm in any way speaking the truth to them. Others, I've noticed, seem not to make this distinction.

Interesting to me is how there are so many people that expect this deference from me when (a) we do not have a shared contract, (b) they don't know who I am; (c) they don't in any visible way seem to respect me, though they demand deference in return; and (d) believe, with all their hearts, that somehow an implied "social contract" exists between all persons on principle, because someone somewhere once coined that term as a means of enforcing deference from persons who were dumb enough to give it for free.

For example, nearly every other voice on the internet.

A recent case in point when I was behaving as a complete asshole on JB's Blackrazor blog, reacting to something I sincerely did not like, while voicing my honest opinion. Which, anyone who has read this blog at length, is want to do. I'm not ashamed of it — in fact, I'll link the post here, stipulating from the start that this certainly isn't about JB. The post is this:

https://bxblackrazor.blogspot.com/2025/11/talking-turkey.html

The post describes the presence of a network graph, or link-graph, which visualises relationships between D&D blogs. I have numerous problems with such representations, beginning with the fact that I dislike this blog being associated with other D&D blogs, which I would rather not count myself among. If someone wants to limit those blogs that actually create content from those that essentially piggyback upon the work of other persons, I would likely be more on board with that. But I deeply, deeply resent being shoved into a crowd of people I do not relate to, do not respect, do not want to have anything to do with, and then also be measured in where I stand in comparison to those people. To my mind, this is like happening to wear a red cap, then being shoved into a crowd of people wearing a MAGA red cap, and then being told I'm ranked such and such among them. The degree to which this rankles me cannot be fully expressed. For that reason, here, I've chosen to curate my opinion about it. Not out of deference, but out of the limitation of words to express my position on this.

My first response, when I gladly believed I wasn't included, was to quote Groucho Marx, which can be read on the link. JB, ever anxious to please, informed me that I was and gave me directions... which caused my second response, which was in essence a channelling of the character John Bender from The Breakfast Club. And though yes, insulting, no question about that, it also expressed my honest opinion about those blogs, and Grognardia in particular, chosen as the biggest bloated circle on the graph.

This response didn't bother JB, who moderates his blog, and willingly posted my response. But JB aims to please, and thus also okay'd this response from Jacob72:

"Tut. I believe that it's unnecessary for you to share a negative view of James' blog in that way. It is possible for me to enjoy JB's, James' and your blogs without trading them off one another in the same way that it is possible for me to enjoy different artists or musical genres. The work and effort that the three of you put into producing posts and maintaining your blogs is to be respected."

Full of all the deference that's expected of me, without the acknowledgement that my answer wouldn't be there if JB hadn't added his seal of approval. As such, I had, in JB's eyes at least, ever right to make my case.

But honesty in the minds of a great many people is not the best policy, because they treat it as a slap in the face. "Necessary?" No. Doesn't serve at all the first tier of Maslow's hierarchy of needs, true enough. My expression, however, it not limited to what's necessary, and certainly not to what other people think is necessary. "In that way..." i.e., not filtered. What Jacob does with his enjoyment is, again, not my responsibility, but bang, deference-expectation again. Grognardia, an "artist?" If at all, certainly a bad one... and remind me, in this culture of the internet, how precisely do we treat "bad artists"?  I've forgotten. Then, finally, the real kicker: we are all equal. That's right. That's why Grognardia shared his big gasbag of being the central massive circle in the circle jerk of the link-graph, to show his "equality," while the effort I put into the writing and making of a point in my posts is no different than Grognardia gushing over... oh, let's see, today... #93 of the Dragon magazine from 30 years ago, and how he enjoyed making sentences in school, adored Frank Mentzer's article, really enjoyed the article, and how he's mellowed over the years. Gosh, golly gee whiz, we're just like different musical genres!

I'm going to barf now.

Here's where we get to the point of this. Four days ago I decided to lie. In answer to Jacob72, I posted a link to Jo Dee Messina, then promptly tried to forget how really pissed off I was. And it didn't work. The lie didn't work. It went around and around in my head, until finally it became this post, because I really couldn't let it rest. My "give-a-damn" for Jacob72's feelings really is busted, but I really resent being dragged into someone else's product modelling, then being counselled that I should "shut up and like it," because it's "unnecessary" for me to express just how really, really, really angry it makes me.

So I decided to give an honest answer about it.

Monday, December 1, 2025

Dungeons & Dragons White Box 27

We are in the second book, Monsters & Treasure.

Special Ability functions are generally as indicated in CHAINMAIL where not contradictory to the information stated hereinafter, and it is generally true that any monster or man can see in total darkness as far as the dungeons are concerned except player characters.

I do mind when a book refers to another book, especially when that other book is not officially part of the set I've just bought, as Chainmail the booklet wasn't. Still, we live in a world where Chainmail is readily available now, so I don't need to go farther with that.

"Where not contradictory to the" would make more sense if written, "where consistent with"... while "hereinafter" would be clearer as "in what follows." Then we could read the sentence as, "...as indicated in Chainmail where consistent with what follows below." 

Or even easier if the entirety of everything before the comma isn't said at all, since it doesn't actually say anything. But we're not supposed to notice. The part before the comma in fact connects not at all with the point about total darkness, except that apparently everything has this phenomenal ability except the players. This handwaves the DM problem when a player asks, "How come the monsters can see us in the dark?"

Accepting this is true, why the sleight of hand with the flourish of language like a magician blowing cards in your face before forcing on you a card that isn't chosen. We're not talking about "special ability functions," we're taking about ONE special ability and we couldn't even just make the point.

Why did they feel there'd be pushback at the simple rule,

"Monsters can see in total darkness; player characters cannot."?

Attack/defense capabilities versus normal men are simply a matter of allowing one roll as a man-type for every hit die, with any bonuses being given to only one of the attacks, i.e. a Troll would attack six times, once with a +3 added to the die roll. (Combat is detailed in Vol. III.)

On page 19 we're told that "normal men" attack at 1st-level fighters. On page 26 there's that oddly phrase "...missiles projected by normal (not above normal) men..." and page 5 and 6 make two other references to "normal men," in addition to the paragraph quoted above. But while I can guess, as most of us can, that "normal" men are non-levelled characters that fight like 1st level fighters but are NOT 1st level fighters. "Zero-level" as a term does not occur in the White Box. "Non-player" occurs on page 12 of Men & Magic, but the reader should remember that this mostly refers to hirelings and does not equate this condition to "normal" men.  Later references to "non-players" relate to their loyalty and their morale, while page 27 of Monsters & Treasure discusses the limitations of non-player characters in taking up a magic sword. A non-fighter can be hired for 1 g.p. on page 23 of The Underworld & Wilderness Adventures, but exactly what is hired is not clarified.

The only reference I could find of a non-player having a level is on page 27 of the third volume, with respect to "Riders" on flying creatures. Without this one reference, I would have every reason to think that all non-players must necessarily also be "normal", keeping in mind that I don't know how many hit points that so-called "normal" fighters have.

Now, like I just noted, we know what's meant here, but try to put yourself in the headspace of someone who has only these books for reference. And try to assume that you're going to run the White Box as a choice because "other D&D versions of the game are all wrong."  You're still stuck relying on those other versions of the game, because this version doesn't provide you what you need to know even about the people you're supposed to hire and fight. It's just not included in these rules. Imagine how frustrating that must have been at the time.

Your only choice would have been to physically write a letter to TSR, which must have received who knows how many such letters, asking the same questions over and over. "What does this mean? What is this thing that I can't find in the rules?" Imagine how humiliating that must have been, or should have been, for the original designers.

For example, though I searched "hit point", "hit points" and "hit dice", I could not find any direct reference that said, clearly, "a normal man rolls 1 die for hit points." I assume it, but I can't find it. For the table I quoted in the last post, the number of hit dice for men is stated merely as "all variable" along with move in inches and armour class. Yet for dwarves and elves we have 1 and 1+1 hit dice automatically. Why are there no "normal dwarves" or "normal elves"? Is this ever explained?

All this goes to show that a lot of early thinking about the game was more about filling in the gaps created by incompetent and inconsistent design, rather than any real logic. Why precisely make a distinction between just one humanoid race, men, as having a "normal" type vs. a "player" type, when we do not make that distinction for any other race? Because men are "different?" That's merely an assumption. The rules don't state that we are, or give a reason for it, or in anyway provide a rationale for human exceptionalism.

Arguably, the distinction between "normal men" and "player men" arises because humans were conceived in two separate design contexts — Chainmail’s mass-combat units on one hand, and individual characters on the other — and instead of reconciling those contexts, the authors jammed them into the same rule set and expected us to harmonise them. Elves and dwarves never got a "normal" category because Chainmail only imagined them as discrete, combat-encounter entities; they didn't imagine the lived-in world where demi-humans exist in unexceptional roles. But then they got slapped into the role-playing version without consideration for what that might mean with respect to those rules the authors cut and pasted from Chainmail unchained. And honest, this amateurishness is everywhere.

Look at this next on page 5:

MONSTER DESCRIPTIONS:

MEN: There are several categories of men:

BANDITS: Although Bandits are normal men, they will have leaders who are supernormal fighters, magical types or clerical types. For every 30 bandits there will be one 4th-level Fighting-Man; for every 50 bandits there will be in addition one 5th- or óth-level fighter (die 1-3 = 5th level, die 4-6 = 6th level); for every 100 bandits there will be in addition one 8th- or 9th-level fighter (die 1-3 = 8th, die 4-6 = 9th). If there are over 200 bandits there will be 50% chance for a Magic-User (die 1-4 = 10th level, die 5-6 = 11th level) and a 25% chance for a Cleric of the 8th level. If there are exactly 300 bandits there will absolutely be a Magic-User, and the chance for a Cleric goes up to 50%. There is also a chance that there will be magical accouterments with the super-normal types:


*if edged weapon indicated by roll go to Wand/Staff table and roll again, but if result not usable by Cleric there is no item in this category.

That looks like a table but if you look closely, it isn't one.

This doesn't use "above normal", as the aforementioned page 26 of Men & Magic, but rather, "supernormal," thus introducing a third state of being... though of course we just mean "levelled," a word that also does not appear anywhere in the White Box (I searched the American "leveled," just to be clear). We are told exactly nothing about them as a group, with regards to their motivations or reason for being, so we may assume they exist as cardboard cutouts for killing.

