The nefarious Evil Dungeon Master is here to share invaluable tips and tricks on Dungeons & Dragons, Palladium, and a myriad of other RPGs. Drawing from over 30 years of diabolical Dungeon Mastering Experience, these bite-sized daily podcasts (10 to 15 minutes each) are brimming with wicked wisdom that you simply can't afford to miss. Mostly system neutral, but has favored editions and game systems. Season 7 and beyond is all about AD&D! https://solo.to/theevildm for all my links!
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AD&D Vanish Spell: The Ultimate Exit Spell?
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10:52In this episode, I dig into the Vanish spell from AD&D. It is a seventh-level alteration spell that lets a magic-user remove objects, doors, and even themselves from existence... by slipping into the ethereal plane. I cover how it works, what makes it different from Teleport or Passwall, and how you can use it for escapes, heists, ambushes, or long…
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In this episode, I dig into the Dire Corby from the Fiend Folio, an aggressive, bird like creature that charges screaming from the shadows with claws and no fear. I talk about how to use them in your campaign, from ambush flocks in deep caves to rivals of the drow or goblins. Whether you need a brutal combat encounter or a strange mystery in the Un…
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AD&D Talisman of Pure Good: A Crack Opens. Evil Falls
12:59
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12:59In this episode, I take a look at an interesting magic item in AD&D, the Talisman of Pure Good. With just a single command, a Cleric can open a flaming crack beneath an evil cleric and send them straight to the planet’s core. I break down how it works, who it targets, and why this seven-charge stone is one of the most extreme alignment-based items …
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AD&D - Phase Door, The Sneakiest Spell in the Game?
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10:10Today's episode is an email request from "Death Metal!". Most seventh-level spells in AD&D are flashy. Fireballs, force cages, prismatic sprays. Then there’s Phase Door. It doesn’t explode. It doesn’t kill. It just opens a way through solid stone that no one else can see or use. In this episode, I break down how to use Phase Door as a clever tool f…
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AD&D - Using the Guand in your Campaign
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11:22The Gaund, created by Ed Greenwood and found in Dragon Magazine issue 46, is not your typical cave monster. It’s fast, it climbs, it leaps, and it sprays acid. In this episode, I talk about how to drop Gaunds into your game in a way that makes players nervous every time they hear a dripping sound in the dark. Whether you're looking for a brutal amb…
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AD&D - The Electrum Dragon the Philosopher
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15:24Not all dragons are fire and fury. The Electrum Dragon, introduced by Ed Greenwood in Dragon Magazine 74, is a rare, spellcasting creature that values thought over treasure and dialogue over bloodshed. In this episode, I explore how to use this Neutral Good dragon in your AD&D campaign, not as a monster, but as a mentor, oracle, or moral challenge.…
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AD&D - Psionics, What was Gygax Thinking?
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13:22Hidden in the back of the AD&D Player’s Handbook is a section most people skipped. Psionics. A secret mental power system that only a few characters ever got, filled with attack modes, defense modes, and powers that feel more like a comic book than a fantasy game. In this episode, I explore what Psionics actually were, how they worked, and why most…
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AD&D - The Assassin: Too Evil for your table?
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16:24Cold. Calculated. Lawful Evil. The AD&D Assassin is a class built around stealth, disguise, and sanctioned murder. So why did most DMs quietly ignore it? In this episode, I take a look at what the Assassin was supposed to be, how the mechanics actually worked, and why it never found a comfortable place in most groups. Was it too evil? Too specific?…
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AD&D - Did Dragon Magazine #53 Fix the Monk?
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20:52The AD&D Monk was always the odd class out. Weird powers, bad survivability, and advancement rules that made players give up by level five. But in Dragon Magazine #53, they tried to fix it. Did they succeed? In this episode, I break down the proposed changes, including new XP tables, expanded monk abilities, and optional advancement rules. It’s all…
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AD&D - Why Nobody Plays the Monk?
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13:16The Monk is one of the most interesting classes in the game, but yet not a lot of people play a Monk. d4 hit points, no armor, limited weapons, and yet it’s expected to fight on the front lines. In this episode, I dig into what the Monk actually was, how its abilities worked, and why almost nobody picked it at the table. Was it secretly awesome, or…
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AD&D - Was the Thief Actually Useless?
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12:01This is kind of a follow up episode where I am talking about some of the comments I've been seeing about the thief class and pondering about it. Low hit points, weak armor, and a skill list that rarely worked… the AD&D 1st Edition Thief had a rough start. But was it really useless, or just misunderstood? In this episode, I look at the numbers, the …
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AD&D Training Costs: The Rule Everyone Ignored?
