There are six ability scores in D&D. And there are six spells for buffing those ability scores:
bear’s endurance – Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
bull’s strength – Clr 2, Drd 2, Pal 2, Sor/Wiz 2
cat’s grace – Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
eagle’s splendor – Brd 2, Clr 2, Pal 2, Sor/Wiz 2
fox’s cunning – Brd 2, Sor/Wiz 2
owl’s wisdom – Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
Okay, I can kinda see the archetypal reasons for the bard, druid, paladin, and ranger getting access to different subsets of these spells.
But given the fact that the cleric’s key role in the party is healer and buffer, why are they missing cat’s grace and fox’s cunning?
It just doesn’t make any sense to me. Never has. In my house rules, the cleric gets access to all six buffs, just like the arcanists do.
Random thought: Given the predilection for PCs to get pumped up on stat boosters, is anyone else struck by the similarity to performance enhancement drugs? This doesn’t have much (if anything) to do with game mechanics, but it can be an interesting insight into the relationship between wandering heroes and the world around them. I think the idea that PCs are, in some sense, doped up further alienates them from the common society. Not only do they wield amazing powers, but their very bodies and minds are being constantly hyped up on mystical enhancements.
One of the things I talked about in D&D: Calibrating Your Expectations is the fact that the game covers a range from sub-normal to super-human powers. I think there’s something particularly interesting about a world where the guy sitting next to you may be able to unleash incredible destructive forces with the flick of a thought. What does it really mean for a common man to live in that kind of world? Even if there’s only one such person in a hundred thousand?