But here's what bothers me, and it was carried forward right into the AD&D Monster Manual in 1977, so I assume Gygax and crew didn't care. "Bandit" is not a creature type. It's not even a "type of men." It's a behaviour, a habit, and rationally, elves, dwarves, gnomes, orcs, goblins and even trolls can be "bandits." Arguably, any creature not of "good" alignment could be, since bandits on page 6 (see below) are defined as either "neutral" or "chaotic."  There's no logical reason that a vampire couldn't be a "bandit." So why exactly is there a setting rule that identifies only humans are willing to rob other creatures of their wealth?  Are we the only ones who care? Or who know how?

If there are 29 bandits, are there no levels here? Is a 1st, 2nd or 3rd level allowed to join the bandits, or are they sent packing when they apply? "No, we'll allow 'normal humans' but you 1st levels, you're not good enough!" And what happens, if an extra 4th level shows up but there are only 46 of us? Is that not permitted? If I pile enough bandits together, does an 8th or 9th level just automatically show up?  Or is it that if an 8th level becomes a bandit, poof, bandits start arriving from every direction until there are a hundred of them? Which is it, because now that my fighter is 8th level and I've decided to be a bandit, I want my owed hundred. If 40 get slaughtered in a fight, to the requisite number appear from the nearest village to make up the difference? 

Plus, if there's 199 bandits, there's zero-chance one of them will be a mage, right? Well hell, let's get another bandit in here. And why only mages of 10th or 11th level? Does the guild not permit 9th level mages to hang around bandits? These are important questions I feel need answers.

The reason I want this slapped around is because the exact same logic is applied in the Monster Manual and there too it's irrational. The problem of multi-levelled possibilities makes the number appearing calculation a lot of trouble, so instead of that we're presenting the bandits here as though they're a fully formed mob that conforms to standards that do not make world-building sense. While nearly all the encounters with bandits are bound to be with first levels, the numbers are utterly out of whack with worldbuilding.

Let's leave off the magic treasure for the levels... I've no problem with it, except that in any session I've ever run, a 9th level character is definitely going to have 1-3 magic weapons, magic armour, at least two potions of some kind, almost certainly 1-2 miscellaneous items and whatnot, because if you run long enough to gain the treasure needed to pile together hundreds of thousands of experience, this accumulation is guaranteed, not just because you get your share of that treasure, but because members of the party die and their stuff falls to you. But this isn't about the White Box, so I'll pinch off this point, except to add that when TSR starts to release modules, they completely ignore this distribution concept.

Example of Bandits: Assume 183 bandits are encountered. There will be the following super-normal types with them:

six Fighting-Men of 4th level
three Fighting-Men of 5th or 6th level
one Fighting-Man of the 8th or 9th level (the leader)

Using percentile dice a score of 20% or less would indicate that the 4th-level fighters had magical Armor, Shield, and/or Sword (check for each fighter by category); a roll of 25% or 30% (or less) would indicate the same for the 5th- or 6th-level fighters; and a score of 40% or 50% (or less) would indicate the same for the 8th- or 9th-level fighter.

Look how much book space is provided to simply repeat the rule already as written, expecting that after all the things not explained in this set of books, we're more than ready to explain this at length, just to make sure the reader understands. This suggests someone was really, really proud of this model, that they felt it really explained everything that a combat-designing DM would need in throwing bandits at the party.

Except that if my party is a high enough level to take on these bandits, they're not really a challenge. Back when I first started playing D&D, when I was a new DM and of course not very bright and playing the rules as written (as most not very-bright DMs do), this was one that I remember employing to the letter with a party. Along with the rule at the top of page 5, where a levelled person (though, since we were playing AD&D, this applied only to fighters) got one attack per level against "normal" combatants, or as we called them, zero-levels. At that time, I also played without a combat map, so I'd just say how many attackers were in front of the characters as they formed a ring around the spellcasters. Basically, at most I would write x's and o's like a football coach to show where everyone was.

When it was the players turn to attack, they just slaughtered the zero-levels like cutting wheat. 3 fighter-types of 6th level, plus a cleric and a mage would attack 20 times a round, with strength, magic weapons and THAC0 (obviously not called that then) assuring that at least three quarters of the 20 lined up targets were slaughtered. After five rounds of that, you make jokes about the ring of bodies lying like a wall between the party and the enemy, describing the enemy climbing to the top of the wall and leaping at the party, only to be slaughtered in their turn. Then the mage and the party's magic wastes the 10 levelled characters with ready scrolls and potions, and win at a flippin' walk. 'Til we're all sitting around, like the fourth time we've done this slaughter fest, pointing out, "This really is pretty dumb; it's nothing like what would really happen. They'd just dog-pile us and we'd all die."

The game is designed to presuppose that hundreds of combatants are merely ready to obediently present their necks for sequential execution, round after round, the encounter has stopped being anything but a ritualized numbers exercise. A handful of fighters getting twenty attacks per round is an absurdity, benefitting the party but NOT the bandits; they're still stuck fighting us one at a time... and without the magic support of an ordinary party of adventurers, one 9th level is NOT impressive. In reality, a party that size, regardless of their fighting ability, would smash a formation of five combatants in seconds. They'd feather us full of arrows and bolts before even coming close. And they'd tell us to put down our weapons or die, and we would, because there's no way to combat that number without the sort of magic that comes at 5th or 6th level. Even with a fireball, in a world that knows a fireball exists, the enemy isn't going to clump together so you can get 20 of them at a blow. They're just not.

But the designers didn't care about reality, or depicting it... only rationalising their rule set as they built it. And absent a better ruleset, the hoi polloi simply accepted things as written, as we did as teenagers, even though we knew while doing it how ridiculous it all was. And of course there were those of us who didn't want to change those rules, because they liked slaughtering a hundred bandits. It felt like Conan to those people... and it still feels like Conan to people now.  But if you read Conan, you'll find that he only fights a hundred when he's moving, when the enemy doesn't know where he is, when it's dark, or he's in a jungle, and there are so many bodies around they can't reach him. And Conan isn't being markes on a page with x's and o's, he's dancing through words, not a game battle system. Howard uses pacing, metaphor, rhythm, and imagery to make the impossible feel plausible. A battle scene in fiction is constructed through narrative technique, not tactical mathematics.

After a few times of doing it as a DM, it wasn't fun; not because I felt anything for the bandits, but because it became silly bookkeeping, keeping track of the dead as they fell. And the players, when they got their fill, just rolled their eyes at it. So there wasn't any point. Which is what makes "bandits" a lousy encounter. It's ridiculously overpowered when the players are below a certain line, and ridiculously boring once the players cross that line. There's no real mid-point, or not one wide enough to be useful. So you just don't bother throwing bandits against the players, EVER... unless you rethink what bandits are, or why they'd approach the party. And then the number and how many levels they have doesn't matter.

They have to become people, first, not notes on a ledger. Once they're desperate, opportunistic, frightened, cautioned, disorganised, negotiating or interested in ransom, not killing, its a different kind of play. But in the White Box set, we're still setting up for a Chainmail wargame. And it's boring.

There's more on bandits, on page 6, but I'll leave off for now.

Sunday, November 30, 2025

Dungeons & Dragons White Box 26

Moving on from spells, finishing the Men & Magic book with this post.

MAGICAL RESEARCH:

Both Magic-Users and Clerics may attempt to expand on the spells listed (as applicable by class). This is a matter of time and investment. The level of the magic required to operate the spell (determination by referee) dictates the initial investment. Investment for 1st level is 2,000 Gold Pieces, 2nd level is 4,000 Gold Pieces, 3rd level is 8,000 Gold Pieces, 4th level is 16,000 Gold Pieces, 5th level is 32,000 Gold Pieces, and 6th level is 64,000 Gold Pieces. The time required is one week per spell level. For every amount equal to the basic investment spent there is a 2076 chance of success, cumulative. An investment of 10,000 Gold Pieces in order to develop a new 1st level spell, for example, has a 100% chance of success after one game week.

The level of the spell researched must be consistent with the level of the Magic-User or Cleric involved, i.e. the character must be able to use spells equal to or above the level of the one he desires to create.

Once a new spell is created the researcher may include it in the list appropriate to its level. He may inform others of it, thus enabling them to utilize it, or he may keep it to himself.

As writing, it's a comprehensible rule, which is saying a great deal at this point. And the structure offers a reasonable benefit to the imaginative player: if you can think of a spell that you feel ought to be in the list, here is a bit of agency permitting you to add that spell. I'm completely in support of this idea. As I've said, spells must come from somewhere within the game setting... and it's therefore reasonable that players, too, have every opportunity to place themselves right there along with personages that would later become part of the game's lexicon: Leomund, Mordenkainen, Tenser, Bigby, Otiluke and so on.

As game design, the rule fails. It is perhaps not the time to say so. I've focused on the system's shortcomings, what it's failed to explain, what it's failed to include, where the flaws in design occur... and arguably, there's no flaw in design here. I see no reason why this rule shouldn't work as written.

My issue is that it fails to provide a meaningful obstacle between the designer and the newly acquired spell. True enough, the first imposed limit is, "can the player think of a spell?" There's nothing in these rules to explain parameters on spell design, focus, level, or what the spell ought to include, or — gawd help us — maybe something about what "duration" or "range" means in the context that they're used. But if the game writers can think of spells, it stands to reason that some players also can. Some are liable to be good at it, if they wish to be. Most, I suspect, wouldn't know where to start. I've had only two spells designed by players in my game setting, and after the fact, after they had the spells, they discovered there wasn't much occasion to use them. And after 50 years of published spell design, most of what's out there now is splitting hairs with regards to benefit. However, let's push all that upon a shelf, as it's not what I want to address.

Two hurdles are proposed: cost and time. Time isn't a hurdle at all. "Game time" passes instantaneously if so desired. Players don't have to physically work to invent the spell, there's no skull sweat or careful pouring of bowls into vials that needs doing; the players snap their fingers and say, "we let six weeks go by." That's the same as letting one week go by, so increasing the number of weeks is meaningless. And since the players don't run their characters long enough to effectively age, there's no upper limit that's approached in spending six weeks. Now, if we said the spell would require six years, that might be something. The player might look at their 33 y.o. character and wonder how many years, really, they can expend in this kind of research. 

