Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Tuesday, 8 May 2018

Part2 of What Exactly is the Problem Here?

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Okay that last post got more traction/attention than I thought and now I got to clean up my points somewhat.

And look at some more spells to see if there is other conclusions to be drawn.



So in the last post I was trying to dissect my own disinterest in all these spell lists , but it's become blurred in/ or resonant with enough other people , that it's coming across as  a "objective" critique of the spells.

In this post I will try and be clearer about What I want from a Spell and how/if/does various spells fit that, but also be mindful about how this spell could be successful for other player preferences.


Some Concepts Will Use
Hijink potential:
Both how easy it is to use the spell in a variety of ways and how much unexpected things could happen from the spell.


Red Key Card:
A spell that just solves a particular problem , particular a problem created just to have that spell.

Abstract:
 the spell doesn't exist or barely exists outside the game mechanics for it. Magic missile, shield, true strike.

Materialness:
Like the opposite of abstract, what the spell does that then might needs game mechanics or reference existing game mechanics. A example of a spell that creates mechanics by its material is fireball or grease. A spell that doesn't even have game mechanics for what it creates is something like fabrication. Very often a factor in the spells Hijink potential, but not always (unseen servant)

Push Back:
push back is how hard you make it for any player plan to work, either through complication, dice gating or out right failure. Spells with high hijink potential can get a lot more push-back than abstract or red-key-card ones and if the d.m pushes back harder that the player likes then spells that don't risk it are going to be more appealing , example:

Everytime you use burning hands without thinking extremely careful about it, the d.m has the now on fire goblin crash tackle you or the resulting smoke choke you or the smell of cooked goblin attract a snake bear .

Push-back can done because the d.m likes the players to think really hard, or things to be very chaotic, or in some cases is trying to discourage the player.

Might be useful to define Push-Back that promotes chaos vs Push-Back that just prevent things happening at all. However not doing it now.


 I don't know how to segue into this bit:
There's spells I condemned because they created an easy to grasp real world object rather than a weird magic one (but still one with actual physical propertys unlike magic missile) .
So Mount creates a Horse rather than a weird organ beast.

However as players are familiar with horses they could think up more things to do with a horse than an organ beast, thus more hijniks potential so shouldn't it be regarded as less boring?


Also this one:

 There's trusting the d.m to make rulings about edge cases and then there's writing up Telekinesis as "move 2000 coins of weight"
which is like writing up magic as "the wizard can use spells to change reality. The d.m will decide the limits and restrictions of this"

Because players are going to want to know how fast it can move things, can it move small things fast enough to injure , how delicately , if you can target a held item , if someone gets a saving throw if you are trying to lift them up, can you lift someone up by specific body part like eyes or genitals, can you use it to crush or squeeze a throat, can you use it disable a limb or at least interfere with it enough to make attacking difficult , do I have to see something to use telekinesis on it , etc

The only use of the spell that won't require an immediate ruling is just picking something inanimate up and moving it somewhere else when nothing else is going on and somehow I feel this is going to be a less common use to any of the above


Compare to  "imagine the telekinesis as a mystic leaf blower like force which can push or even lift but can't specifically target or manipulate things with any more skill than you could do with a leaf blower < then some game effects if you use it against someone to slow them down or shove an object at someone>

(not saying telekinesis should be that limited but just giving an example of something that gives me something to work with as d.m)



Wizard Role:
Some people like some spells because they allow wizards to do things that wizards should be able to do like Obscure object or other Single Use spells or allow Wizards to be useful without having a complicated plan.

Actually I'm going to a terrible job trying thinking about spells in ways other people like them. Sooo


MORE SUBJECTIVE TAKES ON SPELLS


Arcane LockM: Magically locks a portal or chest. I guess it's something wizards could do but like could this be broader in application so you can use it on mouths  . It's hard to care about this spell
Obscure Object: Masks object against scrying. This is so red card key door I think it's the archetype
Protection from Arrows: Subject immune to most ranged attacks.  Boring but useful and you could see high level wizards getting to not worry about snipers oh wait that's hitpoints. Moving on
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type. Boring but useful


Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Alliteration and it has some materialness  I like it
Fog Cloud: Fog obscures vision. There's a level 1 spell that does this , can it just be one spell?
Glitterdust: Blinds creatures, outlines invisible creatures.  C+
Summon Monster II: Calls extraplanar creature to fight for you. covered previously
Summon Swarm: Summons swarm of bats, rats, or spiders. This is a good way to do a low level summoning , and is creepy and there's prob always a swarmable creature nearby
Web: Fills 20-ft.-radius spread with sticky spiderwebs.  C+ oh wait you can burn it B+


Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Detection spells need a whole post on themselves I think , but Detect thoughts and Locate Object are better than See Invisibilty


Daze Monster: Living creature of 6 HD or less loses next action.  Maybe if said why , like a mind jolt or vertigo but without any thing other mechanics it's boring and feels like it's here to give enchantment another spell
Hideous Laughter: Subject loses actions for 1 round/level. Is this still contagious?  Kinda like the Sleep / Colour Spray , I'd get sick of having happen in every combat.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.  Bad. What about the touched target next time has to make a decision just does it really dumb?

Continual FlameM: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.

A bunch of Okays. Maybe not you Shatter depending on the g.m lets it get used

Blur: Attacks miss subject 20% of the time. I mean okay I guess. Wizards should have some protective spells and it does it in a way with materialness
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures. What I said about Fog Cloud but also what said about Hypnosis
Invisibility: Subject is invisible for 1 min./level or until it attacks. Sure
Magic MouthM: Speaks once when triggered. Could there just be a "trigger illusion spell?"
Minor Image: As silent image, plus some sound. SO this is why those level 1 spells couldn't do both at once : (
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). A example of protective Wizard spell that has some special effects to it that make good
Misdirection: Misleads divinations for one creature or object. What the fuck is with all the boring spell : The Return ?
Phantom TrapM: Makes item seem trapped. This actual could be great if was so it made everyone unease not just specific trap detectors

Blindness/Deafness: Makes subject blinded or deafened.  Debuffs are forbidden unless they have some flavour to them , not literally the effect they do as their name. call them "The Devil's Note" and "Unbearable Word" and the effect happens to those exposed.
Command Undead: Undead creature obeys your commands. I mean if you going to have necromancers a thing couldn't they just have this as ability? I guess it's simpler to have it as spell. Bland but forgivable
False Life: Gain 1d10 temporary hp +1/level (max +10). Bland but unforgivable
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened. 
Add that if you touch food or drink it affects the consumer. I know the stink just makes it to tie in with the ghoulness but dunno it gives it something
Scare: Panics creatures of less than 6 HD. What I said about blindness , also there was a level 1 spell that did this. I hate this. Just pick how strong the effect is and give it a single spell.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks. I feel like this was crude fix for all the necromancer touch spells but a glowing hand flying around combat Sucking the life from people is fine , so sure


Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Fox's Cunning: Subject gains +4 Int for 1 min./level.

Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.  
Darkvision: See 60 ft. in total darkness. F-

Whispering Wind: Sends a short message 1 mile/level. Bland but forgivable


Alter Self: Assume form of a similar creature.  What I said about Scare



Knock: Opens locked or magically sealed door. The classic red key card door spell and the beginning of the wizard starting to do everyone's jobs. I guess it's the "resource management" aspect to d&d challenge so if that works for you, fine. This spell is a pariah to me
Levitate: Subject moves up and down at your direction. Bland but unforgivable

Pyrotechnics: Turns fire into blinding light or choking smoke. Feels like it should be level 1 and/or replace the spells that do stuff like this without needing a fire

Rope Trick: As many as eight creatures hide in extradimensional space.  fine
Spider Climb: Grants ability to walk on walls and ceilings.  fine

3RD-LEVEL SORCERER/WIZARD SPELLS



Dispel Magic: Cancels magical spells and effects.  I guess wizards should be able to do this : /
Explosive Runes: Deals 6d6 damage when read.  fine
Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
everything I said about the first level one


NondetectionM: Hides subject from divination, scrying.  holy shit how many spells did this??
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.  make it one spell please

Phantom Steed: Magic horse appears for 1 hour/level.  it's a level 2 mount spell
Sepia Snake Sigil: Creates text symbol that immobilizes reader.   I mean it's okay but 2 spells to trap reading necessary?
Sleet Storm: Hampers vision and movement bland but forgivable


 Stinking Cloud: Nauseating vapors, 1 round/level. fine
Summon Monster III: Calls extraplanar creature to fight for you. covered already
Div
Arcane Sight: Magical auras become visible to you. this is divination kinda alright.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. bland but forgivable
Telepathic Bond, Lesser: As telepathic bond, but you and one other creature.  I mean it sounds wizardy but would anyone miss it if it wasn't here?
Tongues: Speak any language. as what I said for comprehend languages

Ench
Deep Slumber: Puts 10 HD of creatures to sleep. this is my face for when a higher level spell is identical to a lower level spell - _ -
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Number increaser
Hold Person: Paralyzes one humanoid for 1 round/level. Like there's snake sigil and that ghoul touch one that I guess are limited versions of this but can we just have those?
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.  Still no
Suggestion: Compels subject to follow stated course of action.  Fine

Evoc  I was deleting the schools But I guess I should leave them because I refer to them
Daylight: 60-ft. radius of bright light. a 3rd level light spell -_-

Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Sometimes people say these are boring but there's a lot of plans that go around trying to get dudes all in the one place so these spells ruin them the most and a lot accidents that happen because not enough of plan happened before they got used. So don't estimate the "hi jink potential" of spells with high "materialism" I feel weird about making terms now like Ron Edwards




Tiny Hut: Creates shelter for ten creatures. A spell carefully written to only get used for this one thing and makes it so any characters that are good at wilderness survival are redundant boo
Wind Wall: Deflects arrows, smaller creatures, and gases. bland but forgivable

Illus
Displacement: Attacks miss subject 50%.
Illusory ScriptM: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
The only one of these that isn't an existing effect could be 1st level and is pretty limited in scope . Could there just be a Wizard writing that allowed you to do the Snake Sigil, The Explosive Runes and Say Different Things To Different people?


Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
F-

Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
boring but forgivable


Water Breathing: Subjects can breathe underwater.
Flame Arrow: Arrows deal +1d6 fire damage.
Blink: You randomly vanish and reappear for 1 round/level.
 Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
bland but forgivable 

Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls.

Buff debuffs should always be like these 2


Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
No
Secret Page: Changes one page to hide its real content. See Illusionary Script
Shrink Item: Object shrinks to one-sixteenth size.  Sure it could be used in someweird ways but does it have to be a spell?

Okay that's all the 2nd and 3rd done , this getting boring , stopping here.

How to fix :
Obviously if you don't have a problem with these spells then they don't need fixing.

A lot of people mentioned reskinning, or just adding enough materialness to make it interesting.

So Fly gives you wings or something. There's argument for the spells being presented in simple bland ways so you can then modify them for each wizard.

However if the cosmetics (like Fly's wings) don't have any materialness (like being able to tickle the inside of a throat with the wings) then it could be just additional description that gets skipped over. "The enemy wizard makes a glowing carpet appear and/ Yeah he's casting a fly spell I shoot him"

But if the carpet means you can body the wizard off his carpet and flying around on it , then that's good.

However then if each wizards spell flavour actually has materialness it makes their pressure to try a game that.

So either roll with that or just give spells that bore you materialness until they don't.

The same version of a spell but it's a different level. Just have it be the one spell and you can cast it as a second level spell if you want the more powerful effect.
If you just want a bigger spell list for conjurers etc , how about don't and give them some ability other wizards don't have , then stuff like Summoning , Protection Circles, Raising Undead could get its own mechanics rather than cutting it all up and putting it as spells.

I guess that's kinda a simpler solution but I dislike it for some reason.

An alternative to Materialness of effect is making the spell have a circumstance to its use that make hijinks happen around it.
  Like Comprehend language requires a shared meal or the tongue of the creature (attached or not) in your mouth. 

However if the circumstances seem too difficult or involve too much push-back for the players tastes they might hate you.

A way to make this more palatable to players is having the circumstances be exploitable in some way or the spell more powerful than it was.


