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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 8323150" data-attributes="member: 27780"><p><strong><u>Polyhedron Issue 60: June 1991</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Stop By For A Spell: This, on the other hand, may be, as new spells are always handy for your characters, and even when they're not original, it's interesting to compare and contrast them with similar variants from other sources. Let's see if these are ones I'd actually get any use out of. </p><p></p><p>Find Underground Water is basically dowsing, only it works reliably. It may seem minor, but as the previous article showed, running out of water is one of the quickest ways to kill a party, so praying for this may happen more frequently than you expect once you know you can. </p><p></p><p>Protection is the spell used to enchant rings of protection and the like. Your basic boost to AC & saves. It has a pretty short duration, so you can see why it doesn't get commonly used by adventurers as a buff spell in it's raw form. Until the great duration nerf of 3.5 edition, anyway, where lengths like this will become the default, completely changing the tactical meta in fight preparation. </p><p></p><p>Cure Intermediate Wounds is also completely self-explanatory, and will be invented independently many times by mid-level clerics seeking a little more healing oomph for their slots. </p><p></p><p>Decay rapidly eliminates any dead organic matter targeted. This is handy for destroying corporeal undead, removing a rival party's food supply, collapsing bridges, possibly even causing sudden nudity. Very tactically dangerous in combat situations even if it doesn't do HP damage. </p><p></p><p>Quicksand is a slightly weaker, more specialist variant of transmute rock to mud. Another one that doesn't do HP damage, but can win a fight outright if cast in the right situation. </p><p></p><p>Torban's Hammer is an upgraded Spiritual Hammer, so you can keep up with the increasingly dangerous monsters you'll be facing as you gain levels. </p><p></p><p>Protection from Corrosives is the kind of buff spell that won't be useful in every fight, but when it is, it's very very useful. If you know you're facing oozes or black dragons, stock right up the night before and cast it on everyone. </p><p></p><p>Detoxify is a more powerful neutralize poison, as you can use it pre-emptively on toxic substances or creatures to prevent them from poisoning you as well as saving lives post-hoc. One casting on a snake or scorpion at the start of combat will save you many castings on your compatriots. (which you probably won't have anyway given how suboptimal memorising the same spell multiple times is in most situations)</p><p></p><p>Transmute Metal to Ice is another very effective way of screwing with your enemy's equipment, although it rarely works on magic items. If you have a particularly stubborn door it'll also make a good substitute for Knock, and I'm sure you can think of other creative ways of screwing with people too. These all seem of well above average usefulness in actual play, even if they're not all that original in concept. </p><p></p><p></p><p></p><p>With Great Power: We don't have an adventure this time around, and this is the closest thing instead, a 6 page AU setting outline for Marvel fans. What happens when two Dr Doom's clash for control of Latveria, and the PC's are caught in the middle? Given all the imprinted doombots, clones, time-travelling and other weird naughty word he delves into, I'm surprised it doesn't happen more often. Will you side with original flavour doom, or new coke doom? Here are the important superhumans that will be your allies or enemies if you do. Curiously, there are considerably more on clone Doom's side than the original, and it looks like he has the upper hand at the moment, with more temporal support and a younger, fitter body, but the gaps in his knowledge will probably be his downfall eventually. Definitely seems like a fun scenario where the PC's could tip the balance of power one way or the other, which could be resolved in a few sessions or be extended into an epic war campaign. Not a bad idea at all.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 8323150, member: 27780"] [b][u]Polyhedron Issue 60: June 1991[/u][/b] part 2/5 Stop By For A Spell: This, on the other hand, may be, as new spells are always handy for your characters, and even when they're not original, it's interesting to compare and contrast them with similar variants from other sources. Let's see if these are ones I'd actually get any use out of. Find Underground Water is basically dowsing, only it works reliably. It may seem minor, but as the previous article showed, running out of water is one of the quickest ways to kill a party, so praying for this may happen more frequently than you expect once you know you can. Protection is the spell used to enchant rings of protection and the like. Your basic boost to AC & saves. It has a pretty short duration, so you can see why it doesn't get commonly used by adventurers as a buff spell in it's raw form. Until the great duration nerf of 3.5 edition, anyway, where lengths like this will become the default, completely changing the tactical meta in fight preparation. Cure Intermediate Wounds is also completely self-explanatory, and will be invented independently many times by mid-level clerics seeking a little more healing oomph for their slots. Decay rapidly eliminates any dead organic matter targeted. This is handy for destroying corporeal undead, removing a rival party's food supply, collapsing bridges, possibly even causing sudden nudity. Very tactically dangerous in combat situations even if it doesn't do HP damage. Quicksand is a slightly weaker, more specialist variant of transmute rock to mud. Another one that doesn't do HP damage, but can win a fight outright if cast in the right situation. Torban's Hammer is an upgraded Spiritual Hammer, so you can keep up with the increasingly dangerous monsters you'll be facing as you gain levels. Protection from Corrosives is the kind of buff spell that won't be useful in every fight, but when it is, it's very very useful. If you know you're facing oozes or black dragons, stock right up the night before and cast it on everyone. Detoxify is a more powerful neutralize poison, as you can use it pre-emptively on toxic substances or creatures to prevent them from poisoning you as well as saving lives post-hoc. One casting on a snake or scorpion at the start of combat will save you many castings on your compatriots. (which you probably won't have anyway given how suboptimal memorising the same spell multiple times is in most situations) Transmute Metal to Ice is another very effective way of screwing with your enemy's equipment, although it rarely works on magic items. If you have a particularly stubborn door it'll also make a good substitute for Knock, and I'm sure you can think of other creative ways of screwing with people too. These all seem of well above average usefulness in actual play, even if they're not all that original in concept. With Great Power: We don't have an adventure this time around, and this is the closest thing instead, a 6 page AU setting outline for Marvel fans. What happens when two Dr Doom's clash for control of Latveria, and the PC's are caught in the middle? Given all the imprinted doombots, clones, time-travelling and other weird naughty word he delves into, I'm surprised it doesn't happen more often. Will you side with original flavour doom, or new coke doom? Here are the important superhumans that will be your allies or enemies if you do. Curiously, there are considerably more on clone Doom's side than the original, and it looks like he has the upper hand at the moment, with more temporal support and a younger, fitter body, but the gaps in his knowledge will probably be his downfall eventually. Definitely seems like a fun scenario where the PC's could tip the balance of power one way or the other, which could be resolved in a few sessions or be extended into an epic war campaign. Not a bad idea at all. [/QUOTE]
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