Consider a real time cost: Pasteur worked on germ theory from the 1850s to the mid-1880s. Lister needed 15 to 20 years to refine and overcome scepticism regarding his antiseptic surgery. Herschel spent 50 years of disciplined observation to develop stellar photometry, create a catalog of double-stars and revisions to instrumentation. Wallace spent 8 continuous years collecting specimens and 7 years refining his ideas; Darwin needed 22 years to reach the point Wallace had, when he received Wallace's letter in 1858 and realised they'd come to the same conclusions. Cuvier needed 5 years of relentless examination of living and fossil animals, then another 12 years of lectures, work and dissections to achieve his 1812 work, Discours sur les révolutions de la surface du globe. Lyell's work in geology starts in 1818 as a student under Buckland; he needed 12 years to achieve Principles of Geology, then he spend another 38 fixing the errors in it; a process that still goes on.

Yet a mage proposes to invent a spell that produces an unprecedented manipulation of reality, neatly packaged for instant use — along the lines of a death spell or control weather — in six weeks. Most people can't even learn to drive from scratch in that amount of time. Six weeks isn't "research." It's a long vacation.

That leaves the other obstacle: gold. But this isn't a scarce resource, either. From 1975's Blackmoor, the high priestess Toska Rusa is described as controlling wealth equal to ""17,000 gold and hundreds of gems and pieces of jewelry worth an additional 70,000 gold pieces." The Temple of the Frog includes a jewellery adorned pulpit valued at 100,000 gold, a chest in the company office containing 3,000 platinum, thirteen gems valued at 1,000 gold each and a personal treasure of 16,000. This just begins to show that five-figure hauls of treasure were part of the time-period's design culture.

Sorry, I can't actually say I know this; I couldn't give two hoots about what Blackmoor has in it, I just need an early example of adventuring logic (this one from 1975) to give a sense of how the designers of the White Box viewed treasure. So the above was lifted from the internet. If it's wrong, I wouldn't know that. I do know that later modules, like KotB, offered masses of treasure even in adventures designed for 1st to 3rd level parties. The point being is that the 64,000 g.p. for a 6th level spell research could be acquired several times over just from one adventure.

As a DM, I don't give this kind of treasure and still my players, over a year of play, casually accumulate several hundred thousand gold pieces, which they basically bury until they have something to spend it on. This is because if a combined party of five character all need around 250,000 each to reach name level, by the time they do so that's going to accumulate half or more of that amount times five at the end. The players are required to do so. That's what the rules ask.

Even if you charge players 100 g.p. per level per month, as the AD&D handbook demands, in two months of game time players can justifiably collect a dozen times that much... easily enough to account for six whole weeks of time spent sitting around waiting for the mage to invent a new spell.

All this makes the spell invention rule meaningless. Money is hay, time is air, the players are thus rewarded once in experience gained, again in the wealth itself, and a third time with increasing their power over and above the levels they advance. It's just not an effective obstacle as written.

BOOKS OF SPELLS:

Characters who employ spells are assumed to acquire books containing the spells they can use, one book for each level. If a duplicate set of such books is desired, the cost will be the same as the initial investment for research as listed above, i.e. 2,000, 4,000, 8,000, etc. Loss of these books will require replacement at the above expense.

Apparently, the term "spellbook" hasn't been invented yet.

As before, this is more or less fair as a written rule. A little more clarity could be added as regards to what physical purpose the books serve — does the mage physically read from the book to cast the spell? We haven't proposed the concept of "memorisation" here, though I understand that Vance, of whom I've not read so much as a sentence, even quoted by someone else to my knowledge, incorporated this into his literature. But since Vance doesn't exist in the White Box at all, and his name and his works isn't quoted here, there's no reason to assume he has anything to do with it.

Many games, particularly boardgames, include features that exist solely to remove money or power tokens from the player's possession. Having to pay to get out of jail, or $75 for luxury tax, or 10% of cash on hand to a maximum of $200 in Monopoly all exist to ensure that with a run of bad luck, a player who seems to be winning can be overcome and made to fall further back in the player ranks. These setbacks aren't very effective in Monopoly, or most boardgames, because if they are, they create disenchantment with the game. My mother used to bitch because every time the family played the Game of Life in the 1970s, she always landed on the space that made her pay $150,000. She probably didn't actually land on it more than twice or three times, but she had a fluid memory for such things so that it always seemed to be something that befel only her and no one else. A lot of people view board games this way, as I learned later playing such games with adults in non-chain coffee houses in the 1990s. When those still existed.

It's called a "sink" mechanic. It's there to bleed off accumulated advantage... in this case of the mage, who gets the most powerful spells and later becomes the most powerful character class. So, naturally, mages have to pay a fee to be mages that no other class has to pay... "because." But here, it doesn't even work for that purpose.

The resource has to be scarce to matter, and we've already established the gold isn't, and the whole thing can be sabotaged by a decent-minded jointly supportive party merely deciding, "Okay, let's everyone kick in a fifth of the mage's spellbook." There, fuck you Gygax, the mage pays the same everyone else does, it's a cheap "pay the game tax" feature and it doesn't mean anything. The mage isn't punished, everyone is. And to no real purpose.

The presence of the sink exposes the deeper flaw in early D&D design: the rules assume adversarial scarcity in a cooperative game. Sinks have meaning when the players compete against each other, as in board games. The don't mean anything where the players work conjointly toward a shared goal. Gygax writes gold costs as though every player exists in a vacuum — a single character footing single-character burdens. But the moment the rules give players the ability to act collaboratively, the economics dissolve. An economic sink that can be trivially collectivised is not an economic sink. It’s just a tax on the solitary player in a system designed for groups.

Since the books are accounted for in the silly weight table scheme on page 15, they aren't even an encumbrance problem. Essentially, pay to play, then forget, because the DM will so long as the silly things are still on your character sheet.

That's the end of Men & Magic. We pick up with Monsters & Treasure on page 3.

Most of this is self-explanatory for the readers, so we can skip it. I'm going to get a complaint out of my system, however, so we can just move on.

In professional journalism, and this applies as much to the United States as Canada, it's not appropriate to capitalise game terms as though they were proper nouns, which are names used for an individual person, place or organisation. Animals, for example, are words, not titles. We would write "spotted owl" or "prairie rattlesnake." There is no precedent in any style guide that would dictate that it was proper to capitalise both words in "Heavy Horse" for example, or "Large Insects," both of which are real world examples. Thus, "gray ooze" shouldn't be capitalised, nor should "Dwarves" or "Elves," since we wouldn't in publishing terms write "Human" with a capital H. It doesn't matter, except that once again, it's evidence of how truly ignorant and lacking in the sense of finding someone who knew how words work when deciding to publish this work.

Just had to get that out of my system.

As near as I can tell, "number appearing" does not appear anywhere else in the three books, while the sole note to it, explaining it's presence here, merely says, "Referee's option: Increase or decrease according to party concerned (used primarily only for outdoor encounters)." Which means, essentially, make up any number you want. Back with with the 15th post, this comment gave to suggest that these numbers have some meaning, but it's plainly clear that they don't. What's more, from later game examples of these monsters appearing in modules and such, the numbers given here are never used, nor are the commensurate ones that appear in the 1977 AD&D Monster Manual, either, which reflect these but do not ever seem to apply in game.

The numbers plainly do not exist for a party of 5 characters entering the first level of a dungeon to encounter, quote, "30-300" orcs, which would be a ridiculous over match for the party. From 1981, the Keep on the Borderlands (again, with the 1977 Manual stating 30-300), the "Orc Lair" (B) has a "watcher" by himself, then 4 orc guards, then a common room with 12 male orcs, 18 females and 9 children, then a single leader in the orc leader's room. That's 18 one-hit dice orcs and 27 others whom the rules state, "do not fight." We have to include the orcs form the other orc lair (C) to get all the way up to 30.

On a sand-table at 1:20 scale, "30–300 orcs" might represent a company or battalion in the wilderness. In a 10-foot corridor that five PCs are meant to explore, it's nonsense.

The second note, to the "move in inches" column, reads, "Number after slash is flying speed. Creature may "charge" also and get bonus to normal move." We've discussed flying before. Here, it's time to discuss the speed that's actually needed to get a creature, as opposed to a mage with a spell, airborne.

The table states that a hippogriff's normal movement speed is 18"... double that speed would not provide enough lift of air over and above the wings to allow that creature to obtain or sustain flight. That is, if we don't want to just say that it has "magical wings," in which case, jeebus, couldn't the magic be a little more fucking magical?  The attack speed of a cheetah is 31 meters (34 yards) per second, if you'd like something to compare with. That's over land.

If we take something considerably lighter than a horse mass for a hippogriff, and handwave the square-cube problem and just approximate it (there's no way I'm doing the math with you slavering bastards around, since you'll rip me a new one if I try), then the cruising speed in flight of a hippogriff has to be in the realm of 25 to 45 mph. That's way slower than a cheetah, about 70 mph. In game terms, this is, at the bottom end, about 240" per turn. That's basing its speed on a condor, as a real world example.

You'd think that magic would accomplish at least what real wings would.

And why, pray, are flying creatures the only ones who can charge?

The third note reads, "See separate paragraphs regarding each monster for various possibilities." This note applies to two monsters: dragons and lycanthropes. The former because there are white, black, green, blue, red and golden dragons (why "golden" if not "reddish" "bluish" or "greenish"?), and the latter because there are werewolves, wereboars, weretigers and werebears. These are copied here in the order they appear in the lists on pages 12 and 14, where the writers have never heard of "alphabetical order," something a grade four student making a list would automatically do.

But the more annoying problem this highlights is that if, in a game, you're tossing a bunch of gnomes at the party, you have the description of the monster on page 16, but all the stats on page 4. This was a deliberate design choice, and is employed with every monster, including with dragons and lycanthropes, because we still have to jump back to the above chart if we want to know the creatures AC, move, hit dice, % in lair (if we even use it) and type or amount of treasure. As a dungeon master (note, small letters, NOT a proper noun to me, even if the company does choose to trademark it with capitals), this is extremely annoying and aggravating, on levels that are hard to describe. I don't have enough to do when running a game without having to flip back and forth through a paper-bound book because the writers can't put the damn stats together with the creature description.