So Obscuring Mist, Stinking Cloud and Blinding Light (Wait was it called that) all require fire you use because you also folded them into Pyrotechnics make it so the bigger the fire the more powerful effect.

Or Spectral Hand actually involves having real severed hand to animate make it be able to effect more people if get your hands on a bigger hand. Or you can use it on a living hand and fight the owner for control



Friday, 4 May 2018

What Exactly Is The Problem Here Re: 1st level Spell List

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF A spell list doens't really need to be interesting.
As long as interesting emergent situations happen from players having them
And yet , and yet, I am still IRKED by trying to choose a spell list to include in my game.

They are boring. All of the ones I looked at (it was SEVERAL) 

I will now go through the SRD wizard 1st level spell list and discuss why I hate them or dislike them or like them and see if I can draw some conclusion or its just contrariness and over-familiarity (factors that cannot be entirely discounted)

Just because it says "1st level" doesn't mean this will be a series. 




1st-Level Sorcerer/Wizard Spells

Alarm: Wards an area for 2 hours/level. narrow utilitarian, no real appearance other than a generic magic-ness. Like if was a floating eye ball or something.  

 
Endure Elements: Exist comfortably in hot or cold environments.  If you could do with normal equipment why make it a spell? 

 
Hold Portal: Holds door shut. Spells that are going to be same every time because what they do is so narrow bore me A fireball has the potential to play out different depending on how much care you had when you cast. This holds a door shut

 
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. "this spell increases numbers and has some janky effects that everyone forgets because how does it work exactly and does a first level spell really stop a demon , ugh no"

 
Shield: Invisible disc gives +4 to AC, blocks magic missiles. adding a weird specific interaction to a number increaser doesn't hell

 
Grease: Makes 10-ft. square or one object slippery. This is good spell. It's nearly impossible to think about this spell without going "and what about if there was a pit or spikes or we stood on the high ground so they couldn't get us etc" I mean sure I did just say a spell was bad because it basically did the same thing as mundane item and this literally has the name of the item but this is instant and you can be far away so it gets a pass

 
Mage Armor: Gives subject +4 armor bonus. a number increaser existing slowly so you can ask "what is the difference between mage armour and shield" at a d&d trivia night

 
Mount: Summons riding horse for 2 hours/level. Despite them trying to be boring by making it a horse the fact you can use it as literal meat shield or get it to walk off cliffs on top of people is kinda fun. "animal refuse to attack it" is interesting because you can put it between you and bear and the bear will never attack it fuck you bear. The Wizard should vomit up an fragment of an internal organ which then grows into a meat beast though. Spells that always go for a really boring thing instead of thinking of an interesting thing are bad (see shield's invisible disc ) though sure an argument for ease of communication to player and adaptability could be made.  

 
Obscuring Mist: Fog surrounds you. It's not great but at least it facilitates hi-jinks better than +4 to armour class

 
Summon Monster I: Calls extraplanar creature to fight for you. The effect is fine but considering the absurd richness of cultural detail that goes around summoning and commanding spirits and otherworldly forces this spell is an insult. Because even if you put that stuff in there , this spell still exists and makes all that goat blood look redundant. 

 
Unseen Servant: Invisible force obeys your commands.  The capability for hi-jinks out-weighs any lack of flavour or weirdness  

 
Comprehend Languages: You understand all spoken and written languages. "A instant specific solution for a specific problem!" ugh why not "you can speak or read a written language but only if you get a speaker/reader to share the same food as you or something that makes the "solution" have some emergence 

 
Detect Secret Doors: Reveals hidden doors within 60 ft. Fuck every detection spell

 
Detect Undead: Reveals undead within 60 ft. You heard me

 
Identify M: Determines properties of magic item. If you have too many magical items so you balance it by making the players fuck around , don't , just give them less or make them single use. A staff which just sits in a backpack not getting used because you don't know the command word is dumb. Anyway if you have to have things identified it should be hags and talking eyeless albino savant apes and not just "yeah use the specific solution to the specific problem"

 
True Strike: +20 on your next attack roll. this is some MMO shit fuck off

 
Charm Person: Makes one person your friend. Ugh I guess kinda hijinky but I hate the save or nothing happens and it feels played out but that's me being petty

 
Hypnotism: Fascinates 2d4 HD of creatures. This is even more boring than real hypnotism

 
Sleep: Puts 4 HD of creatures into magical slumber. I feel like this shouldn't be a spell because it's cool when Sinbad throws some powder or lets the magic bird out but when every combat has 4hd of enemy go to sleep it's kinda naff? Like imagine if it was staple for every fight scene in a visual medium , 4 hd of people just lie down?

 
Burning Hands: 1d4/level fire damage (max 5d4). Not going to lie, setting things on fire always gets a pass. 

 
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Redundant because of unseen servant 

 
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Let's make hurting people boring. Bad. No

 
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).  If it had something like it could "set" on an object and then touching that object makes it go off, or didn't require magic words and finger waves i.e something hijinky, but right now it's damage spell that no-one wants to use and doesn't even result in much special effects


Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. It was kind fun when Crazy Quilt did but like sleep it's kinda wack when it keeps happening.


Disguise Self: Changes your appearance. Just make this part of the illusion spell

 
Magic Aura: Alters object’s magic aura. This is literally the worst spell except maybe the implied challenge in killing someone with it. "a partial solution to really specific and minor problem"

 
Silent Image: Creates minor illusion of your design. Fine it's a illusion spell. 

 
Ventriloquism: Throws voice for 1 min./level.  Okay. I guess. Couldn't it be part of the illusion spell? Like you can make a sound without an image or an image without a sound?

Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. Save or minor debuff. Ugh. What about makes a object weirdly scary even though the viewer can't explain why? So you could throw it at someone , offer it as example of haunted object, leave it as ward etc. Too specific and unspectacular 

 
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage. See shocking grasp

 
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage. It's pretty MMO but "enfeebling" is a fun verb. It's not the very worst but that's only because the competition is FRAIL. But still I can't really dump on this spell just because it's just sounds like something Skeletor would declare his intention to use. "How Do you LIke that Muscle Boy? Not so strong now that I've used my Enfeeblement Ray MeeheheHEHEHHE"

Animate Rope: Makes a rope move at your command. If it's clear what this can do and what unseen servant can do it can get a pass

 
Enlarge Person: Humanoid creature doubles in size. Okay there's all these weird caveats on this spell to make sure it only exists as 1st level buff spell (can't crush people, only increases certain abilities but not everything being bigger would) but can it just be higher level and it does all the shit making someone big would do?

