Episode Transcript
Good morning.
Welcome back to the podcast Dungeon Master AD and D Universe Podcast.
I am your host, Evil Dungeon Master Vince, and I felt like I got the intro right.
I keep screwing that intro up ever since I changed the name to AD and D.
Anyway, hopefully you're doing well out there.
I know I am.
It is Friday, it's time for the weekend, and it's time for another podcast.
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Anyway, today we're going to look at another thing from Polyhedron Magazine, but we're going to go a little further back this time.
And my, and just before I continue with this, now when I do things for this podcast, I think some people get a little confused that I'm only doing 1st edition and not second edition.
So when it comes to some of these things, sure, later on in second edition, they may have modified or added or made clarifications because you know, it's a different edition.
They have to do that.
So anyway, Paulo Hugin 22 came out in 1985.
And if you were one of the kids that was able to get this magazine delivered or newsletter delivered to your house like I was able to do, my parents didn't know exactly what this magazine was at first.
So I was able to get a lot of these to the home.
Wasn't that expensive either.
I don't remember being that expensive.
But anyway, there is a on page 22, there is a bunch of new unofficial spells because everything Apollo Hedra magazine was kind of quote UN quote unofficial or official.
I don't know.
A lot of the stuff, it was a lot of test stuff, things it was done by people for other people.
So that's why I really liked Polyhedron Magazine better than Dragon Magazine because of some of the stuff that was in here.
And it was, they have graphics and stuff like Dragon magazine graphics images, but it was more of a newsletter.
So people would share it and write things into it and they would include it.
So if it didn't work, well you know it's in this.
But there is a whole section here for unofficial spells for clerks.
New spells for clerks is saying by John Pickens.
The article has a whole bunch of new spells.
It starts off with one small paragraph before getting into it.
Remember when you last tried to recharge your staff of striking and couldn't figure out what spell to use?
Logic seems to dictate that all the listed magical items except for artifacts and relics must have been made by some spellcaster with a spell that produced the desired effect.
So here is the first of a series of articles giving unofficial suggestions for what these forgotten spells may have been, as well as a few extras in quotes to fill in the gaps.
So what I was looking at today was he added the spell to clerics, which I was kind of surprised at and maybe not so much surprised that.
But you wouldn't think when it came to spells and stuff like that, that a cleric would be doing this spell.
The heroism and the superheroism, which are obviously potions which come up in the Dungeon Masters Guide from I'm looking at it on page 126 and further along as well.
Then there's also, you know, one page 126, and it also comes up in our Arthur Canada as a potion and stuff like that.
They're just potions.
But like you said in the meeting, someone had to have made this potion or cast a spell onto whatever.
It's a cleric.
I was a little bit shocked myself on that one.
I would think it would be a magic user doing this, doing the fact that the magic user would deal with enchanting items and stuff.
But I guess a cleric would be A1 casting this spell a la basically a potion.
It makes a little sense.
You know the clerics use their faith to inspire heroism inside of a fighter class and it's subclasses only.
I don't like that it was just restricted to fighter classes and subfighter classes.
But I guess I I get it.
So going over the whole thing, it is a third level spell for them and verbal, semantic and material 6 segments.
Duration is one round per level effective area.
Area of effect is one person is a third level spell and it reads exactly how it is pretty much in the Dungeon Masters Guide because it is copying the potion exactly.
So this adds extra hit points on to you, so we'll go over it real quick.
The spell effects only in Fighter class and fighter subclass, conferring a temporary increase in life energy levels upon any such individual with fewer than 10 levels of experience, including zero level men at arms.
The amount of increase is shown below and it has a three column chart here depending on the level of the person and how many levels of energy you would get, and A10 sided dice for accumulated damage bestowed and basically how much you would get.
The recipient fights as though an experience level bestowed upon the magic for the duration of the spell.
Damage sustained is taken first from the magical game hit dice and bonus points.
The material component is a cleric's holy symbol, and then the superheroism is 6 level spell and it's 3 rounds per level.
Is the only difference 8 segments casting and it does up to 12th level.
Well, sorry, fewer than 13 levels of experience.
I just want to put up to 12th level.