Efficiency is and has always been a disaster where D&D is concerned. Even when collections of tables were slammed together at the backs of books, the separation of these tables from a brief explanation of these tables in such gatherings just repeats the problem. There never was any logic to the AD&D DMG or Players Handbook, we just got to know where things were through a lot of repetition over a long period of time. While at least the 1977 Monster Manual was alphabetical, there are large sections in that book where sub-alphabetical lists are placed under other monsters, which breaks up the clean logic of the work. One reason that DMs have said it's impossible to know all the rules is because "the rules" never occur as a straight, rational list, as they might with any other game, but are always folded into"bricolage," a pile of notes, half-rules, digressions, war-gaming leftovers, marginalia, folksy commentary, play examples and obstructing artworks. Procedures are never easily at hand, they have to be excavated; the mechanics are forever a jumble of tables that occur scattered throughout three or more books, without any sense it seems (for example, combat rules appear in the Player's Handbook that aren't addressed at all in the combat section of the DMG), under headings they have nothing to do with; the indexing is atrocious; words like "evil" aren't defined at all, and wow, does that problem EVER apply to later AD&D, which constantly uses terms (role-playing, personae, milieu, healing, hit points, experience) frequently without ever addressing how these terms actually fit into the game's setting or design. There just there, to be assumed, to be reused, and never to be defined.

This is far enough today.

Friday, November 28, 2025

Dungeons & Dragons White Box 25

Let's finish these spells. 

Protection from Evil, 10' radius: This spell is the same as that for Magic-Users.

This spell is listed on page 25. I wrote about it here.  And yes, I could have tacked this on to the end of the last post, but I was so worn out I didn't have the strength.

Turn Sticks to Snakes: Anytime there are sticks nearby a Cleric can turn them into snakes, with a 50% chance that they will be poisonous. From 2-16 snakes can be conjured (roll two eightsided dice). He can command these conjured snakes to perform as he orders. Duration: 6 turns. Range 12”.

Interesting, isn't it, that you can create the same number of snakes, on average as you can hit points with the cure serious wounds spell. Point in fact, we don't know how many hit points or hit dice these snakes have, or what damage they do if they attack. Nor is "snake" any kind of monster in the White Box set, so Monsters & Treasure is of no help. It matters, because if the DM is generous here, it makes a very different spell than if the DM is stingy. If every snake has 1 hit point (which would make sense considering the also 4th level spell cure serious), then we're really not talking about much. But 2-16 snakes, half poisonous, with 1 hit die each, that's an average of 31.5 hit points created that the enemy needs to kill... with a very good chance of killing a fair number that don't make save. So which is it? Two hit dice per snake?  Four?  No rule says one way or the other.

Speak with Plants: This spell allows the Cleric to speak with all forms of plant life, understanding what they say in reply. Plants so spoken to will obey commands of the Cleric, such as part to allow a passage and so on. This spell does not give the Cleric the power to command trees as Treants do. Duration: 6 turns. Range: 3".

This isn't so much "speak with" as "command," while the spell seems to imply that it's limited to sentient plants like treants. Unfortunately, a glance at pages 3 and 4 of Monsters & Treasure indicates that according to this set, treants are the ONLY sentient plants. So why is that the cleric can command treants, the only plant monster in the system, and not trees? Why, because trees are everywhere, which would make the spell ridiculously powerful. No, this spell give the power to command just one monster. Using your 4th level spell slot wisely, I must say.

For the record, "molds" are not plants, in case someone points out that "yellow mold" is a monster in the game.

So far as speaking is concerned, this is a problem if we don't define how we speak to a creature that doesn't move, doesn't have organs with which to speak, actually manifests. I have a tree in my front yard. It has never gone anywhere since it was a child, so I'm not really clear what it could tell me, even if it were sentient. Would it relay a discussion it overheard, that just happened to take place next to it, that also just happened to be relevant to the campaign our party is currently on? My, that's certainly convenient.

But then, trees and other plants could talk to each other. And thus, the conversation that occurred a mile from here could have been relayed to the plant I'm in front of. But, since there would be so many conversations also potentially relayed, how would this plant know which one mattered? And how would we know it wasn't describing a conversation that happened 50 years ago? Are plants aware of time as we are? Do they have words for objects they've never seen, or cannot themselves make use of?  Is it a language at all, or does the spell convey a kind of osmosis?

I don't care which one it is, any logical answer would do. But since it's a game rule, the actual logic ought to be included in the rule, at least in some degree. But that would require text lines that are desperately needed to depict an incomprehensibly bad drawing of an elf on page 32. And eight blank lines not used at all on page 34.

Create Water: By means of this spell, the Cleric can create a supply of drinkable water sufficient for a party of a dozen men and horses for one day. The quantity doubles for every level above the 8th the Cleric has attained.

Sigh. Yes, unlike the purify food and drink, we get a measure... but the Engrish is so bad we don't know what it means. Is it a dozen men AND horses, so that in fact since a horse drinks between 5 and 10 times as much as a human, a dozen horses will drink as much as 90 humans would. Are we saying that the spell therefore produces enough to support 102 humans a day, if no horses are involved?  Or are we saying its a dozen men OR horses (though that clearly isn't the conjuction used), so that the spell automatically adjusts for a horse. Does it then automatically also adjust for a donkey, a sheep, a dog, a mouse...?  If we obey the AND, then it's one dozen men AND one dozen horses, but not two dozen men, uh huh.

I assume, also, we're counting elves and dwarves as "men," even though we took time to state that these were different races. I assume the spell adjusts automatically for these creatures also. If we want to say the spell doesn't adjust for mice and sheep, then why would it adjust for dwarves and elves? The rules clearly say "men."

Oh, and what the hell, let's talk about "drinkable" water. I'm sure the writers thought they were saying "drinking water," which is colloquial for water that can be safely drunk... but given that the game takes place in a medieval setting (the rules at the start of this book are VERY clear about that), what we call "drinking water" they did not call that, because water wasn't drunk because that was a great way to get disease. Water was fermented into various drinks to make it "drinkable," so to a medieval mind, "drinkable water" meant "small beer," which allowed for some alcohol present in the mix.

And still, "drinkable" and "drinking" do not mean the same think.  "Drinking water" is assumed to be fresh, clean and healthy. "Drinkable" means that it's physically capable of being drunk. But yes, I'm splitting hairs. It's just there's so much opportunity here.

Finally, since we don't have an actual number for how much physical water the spell produces, let's just start with how much a man AND a horse drink, together. Average for a typical man is about 3 litres per day, though some of this is as food. A horse drinks about 35 litres. 38 liters x 12 is 456 litres. The "doubling for every level above the 8th" would equal 466,944 litres by 18th level. This is equal to about 9.34 residential swimming pools, or a pond that's two meters deep and 233 square meters in size, or a little more than 15 meters wide. This is still sort of fine, but by 26th level, which a cleric can conceivably be, we're talking about 120,000,000 litres, which is a 12 hectare lake, one meter deep.

Cast every day. Just as a thought experiment.

5th Level:

Dispel Evil: Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil sending or spell within a 3" radius. It functions immediately. Duration: 1 turn.

The word "sending" is not in any way defined in the White Box set, though the word also occurred under the spell remove curse. My etymology dictionary does not give a meaning for the word, nor does google's dictionary. As such, I don't know what that means.

As a 5th level spell, this means that it "dispels magic" as the mage's 3rd level spell, when it happens to be "evil," a word we've already discussed as not defined in the White Box set. It's clear that the spell does not affect creatures themselves. One has to be within 30 ft./yds. of the cast spell, which is pretty close. For some reason the spell functions immediately but has a duration for 1 turn. I don't know what that means.

I'm not especially impressed.

Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, and dwarves only. For each level the Cleric has progressed beyond the 8th, the time limit for resurrection extends another four days. Thus, an 8th-level Cleric can raise a body dead up to four days, a 9th-level Cleric can raise a body dead up to eight days, and so on. Naturally, if the character’s Constitution was weak, the spell will not bring him back to life. In any event raised characters must spend two game weeks’ time recuperating from the ordeal.

Endlessly, this is again a hodgepodge of terms not defined. This is the only incident in the three books where constitution is described as potentially "weak," so I have no idea where to draw the line. A "3"? Which would mean a "4" wasn't? But then if a "4" is, wouldn't "5" be close? Sigh. A number please. Constitutions have numbers. Couldn't you have just given a number?

Gets to the point where I want to swear with every sentence.

What is "the incantation." How long does it require? Can the cleric be interrupted with an arrow while rattling it off? If not, why express it this way, except to impose "colour" that adds exactly nothing to the rule. If the cleric does jazz hands, does the spell not work? If I cut off the cleric's index fingers...

So halflings are shit out of luck, huh? Bummer.

I get this flash of a sketch where the cleric is standing in front of two bodies side by side, ready to raise Gregory, but mid incantation he sneezes, moves his finger and accidently raises Hector, the half-wit that everyone was glad was dead. Hilarity ensues. Cleric: "No, no, I was trying to bring back Gregory, I swear!"  Fighter: "Admit it... you've always hated Greg!"

Why does the explanation call the spell "resurrection" in the description?

When I raise a body "up to eight days," does that mean death occurs after that time? Because in English, that's what those words mean. And "another four days" after what? Zero, presumably, because the character has to be 9th to get the spell. But then, why don't we just say, "On getting the spell, a body can be raised up to four days after death. Thereafter, it's too late." There's this whole convoluted description, with an example to make it clearer, whereas it's much simpler to say, "For each level above 9th, the initial four-day limit increases by 4 more days." There, that's clear. We don't need the example. Even if we do, we can say, "8 days at  9th level, 12 days at 10th, 16 days at 11th, and so on."

The White Box used 49 words. I used 34 without the example, 50 with, and mine's a lot clearer. I also used smaller words and did not need to repeat the name of the spell incorrectly.

Yeah, I know. I've already applied my gold star. My point is that the writing here is just egregious, which is what makes this process of beating up the rules so exhausting and discouraging. Even if I wanted to like this text, there's no way to do so. It's just awful. We're not talking about occasional errors, but spell descriptions that have three, four, even more incongruities, which requires a level of incompetence that surpasses imagination. It's just trainwreck after trainwreck.

The spell Raise Dead isn't a bad spell. It's a perfectly good spell. But it's a disaster on the page. Which it makes it open to rules lawyering, which is why rules lawyers got a hand up on so many DMs. The rule on the page didn't help thwart those attacks, which was it's first and most important job.

Commune: A spell which puts the Cleric in touch with the powers "above" and asks for help in the form of answers to three questions. Communing is allowed but once each week maximum (referee’s option as to making less frequent). Veracity and knowledge should be near total. Once per year a special communing should be allowed wherein the Cleric can ask double the number of questions.

Why, for example, after numerous examples that immediately get into what the spell does, this wastes three words right off, "a spell which"? Why not "This puts the cleric in touch..."? Consistency, people!