 
Erase: Mundane or magical writing vanishes. See Magic Aura

 
Expeditious Retreat: Your speed increases by 30 ft. See True Strike but a point for "expeditious"

 
Feather Fall: Objects or creatures fall slowly. Barely acceptable

 
Jump: Subject gets bonus on Jump checks. Fuck you

 
Magic Weapon: Weapon gains +1 bonus. Fuuuuuck you

 
Reduce Person: Humanoid creature halves in size. See Enlarge




Patterns so far:
GOOD :

Involves Fire

The ability of a spell to be combined with other actions and lateral thinking is a major factor in me in regarding it as not-boring . The "hijink" factor.

Sounds like Something Skeletor Would Say







BAD:

Does World Building I didn't ask it to and the World being Build  seems to work a lot  like a video game(Protection From Evil/Good, Monster Summoning)

Does something another spell does close enough that it's hard to remember what the difference is (shield and magic armour)

Does something another spell does and it's memorable different but just doesn't really bring anything fun to the table (magic disc vs unseen servant is bad, while unseen servant vs animate rope is passable because the rope is more distinctive objects with its own rich history of dumb gags)

I could just make this all one spell right? Wait are these only different spells because you've got these spell categories like "illusions" and "necromancy" and you've failed to do anything that interesting with them for like 4+ versions of d&d now yet you still have them and have to pad out "illusions" somehow? (disguise self, minor image etc)

Spells that just increase a number are the worst.

Spells that are a "red key card" for "red key card door" are also nearly as bad.
Like , a spell that just makes a specific problem vanish. Compare a "battering ram" or "disguising yourself as an inspectator" as solutions to the "red key card door".
The results are not certain but will result in something (as opposed to it works or nothing happens) happening and both "solutions" can be used again in a varied of situations. 


Spells that have a "special effect" (like if it was t.v series it would involve a special effects budget) but the special effect is a failure of the imagination like Mount or Floating Disc. Again sure ease of reskinning and explainability but the standard it fails is my standard not a universal usefulness standard .

It's d&d classic that I'm arbitrarily sick of  , maybe because it never really was that clear about how it worked (charm person)

Tuesday, 27 December 2016

you are on fire but like gravity fire

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" The Greeks name the hoopoe (upupa) thus because it would settle on human waste, and feed on foul dung. It is a most loathsome bird, helmed with a protruding crest, always dwelling in tombs and human waste. Anyone who anoints himself with the blood of this bird and then goes to sleep will see demons suffocating him."



"Many people know from experience that bees are born from the car- casses of oxen, for the flesh of slaughtered calves is beaten to create these bees, so that worms are created [from] the putrid gore, and the worms then become bees. Specifically, the ones called ‘bees’ originate from oxen, just as hornets come from horses, drones from mules, and wasps from asses"



"They are called birds (avis) because they do not have set paths (via), but travel by means of pathless (avia) ways."

"Pythagoras says that a snake is created from the spinal cord of a dead person. Ovid mentions this in
his Metamorphoses when he says (15.389): There are those who believe the human spinal cord is
changed to a snake when the spine, in the sealed sepulcher, has rotted. This, if it is believed, occurs with some justice, in that as a human’s death comes about from a snake, so a snake comes about from a human’s death. It is also said that a snake will not dare to strike a naked human."




These are from St Isidore's Etymologies and they are great.

I bring them up because it's easy to resort to real world physics and chemistry to determine how something should go down. 
But this is a fantasy world , and maybe lamarck theory is actually right here. (Arnold is playing with this here too


The trick however would be making an underlying system that either is too buried in the background for the players to notice OR is something that might break things if the players get their hands on it.

Like "spontaneous creation" and having snakes formed from the trailing part of a women's dress left in a rain barrel; and this being weaponized by the players to make a shit tonne of snakes.

This might not be a problem and it would give a certain fairy tale aspect to play, however if it starts raising questions on why no-one has done it before, then it could be a problem

For example if you establish you can eat snakes, and snakes form in the above manner, then why are these people starving when they can make snakes from cloth and old clothing?


Which can lead to either adding on additional caveats (the amount of snakes made from water is limited by the amount of stillborn children that year) or further consequences (if you eat a diet of snakes you become a Yuan-Ti ) .


So depending on how good you are at making up additionally layers of weirdness and bullshit might become a boon or burden. 


Something that you see in a lot of books like St Isidore's Etymology is that underlying principles are established and referred back to, sometimes , incorrectly,to explain an observed phenomena (the descriptions of some snake bites are actually fairly accurate , e.g The haemorrhois asp is so named because whoever has been bitten by it exudes blood, with the effect that as the veins dissolve it draws out through the blood whatever life there is –  Which is hemotoxin being a classic hemotoxin . Classic.
 ) or a supposing on one , e.g "Venom (venenum) is so named because it rushes through the veins (vena), for its destructive effect, once infused, travels through the veins when bodily activity increases, and it drives out the soul.  Hence venom is unable to cause harm unless it reaches a person’s blood


 So start with some underlying principles that effect something the players will interact with, but not something so innate to existence that everything is overturned (unless you can be bothered) .






Here's my example:

Elemental energies can be found in all things . Energies can either August (postive) or Gross (negative). 
The most obvious energy is fire. August fire is fire , Gross fire is cold. 

Confusingly , because fire was discovered first , the concept of burning is also used to describe when any elemental energy spreads and cause the release of more of the energy in nearby objects.

Something can affected by a elemental energy without "burning" . However the harder something is to burn by an energy often the more dangerous and contagious it is when it begins to.

FUN FACTS:

- Fire when burning can be stopped by overwhelming it with any other elemental energy . This is why Fire can be blown out or drowned. 

-Gross Fire causes Water to take on its Gross aspect (crystallization) i.e Ice. When you warm yourself up by jumping up and down you are actually reply the Gross fire with August earth (impacts)

-August Earth Burning is basically a localised gravity well and can be incredibly difficult to escape, and it doesn't seem to be able to be "put out" like other elemental burnings.