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12:30You earned the XP. You survived the dungeon. You're ready to level up. Not so fast, this is AD&D 1st Edition. In today’s episode, we take a look at the infamous training cost rules buried in the DMG. Gold, time, instructors... and even alignment-based fees? I break down what the rule actually said, why it made sense on paper, and why most tables co…
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AD&D Fighters: Powerhouses or Punching Bags?
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11:25In this episode, I take a hard look at the original AD&D 1st Edition Fighter. No spells. No tricks. Just steel, grit, and hit points. Was it enough? Or did the Fighter fall behind as the game scaled up? I’ll break down what made the Fighter strong, where it stumbled, and why it’s still worth playing when the dice hit the table. Whether you’re rolli…
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AD&D - Godlike Stats & Divine Powers – Deities, Dragon #67, and Demigod Dreams
19:48
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19:48In this episode, I crack open Deities & Demigods and dig into those legendary stat blocks, from Strength 19 to a god-tier 25... and what those numbers actually do. Then we head to Dragon Magazine #67, where Gygax updates the standard powers of the gods. To top it off, I share a tale from my campaign about the time my character took the long, divine…
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AD&D - Hatched to Kill: Assassin Bugs in your game!
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13:11In this episode, I spotlight one of AD&D’s most gruesome and underused monsters—the Assassin Bug. It paralyzes victims, implants eggs, and unleashes a swarm of death from the inside out. I break down how to use it for maximum dread, from cursed noble houses to larval horrors in the city sewers. Perfect for DMs who want body horror without homebrewi…
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Today’s episode is about the enchanting (or annoying) leprechauns! These small, magical beings are known for their mischievous nature and love for lush, green landscapes. With a unique ability to become invisible and create illusions, leprechauns are never easy to catch! Did you know they snatch valuable objects from unsuspecting adventurers with a…
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AD&D - Looking at the Thief abilities Clarifications in the DMG
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16:11Today is a follow up to the podcast on Monday about the thief abilities. Today we look at the DMG, where it clarifies how some of the abilities CAN be used, to prevent some "abuse" by players. #TSR #PHB #Thief #Adnd http://ko-fi.com/TheEvilDM for Support!
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AD&D - Let's dive into the Thief abilities from the PHB
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21:46In today's episode, I received an email from Tom asking me to take a look at the abilities of the Thief from the PHB and give some commentary on how I'd handle somethings. #TSR #PHB #Thief #Adnd http://ko-fi.com/TheEvilDM for Support!
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AD&D - Shaman and Witch Doctor Spells..
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11:41In today’s episode, I flip open the DMG and talk about tribal spell casters. These magical beings exist among various races, including bugbears, cavemen, and trolls. First I go over the two main types of tribal spell casters: shamans and witch doctors. Shamans are spiritual clerics who practice powerful healing and protective spells. They’re known …
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AD&D - Let's Talk "Hub" Campaigns...
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12:29I got an email from Jeff (another Jeff), who wanted to know about Hub campaigns, so I decided to do a podcast on his email. SO... in today’s episode, I am diving head first into the concept of mission-based worlds in tabletop role-playing games, or RPGs. A hub or mission-based campaign serves as a central base where characters can regroup, heal, an…
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In today’s episode, I flipped open the UA to the race section and decided to talk to about the different sub-races that make Elves unique. l'll introduce you to the noble Gray Elves, who share many abilities with high elves, but come with their own twist. Then, we will meet the Wood Elves, known for their connection to nature and woodland creatures…
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AD&D - Demons & Demon Amulets Thoughts.
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23:05Today on the podcast, I decided to talk about my experiences in running Demons and an interesting story about how I've seen a Demon's Amulet used. These unique objects hold the vital essences of powerful demon lords and princes, cleverly keeping their souls both safe and vulnerable. Imagine having the power to control a demon for a whole day—not an…
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AD&D - Grappling Rules from Unearthed Arcana
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11:47In today’s episode, I decided to flip open the UA Book and talk about the mechanics of grappling in combat. Grappling is a powerful move used to restrain opponents, preventing their actions and making them more vulnerable. We’ll explore how grappling works, from the rules for successful grapples to the advantages and disadvantages for both grappler…
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On today's Podcast, I decided to flip open the book and look at the Magic User 6th level spell, The Death Spell. It's an interesting spell that once cast, there is no saving throw against it and basically the target is dead. The Death Spell is a powerful 6th-level conjuration that instantly and irrevocably slays creatures within its area of effect,…
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Today on the podcast, I decided to go over the Orcs and how they are structured as a tribe, from the lowly ones to the chief and his assistants, there is a lot to know about orcs! Orcs are common, lawfully evil creatures characterized by their competitive nature and a strong inclination to fight among themselves unless controlled by a powerful lead…
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AD&D - Zero Hits Points, Dead? No so fast!