Why is above in quotes. Colloquially, "above" means heaven; this spell is not referring in any manner to heaven, so why this specific word? If they want help from beyond, then why don't they just bloody well say "beyond," which is the correct word in this context and would not need quotes! DAMN!

Veracity means "truth" or the "character of being true." What the hell is this word doing in this sentence? Why is the spell automatically restricted when other spells are not, and why is the DM encouraged to restrain it more?  I'm the cleric that earned this spell, why am I not allowed to use it? Can I use it ever two days if I promise just to ask one question?

These three questions I'm getting answered: what answers can I expect? Whatever the hell the DM feels like saying? Is there a model I can count on? Am I actually going to get help? Does veracity tell me the DM isn't going to lie? Then why the hell not just say so?

It's possible I may be broken at this point. As near as I can tell for certain, the caster, when the DM allows it, is allowed to ask "something" up to three questions, to which the DM must answer truly and with knowledge. But here's where it falls apart... because we all know from endless Monkey's Paw copycat-fictions that "answering a question legitimately" is a movable feast, where the person with the knowledge has the power to fuck with me at will. An open ended question like, "What should my character do first?" can be answered perfectly accurately and legitimately, "Breathe. What's your second question?"

The issue is that the necessary contract the spell implies is not stated as clearly as a contract demands, so it invites abuse and subversion, which gawd help us any number of DMs will take licence with. As such, I despise spells written like this, for this reason, because I'm wasting my time giving the DM a bunch of funsies at my expense.

In a well-designed system, a spell like Commune would operate under a clear framework that defines not only what the Cleric can ask, but also how the answers should be structured and how much freedom the DM has to twist or obscure the truth. Without these clear parameters, the spell becomes an unpredictable gamble which makes this a spell I wouldn't bother to use.

Quest: This is similar to the Geas, except that the character sent upon a Quest by the Cleric is not killed by failure to carry out the service. However, the Cleric may curse him with whatever he desires for failure, and the referee should decide if such a curse will take effect if the character ignores the Quest, basing the effectiveness of the curse on the phrasing of it and the alignment and actions of the character so cursed.

We've covered the problems with this spell under geas, here. To sum up, this is not a spell that is of very much use to a player party, because again they'd have to wait around to learn if the quested individuals succeeded; the "curse" option means almost nothing if an NPC is the one being cursed. That's of little value to the party that must have the thing the quest was intended to achieve. 

It is, however, funsies again for the giggling DM to think of a really good curse to dump on a hapless player... and since the DM has nothing actually invested in the quest being fulfilled, except that the party be kept busy, the DM loses or gains nothing if the quest is or is not fulfilled. So like geas, this is just a dick punch to the party by the DM, nothing more.

With geas and quest, we also have this added bullshit modifier: who is responsible for creating a quest/geas the players can or can't succeed at?  I'll answer with this vintage Canadian moment.

Insect Plague: By means of this spell, the Cleric calls to him a vast cloud of insects and sends them where he will, within the spell range. They will obscure vision and drive creatures with less than three hit dice off in rout. The dimensions of the Insect Plague are 36 square inches. Duration: 1 game day. Range: 48". (Note: This spell is effective only above ground.)

And that's a wargamer's combat rule. Effectively, 1 day = until the contest is over.

As a spell goes, its not that powerful. Spells like don't specify if the locus of the spell is where the caster was standing when the spell was put in place, or if they move with the caster when the caster moves for the duration of the spell. Fly, for example, affects the caster and so remains in effect if the caster moves. An area spell like confusion or massmorph seems to imply that the spell, once cast, affects a stable area. But here, the things that are created are not static, but in motion... and since this discontinuity is never detailed or discussed in the rules, I'd certainly argue as a player that the 48" range focuses on ME, not a place on the ground, just like a fly spell or a protection from normal missiles focuses on me. Which should mean, I can cast the spell and then drive out things ahead of me as I progress. For one game day, where upon I can cast it again (the spell, once per day, or once per game day), so that I'm never without my convenient cloud. Just call me "Beebs," for short.

Create Food: A spell with which the Cleric creates sustenance sufficient for a party of a dozen for one game day. The quantity doubles for every level above the 8th the Cleric has attained.

"This lets the cleric..."

The doubling effect of this spell allows a 26th caster to feed the entire population of 15th century Great Britain, including Scotland and Ireland, to the tune of 3,145,728 people.  A 29th level caster can feed all of Europe. Since the food, presumably, must be created within line of sight of the caster, I'm sure that the dinner party in Slavonia is going to be late if the food is created in Luxembourg.

Apart from that, the spell is fine.

Need a fortification in short order? No problem, I'm a short order cook. I'll put so much food between us and the enemy, they'll never climb it. In fact, they'll eat their fill and go away.

Finally, the last spell is this:

Note: There are Anti-Clerics (listed below) who have similar powers to Clerics. Those Clerical spells underlined on the table for Cleric Spells have a reverse effect, all others functioning as noted. The chief exception is the Raise Dead spell which becomes:

The Finger of Death: Instead of raising the dead, this spell creates a "death ray" which will kill any creature unless a saving throw is made (where applicable). Range: 12". (A Cleric-type may use this spell in a life-or-death situation, but misuse will immediately turn him into an Anti-Cleric.)

Anti-Clerics: Evil Acolyte, Evil Adept, Shaman, Evil Priest, Evil Curate, Evil Bishop, Evil Lama, Evil High Priest.

I apologise. The genius use of language in the third paragraph above as made me speechless. I think we can just let that be.

It has always struck me a little funny that when considering the nature of real world clerical representatives of all the major religious organisations that have come and gone — feel free to make your arguments about Buddhism and Confucianism, or Taoism, and whether or not those aren't just philosophies and not religions at all — that there needs to be a categorisation between religious leaders who are nice and fuzzy and those that are ready to murder frenzily. The churches themselves made no such distinctions. Excommunication occurs because you betray the church, not because you're a bad person. Try to recall that those burned witches and torture victims were murdered by people who were considered "good" in the eyes of their church, their doctrine and, according to them, their god.

Yet, out of the air, for 20th century reasons surely, there seemed a need to draw a line between "good" clerics and "bad" clerics, with the former being the sort who absolutely would never use anything as evil as *gasp!* The Finger of Death (bum-bum-ba...!) These same clerics, of course, being run by players who have no compunctions about killing anything between themselves and a full chest. Wait, that could be misconstrued. I meant treasure. But not with a finger! A mace, sure... a club, an explosive detonating spell, poison gas, transformation into a snail, the actual death spell... no problem. I mean, after all, those are mage spells, right?  I'm not an anti-cleric if I stand beside Mark Orcsplitter and his trusty lightning bolt spell, right? Just so long as I, personally, don't do that sort of thing. Guilt by association? Doesn't exist. Oh sure, I might cast Quest and send Hector the Lackwit to get the local red dragon's middle name, then curse him with running sores if he fails, but I'm not an anti-cleric! Forfend! I might turn sticks into poison snakes but an anti-cleric? Me? Ridiculous. I'm a cleric after all, a servant of the divine, a beacon of light and mercy! How could I ever be accused of doing anything wrong?

In D&D terms, I'm still the "good guy" even if the others I hang out with aren't, even if we kill whomever gets in our way with abandon, just so long as I don't use the most explicitly evil spells. The line must be drawn somewhere. After all, I don't want to be accused of something that, in fact, has no quantifiable negative effects in-game. Except that I can then put "E" at the end of my name. I tell people it stands for "esquire."

In fact, the section of the White Box set quoted above is the only mention in the three books of an anti-cleric at all. The appellation has no meaning. Though it does seem to apply that if I'm an anti-cleric, I can't cast raise dead, or any of the reverses of the evil version of the spells. Which, frankly, I also have to question. Evil people can't raise other evil people? Have none of these creators ever read Conan?

I have no idea why "finger of death" needs to be clarified as a "death ray," except due to 1950s, 60s and 70s science fiction. I don't understand the qualifier, "where applicable" next to saving throw. Yes, I guess, some creatures don't get one. Why would I waste my 5th level spell slot on a snail? The lols? And when is a cleric in a combat technically not in a "life-or-death" situation? Which again, opens the door, if a "good" cleric can occasionally use the reverse of a spell and not lose the straightforward normal use, why shouldn't the anti-cleric also be allowed the same latitude?


I am now done with spells. I am so ready to move on. Admit it: you thought I'd quit before doing them all.

Thursday, November 27, 2025

Dungeons & Dragons White Box 24

For fun, this is the present state of my keyboard. Good thing I touch type, huh? All is fine, I can afford another... it's just that it takes about 8 months of typing for my keyboard to get this way, so I make them last as long as I can.

Usually, I've dumped a drink into it or something, ruining the damn thing before it gets this bad, but I've been lucky... so the abuse of my fingers has had the opportunity to wear the keys away and, I think in some places, I've actually split the surface of the key plastic. Not sure what those grooves in the 'c', 'n', 'm', and comma keys mean. I just know they weren't there when I bought the keyboard. Oh, and the bit of duct tape is so I can find the 'i' key when I want italics.

The effect is entirely a combination of how much I type and how hard I type. I learned on a manual typewriter 50 years ago and I've never quite learned how to soften my keystrokes. Anyway, to continue:

Clerics:

1st Level:

Cure Light Wounds: During the course of one full turn this spell will remove hits from a wounded character (including elves, dwarves, etc.). A die is rolled, one pip added, and the resultant total subtracted from the hit points the character has taken. Thus from 2-7 hit points of damage can be removed.

Every time something odd comes up related to the casting itself, I have to stop and wonder: why specifically is the "cure light wounds" spell designated as requiring one full turn (and do they really mean ten minutes?) to achieve the result. Since none of the other spells, so far, specify how long they take to manifest the magic, it would seem to suggest less than one full turn... which of course causes any player with a brain to immediately ask, if continual light doesn't take a full turn to cast, how much time do I have in that turn to do something else? Either every other spell requires no measurable time to cast, or the one time that casting time is actually imposed actually dictates the casting time for every other spell. Otherwise, our third option is that all the casting times differ according to the DM's whim... and I'd like to be the first to say that doesn't work for me.

Once again this language, "remove hits." Why "remove damage" and not "restore hit points"? What is the point to having "hit points" as a term if we're not going to use it?  It makes far more sense for the spell to "increase" points rather than "remove," since the latter is clearly a double negative construction: damage removes hit points and then the spell removes damage. It's just bad writing.

