Posts Tagged ‘ Catholic ’

The Food of the Gods

Then Elias was afraid, and rising up he went whithersoever he had a mind: and he came to Bersabee of Juda, and left his servant there, And he went forward, one day’s journey into the desert. And when he was there, and sat under a juniper tree, he requested for his soul that he might die, and said: It is enough for me, Lord, take away my soul: for I am no better than my fathers. And he cast himself down, and slept in the shadow of the juniper tree: and behold an angel of the Lord touched him, and said to him: Arise and eat. He looked, and behold there was at his head a hearth cake, and a vessel of water: and he ate and drank, and he fell asleep again. (1 Kings 19:3-6)

Fantasy roleplaying games often include divine magic, usable by clerics or other servants of deities. Among the magical effects these divine servants call upon is the ability to create food and drink. For example, in the most recent edition of D&D, the spell create food and water is a 3rd-level spell that creates “45 pounds of food and 30 gallons of water”, which is “enough to sustain up to fifteen humanoids or five steeds for 24 hours.” Furthermore, the “food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.”

Other fantasy games based on some version of D&D have similar spells. Thus, we find Create Food and Drink in Charlie Mason’s excellent White Box: Fantastic Medieval Adventure Game as a 5th-level Cleric spell. That makes it among the highest-level Cleric spells in the game, a use of a rare resource just to create “a one-day supply of simple food and drinking water for 24 humans”.

I’ve played fantasy roleplaying games for nigh on four decades, and I have no memory of any player ever using a spell to create food or water during a game. The closest I remember is goodberry, a 1st-level spell that not only creates food but also helps heal injuries.

When we look at religion and mythology for examples of divine food, we don’t often find things as mundane as “bland but nourishing”. Ambrosia, soma, amrita, magical peaches, et cetera, variably grant immortality, greatly extend the consumer’s lifespan, heal injuries and disease, and so on.

So, here are my suggestions about making spells that create food and water a little more magical for three different fantasy roleplaying games.

AD&D

Create Food & Water
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: 1 cubic foot/level
Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic food of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell. Up to three times per day, a creature can spend 3 turns to make a meal of this magical food and/or water. During this time of rest and gustation, the creature heals 1d8 hit points (as cure light wounds). If the creature is afflicted by blindess or disease, the creature gets to make a new saving throw against the effect (assuming a saving throw was allowed to begin with). If the creature succeeds on this saving throw, the creature is healed of the condition (as cure blindess or cure disease).

D&D 5E

Create Food and Water
3rd-level conjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is pleasing and nourishing, but spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

A creature who consumes this food and drink during a short rest regains a number of hit points equal to 1d8 + your spellcasting ability modifier. The meal also ends any one of these conditions which might be afflicting the creature: blinded, deafened, paralyzed, or poisoned.

White Box

Create Food and Drink
Spell Level: C5
Range: Close
Duration: Instantaneous

This spell creates a one-day supply of remarkable food and drinking water for 24 humans (or horses, which drink the same amount as a man for game purposes).

Up to three times per day, a creature may consume this remarkable food and water, taking 30 minutes to rest, eat, and drink. After doing so, the creature is affected in one of the following ways:

1. The creature is cured of all diseases, including those magically inflicted.

2. The creature regains 1d6+1 HP.

3. A poison affecting the creature is counteracted (but the food and water cannot bring the dead back to life).

August 12th, 2018  in RPG No Comments »

The Nahash

And the Lord God said to the serpent: Because thou hast done this thing, thou art cursed among all cattle, and beasts of the earth: upon thy breast shalt thou go, and earth shalt thou eat all the days of thy life. (Genesis 3:14)

Nahash
Frequency: Rare
No. Appearing: 1-4
Armor Class: 3
Move: 18″
Hit Dice: 8
% in Lair: 15%
Treasure Type: E
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: Poison
Special Defenses: See below
Magic Resistance: 35%
Intelligence: Exceptional
Alignment: Chaotic evil
Size: L (20′ long)
Psionic Ability: 100
Attack/Defense Modes: C, D/G, I
Level/XP Value: VII/1,550 + 10/hp

The demonic nahashim appear as huge serpents with black to gray scales, uneven red stripes, and crimson eyes. These monsters can be found throughout the Abyss. On the Prime Material Plane, they seek to deceive and tempt, especially if doing so brings ruin to the innocent.

Being a demon, the nahash cannot be harmed by any sort of normal weaponry or by silver weapons, even those that are magical. It takes half damage from cold, electrity, fire, and gas. The nahash is immune to poison. It communicates via telepathy as well by speech, always as if under the effect of a tongues spell. It has infravision (of the normal 60-foot variety), sheds darkness in a 15-foot radius, can teleport (no error), and can gate in another nahash (50%), a type V demon (25%), or 4-16 manes (25%) (40% chance of success).