-Acid is just Water with higher amounts of August energy  ,  it's just turning things into water! Alkaline is not a thing here, and Acid injuries will look more like putrefaction than a chemical burn.

-Things are Heavy and Solid because they have August Earth Energy. Pumice rocks are full of Gross Earth Energy. Any impact is a release of August Earth Energy. Stomping out a fire is overwhelming the fire with August Earth Energy. If you hit someone really hard with a hammer it could cause a localised black hole!

-There is no separate Elemental plane they are all just folded into this one . Elementals have no consistency of form from individual to individual and can be anything from bestial wrecks to sly man-whore connivers. What constitutes an elemental seems to be the ability to call yourself an elemental and not be destroyed by other elementals.
Their actual physical form might technically be incorporating other elements including "usurper" elements like flesh or wood , and it's a really bad idea to point this out.  The fights between different Elements are nothing compared to the internal fights in that Element itself.

The wizard first level spell "Catalytic Spear" is where players are most likely going to start finding the weirdness.

This spell ignites and releases the dominant element energy in a held object*, which is ranged attack (hit roll modified by perception , damage roll modified by knowings) doing a d8 damage.

A wooden stick will shoot a fire blast  (August fire).  August fire is the most contagious of the elements, so they will start to burn taking an another d4 damage until they put themselves out.
If the die rolls a 4 it goes up a die size, if it rolls a 1 it goes out by itself.

Something that has been super burned like a charcoal stick or a glass vessel will release Gross fire energy , i.e a cold blast, which causes numbing , a disadvantage on Initiative, Str and dex checks.

Rocks and Metals, heavy or refined earths : Positive earth energy, which is imploding, gravity and mass. After striking someone with a gravity blast , the target will take increased damage from falls and blunt attacks will have damage Advantage

Crumbling earths, sands, pumice, clays: Gross earth which is erosion , disintegration and reduces their defense by one

Basic Water and Liquids : August water which is dissolution and liquefaction , what we would think as acid but more "turning into liquid". Does a d8 on the next round  . Rolling a 1 on the damage means it does a d8 on the next round too.

Salt Crystals and any other Crystals formed from dissolved solids :Gross Water which is crystallization , which looks like big faceted shards forming out of your bloods and liquids. This means it the target has to choose between taking disadvantage on str and dex checks or take damage again.

Air but needs to be under your agency so from a bottle or your entire breath. Fulgurites.
August Air : Lightning : Spasmodic jolt, Str check or lose action

Air from corpses, or from long term enclosed spaces: Gross Air :withering , stagnation, dry gangrene. Damage from this attack negates the first attempt to heal it , and gives fortitude disadvantage.



Gems get weird, some of them are going to be  fire, others water, air or earth.

And then there's the elemental heresys , the suggestion that core 4 are not the only ones. As it's not actually fixed and the Elements themselves jealous defend their cosmological relevances.  Flesh , Fungus, ,Thought and Wood are Usurper Elements  . Studying them risks being marked by the elements and more likely to catch fire , drown , break limbs from a fall, or hit by lightning.

The Mongrel Elements risk less from studying them , only provoking ire from the involved elements (Lava provoking Earth and Fire for example).

Elemental Blasphemies are suggestions that there are other energetic properties to the elements, homeopathic memory for water , monster-wombing for earth, inspiration for fire, and hysterias for air.

The Anathemas reject the elements entirely :the Duality: Teratic and  Entropic

The ultra-spectrum of Azure, Stark, Verdigris, Slurring, Deep

Finding texts or scholars covering this is difficult as destroying these is a easy to empower any  (regular) elemental magic.



*it's important to magic if you are holding i.e physically supporting or wearing something , it's "under your agency" and affecting that means you are going against the soul of the target. That's why it's not routine to teleport an object into someone's head and soulless automata are extremely vulnerable.





Some pictures of Elementals!
(sources to follow)

Earth (August)



 Stephen Fabian 's cover for The Metal Monster
 Stephen Fabian 's cover for The Metal Monster

Earth (Gross):

Smiljan Radic and Marcela Correa, Extension to the charcoal-burner's hut, 1998, Santa Rosa, Chile. Photo by Smiljan Radic.

Water (August)

Ringwraith from Ralph Bakshi's Lord of the Rings


Water (Gross)



Radiolaria, single specimen from arranged slide by Wim van Egmond, photograph by David Walker

Fire (August)

From here


Fire (Gross)


photo of "The Garment Distinct" by Bart Hess


Air (August)



 "The Negative Pole of an Electric Spark"  from Camille Flammarion's Thunder and lightning 



Air (Gross)



From Smithsonian’s National Collection of Fishes "X-ray vision Fish inside out exhibition see here

Friday, 29 April 2016

Life

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From the Bat Labels tumblr, it's a death bee. Queen of the death bees in fact.


The book Evolving the Alien defines life as anything capable of Self Replication , Mutation , and Hereditary  (paraphrasing a little here).

So while fire can reproduce , the "child" fire will only have properties from its immediate environment , so it's not alive, as per the defination.

Computer viruses* reproduce , have hereditary but don't mutate by themselves, unless you count human beings reworking them or modifying them as a form of reproduction and mutation.. in which case I guess they count as alive for this definition.
Conventional virii rely on repurposing another living entity for reproduction so if you want to accept their edge-caseness , using a human brain as form sex organ is just a step further.


*I'm possibly well out of date here with how this work so inform me if I am

The book offers a hypothetical extreme example of magnetic vortices on the surface of the sun as an possibility of a  life form.

(I can't remember it well enough to explain how that works sorry)

and today's post (actually been sitting around in draft form for weeks) is about making other extreme lifeforms in elfgames

DUNGEON:

(there's like 3-4 blog posts and threads that have all blurred together in my head and I can't credit the originator exactly, but yes , this idea has previous precedence)

Dungeonea is a negative lifeform. Its structure is absence , its metabolism chronovorical , its gametes erasural.
Its seed will potentially germinate on anything hidden or lost , especially in enclosed negative space ; a basement , cave , or pit.
 From there its metabolism rides on the process of time , "speeding things up" , the walls erode out  , the geological tick-tock hastens, and notable , more history becomes to have happened.