Of course, we're all used to it now, having been inculcated into the D&D cult for as long as we have, but looked at from the point of view of a 1975 buyer of the product, it's a head scratcher.

And we've said this before, too: a "pip" is a physical indentation in the die. To "add" a pip, accurately according the language, I'd need a point-chisel and a hammer to literally pound a divit into the die, whereupon it would be permanently there. That is NOT what's wanted and is not the correct language for this instruction. In English, when we add something to a number, say a "5" indicated on a die, we add another number, in this case the number "one" to the die, not a "pip." ffs.

There are only 54 words in this passage and there are so many grammatical errors in it that a grade two teacher, getting this, would worry about the student cognitive skills.

Too, it creates an issue that has been endlessly debated, and that issue is right there on the tin. I have been part of endless debates as to what "hit points" really are. Here, it stipulates the answer plainly. A point of damage is a "wound." The spell heals "wounds." Taken literally, it means a hit point, even a single hit point, is not "exhaustion," not "erosion of will" or a reduction in the combatant's grit, not "luck," not "morale"... it's a physical cutting of the skin or a physical trauma of some kind caused beneath the skin which create bruising, which is the suffusion of blood into a part of the body. That begs the question, when the character increases in levels and has MORE hit points, are the commensurate wounds smaller, or does the character actually increase the number of wounds they can sustain without dying — which really makes no sense at all where combatants are concerned.  Yet the text clearly states that we're expected to square the exponential growth of hit points across levels as literal injuries.

Also, since the language is that "hits" are removed, are we to believe that each and every hit point caused is a separate hit? That if I do "8" damage to an orc, I'm actually hitting it eight times for eight separate hits?

This nuttiness makes my head hurt. 

Purify Food & Water: This spell will make spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve a dozen people.

Obviously, this isn't going to get better. The spell says the water is "purified," yet the text says the food and water is "usable." That latter extends to nearly the whole of history in which human beings regularly "used" food and water for forty plus years that was anything but "pure." But never mind, words don't mean what words mean, so fuck it, usable, full of parasites and bacteria, slightly tainted with fungal toxins, still has trace mercury in it, counts as "purified." 

And why did the writer have to use the verb "serve."  A glass of water can "serve" a hundred people, feasibly. A "serving" is not a measurement. I assume we're trying to say, "will provide enough water to sustain a dozen people for a day. Presumably, NOT forever. But the spell doesn't SAY that.  It actually SAYS nothing of real value. For all the spell says, the spell purifies enough food and water to serve a dozen people forever. And if I choose to interpret the spell as written that way, point out please where I'm wrong.

It's a bit annoying because the spell has absolutely no value where a wargame combat is concerned. A lot of the spells here have been excusable on some level because it was designed to ford a blue line drawn on a battle map, but this spell has no logical value within that sort of event. The only value this spell has is in an ongoing campaign... and for that, as a game rule, it fails disasterously.

Detect Magic: This spell is the same as that for Magic-Users.

Maybe a page number for where the spell occurs? It's the least the writer could do. The book's spell list isn't even alphabetical. It appears on page 23 and I wrote about it here.

Detect Evil: This spell is the same as that for Magic-Users except that it has a duration of 6 turns and a range of 12".

The spell listed on page 24 has a duration of 2 turns and a range of 6" for the mage. I wrote about it here.

Protection from Evil: This spell is the same as that for Magic-Users except that it lasts for 12 turns.

This spell is also listed on page 23 and has a duration of 6 turns for the mage. I wrote about it here.

Light: This spell is the same as that for Magic-Users, except that it has a basic duration of 12 turns.

This spell is again listed on page 23, where although it has a base duration of 6 turns for the mage, this adds the number of levels per the user, which the cleric version does not do. Thus a 6th level mage's version lasts as long as the cleric's, while a 7th level lasts a turn longer and so on. I wrote about the spell here.

2nd Level:

Find Traps: By means of this spell the Cleric will locate any mechanical or magical traps within a radius of 3". The spell lasts 2 turns.

As opposed to some other class casting this spell. Is a pit "mechanical"? It has no gears, springs or moving parts. What about a sinkhole, or a rockfall set up by stacking loose stones atop a ledge, waiting for a vibration to set them to fall? What about a wasp's nest set under a stuck door in a shed or a house atop a porch? The door doesn't in fact set off the "trap," it just aggravates the wasps if kicked open or banged upon. What about a board laid over dirt, which is actually quicksand that's wider than the board? Is that "mechanical?"

Since we're not defining "traps," either, I'd like to know how extensive that is. "Trap" is an Old English word for a "contrivance for catching unawares," which includes those that are used for taking game or other animals.  A "contrivance" need not be "mechanical," it just apparently means "made" for the purpose. That still leaves out the wasps if they happen to have nested there and weren't in fact placed under the door.

The etymology further extends to the German trappe, treppe, which means "step, stair," from which English gets "tread"... which arguably means that a trap includes anything that is tread upon... this is supported by the Spanish trampa, whic also means a "trap, pit or snare."  It's not a definite straight line, so it really depends on what we want to include.

In short, there's no answer... but for me personally, as a game tool given to the cleric with purpose, it ought to detect any non-sentient physical anomaly capable of causing harm to the passerby. That covers everything, including if the wasps just happened to have settled there. The spell doesn't detect the wasps, which although non-intelligent count as "sentient," (they have nervous system, very unlike ours), but the nest is non-sentient and can be therefore detected as a threat. Arguably, from in-setting logic, the spell ought to exist to protect the cleric, specifically on behalf of the cleric's deity or pantheon, which wouldn't quibble over whether or not the "trap" was engineered, incidental, natural or environmental.

Yet this conclusion is nowhere near what the spell says. The spell depends on a trap being whatever the DM says is one. And DMs are not to be trusted.

Hold Person: This spell is the same as that for Magic-Users except that its duration is 9 turns and its range 18".

This spell is listed on page 25 and for the mage has a duration of 6 turns + the mage's level, plus a range of 12". Since the mage has to be 5th level to obtain the spell, the turn "increase" for the cleric is necessarily less two turns than the mage's minimum, but the range is better. I wrote about it here.

Bless: During any turn the prospective recipients of a Bless spell are not in combat the Cleric may give them this benison. A blessing raises morale by +1 and also adds +1 to attack dice. The spell lasts six turns.

Hm. I had to look up the word "benison." Means "benediction." It's not often a 7-letter word gets past me.

Let's see. No range, no maximum number of beneficiaries. Excellent. I cast "bless" and affect every person on the planet not now in combat. Regardless, I might add, of religious belief. Oh, what the heck. I might as well include every being on every plane of existence, while I'm at it. Why shouldn't the flies and the creatures that crawl not also enjoy my beneficence? Please assume that henceforth, when my cleric casts the spell, this is what I'm want.

Too, we should point out that the words defining the spell do not designate the duration as lasting 6 turns, but that the spell does. In a ruleset where so many other spells go out of their way to specify "duration: X turns" with the effect implied, the choice to state that the spell, rather than the blessing, has duration is a genuine ambiguity. I'm not sure this doesn't mean that it while it takes six turns for me to cast this puppy, it doesn't in fact last until the end of time. I prefer to read it that way, myself.

Speak with Animals: This spell allows the Cleric to speak with any form of animal life, understanding what they say in reply. There is a possibility that the animal(s) spoken with will perform services for the Cleric, and they will never attack the party the Cleric is with. (The manner of handling the probabilities of action by animals is discussed in the next volume). Duration: 6 turns. Range: 3".

As I coax my headache...

"Animal life" is a pretty big, um, phylum, and hardly limited to Dr. Doolittle's repertoire. It's interesting to note that the book, The Story of Dr. Doolittle by Hugh Lofting in 1920, was something of a children's phenomenon throughout the 1940s, 50s and 60s. The 1967 movie with Rex Harrison, upon which a thousand youtubers have cast aspersions as a "bomb," wasn't actually one... in fact, it was extremely popular and made a lot of money at the box office. It was only that it's high production and marketing costs ended in bankrupting the project. Nevertheless, the film itself remained a phenomenon throughout the 1970s, appearing constantly as a "family movie" event every year.

I bring this up because the spell bears the marks of the concept. These fellows would all have known about the story, they'd have likely read it or had it read to them when they were growing up... and in the culture, any reference to "talking with the animals" would immediately evoke the character. Only, the animals "performed services" for Dr. Doolittle strictly because he was an English Gentleman of the highest possible character, never did anything untoward to anyone, and absolutely never took advantage of an animal in his care (as he was an animal doctor, besides). The idea that animals might do so for a bunch of murder-hobos in a medieval setting is highly doubtful... but unfortunately, the actual mechanics of this spell have been kicked down the road to the next volume, so we must leave of it for now and redress the problems created (for it's almost certain there will be problems) at that time.

3rd level:

Remove Curse: This spell is the same as that for Magic-Users.

The spell is listed on page 26, where it is a 4th level mage spell. I wrote about it here.

Cure Disease: A spell which cures any form of disease. The spell is the only method to rid a character of a disease from a curse, for example.

The spell is fine. It says "a character," so we might reasonably assume that's the spell's limit. Actually stating as much would have been better. 

"Disease" in the whole White Box occurs when a mummy touches, when a lycanthrope does a little more than that, when a green slime needs getting rid of and as a curse resulting from a scroll.  There don't seem to be any rules for the occurrence of ordinary, boring diseases within the game system.

Locate Object: This spell is the same as that for Magic-Users, except that the base range is 9".

This spell is listed on page 24, where it has a range of 6" + 1" per level of the mage. Because it's a 2nd level spell, the minimum range for a mage with the spell is also 9".  I wrote about the spell here.

Continual Light: This spell is the same as that for Magic-Users, except that the light shed is equal to full daylight.

The spell is listed on page 25. No rules of any kind that I know of as yet explain the difference between "not equal to full daylight" (the mage version) and "full daylight" (above), except we may reasonably surmise these are not in fact the same thing. It's possible that goblins and orcs in the game, which when subjected to "full daylight," suffer a -1 from their attack and morale dice, but this isn't as precise as it sounds, since "daylight" can be anything from a cloudless sunny day to the dim of an afternoon thunderstorm.  "Daylight" isn't a measurement. I wrote about the spell here.

4th Level:

Neutralize Poison: A spell to counter the harmful effects of poison. Note that it will not aid a character killed by poison, however. It will affect only one object. Duration: 1 turn.

