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Fiendish Aspects, Part 1
Fiendish Codex I Web Enhancement

With all of the demonic delights you'll find in Fiendish Codex I: Hordes of the Abyss,you'll have plenty of material to work into your campaign. However, you may not want to introduce your player characters to Juiblex or one of the other demon lords in the tome right away. Instead, consider using one of the aspects you'll find in our series of web enhancements. Each PDF contains at least three aspects, for a total of eleven aspects overall.

Fiendish Codex 1: Aspects

What is an Aspect?

(Adapted from the D&D Miniatures Handbook)An aspect is the embodiment of a small portion of an archfiend's life force. The original's power is so great that this shred of life force is actually able to take shape as a living creature. An aspect looks like the archfiend from which it springs (known as the aspect's "original"). It is only a pale shadow of the original archfiend or deity. Still, a pale shadow of such a mighty being is formidable indeed.

While aspects are spiritual rather than biological in origin, they manifest as actual living (or undead) creatures. They have consciousness, intelligence, and will. They are notoriously single-minded and unwilling to communicate. They may help mortals, but only because they want to--not because they're asked. Aspects are usually as big as giants, although they are sometimes scaled more like humans. It is very rare for them to be larger than Large or smaller than Medium. In the case of archfiends, aspects are the same size as or smaller than the original.

Unlike avatars (introduced in Deities and Demigods), aspects are not extensions of the original. The original can't see through the aspect's eyes and doesn't know what the aspect learns. Destroying an aspect sometimes weakens the original by dissipating the aspect's life force and preventing it from being reabsorbed into the original, but beyond that, hurting the aspect does not harm the original.

Calling Aspects

Characters can sometimes use the planar ally or planar binding spell to call an aspect. In the case of the more powerful aspects, greater planar ally or greater planar binding is necessary.

An aspect is an archfiend's power coalesced into a single point. Typically, this power can't coalesce into two nearby points. Thus, aspects of a specific original are almost always found alone. Sometimes spellcasters or creatures wielding powerful magic items can force two aspects of the same original into the same area. These aspects are likely to attack each other. The proximity of another aspect of the same deity apparently causes an aspect great distress.

Vile servants of archfiends and evil deities sometimes call forth aspects of their unholy masters to take part in unspeakable rituals. The less said about these rites, the better.

About the Author

Robert Wiese entered the gaming hobby through the Boy Scouts and progressed from green recruit to head of the most powerful gaming fan organization in the world. He served as head of the RPGA Network for almost seven years, overseeing the creation of the Living Greyhawk and Living Force campaigns, among other achievements. Eventually, he returned to private life in Reno, Nevada, where he is still involved in writing, organizing conventions, and playing. He also models proteins for the Biochemistry Department of the University of Nevada, Reno, and spends as much time as possible with his wife and many pets.

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