A nahash’s bite is not especially powerful, but it carries a horrifying poison. If a poison saving throw fails, the victim dies immediately. Even if the poison save succeeds, the victim takes 3-18 points of damage. Any creature slain by the nahash’s poison dries up and turns to dust in 1-4 rounds. Nahashim love to devour this dust.

A nahash has three minor psionic disciplines. One of these will always be hypnosis. Its magical abilities, any one of which can be used at will, are detect invisibility, dispel magic, fear, phantasmal force, and telekinesis 2,500 gold pieces weight. Once per day, it can transmute water to dust, affecting up to 80 cubic feet of water.

Nahash
Large fiend (demon), chaotic evil

Armor Class 17 (natural armor)
Hit Points 102 (12d10+36)
Speed 45 ft.
Ability Scores STR 14 (+2), DEX 16 (+3), CON 17 (+3), INT 16 (+3), WIS 15 (+2), CHA 18 (+4)

Saving Throws INT +7, WIS +6, CHA +8
Skills Deception +8, Insight +6, Perception +6, Persuasion +8, Stealth +7
Damage Resistances cold, fire, electricity; bludgeoning, piercing, and slashing from nonmagical and nonsilver weapons
Damage Immunities poison; bludgeoning, piercing, and slashing from silver weapons
Condition Immunities poisoned
Senses blindsight 20 ft., darkvision 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 9 (5,000 XP)

Innate Spellcasting. The nahash’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: darkness, dispel magic, fear, phantasmal force, see invisibility, telekinesis, teleport
3/day each: charm person, suggestion
1/day: create or destroy water (destroy only, as if cast in a 4th-level spell slot)

Magic Resistance. The nahash has advantage on saving throws against spells and other magical effects.

Summon Demon (1/Day). The nahash has a 40 percent chance of summoning one nahash, one marilith, or 4d4 manes.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d6+3) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful save. A creature that dies from nahash venom turns to dust in 1d4 rounds.

June 10th, 2018  in RPG No Comments »

First Love, True Love

What follows is a short speech I gave at my the party celebrating my 25th wedding anniversary. The picture embiggens if clicked.

As you know, Trina and I celebrate our 25th anniversary with you here today. As we prepared for today’s festivities, I had cause to reflect on life and love. Trina is certainly the love of my life, but she was not my first love. I saw my first love in a movie theater way back in 1977. We didn’t get a chance to speak, although I would later imagine what we would have talked about. I still smile when I remember her, this first love of mine.

And she still impresses me, a bit more than 40 years later. Of course, she was beautiful. But, more importantly, she was brave. She was forthright. She was committed to making the world a better in place, but not in some grandiose way. She was no utopian dreamer. Instead, she was practical. She saw a problem, and she did not hesitate to be the one to stand up say, “This is wrong. I’ll fix it.”

There are many reasons why my first love remained unrequited. First, I was 10. Also, her love belonged to another. For a long time, I couldn’t understand what she saw in him, this Bernard. He was a bumbler. He was a bit of a coward. He was kind of dull.

But, as I watched and learned, I saw that my first love’s love for that dull bumbler had an amazing effect. Her love for him made him a better person. He bumbled less. He acted with bravery and honor. His dullness transformed into a sharpness of character.

Part of me still loves my first love. Part of me will always love her. By now, you’re all wondering, who was this remarkable lady? Trina is wondering as well, because I forbade her to read this little speech.

So, I’ll tell you. My first love was none other than Miss Bianca, the Hungarian representative to the Rescue Aid Society, that remarkable organization of mice featured in Disney’s The Rescuers and The Rescuers Down Under.

At age 10, I was in love with a cartoon mouse. It was a relationship doomed before it could ever start. But don’t be sad. I found my Miss Bianca, and she is everything that cartoon mouse was and more.

The Church teaches us that marriage is a channel by which God’s grace works the lives of the family. How true this is. Without Trina playing Miss Bianca to my Bernard, voiced by the legendary Bob Newhart, I would not be the man I am today. I’m convinced that whatever man I might have been would be both a sad and a poor man.

May 21st, 2018  in RPG No Comments »

Is Gratitude the Key to Happiness?

As I write this, I’m 50 years old and seriously under-employed. I left my teaching position largely due to health concerns. I’ve had one heart attack. That was seven years ago. I had a heart attack while driving me and the family home after church one fine Sunday morning. I still remember that next Monday morning, waking up in the hospital with tubes and monitors attached to me, and thinking, “Well, at least I woke up.”

