Hmm.  Come to think of it, since I don't think we've worked out rules for them yet, I've got some rough thoughts on how aspects might work in play...<br/><br/>As I added in to the rules for creating aspects back in the recruitment thread, a Demon Lord that wishes to create a Fiendish Aspect must take a full-round action to do so, and our demon lords in particular are only powerful enough to have a maximum of four aspects of themselves active at any one time.  Aspects are facets of a demon lord's existence given some semblance of independent life, and so count as separate creatures from the demon lord that created them.  While they're separate creatures, however, they're still connected to the being that they're a part of, and this connection manifests in a few specific ways.<br/><br/>First, the base Demon Lord is aware of the relative position and general condition of any aspects it creates, as a<em>status</em>spell, except that this connection extends across planar boundaries.  Second, at any time that it wishes to, a Demon Lord can spend a full-round action to scry on its aspect, as the spell<em>scrying</em>(the aspect always counts as a willing creature for the purposes of this effect).  While scrying on one of its aspects, the Demon Lord can initiate telepathic contact with it, and this contact allows the Demon Lord to use the aspect as a relay for the use of its own social skills.  A Fiendish Aspect being used in this way can make social skill checks using the base Demon Lord's ranks in the relevant skills, but otherwise uses its own statistics to determine the final modifier for the skill check.  Finally, the Aspect itself can attempt to contact its base Demon Lord as a standard action, essentially sending a signal back along the connection to the Demon Lord in an attempt to gain its attention.<br/><br/>While Fiendish Aspects are artificially-created beings, they are fully viable creatures, not magical effects, and so can survive events such as passing into an Antimagic Field or the death of their base Demon Lord.  When such events occur, the connection between Demon Lord and Fiendish Aspect is either suppressed or severed, as appropriate for the situation, causing the Demon Lord to lose access to the<em>status</em>- and<em>scrying</em>-based effects and the Fiendish Aspect to lose its Fast Healing ability (unless it has the Obyrith subtype) and ability to contact the Demon Lord until the connection can be resumed.  Narratively-speaking, if a Demon Lord permanently perishes but at least one of its Aspects survives, its fellow Demon Lords should probably be able to go on a quest of some sort in order to boost up the Aspect's power and essentially grow it into a full version of the Demon Lord it was based on.  If the Demon Lord perishes and all four of its Aspects survive, the Aspects should have a Highlander-style battle to the death, with the winner absorbing all the power from the losing Aspects and, again, growing into a full version of the Demon Lord it was based on. :P<br/><br/>Much like dismissing an active spell effect, a Demon Lord that wishes to end the existence of one of its Aspects can do so at any time as a standard action.<br/><br/>Thoughts, anyone?<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=229541.msg11268085#msg11268085">Quote from: TheGlyphstone on 20-05-2015, 07:53:19</a></div></div><blockquote class="bbc_standard_quote">I'll reduce the summoning chance, but for the other abilities, I feel that they're balanced as they are. Note that the special qualities I chose - Aspect of Terror and Shadow Blend for one, Aspect of Illusion and Shadow Blend for the other - are purely augments, they do nothing by themselves except make another type of ability better. Thus, I 'wrapped in' a few low-level SLA's into each ability that let them actually use said qualities, but listed them separately for convenience. If it really matters, I'll just rewrite them to satisfy the technical requirements of being an aspect like such:<br/><br/>'Aspect of Terror: Fear effects function on immune targets of 7HD or lower. Can use Cause Fear at will and Fear 3/day.'<br/><br/>'Aspect of Illusion: Attempting to disbelieve an illusion inflicts 1 round of Shaken and 1d6 subdual damage, 1/day per creature. Can use Silent Image at will, Major Image 3/day.'<br/><br/>'Aspect of Darkness: In any conditions other than direct sunlight, gain total concealment, negated by Daylight. Can use Darkness at will.'<br/><br/>One would get the Special Attack Aspect of Terror and the Special Quality Aspect of Darkness, the other would get Aspect of Illusion and Aspect of Darkness. I can't make a beatstick aspect, I'm a Small creature with Strength as a dump stat - it would look silly if I tried. These fit the intent of the Aspects to be a CR7 creature reflecting a specific, weaker facet of the main character.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>That rewrite works much better for me, thank you.