Mortality and Immortality
AD&D
assumes that the anima,
that force which gives life and distinct
existence to thinking beings,
is one of two sorts: soul or spirit.
Humans,
dwarves,
halflings,
gnomes,
and half-elves (those beings which can
have a raise dead or resurrection
spell cast upon them) all have souls;
all other beings that worship deities
have spirits.
This latter group includes (but is not
limited to) elves, orcs, half-orcs, and the
other creatures specifically mentioned in the NONHUMANS'
DEITIES section of this work.
The DM may decide on a case-by-case basis
whether other creatures have spirits or worship deities;
the only parameter is that monsters with
spirits must have at least an intelligence rating of Low.
Please note that the following system
is only a suggested one.
Individual DMs should use a different
system if they find this one unsuitable.
When a being from the PMP dies, its soul
or spirit goes to one of the Outer Planes.
(See THE KNOWN
PLANES OF EXISTENCE section.)
Selecting which plane the soul or spirit
goes to is the province of the DM, based upon the alignment behavior of
the creature during its mortal life.
If a human cleric died professing to be
LG, he or she migh expect to go to one of the Seven Heavens.
The DM might judge some of the cleric's
acts as more neutral than lawful,
and decide that a more appropriate plane
would be Elysium.
If a being has been faithful to the teachings
and tenets of its deity, however,
it is likely that the soul or spirit will
pass into the plane where the deity resides.
Moreover, the soul or spirit will go to
that part of the plane most strongly influenced by the deity;
for each plane is infinite, and most planes
have more than one deity residing there (Olympus, Asgard, etc.).
Any difference between souls and spirits
lies in what happens to them when they arrive at their destination.
For souls, it is the beginning of eternity;
it is on this plane that the soul will
remain forever,
enjoying the benefits or suffering the
torments thereof.
Spirits, on the other hand, may be but
temporary residents of the plane.
Their rewards and punishments are less
than that received by souls.
At some time in the future,
at the will of the deity,
the spirit can be returned to the PMP
-- reincarnated.
The new creature will not have any form
of overt memories of its former life,
nor will its new form necessarily be the
same as its old.
If an elf becomes evil during his or her
life,
his or her spirit would go to one of the
evil planes at death.
The ruler of that plane might,
a century later,
decide to send the being back as a Drow,
for example;
this Drow would have the same sort of
good-evil choices during life as the elf had (albeit from a different viewpoint),
and conceivably could go to yet another
plane upon death if he or she did not remain evil and loyal to the master
of that place.
The amount of time that a spirit must
remain in a plane before returning to the PMP is extremely variable.
It could range from as little as ten years
to a millenium or more -- time is not important to a deity.
(Note: The above is only a suggested
method for dealing with character life-after-death.
The DM may, of course, use whatever system
is most appropriate to his or her campaign.)
There is a time lag between death and arrival
at the plane of destination.
Although time is meaningless to the soul
or spirit,
the long journey to the proper plane can
take 3-30 days of time relative to those in the PMP.
Thus the rationale for the progressive
tiem limit on the raise dead spell becomes clear:
the farther the soul has travelled on
its way to its destination plane,
the more powerful the cleric needed to
summon the soul back to its mortal coil.
The road through the Astral Plane to their
destination is clearly marked for the dead,
but is is not free of peril.
Some monsters roam the ethereal and astral
planes at will,
which is why burial chambers often include
weapons,
treasure,
and even bodyguards to protect the soul
on its journey.
A resurrection spell functions in
a different manner from a raise dead:
the cleric literally recalls the soul
from
the plane of its deity back into its former body,
where flesh and blood have been magically
restored to the bones.
As this involves the cooperation of the
deity on the plane where the soul was,
clerics must use extreme caution in employing
this spell.
If a cleric resurrects a being
of different alignment simply to serve the purposes of the cleric or his
or her deity (to extract information, for example),
the deity on the plane where the soul
was may be highly displeased and may take appropriate action.
The servants, functionaries, and minions
of some deities (demons, devils, couatl, ki-rin, titans, and others) are
actually spirits put into those forms for the purposes of the deity.
It should be noted that the forms listed
in the MONSTER MANUAL are by no means the only ones these servants
can take --
some chaotic deities rule planes where
no two beings have the same form!
Immortality in AD&D does not
confer or imply everlasting existence;
in essence what the gods enjoy is eternal
youth.
Many of the gods can,
of course,
alter their forms at will and appear young
or old;
though this appearance is sometimes dictated
by their followers (the ruler of a pantheon should appear older, wiser,
and more mature than, for example, a god of mischief).
Any description of gods as "young" or
"old" is at best extremely relative and has no bearing on their powers.