(it's important to note in a world with magic , the act and fact of the observation of reality is a much of a viable substrate as the solid lumpy bits are)

So an ordinary basement , can , depending on the exact* species of Dungeonea in it , can with a generation grow an abandoned thieves hideout, a murder cult church , and a cave bear lair.

Dungeonea hijack speculation, local mythology,  and folk history in their metabolic process, in the same way a tree will pull CO2 out of the air and H20 out of the ground to craft its bulk.

Part of their phenotypical capabilities are to redirect the lost or desperate towards themselves. I.e beings  that might think it a  reasonable thing to hide out in a horrible damp cave.
Things that have no agency of their own (ie objects) can be relocated to itself if no-one is actually sure of where exactly they are, in a form of behind the scenes metaphysical ledgermayne.

Anyone stashing or hiding anything near a Dungeon risks memory loss or confusion about where they placed the thing concerned. After a while the thing will then be found in the Dungeon itself.

The Dungeon benefits from this by the creation of further rumour, mythology and history making, micro and macro nutrients to it.

Anything taken from a Dungeon can convincingly seed another: wealth , legendary weapons or trophies etc from a Dungeon that get  lost or secreted away in a suitable environment have a high chance of germinating another.

To aid this , like the over-consummation of fruit hastening the voiding of a swallowed seed, such things tend to encourage asociality, risk taking, exploration, greed and paranoia. (the source of talk of "cursed treasure" or dragon's tainted gold)

Different genus of Dungeonea differ from each other in the speed which they grow , the seamlessness (or lack thereof)  into their surroundings, and the degree of physiologically effects on the population (retro-active mythologising, hoarding, culting forming, abandonment of children ) or the degree of "taint" on objects taken from there.


*I was going to try and map out the Domain , Kingdom , Phylum etc of Dungeonea with the Domain being Negative Space Lifeforms, the Kingdom being Architectural, and the Phylum being one that manipulates history; however it threatened to become a paralytically explosive form of speculation so Arnold can do it.

SPELLS

Spells most notable "phenotype" is of course a rearrangement of reality in the form of More Fire or Less Alive People  etc.  Most of the time they live inside the inflicted wizards brain , jealously guarding their patch of mental territory

Mental territory is either the prime juicy realm of  a "memorized" spell, which can be cast, or the scratchy barren realms of a  "known" spell, of which a wizard has familiarized themselves with but can't currently cast.

(it should be noted , that yes, doing more than most cursory skim read any spell risks it then permanently having a presence in wizards brain despite no formal memorization happening.)


Most spells currently in use by wizards are a satisfactory balance between usefulness (the spells effect) and in-mind aggressiveness.
 In much the same way most gardens and farms are comprised of crops known to be not poisonous, not evasive , and relatively hardy and pest resistant.

The common spells also demands a  proportionate amount of mental space for its effects. A level 3 spell uses up a level 3 slot. etc

However there is nothing innate to a spells possible nature that means it has be well behaved, reasonable or viable.

Rogue , weed, parasite, trap ,pest etc  spells are known . Ones that happily bully every other spell out of a wizard's head, or intercept an intention and make themselves cast instead.
 Some appear to be a routine Unseen Servant or Floating Disc but are complete brutes in regards to other spells and will carve out the space that otherwise would be commandeered by a 2nd ,3rd or even 5th level spell  .

Some are known to even make more room available for themselves if the wizard otherwise doesn't have the casting level, repurposing mental resources used for  memory, body functions, or aspects of the wizards identity for itself.

Other mutants and rogue spells work the other way. They attempt to out compete other spells in selection by the wizard using less mental resources (spell "slots) for more effect (higher level). However , there is no such thing as a free lunch. These varieties tend to do permanent damage to the wizard or the nature of reality around the wizard.

Anytime a wizard learns a spell (by which meaning: familiarizes themselves with a spell in a transcribed form well enough to know its game effects) there is a minute risk a reproduction error will creep in , in the same way our own reproduction is subject to. Most wizard training is about minimizing and deleting these "errors" so spells stay pretty much the same.

However self taught wizards, disreputable or deliberately iconoclastic schools run a much higher risk of translation errors.

In conclusion spells can be said to be asexual reproducers . A "sexual"* reproduction also exists, the striking of inspiration that harbingers a wizard creating a new spell.

 This rare event results in spells that tend to be better behaved than rogues or mutants, but still, extreme  caution should  is  used .
\This why the lexicon of spells is a relatively static affair .





*though a far more of a chaotic free for all of trait assignment that a diploid chromosomal affair  . Which , how many, and how much any spell is involved in the pregeneratory of a new spell is impossible to say.




.....


I wound up writing that in a particular voice and that was kinda weird. I had some more ideas which I might expand on later
(

Rock statues , gargoyles : crap that looks appropriate around the place but suffers from too much attention. Sometimes becomes murderous

 Cloud vortexs : reasons why the weather makes no goddamn sense around here/ being parasited by a cloud

Storms , wave mazes: ditto for spooky islands

Gravity Coral : Floating solid stuff that makes horrible space holes and space treasure

)


But for now some game effects for rogue spells:

(NOTE: I think I made this game effect too invested in making statistically accurate results for the game world, so if you just like effects the generate more game relevance  just change it to stat check or roll on mutation table)
(EDIT: I think Arnold's table fits the text better , and is also his usual standard of great ,so have a look at that too

When a wizard looks at spell well enough that the g.m can go "it's a fireball but it does 4d6 damage and uses bees" it will live their head. Prob in a pathetic form that will never get the chance to do anything, unless the wizard is not in their right mind, trained by maniacs, or the spell is a dangerous rogue variant.

It also risks  the spell mutanting slightly. In a well trained and healthy wizard mind in regards to a tried and tested spell the chance is about 1 in 10,000.
this risk only happens the first time the spell is known and then again when it is memorized.