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14:36In the podcast episode, I'm talking about the mechanics of hit points in AD&D, particularly focusing on the concept of "Zero Hit Points." When a character's hit points drop to zero, they become unconscious, leading to a gradual decline into negative hit points each round until they reach -10, resulting in death due to various causes like shock or b…
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AD&D - Sticky Situations: The Adherer Unleashed
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16:02Hey, folks! Today, we’re talking about the adherer...a weird, sticky monster from the Fiend Folio. Picture a mummy, but alive, with dirty white skin that looks like bandages and oozes super-strong glue. It’s rare, shows up alone or in small groups, and loves ambushing prey by hiding in piles of leaves or dirt. Its armor’s tough, AC 3 and it’s got 4…
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AD&D - Let's talk Theater of the mind
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21:45Today on the podcast, I'm talking Theater of the Mind—the old-school, no-map, pure-imagination way to run your tabletop RPGs. Some love it, some hate it, but for me? It’s one of the best ways to keep the game fast, cinematic, and immersive. I’ll break down how to run a killer game without needing a battle map, give some practical tips for describin…
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AD&D - Appendix F: Gambling, plus my homebrew game
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15:43Today on the podcast, I am talking about Appendix F, gambling rules, followed up by my own homebrew "Mug Toss" game. Check it out! #adnd #dnd #TSR #Gygax #TTRPG
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AD&D - Appendix H: Tricks, but are they harmless?
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19:44Let's talk about Appendix H and the creative potential of traps and tricks within a dungeon setting, emphasizing the importance of innovation for Dungeon Masters (DMs). It suggests that even seasoned DMs can benefit from a variety of tricks that can challenge players and probably screw them over. #DMTips #dnd #Adnd…
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AD&D - Let's talk about training for new levels
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12:18Today I wanted to discuss the mechanics of gaining experience levels in a role-playing game, emphasizing that experience points are merely indicators of a character’s progress and do not automatically lead to level advancement. The Dungeon Master (DM) plays a crucial role in assessing the character’s performance based on their class and alignment. …
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AD&D - Hex Mapping is loads of fun!
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12:43Today on the podcast, I decided to talk about my experiences with Hex mapping, and how I've kind of ignored it over the years and now that I've started actually doing it, I've fallen in love with the entire concept of it. P173 of the AD&D DMG has a whole process about how its done, but you don't have to stop there as there is a plethora of resource…
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AD&D - Heroism in a Bottle, Boost your Fighter!
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10:07Need to hit harder, take more damage, and feel like a legend—at least for a little while? Today, I'm talking about thePotion of Heroism and Super-Heroism, the magic drinks that temporarily boost fighters to new heights. More hit dice, better combat skills, and a shot at surviving that impossible fight. But is it a game-changer or just a delay of th…
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AD&D - The Chaos of Casting Stone to Flesh, Storytime!
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13:48In this episode, I am talking about AD&D spell Stone to Flesh spell, exploring its mechanics, its potential uses in gameplay, and of course, the chaotic consequences of casting it recklessly. I share a wild tale from one of my campaigns, where a low-level magic-user decided to use a scroll of Stone to Flesh to resurrect a petrified warrior. Spoiler…
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AD&D - Magical Item: Magical Eyes
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13:02Today, let's explores four unique magical items known as the “magic eyes” from the Dungeon Master’s Guide for Dungeons & Dragons. Unlike typical magical items that are often gems or artifacts, these magic eyes function similarly to contact lenses, providing various powers to the wearer. The four types discussed include the Eyes of Charming, Eyes of…
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AD&D - the Gorgon, Not the Greek legend?