A character who obtains apparent immortality
through many potions of longevity need not fear death through "natural
causes" (until he finally drinks the potion that reverses the effects of
all the previous ones), but can still be slain by normal means.
When deities or their minions travel to
planes other than their own,
they mystically anchored to their home
plane by a metaphysical "silver cord";
this is similar to the one described for
astral
spell,
but cannot be broken by the Psychic Wind
or any other means.
This cord is what pulls a spirit back
to its plane of origin when its material form is destroyed.
The return occurs near-instantaneously,
in contrast to the trek of a soul.
The energy expenditure of this is enormous,
and will weaken the returning being:
servants, devils, demons, and even the
deities themselves.
Thus Type V and Type VI demons must rest
a century before returning unaided to the plane where they were slain (see
MONSTER
MANUAL);
demon princes and lords, and greater devils
and arch-devils require 2-8 weeks to restore their energies to a point
where they can plane travel or send a servitor to another plane;
and even greater deities require 1-4 weeks
of rest before dealing with activities outside their home plane.
During this dormant period, it will be
impossible for any clerics of the resting deity to acquire or recover any
spells of third level or higher;
this may be interpreted with dismay by
the deity's earthly followers as a bad omen,
but no information will be forthcoming
until the dormancy is over (and even then it's unlikely that a deity would
admit to its followers that it had been defeated!).
It is important to remember that when
a deity "dies" on the PMP,
the being's person and possessions fade
away and disappear,
though certain items may remain (at the
DM's discretion).
If any servant or minion of a deity (or
even the deity itself) is slain on its home plane,
that being is absolutely and irrevocably
dead.
No power in the multiverse can
restore that being,
including action by other deities.
In one's own plane a being a figuratively
backed into a corner,
with nowhere for the spirit to go upon
death.
All creatures are most powerful in their
own territory,
so it should be next to impossible for
anything except for another deity to slay a deity on its own plane --
and direct confrontation between deities
is extremely rare.
Should mere characters be so brazen as
to challenge a deity on its home plane,
they should be dealt with severely,
the god bringing to bear all the powers
that the being has.
Humans, dwarves, halflings, gnomes and
half-elves (those beings which can have a raise
dead or ressurection spell cast upon
them) all have souls;
all other beings that worship deities
have spirits.
Although time is meaningless to a soul
or spirit, the long journey to the proper plane can take 5-30 days of time
relative to those in the Prime Material Plane.
Thus the rationale for the progressive
time limit on the raise dead spell becomes
clear: the farther the soul has travelled on its way to its destination
plane, the more powerful the cleric needed to summon the soul back to its
mortal coil.
A ressurection
spell functions in a different manner from a raise
dead: the cleric literally recalls the soul from the plane of the
deity back to its former body, where flesh and blood have been magically
restored to the bones.
If a cleric ressurects
a being of radically different alignment, the cleric's deity (who gave
the cleric this power) may be greatly offended.
Similarly, if a cleric ressurects
a being of different alignment simplty to serve the purposes of the cleric
or his or her deity (to extract information, for example),
the deity on the plane where the soul
was may be highly displeased and may take appropriate action.
A character who obtains
apparent immortality through many potions
of longevity need not fear
death through "natural causes" (until
he or she finally drinks the potion
that reverses the effects of all the previous
ones), but can still be slain by normal means.
When deities or their minions travel to
planes other than their own, they
are mystically anchored to their home
plane by a metaphysical "silver
cord"; this
is similar to the one described for astral
spell, but cannot be
broken by the Psychic Wind or any other
means.
Thus Type V
and VI demons must rest a century before returning unaided to the
plane where they were slain (see MONSTER
MANUAL);
demon princes and lords, and greater devils
and arch-devils require 2-8 weeks to restore their energies to a point
where they can plane travel or send a servitor to another plane;
and even greater deities require 1-4 weeks
of rest before dealing with activities outside their home plane.
Quote:
Also what is the definition
of a soul and spirit in game terms?
We know which beings have
souls and spirits and those with sprits can't be raised/resurrected, but
what, if any, are the definitions of each?
Only humans humans have
souls. All living things might have spirits. Deal with such metaphysical
questions as the differences between soul and spirit as you see fit. the
Egyptians believes that a human had a soul, spirit, shawow, double, name,
and two other components in his makeup. This is about a game, isn't it?
Thus I don't attempt to deal with such esoterica in rules interpretation
:roll:
Quote:
I asked these in the past
tense so to get the original intent of your rules/thoughts, not as to a
rules interpretation of a game currently under the realm of WotC. :wink:
Sorry that my original intent
wasn't evident, and I hope that my answers above will assist in conveying
that now.
Cheers,
Gary
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