"Object"? The affected person isn't one, nor is the poison. Are we referring the vial in which the poison was kept?

"Poison" in the whole White Box includes something gotten from medusae, wyverns, yellow mold, living statues, the potion that shouldn't have been drunk, and strong boxes or chests with poison needles. There are no rules for eating poison berries or making poison, or adding poison to someone's food or any other reference whatsoever to poison.

Presumably, if a character is killed by poison, while the spell won't aid that character, it will still neutralise the poison, right? Perhaps the "object" reference refers to potions, which would suggest the poison can be neutralised before it's injected into the victim. That's important, if one can affect the poison glands of medusa, wyverns or whatever living statues are covered with. None of this is stated, of course, so we're left with wondering if the only use of this spell is to automatically cast it on every chest encountered.

I remember early games with some DMs who bought hard into this metric where every bloody chest we encountered was so trapped. It got to be a running gag. The correct way to open a chest, according the "Helpful Adventurer's Guide," is to cover the top with a thick blanket, gently roll the chest until it's upside down, then smash into the chest's bottom with an axe.

Cure Serious Wounds: This spell is like a Light Wound spell, but the effects are double, so two dice are rolled and one pip is added to each die. Therefore, from 4 to 14 hit points will be removed by this spell.

See cure light wounds, above. The language here is just as silly, while the amount of hit points bestowed by the spell, for a 4th level spell, is laughable. The fact that a "2" can be rolled for a first level spell is bad enough, but the possibility, 1 in 36, that a character of 7th level achieves a healing of only 4 h.p. on a given day, and only 9 h.p. on average, not even enough to fully heal a 1st level fighter, is a bloody embarrassment as regards game design. It's four times the spell level, it should be at least 4d6+4. And even that, honestly, would be too little.

I need to catch my breath. There are 11 spells left to write.


Wednesday, November 26, 2025

Dungeons & Dragons White Box 23

This is going to be a long post. I'm tired of these spells and I'm going to push through them to the last spell (though not in one post). America is off for Thanksgiving and Black Friday, so there won't be comments on these posts anyway. Let's just get the bathwater done with so we can throw it out and keep the baby. 

Reincarnation: A spell to bring a dead character back to life in some other form. The form in which the character is Reincarnated is dependent upon his former alignment (Law, Neutrality or Chaos). Use a random determination on the Character Alignment table, and whatever the result is, the reincarnated character is that creature and must play as it. If he comes back as a man, determine which class, and roll a six-sided die to determine which level in that class, and similarly check level for reincarnation as an elf or dwarf.

Naturally, we don't give a page number for the Character Alignment table, why would we? We passed it in an earlier post, it's on page 9 of men and magic. I suppose the value of the spell is that chaotic persons who die have a 1 in 22 chance of becoming a dragon (there are no numbers on the table), but also an equal chance of getting saddled with ghoul, medusae (there's a party contributor), vampire, wight or "evil high priest", which I assume is... a "men"? (geez, the word "human" existed in 1974, would that really have been so hard? So you have 2 chances in 22 of coming back as a human, though one of them instantly grants you high priest status, which is funny, since usually when you reincarnate you have to go back to the beginning. 

I'll be honest, I've never understood this spell, even with its appearance under the druid in the AD&D Players Handbook. I've never had a druid in any campaign that progressed to a level that could use the spell, nor have I ever had a party with a dead character set out to make use of it. Yet I've always left it as is with the appreciation that perhaps, one day, a player of mine will demonstrate some value in it.

Still, as written here, it actually functions. The results, whatever the dead character's alignment (and we presume it doesn't have to be a player character), would likely just produce chaos in most cases, but what the heck, there's room in the setting for chaos. I think, though, that the difficulties of having your character transformed into a chimera, with three heads, and quite large, would make getting an ale in town a bit difficult. Most likely a non-player character would then attack the party (assigning a very strange value to the spell), while a player character might just say, "Oh fuck it, kill me." I suppose, if I ran this rule (and there's no way I ever would, personally), and the player wanted to stay a vampire, and obey the rules, and not feast on the rest of the party, I could run that. But even if the vampire was the weakest character in the party, thereafter sessions would always be "the vampire show," and I would imagine the other players would get tired of it.

Invisible Stalker: The conjuration of an extra-dimensional monster which can be controlled with merely a word from the Magic-User who conjured him. The Invisible Stalker will continue on its mission until it is accomplished, regardless of time or distance. They cannot be dispelled once conjured, except through attack. Details of the Invisible Stalker itself will be found in the next volume.

This "auto-assassin" produces a few conundrums. Because the actual creature is going to turn up later, in the next book, I'd rather discuss what it does and how much power it has as a monster. Here, it's just relevant to say that as a "spell," it's essentially a walking deus ex machina, a magic that is immune to dispel magic. It does anywhere, does anything, solves any problem... and though only a "word" is needed, since a "mission" can't be conveyed in any way by a single word, we must assume the actual knowledge of the mission is managed through some form of telepathy.

In which, why must a word be spoken at all? What possible addition does that give the spell? That if the mage is bound and gagged, it can't work? The way it's written, it seems to suggest ease of use, however: that "merely" is meaningless if the spell can't be used if the mage is silenced, while as I said, one word hardly lays out a comprehensible battle plan.

The spell is, in a "word", godlike. And who best to use a godlike spell than the dungeon master, nyet? With any spell in the game, we must first and always ask the question, "Is this something the DM should be allowed to use, ever, against the party." The answer here is clearly "No." A creature that cannot be dispelled, never stops, never tires, never loses the trail and executes tasks across arbitrary spans of geography and duration is not a game element, it is a narrative ultimatum, and an ultimatum wielded by a DM is indistinguishable from fiat. It pretends to be available for mages, but it's real function is undoubtedly to signal that consequences can arrive from no where and no, you don't get to know why the invisible stalker appears.

Which makes it a bit of a joke, along the lines of the 19th century parlour game that was literally played in the dark, "the midnight caller," words chosen to impress fear, discomfort or a sense of terror. "Oooooooo... the invisible stalker's gonna getcha!"

Yeah, fuck you Gygax. Because we know it has to be you. No one else could be more in the dark than you, with an idea like this.

Lower Water: Utterance of this spell causes the water level in a river or similar body of liquid to drop 50% of its depth for ten turns. Range: 24".

The physical spells are always trouble, especially when they receive as little explanation as this. Pray tell, what is a similar body of "liquid" to a river? We can't be talking about some other liquid than water, given the title of the spell, so are we talking just brooks, creeks and estuaries? Because lakes and ponds, while also made of water, are in no way like a river, any more than a bookcase, which is made of wood, is like a rowboat, made of the same substance. And what about an estuary? I assume the spell affects the water at whatever level it is at this moment, depending upon the tide; which raises the question, can any tide be affected? Can an expanse of the ocean be lowered, since it too is affected by a tide?

But then, if we widen it to include ponds and lakes, we must then also include marshes, inlets, bays, gulfs, seas, whole oceans... where exactly do we draw the line. Within the 24" range, I should hope — which I'm fine with, as it creates the effect from the 1956 film, The Ten Commandments... though I can tell you as a DM that issues arise when boats moving along the unaffected section go over the falls into where the water is lowered. And I don't see any rules for managing those situations included here.

Still, the beginning of the White Box does make it clear that DMs are expected to build from the work provided here. It just wasn't quite made so clear that it was going to be this much work. We assumed the authors might do more than the tiniest bit:  the description given for lower water is just 27 words.

Two more things: first, is there a reverse? Doesn't say so, but "raise water" would seem worthy of a 6th spell... on the other hand, raising a circle 480 yards in diameter within a large river, say the Mississippi, half again the depth of that river, in an area where the land itself was mostly just a foot or two higher than the water level, would not only create an immediate catastrophic disaster, the affected water would create a hydraulic event that would disasterously flood the river for the next hundred or so miles, at least. So maybe, on second thought, a reverse of the spell might not be best.

The other question is frivolous, but goes to the simplification imposed by the drop in the water by "50%." Assuming we use a fairly wide definition for the spell, so that it includes, say, a well, surely more than half the level of the water can be reduced, right? I mean, we'd lowering half an entire river... if we count the ground water as an underground river, rationally it should go down at least twice the depth of the well water, allowing us to shut off the water altogether, though for only 100 minutes (10 turns).  But then, suppose I want to apply the 6th level spell to a goblet of water. You're telling me that a spell of this power will only remove 4 fl. oz. of water? That's all. And not even forever? I don't know... seems pretty cheap for 6th level.

Part Water: A spell which will part water up to 10' deep for a maximum of six turns. Range: 12".

Even better. 18 words used.

I'm not clear on the difference between these two spells. Lower water brings the level down to half, putting the water... where, exactly? While part water (no description of the effect is given at all) presumably does not "lower" the water at all, but piles it on both sides of the... wait, it doesn't say how far apart the "parted" area is? Are we talking 10 feet apart? A hundred feet? The aforementioned film seems to suggest it's a good two or three hundred yards wide.

I notice there's no length for the part, either. Can we part the Red Sea? The North Sea? The Caribbean? Hello? We could use some limitations here. It doesn't even matter that the spell lasts long enough for us to actually traverse the Caribbean... just the process of temporarily subdividing the Caribbean for an hour would contribute to disasters of every kind. What is the effect of this spell on hurricane gestation, or an active hurricane. What if a ship sails over the brink?  Smash, I assume, but what are the rules of the ship seeing the sudden hole appearing in the sea and heaving to before going over? And if the sea is "parted", and the water heaped up, does it create a swell that produces a tsunami hither and yon?  That's what an earthquake does, and without dimensions, moving this amount of water around would create exactly that kind of disaster.

Toning all this down, it's evident that the designers could only see "water" as a blue line on a map, not as a hydraulic system. Every feature on a Chainmail miniatures map would be small enough to itself limit the dimension of the spell. This would mean that so long as I only use these spells on such combat setups, a lot of them are perfectly fine.

But it's more than made clear that the White Box wanted to create a campaign concept also... and presumably assumed that the users would somehow limit themselves anyway. It suggests an extremely incestuous, closed group, with few outsiders, and few voices that were ready to just accept everything on precedent. Which is the first, best argument for this thing never being published, since publishing was sure to explode that closed mindset. Creating rules for your friends is one thing, but when you publish for readers... the truth is they rarely cooperate.

Projected Image: By means of this spell the Magic-User projects an image of himself up to 24" away, and all spells and the like used thereafter appear to originate from the Projected Image. Duration: 6 turns. Range: 24".