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10:56Gorgons are rare, formidable creatures resembling bulls and covered in thick metal scales. They inhabit wilderness areas or dreary caverns and possess a unique breath weapon that can turn living beings into stone. This breath attack, which is cone-shaped, can be used four times a day. Gorgons are neutral in alignment, exhibit animal-level intellige…
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AD&D - The Deadly Allure of the Medusa
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12:31In this episode of The Evil Dungeon Master Podcast, the mysteries and terrors of one of Dungeons & Dragons' most iconic monsters—the Medusa. A creature of beauty and dread, the Medusa is a humanoid monstrosity with a petrifying gaze that can freeze adventurers in their tracks—literally. The Medusa’s deadly stare isn’t her only trick. If adventurers…
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AD&D - The Power and Perils of the Animate Dead Spell
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12:21Today, we’re talking about one of D&D’s most iconic and underappreciated spells—Animate Dead. This third-level necromancy spell lets you turn lifeless bones into loyal minions, but let’s be honest—how often do players actually use it? We’re breaking down everything you need to know: how it works, why villains love it, and how players can use it to …
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AD&D - Let's reflect on magical mirrors
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12:04Today I am going over the magical mirrors found in Oriental Adventures book and creative ways to incorporate these mirrors into your game. Want a side quest? Have a noble send the party after a Mirror of Curing to save their ailing child. Need a horror twist? Drop a Mirror of Fear in a cursed manor and watch the players squirm as their worst nightm…
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On this episode of The Evil Dungeon Master Universe Podcast, I decided to talk about a topic that often gets overlooked in Advanced Dungeons & Dragons—fatigue and exhaustion. Today I will be breaking down why these mechanics are more than just extra rules—they’re game-changers that add depth, realism, and real stakes to your adventures. From how fa…
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AD&D - Nixies: Enchanting Foes or Underwater Nightmares?
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10:56Let’s talk about nixies—the water sprites that are as enchanting as they are dangerous. These rare little tricksters live in hidden seaweed lairs and have a charm ability that can turn even the toughest adventurer into their personal puppet for a year. Yeah, a year. They’re smart, they’ve got combat moves that work underwater or on land, and they c…
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AD&D True Neutral: The Alignment That Tests Every DM
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13:07Let’s talk about True Neutral, or as I like to call it, “the alignment that makes my job as DM a complete nightmare.” This episode is all about why I can’t stand tracking this philosophical mess in Advanced Dungeons & Dragons. Sure, it sounds nice on paper—balance between good and evil, chaos and law—but in practice? It’s a headache. #ADNDTrueNeutr…
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Plague & Peril: Surviving Disease in AD&D
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16:10Welcome to the dark side of AD&D—where the sword isn’t your only enemy. In this episode, we’re digging into disease and parasitic infestation mechanics and how they crank up the tension in your campaign. From sweltering jungles to filthy cities, I’ll break down how these rules challenge players to survive more than just combat. We’ll talk modifiers…
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AD&D is more Dangerous than 5e, here's why..
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18:02This one’s personal, folks. It all started with an argument at work—a friendly debate about how the old (Advanced Dungeons & Dragons) is lame, while 5th Edition (5E), is much better. Naturally, I knew I had to prove my point (because, let’s face it, I’m right). So I crunched the numbers, created identical fighter characters for both systems, and pu…
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AD&D - Cantrips can be useful, listen in.
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12:58The Tie cantrip in Dungeons & Dragons serves as a versatile tool for illusionists, allowing them to creatively manipulate their environment and enhance gameplay. This spell can be employed in various inventive ways, such as setting traps, securing gear, creating barriers, and distracting enemies. Illusionists can also leverage the cantrip for tacti…
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End of the Year Wrap up show, Emptying the email bag!
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22:24It’s hard to believe, but here we are—the end of the year and the final show for 2024! Time flies when you’re slaying dragons, spinning tales, and rolling dice. For this special episode, I decided to do a little housekeeping and tackle the email bag. That’s right—I’ve gathered up all the questions you’ve sent my way over the past year, the ones I h…
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AD&D - Cleric Command Spell Thoughts..
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12:36The “Command” spell allows a cleric to issue a single, clear command to a creature that understands the language. The target must obey the command for one round, provided it’s unambiguous. Common commands include “halt” or “flee.” Undead and some intelligent creatures may resist the spell with a saving throw, ensuring it’s not foolproof. Highlights…
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AD&D - Changing up how Clerics get spells?
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9:54In Dragon Magazine #92, Gary Gygax wrote and article discussing that the way Cleric's get their spells isn't really written in stone and you as the DM can change it up a bit. Clerics and druids have access to all spells without needing spell books, as their powers are granted by their deities. While the rules allow flexibility, experienced Dungeon …
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AD&D - Wishes, Alter Reality Spells and Attributes..
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9:08Players often use wishes or alter reality spells to boost their character’s ability scores. However, to prevent characters from easily achieving high scores (like multiple 18s), it’s suggested that once an ability score reaches 16, wishes only increase it by 1/10th of a point. Thus, raising a score from 16 to 17 requires 10 wishes. Magical books or…
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AD&D - Advice on Making Taverns a little more interesting..
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11:02
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נגן מאוחר יותר
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לייק
אהבתי
11:02Today's podcast, I got an facebook message on my page from John P, asking about how to make Taverns a little less boring. Each tavern should have a unique style, distinct food, and interesting NPCs to create memorable experiences for players. Highlights: Style of the Place: Unique ambiance and decor. Food Offerings: Distinctive dishes or "house spe…
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