However the following increases the chance by a decimal each:
-wizard is high, suffering from prolonged stress or deprivation,  drunk, concussed, mentally ill or otherwise "not right" (more than one can apply)
-memorizing rather than just perusing
-spell is an 'unstable' variant*
-wizard is self taught
-school of magic practised is  gauche , thuggish or 'avantgarde'

so a drunk gauche-schooled wizard memorizing a conventional fireball has a 1 in 100 chance of having a spell mutant when memorizing it for the first time. If they were sleep deprived as well a 1 in 10.  And then furthermore if the spell was Unstable , a 100% chance (or if you prefer , a 9 in 10 chance )

*as indicated by something like "this scroll has an unstable version of a fireball spell" etc. Also there are some Very Unstable spells which roll for mutation every time they are memorized.


THIS SPELL HAS MUTANTED! Or permanently damaged the casters brain
But it is a small matter!
1. Some aspect of the wizards personality is always apparent , like the spell is gaudy and overly showy or involves a disportionate amount of skulls. Anyone passingly familiar with them will be able to recognise such a spell as being cast by them.
2. The spell has cross infected another !Roll a mutation for another spell the wizard has memorized.
3. Double the duration, effect or range of the spell, whatever seems the less relevant and half whatever of them is the most relevant. Randomly determine if unobvious.
4. If caster has any spell disrupted this spell is immediately cast instead.
5. Spell is insecure! Caster now can't speak the name or describe any other spell  they know or have ever heard of. Charades or opaque descriptions is okay. The spell will prob catch on to nicknames for other spells though.
6. The spell is eager to please but prone to passive aggression. If the spell is cast first in a day , you may reroll and keep the best of any one roll to do with the spell. If it is not the first spell you cast in this day , one roll to do with it is rerolled and the worst result used
7. You may instantly rememorize this spell if you knock a wizard unconscious , destroy a scroll or spellbook.
8.  This spell manages to look a lot like it's doing the opposite to what it is actually doing.
9. It will leave (additional) lingering traces of its use, such as eldritch markings, fruity smells, cold patches, unnatural plant growth etc. The host wizards personality tends to shape such a thing.
10 roll on next table

 I guess of concern but not unduly
1.  Spell casts itself twice, second time random target
2.  This spell is always "chosen" to be memorized when selecting spells
3.  Wizard loses all memory of childhood.
4.  If player stalls for too long when declaring action, their character casts this spell if able
5.  A random animal nearby begins to detest the host wizard
6. Minor nose bleed and major auditory hallucinations whenever spell is cast
7. Random stat is reduced by 3 points whenever spell is not currently memorized.
8. Spell teaches you one secret of anyone the host wizard successfully casts it on
9.  After casting the spell a unidentifiable mass of semi-animate flesh must be dug out of skin later or infection will result
10 roll on next table

..well yes Could be worse I suppose
1.

2.  Every time this spell is cast the nearest unborn animal mutants significantly

3. Host wizard will always make this spell available to someone else on request , stopping anything they currently are doing to facilitate a transcription.

4. Spells effect for the next casting will change nightly to the most impressive spell effect host wizard has been witness to each day. However it remains still at its level of potency, so it might be level 1 version of fly or such like.

5. Spell will bud off into 1d4 half strength versions of itself whenever cast.  (1 means as "normal") . Random targets will be assigned unless host wizard can quickly assign them.

6. Spell upon cast will make way more noise and light than is ever conceivably  necessary and additionally alert anything sensitive to magic of the casters existence with  3 kilometers

7. Each time the spell is cast a random sense is halved in effectiveness and another one doubled.

8 Each time this spell is cast the nearest ghost or spirit has their memory altered so the host wizard significantly figures in it

9 Inflicts hitpoint damage to the wizard equal to itself level when cast. Damage happens at very end of round , if someone else takes this amount of damage due to the actions host wizard (due to this spell , an ongoing effect of a previous action e.g setting someone on fire or other circumstances) , host wizard does not take this damage , or atleast has the damage reduced by the amount inflicted.
10 roll on next table

oh buggery
1. The only language or speech the host wizard is capable of is saying is the spell's name

2. Double its effects but reduce host wizards level for anything other than spell casting and exp needed for next level by 2

3. Each time this spell is cast , a random dimensional interloper shows up the next day

4. 5% of the wizard's body disappears  when the spell is cast, as if they were a swiss cheese. Use this cumulative  percent as the chance that this kills them outright

5.  Casting any other spell does damage = its level

6 . Spell can be memorized as a level 1 spell but all other level one spells become Very Unstable when this is done.

7. Spell effect repeats 1d6 rounds later. If a 6 is rolled , reroll but repeats in minutes. If another 6 , hours.

8. Spell can change various aspects of itself to suit a  situation such as elemental type or the shape of its effect as negotiated by the caster to it.  It will now take a share of exp like a henchman however.

9 . Caster gains a random mutation each time spell is cast. If they start spamming this spell until they get something super good , make the spell develop  another mutation

10 Just fuck them up


Note anecdotal evidence suggests negative effects can be remedied or at least somewhat mitigated by the consummation of wizard brains and/or organ transplants

Monday, 21 October 2013

Psionics Handbook

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I still like psionics. I like the range of powers. I like blowing things up with your mind and turning your hands into axes. It manages to have a different feel to magic somehow, like all the powers are "abilities" rather than "events.
Like a spell which turns your hands into axes somehow does not seem right to me, while as psionic/mutant ability it works.
It might relate to why I feel kinda cheated when monsters have spells as powers rather than their own abilities.
Can't think of what the distinction, exactly, is. Maybe a spell , to me, once began , is some what out of the hands of the caster.

The idea of casting half a fireball spell or using a fireball spell to make a wall of fire or a ball of light , is somehow not spell casting. (minor cantrips however seem fine to my mind).

Magic is too complicated to make elaborate adjustments on the fly. Like trying to improvise music. You can have prerecorded samples of any complexity but creating new music out of scratch would be limited to the use of a single instrument and a basic refrain.

While supernatural abilities are an extension of your abilities by very definition, if you can create fire  you are not limited to creating a set amount each time, no more than you are limited to walking a set distance each time you use your legs.

Anyway this all extremely fuzzy. As I am writing this I can thing of numerous exceptions and it's just going to degenerate into a bunch of hand waving and ellipsis really.