Fundamentally, the projection itself is not a problem, and has an immediate practical use. You can't kill the mage speaking before you, because this is a projection. Since it lasts an hour, it likewise has the benefit of really being able to mess with the listeners, who might not for quite a while have reason to physically contact the image projected. It doesn't state, and it should, that the projection is non-corporeal. If it is corporeal, then how would that work? Can it "get in the way" of others, thus functioning as an obstruction? Granted, that would be interesting. Knowing one way or the other would be beneficial.

Too, I can see a party mage employing this. I would. It's a great form of distraction, wherein I make noise across the square while the real me is functioning over here. If only the description actually stated that the projection can speak or make noise, or behave as though it were a real person (which I assumed it did with the last paragraph, above this one). If not, then the spell is next to useless, casting a projection of something that can't trick a witness for more than a couple of seconds. That wouldn't be much of a 6th level spell.

Note that the spell plainly states that all spells only "appear" to originate, which can only be interpreted as not actually originating therefrom. That's fine when the range of the spell is also 24", but what if the range of the spell is far, far less?  It must be noticed when the caster's image at the far limit of its range turns around to cast some spell, part water for example, 12" behind the image. Still, a lot of the spells also have a 24" distance, so that's sort of okay... provide the projected image at the extent of its range doesn't want to appear to throw any spells ahead of itself.

Yet, interestingly, where the spells "appear" to originate from seems to be the only thing the designer here is interested in. True enough, if the projection and I align ourselves at two points of a triangle, to cast the spell at the third point, that would misdirect an enemy regarding where I was standing. There's value in that.  Not for a campaign, of course, but certainly for a Chainmail tabletop wargame setting.

In retrospect, this aspect repeatedly reveals the lack of campaign thinking altogether. On a table top, even the invisible stalker makes sense, because then the spell is limited to taking out one enemy opponent, or protecting the caster. It can't be overpowered because on a battlefield, it's of limited use. But the "campaign setting" ruins this, because the choices expand unfathomably... to a point where something like a stalker attains deity-status, while projected image, as written, becomes soft and flimsy. Thus, applied to a game setting as I'm doing, and as players do who claim to be running the White Box "rules as written," it's plain that the rules oscillate wildly depending on which of the game's identities we apply.

Anti-Magic Shell: A field which surrounds the Magic-User and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic-User who conjured it. Duration: 12 turns.

Sure. Don't have a problem with it. The limitation is sensible, given the benefit. Something that works.

Death Spell: An incantation which kills from 2-16 creatures with fewer than seven hit dice. The creatures must be within an area of 6" x 6" to come under the spell. Range: 24".

This is fine too. The overpowered aspect is managed by the hit dice limit and the area of effect is plain and evident. By the time a character reached the necessary level to use the spell, however, it's usefulness is suspect. First, because there's not much game in pitting a 12th level wizard against 7 or less hit die monsters, so a lot of the time it's a dead spell slot. Alternately, if such monsters were to appear, they'd likely be in numbers of greater than 25 or 30, so that killing an average of 9 and a maximum of 16 would have dubious benefits. Still, though, it's a flat out attack spell, making it far more useful than part water, which one might never in fact use.

It is a point worth making with a fair number of the "useful" spells. Often, the DM has to create the obstacle intentionally so that the spell can be used against it, which creates a sort of null effect... which in fact isn't very interesting for the player. Once the lower water or part water is used to get to the other side of the river, which might just as well have had a bridge placed across it for all the "game" it provides when we know the caster has the spell available, it's just a thing that happens. There's no tension in it.  Quite a number of spells that are positioned as apparent game changers often don't have much punch by the time the character gets to the level where they're useful. The importance for them, far more often, is as a one-off scroll that a lower level character gets to employ.

Geas: A spell which forces the recipient to perform some task (as desired by the Magic-User casting the Geas). Any attempt to deviate from the performance of the task will result in weakness, and ignoring the Geas entirely brings death. The referee must carefully adjudicate the casting and subsequent performance of the geased individual when this spell is used. Duration: Until the task is completed. Range: 3".

I didn't forget the underline under the second reference to "Geas"... the text did. It is annoying as hell that the spell reference in the same spell's description apparently needs to be underlined, even when mentioned twice in some cases.

This should be rewritten as, "A spell which forces the recipient to perform some task (as desired by the DM imposing the geas..."  For it is, very obviously, a DM's spell. Players could use the spell to cause a bunch of non-players to seek out a McGuffin, but rarely would they choose to do so; how could you know, for one thing, that they'd have any real chance of success? How would you know that they didn't try to ignore the geas and just, in fact, died (since this is worded as an option, as opposed to simply saying, "it can't be ignored," the far more obvious design choice). And once Biff and Jimmy and Banhi and such all went off to get the item, the party has to sit here and wait for them to come back, which is what non-player wizards do when casting geas on the party.

In fact, then, unless you're using this 6th level spell to have the NPCs perform a task like, "walk up to that guard and punch him in the face," or "walk across that ice-covered pool and see if its solid," or "please open the chest in case its trapped," there's not much use for it. On the other hand, the DM can fuck with the party for six, ten or fourteen sessions, which makes it a GREAT spell.

Pointedly, were I to play in a campaign where the DM employed the spell, I'd simply say, "I'd rather die," actually meaning it, because I have no interest whatsoever in playing in any campaign where I don't have agency as a player. I'm willing to leave the spell in place for players to use (that's their choice), but I would never use this spell as a DM for precisely the reason given. It's a bad narrative device and I think any adventure I wanted the players to try could be managed well enough through other enticements than the use of a cheap, controlling spell.

Disintegrate: This spell will cause material of any kind — other than that of a magical nature — to Disintegrate. It will blast a tree, dragon (if it fails to make its saving throw against magic), wall section, or whatever. Range: 6".

I assume a snail can also avoid being disintegrated if it makes it's saving throw. I note that the tree, also a living thing, doesn't get one.

Because no definition is provided for what the spell actually does, er hem, again, "disintegrate" is a word coined in 1796 (cough cough, anachronism) that means to "separate into component parts, destroy the cohesion of;" by 1851, this was given an intransitive sense, "to break apart." It is undoubtedly not a coincidence that the word emerges about the time that artillery begins to expand into explosive grenades as opposed to mere cannonballs. A word was needed for things and people that were literally blown apart in a way that language had never needed to express before.

By this reading (and no other reading exists), the spell invokes violent obliteration, not tidy vanishing, which creates dust, fragments, perhaps a crater, the disassembled "parts" of the dragon scattered across everything, with no actual mass lost in the process. Since the time period in which the word gestated generally meant a considerable amount of extremely messy fallout, as it still does in war, it's not a nice spell, generally. If you don't want to be picking dragon off every coin in it's horde, you might want to think of another way of killing it. Plus, it would be fair if your pal Gregory were to turn to you and say, "Fuck, Zapan, now I need a bath! AGAIN! Stop using that spell!"

Because the spell names a wall section, we may assume it can't do an entire wall... but we're stuck, again, with no real limitation to the spell's reach. Presumably, the entire planet would be a bad idea, so we're looking for some dimension smaller than Earth and perhaps about the size of a tree (a really good sized poplar, for example, like the ones just down the street from me that stand 60 feet high with canopies of 40 feet wide, would be larger than a dragon, even a very big one). Though, by my book, a part of a tree would be sufficient to rend it asunder, while the whole dragon wouldn't need to be disintigrated to kill it. So... it's really indefinable given the text.  A section of wall could be three bricks. These aren't very useful examples, I must say.

Move Earth: When above ground the Magic-User may utilize this spell to move prominences such as hills or ridges. The spell takes one turn to go into effect. The terrain affected will move at the rate of 6” per turn. Duration: 6 turns. Range 24".

A "ridge" is pretty enormously large, particularly in places like the Appalachians or the Ozarks, where ridgelines can stretch out ten or twenty miles without interruption. In ranges like the Rockies near me, a ridgeline can run fifty miles.  Additionally, a single hill in many parts of the world can easily be anywhere from two to six miles wide, depending on it's formulation. The city of Calgary surrounds a hill, Nose Hill, which is a big city park that's 4.3 square miles in area and stretches 2.5 miles wide.

It's very obvious from this that the writers of the White Box were located in Wisconsin, Illinois and Michigan, places where I have been and travelled around. It's pretty obvious that the designers were thinking of little bumps on a wargame map, with their minds affected by the little bumps of the sort of flatland-geography they lived in.

Imagine if you were able to move the Palatine Hill in Rome; it's just 50 acres, but the consummate resultant catastrophe would be incomprehensible, any time after the settlement of the city. Never mind a "death" spell, you're free to kill hundreds of thousands as you destroy the homes on the hill and then roll the hill onto the neighbourhoods beside it.

In short, there's no way at all to include the spell in any believable sense using "hill" and "ridge" as a measurement, which is perhaps the most egregious assumption I've yet encountered in these rules. And that really is saying something.  Too, compare how much "earth" this moves to the amount of water moved with two other 6th level spells. Surely, it ought to be harder to move earth than water.

Control Weather: The Magic-User can perform any one of the following weather control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.

Without rules to impose weather, or define what weather is, or the effects of ending a cold wave, or what "deep clouds" refer to, this is a sloppy, silly, useless spell. The caster utterly relies on the DM to impose a form of weather that needs to then be changed... but though it is raining, "stop rain" doesn't making it warmer or cooler, it doesn't adjust humidity, it doesn't adjust wind speed, or how much cloud remains in the sky, or even if the rain doesn't just stop in mid air and become fog. 

And, again, as stated above, for me to "stop tornado," the DM has to create one for me to stop, while if I can just "make tornado," the spell doesn't indicate in any way how I "control" it. Am I able to, again, just wipe out the city of Rome with it?  A tornado is an unaccountable power to just hand to someone who can't even kill more than 16 monsters with seven or less hit dice.  "Stand back, I'm going to slaughter everything in a path a mile wide."  Hell, it doesn't even say how large a tornado it creates.  A small tornado can be no more than a few feet wide and last for just seconds. Is this what's created?  No idea.

Of course, there are endless problems with climatic zones, the availability of water in the air, air pressure, convective air movement... and a total ignorance regarding the area of effect that the spell can touch. As written, I can make it stop raining every where on the globe, just by saying so.

That, thankfully, is the last mage spell. I'm going to stop now and pick up the cleric with a new post.