My player's are usually "bad" a selecting spells---leaning too heavily towards offensive, damage-dealing/combative, and ignoring the other options, even though they usually avoid combat like it's the Corona Virus. It's probably my fault at some level as DM. Strangely, this time it was a bit different.
They had found two documents (some Bryce-maligned "journals", eh?) in an Invisible Box along with the potion. One was a
History of the Reign of the Witch-Queen (who built the dungeon they were about to enter), and another a sage-essay on the folklore of
Mirror Fiends (which I am borrowing from Trent's clever Mystical Trash Heap write-up). The historical account talks about how the Queen turned a rebel clansman into a horrible beast cursed to wander her dungeon. They "wrongly" conflated the two and came up with some good prep---the cleric petitioned her God for the spell
Plane Shift.
This is a
seriously cool spell. NEVER used it, or saw it used, as a player. It's in 1e, but not in 0e. An it's absolutely perfect to take on the Minotaur that walks between a storm-battered island of caves in the Ethereal Plane, and a maze of mirror-portals. Without some method to track him back to his home-plane, he's probably going to tear them up with hit-and-run tactics as they traverse the maze. This spell is perfect!
Why did they "get smart" this time? I'm not sure---foreshadowing via the documents? Dunno. Something to keep in the back of my mind for future Adventure Design.
Here's another aside (and indicative of my slow gravitation from 0e/S&W towards 1e)...
I have struggled with Cleric acquisition of new spells.
Magic-users have been great---new spells ONLY through spell-books won as treasure or a (very) occasional bartering with other non-hostile NPC's (no local Wizard's Guile for setting reasons).
I can't recommend this enough. It makes for great treasure, allows you introduce non-standard spells (and weird/flawed/unpredictable variants of standard spells), and the MU ends up with a ridiculous non-portable library of tomes (with lot's of duplicates) and the need to protect them.
...But I didn't know what to do for clerics.
Anthony Huso came to my rescue. He pointed to the section entitled "DAY-TO-DAY ACQUISITION OF CLERIC SPELLS" in the 1e DMG (pg. 38). Here's an excerpt:
Of course the players moaned about having to do this, but it was the first campaign 5th-level spell (not found on a scroll), so I was able to introduce a new rule without seeming inconsistent. So the cleric decided to return to a previously visited temple and pray for hours, then I had a statue of one of the gods minion's crumble and it's disembodied head start speaking (scene stolen from original
Clash of the Titans). The spell was granted---BUT!---a promise was also extracted.
Yippee! More campaign fodder!
What's more, the player that groused about it originally,
loved it. Went around telling everyone how she "broke the temple". (Told you they have this weird desire to brag to friendly NPCs.) It ended up being a great chance for the player to really exercise their class. Another example of First-Edition Wisdom that I had always hand-waived away before.
Live and learn.
Anyway, back to the original point. I QO'ed that
Oil of Etherealness...
and I shouldn't have. The player's innovation made it redundant. And, think about it, how much
more rewarding it will be if they beat the Phase Minotaur as a result of their own excellent prep, than if it was due to them just pulling out a potion that was "gifted" to them by a benevolent DM (who only wanted to make sure they could keep "having fun" in what lay ahead).
Live and (hopefully) learn...(again!).
It
is as EOTB says: The QO-enabled DM is not building good players, he's building
dependent players. A good parent understands not to coddle one's children, because to you can ultimately hurt them with your kindness. "
Reward in a Pit of Risk"...even if it's the risk of boredom. As DM, you are omnipotent, but not
omniscient. Check your own power and let the game play out. Only then will your players will learn how to make it fun
on their own---to the delight and surprise of all. It's gonna be better than you concoct solely on your own.
/End rant