But, and it's the same thing how much level of energy you would get if you were blah blah blah blah.
So if you were zero level, you get 6 levels of experience on you.
So you'd be fighting as a six level fighter.
So yeah, whatever, but I always found it interesting that always I found it interesting that this is a cleric doing this.
So maybe some ways you can use this as a cleric is the party is about to be overrun.
The cleric cast heroism on a recruit or one of the fighters in the party and give them an edge just to hold the line long enough for reinforcements to come arrive.
When they're about to be overrun.
Maybe the guards are on the way or someone ran to go get them.
Maybe there is a gladiatorial battle going on and a famous champion seems to constantly win and fight well above his level.
The truth is, he has a cleric who is helping him in the shadows behind fixing fights.
Maybe the players have to investigate and figure out how this is happening because this guy is fighting well beyond his means.
Little investigation story, right?
Let's see here.
I've just written down some more ideas.
OK, so let's look at it from this standpoint.
The hero potion and or spell.
A fighter gets hooked on it like it's a drug and the feeling of fighting at higher levels starts and he starts taking bigger risks expecting this cleric to always have this spell ready.
And when he doesn't he gets, you know, irritated and angry and he starts badgering.
You know, he he needs this fix for the spell.
Maybe it comes with side effects that you know, if you don't take it for a while you get angry or some side effects based on some various drugs that people take.
You as Adm can figure that part out.
Another idea I thought was much like the gladiator secret one, but there is a high-ranking MPC, evil MPC in the town and think of it he is like I want to say he's the the best in town as far as dueling one-on-one battles and he constantly wins all the time and he challenges people and people fear him because he always wins.
Think of the I'm thinking of an Old West movie, the quick of the dead.
Quick in the dead, how Gene Hackman was this badass and that ruled the town.
He was the mayor of the sheriff and he was also good at one-on-one duels because he had an edge for whatever reason.
Well, the MPC of this town has this edge and he rules over them with fear.
And anybody that steps up to challenge him can't beat him because he has this advisor that quickly cast heroism on him, or superheroism in this case, and he gets all these level boosts and boom, he wins.
So there's some ways you can use this in your campaign other than a boring just spell or something.
You can have your cleric quest for this spell.
Maybe he has to go on a pillage because he wants this spell from his God when it comes to third level and the cleric, the higher cleric and he watched it, the higher priest of his religion.
This is like, I'm not going to easily just give this to you.
I need you to perform a feat in the name of your God and prove your heroism to get the heroism spell.
So I would yeah, pillage.
Maybe you have to go to the highest mountain and and defeat the lion in The Cave.
I don't wise the lion in The Cave, but defeat the lion in The Cave at the highest mountain and bring back his head or something weird like that.
And that'll prove to your God that you serve in a heroic manner and in his name you defeated this evil beast and since you did that, you are worthy of this hero spell.
And then he pretty much grants him the ability to have this spell going forward.
And I'm spitballing ideas here.
Now that I'm thinking about it, it could be done for so many different ways.
I like the idea of a cleric questing for certain spells.
Like certain spells, yeah, fine.
I grunt this spell upon you when you reach this level.
You know this.
The high priest does that to you for the first couple of levels, and you gain it.
But then I like the idea of when it gets to a certain point and it's a certain spell that you would be like, yes, you need to quest for that spell.
And he sends the party out on a side adventure or a campaign hook for the evening.
And boom, you have now something for the party to do.
Because we all know that while this spell is for the cleric, it's going to benefit the party because it's benefiting the fighters in the party.
So everybody has a reason other than the rogue or the thief to go.
But the thief is going to go for pure adventure and just whatever gold he can find out there.
Because, you know, as a thief, you're definitely greedy.
So that's why you're a thief, because you're stealing stuff and wanting to become rich when you get stuff.
But yeah, there's different.
There's so many things that you could possibly do when it comes to spells, this heroism spell.
I'm sure there'll be people in the comments that'll have other ideas on Facebook, Facebook, Wow on YouTube.
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All right, I think I've gone long enough for today on Friday's episode.
Hopefully you have a great weekend.
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That's it.
I'm going to head out Kee it original.
Kee it old school tonight.