It's not inaccurate to say that the
Priest's Spell Compendium is, in many ways, a direct continuation of the
Wizard's Spell Compendium.
Personally, I think it's more of a "little sibling" kind of situation. The fact that this series only has three volumes, rather than four – something I attribute to priest spells only going up to 7th level, and being less popular in general compared to wizard spells (even if the introduction to the first volume references their having an explosion of popularity around the time the series came out) – and came out after the WSC makes it seem almost like an afterthought in that regard, as though someone said "oh yeah, I guess we should do one of these for divine spells also, shouldn't we?"
Now, as far as critiques go, that's not much of one. As noted previously, faithfully copying a good idea was itself a good idea. This series sticks to the format of its predecessor, and the result is a massive multi-volume work of spells from twenty years of D&D history, presented with the same useful formatting, organization, and appendices. Now, obviously certain things have to be switched around where the specifics are different – here, the appendices cover things like quest spells and spells specific to various deities or racial faiths, for instance – but for the most part it's second verse, same as the first.
And that's my only real critique of what's here. While I don't think this series should have tried to make itself substantially different from the WSC in any particular way, I do think there were a few opportunities for expanding on what makes divine magic different from arcane magic in AD&D.
Take, for instance, the spell rarity listings. It talks about how common spells are available to all faiths (presuming they have access to the requisite spheres), while uncommon spells need to be researched, and rare spells might only be found in lost tomes or similar esoteric sources. That's always confused me; if deities are active, sapient beings in their own right, and presumably want their worshipers to succeed in advancing their agenda(s), why is it that – when some cleric on some world comes up with a new spell formula – the deity doesn't (have their divine servants) promulgate that new spell to all of their worshipers everywhere? Why do they wait for them to be, apparently, individually discovered by individual clerics over and over again? How I wish the PSC had offered clarification about that.
For that matter, I also would have appreciated a reminder about how divine spellcasters don't actually choose their own spells; they
request them. What they actually get is up to their deity and their deity's divine servants (at least for spells above 2nd level, since spells lower than that are granted via faith and religious training alone). I know a lot of people see that as heavy-handed, with the GM basically asserting control over their character, but this is a missed opportunity to talk about how it isn't supposed to be; it's supposed to be your deity looking out for you, giving you the benefit of having friends in the highest of high places, so that when you pray for spells useful against demons, and the DM knows that you're going on an undead-heavy adventure, you'll find that your god has ignored your request for anti-demon spells and instead loaded you up with anti-undead spells.
And while I'm on the subject, I really
really really REALLY wish this series had taken the opportunity to talk about how deities of certain divine strata can only grant spells of up to a certain level. Remember that, how demigods could only grant spells of up to 5th level, lesser deities spells of up to 6th level, and intermediate and greater deities spells of up to 7th level?
Sure, it was hard to square that with how gods could personally use any spell they wanted (as relayed in
Legends & Lore 2E and reaffirmed in
Faiths & Avatars), plus how apparently gods of any level could grant quest spells (since there were quest spells specific to each Birthright deity, which occupied various divine strata, in the
Book of Priestcraft, all of which were reprinted in the final volume of the PSC), but while everyone I know hated that rule, it had a purpose: that it encourages your priest character to actually proselytize and convert people they met, in hopes of garnering your god enough worship to raise their divine rank. It's why your character was able to set up a temple when they hit name level (remember name level?).
It was, to my mind, a brilliant way to put a cleric's faith front-and-center, making them different from holy warriors like paladins, who were about smashing the foes of your god rather than tending to the flock. And even if you simply worshiped an intermediate or greater god, then you started with membership in an expansive religious organization, which should have been treated as a resource to be called upon as well as a source of adventures, rather than a nanny-esque review board who would impose penalties if you didn't pass their evaluation (the latter being how it was often treated, showcasing why PCs tend to eschew their character having any sort of personal ties). But as far as I know, that line of thinking wasn't ever explicitly stated in any AD&D game books, even though it should have been shouted from the metaphorical rooftops; certainly, it should have been here.
While it might have ventured further afield in doing so, I find myself wishing that the
Priest's Spell Compendium had covered things like that. While I did appreciate things like the updated sphere access for clerics and druids, bringing forward the old 1E rules for orisons and tribal shamans/witch doctors, and and thematic spell lists for various non-standard priestly characters such as cloistered clerics and oracles, more could have been done here. This could have transcended being a mere reference work, instead offering the
definitive take on the nature, both beneficial and otherwise, of being a divine spellcaster.
That we didn't get that is a shame, and while it's not that much of an indictment to say that it left me wanting more, the lack of expanded material seems striking in its absence. This is by no means a bad series, but even notwithstanding that it, unavoidably, doesn't cover all divine spells through the end of AD&D 2nd Edition (a notation which always makes me think of the
torture spell from
Die Vecna Die!, the very last AD&D 2E product), it still feels like an incomplete one.
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