Short answer "acid secretion" = good psionic ability
 "breath of the black dragon" = terrible psionic ability (3rd edition psionics handbook ugh)

Though the reverse of this should mean I dislike spells that when used give the caster a new open ended ability.
Which , while yes some spells I dislike do this, (fabrication, I think from the rules cyclopedia) , there is more I can think of that I think are cool spells (shape change, unseen servant, pyrotechnics (pass on the name though) . Telekinesis however is a weird one. I don't like the name as spell (I would call it "Witchy Lifting"), but I do like scenes where wizards just smash people with invisible forces.
I seriously do not like "you can lift 2000 coins worth of weight" as the mechanic. That is some bullshit. That is like having a spell saying "you can fight so much better".
I'm cool with stuff being ruled on the fly and having effects being "broad strokes" , (say hide in shadows doesn't need a couple of paragraphs talking about what is plausible to hide in) , the possible implications of telekinesis seem immediately require some crunch guide lines.

Like how fast you can move something, how easy it is to hit something with telekinesis , can you just crush someone with the forces , what about just choking them, can you reach inside there body, does any of that require a to hit roll, what about slowing someone down or tripping someone up, can you snatch missiles out the air, what about gas particles / dust particles/ fluids, or running interference on someone's melee attacks?

Now I'm not saying this needs to be all carefully accounted for, but some rough guidelines definitely .

(say you can apply negative modifiers to peoples actions summing to -4, can't effect anything smaller than you can see, you need to be able to see what you are lifting , can't effect the insides of people, limit on max speed, if something is moving around precise targeting is out)

My preference would be to have the extreme possible applications of telekinesis be covered as different spells. Which is like how psionics handles it. So the ability to to throw a small thing incredible fast is "kinetic bullet", using people as puppets is "body control", and force chokes and slamming people around is weirdly not in there.

...
Now I'm arguing for a spell to like a psionic ability. Shit this was all meant to be a preamble for the thing I actually wanted to post and it going nowhere and everywhere fast. I'll try and draw it to vague conclusion and move on.

So I guess for telekinesis as a spell, I would prefer, (according to vague poorly articulated , possibly non existent , criteria ), a "clumsy invisible giant" spell that can batter people and lift objects.

Actually "Clumsy invisible giant with poor eyesight" is a pretty excellent way to explain the limitations and possibiltys of the spell.

Okay fuck it I give up. I hate open effect spells with latin names maybe.

Anyway psionics in dungeons and dragons is also terrible when they try and make it general setting with broad mythological resonance. Because there is very little mythological imagery to tap into , and it just turns up some floating crystals and head-bands.

Basically there is room for setting specific supernatural abilities that are simpler  than spells and are more like superhero powers.

MAybe that is the criteria in my head. Spells have their own reality to them (fireballs have this range and this area, light makes this thing glow for this long) while superpowers refer to the broader reality of the setting (you can make fire happen. It acts like fire.)


...

moving along.

The attack and defense modes are dumb. Their names are dumb, they use up too much time and mechanics and there is a table of modifiers and nobody likes a table of modifiers.
Because  tables of modifiers are dumb.


I have made it all better:

Hertha von Walther in Joyless Street a.k.a. Street of Sorrow (G.W. Pabst, 1925) German title: Die freudlose Gasse
There are 6 powers that are intense focused mental States.  You can use them to protect yourself, as a general aura, or to  attack a specific individual.
(I'm skipping the exact mechanics because the 2nd edition ones were kinda terrible and I'm not sure of any good commonly used substitute systems. If you need something quickly just treat them like spells of levels 1 , 2 or 3 as appropriate )

Attacking someone with a State with a State of your own means you are subject to an attack from their State. I.e attack and defense happen automatically and simultaneously.

Each State is extremely vulnerable to one other State in particular. This means that the user of vulnerable State is automatically effected by the other  dominant State who remains unaffected.

If neither State is particular vulnerable to the other, you both make saving throws as per usual to avoid the effects.

The States:

The Crawling
you let out every horrible thought and memory from the depths of your own psyche. You wear them , unafraid , like verminous armor, and they call out to the minds of others, stirring all that is unwanted in them.

effects: as an aura, sense known weaknesses and fears in others.
as an attack inflicts Catatonic despair.

 Howling crumples before the The Crawling. The animal instincts turn on themselves in blind tearing panic, the enemy perceive to be impossibly from within.

Howling
you turn off all that chatter in your head and submerge into bright red instinct and adrenaline overloads, take everything down to a raw animal level.

effects: as an aura, increase a physical stat by one, no use of language skills or higher reasoning.
as an attack: target's survival responses become unreasonably extreme: anger turns to berserk rage, caution becomes panic

Thanatos crumples before Howling. The animal has always faced death.


Thanatos
You focus entirely on absolute certainty of your own destruction and when you accept this, there is nothing to fear

effects: as an aura: immune to fear or other attempts to change emotional state, reflects attempts to intimidate back on the initiator
as an attack: paralyzation
Solipsism crumples before Thanatos. The belief that only you are real means that now you are staring at the absolute end of everything.

Solipsism
It's all just a manifestations of you. You can do anything , because you are everything.

effects: as an aura: unlikely coincidences and luck start coming your way. D.m rolls twice on any random table and takes the one most favorable to you.
(if this seems too much "believe shaping reality" for your tastes, only have it effect tables that could be effected by the characters confidence and audacity )
As an attack: existential self doubt causes any attack or roll to fumble on 1, 2, or 3

Dissolution crumples before Solipsism. Dissolving your identity before someone who is utterly sure of their identity is just doing exactly as they want

Dissolution
The concept of a continuous absolute self is a bad illusion. You dissolve into a myriad.

effects: as an aura: invisibility to mind reading abilities and magics in groups of 3 or more. Near invisibility in crowds, just not noticeable enough to be noticed.
as an attack: confusion as the spell.

Mind Worm crumples before Dissolution. It's just more noise.

Mind Worm
A catchy mantra , phrase , song or loop is repeated over and over and over. It gets into others heads and drives them to distraction.

effects: as an aura, anyone concentrating their attentions on you finds it difficult to concentrate. You get a free reroll on any attempts to bluff, hustle, distract or confuse someone.
as an attack: target once effected needs to make a successful saving throw to under take any action require concentration

The Crawling crumples before Mind Worm. Its inanity derails the introspective spiral driving the Crawling