A couple of days later, the day after having my femoral artery snaked to look for blockages and cardiac damage, I got to take an actual shower for the first time since the previous Sunday morning. A few hours later, I got to go home and lay on my couch, facing the television with the remote control within easy reach. That was Wednesday, if I recall correctly. I was back to work that week (against doctor’s orders).

That first week, I did something I’d not done in a while. I felt grateful for waking up. I felt grateful for a hot shower. I felt grateful for a comfortable couch and a remote control that works. I felt grateful for the large number of people in my life who care for me. For the first time in a long time, I truly appreciated G. K. Chesterton’s observation, “When it comes to life the critical thing is whether you take things for granted or take them with gratitude.”

I had been taking waking up in the morning for granted. I’d been taking couches, remote controls, and hot showers for granted. I’d even been taking my friends, family, students, and co-workers for granted. It’s perhaps a poor reflection on the quality of my character that it took a heart attack to shake the scales from my eyes so that I could see better the very many things I have in my life to be grateful for. I ought to be especially grateful for the things in my life that I’ve done nothing to earn but that I have regardless.

Which brings me to another of Chesterton’s observations: “I would maintain that thanks are the highest form of thought, and that gratitude is happiness doubled by wonder.”

There are so many things in my life that don’t have to be the way they are. They could be another way, but they’re not. How I cannot be struck by a sense of wonder by my good fortune? Sure, things aren’t perfect. Things will never be perfect. That’s not my point.

Consider food, for example. Why does it taste good? Is it inconceivable that the world would have arrived at an arrangement wherein food had no special flavor at all? Imagine that all food tasted like steamed asparagus. I like steamed asparagus, but I wouldn’t want all of my food to taste like it. But, if it did, I’d still eat. I’d have to still eat. Would I enjoy eating? Would anyone? I’m not sure about the answers to those questions.

But food does (or, at least, can) taste good, and I’m used to that, so I take it for granted rather than being filled with gratitude and wonder. That seems a shame because, if Chesterton is right (and he almost always is), gratitude and wonder are essential to happiness.

April 23rd, 2018  in RPG 1 Comment »

The Guardian Angel

See that you despise not one of these little ones: for I say to you, that their angels in heaven always see the face of my Father who is in heaven. (The Gospel According to St. Matthew 18:10)

Not all angels are celestial agents “sent forth into the planes to further” some god’s agenda for weal or woe. Not all angels “are destroyers”. The guardian angel’s task is simple: to protect some mortal from harm. Most often, the guardian angel watches over a child. The guardian angel spends much of its time observing both unseen and unheard its charge. When it needs to intervene, it does so carefully so as to have the least direct influence on events. This does not mean the guardian angel cannot take direct action when necessary. While it lacks the power of, say, the deva, the guardian angel is not a foe to be trifled with lightly.

Guardian Angel
Medium celestial, lawful good

Armor Class 16 (natural armor)
Hit Points 105 (14d8+42)
Speed 30 ft., fly 60 ft.
Ability Scores STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 15 (+2), WIS 18 (+4), CHA 18 (+4)

Saving Throws Wis +7, Cha +7
Skills Insight +7, Perception +7, Persuasion +7, Stealth +6
Damage Resistances poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 60 ft., passive Perception 14
Languages all, telepathy 120 ft.
Challenge 7 (2,900 XP)

Angelic Weapons. The guardian angel’s weapon attacks are magical. When the guardian angel hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).

Innate Spellcasting. The guardian angel’s spellcasting ability is Charisma (spell save DC 15). The guardian angel can innately cast the following spells, requiring only verbal components:

* At will: detect evil and good, detect poison and disease, sanctuary
* 1/day: dispel evil and good

Magic Resistance. The guardian angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The guardian angel makes two attacks using its spear, or one attack with its fire bolt.

Holy Fire. Ranged Spell Attack: +7 to hit, range 120 ft. Hit: 27 (6d8) fire damage plus 13 (3d8) radiant damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage plus 13 (3d8) radiant damage, or 7 (1d8+3) plus 13 (3d8) radiant damage if used with two hands to make a melee attack. As a bonus action, the guardian angel can teleport the spear back to its hand. It can do this in between attacks with the spear.

Superior Invisibility. The guardian angel magically turns invisible (as invisibility but requiring no concentration). Any equipment the guardian angel wears or carries is invisible with it. While invisible, the guardian angel has advantage with Stealth checks.

January 10th, 2018  in RPG 1 Comment »