Mai An occult game about broken people conspiring to fix the world. It's about keeping what you have from those who want it. Unknown Armies. May 13, Gameplay, How well the game mechanics work (player controls, game. occult usage and gray moral ethics of the characters may turn one off. 5. Mai An. Copier, Marinka; Raessens, Joost (Hg.) (): LevelUp: Digital Games Research Conference Proceedings. The Occult Experience in Popular Culture.
How can you improve on the classic pinball-table design? How about by adding devils and upside-down pentagrams to the proceedings? Other pinball games tried to mimic its design remember Crue Ball?
An ancient evil as old as history itself threatens the world in this atmospheric and innovative action adventure game, one of the true greats for the Nintendo GameCube.
You play as a variety of different characters through the ages, discovering how each one falls victim to an otherworldly, demonic force.
This one had you blasting your way through one hellish level after another, while sometimes having to shoot down pitchfork-wielding devils bent on fast-tracking you to the game over screen.
The ultimate objective was to gun down the Prince of Darkness himself In most role-playing games, the goal is to save the world.
Your character, a typical Japanese high school student, somehow manages to survive a catastrophic event in which demonic forces completely overwhelm Japan, transforming it into a netherworld filled with spirits and devils.
Note that Nocturne is part of a long-running series. Divination magic such as contact other plane , divination , and commune can help narrow down the location of a ley line.
Additionally, legend lore can help reveal information about a known ley line. Occult skill unlocks such as dowsing can also help detect the presence of ley lines over long distances, which can be quite useful in locating an accessible portion of a ley line.
For example, in areas of wild magic, an extant ley line may manifest as a shimmering river of rainbow-hued light constantly shifting through the color spectrum, while locations with a powerful presence of negative energy might cause a ley line to appear as a tendril of darkness that bleeds an ephemeral black smoke tinged with red light.
Ley lines do not generally move from location to location. While the exact paths they take may drift over the course of millennia or eons, these changes are largely unnoticed by all but the longest-lived races.
Civilizations that discover ley lines sometimes mark the locations in which their power is most easily accessible by erecting monuments such as menhir circles or obelisks.
These sites are typically used to perform rituals or other functions that tap into the latent power of a ley line to enhance spellcasting.
A powerful wizard might build his tower atop a particularly strong ley line, a druidic sect might construct a menhir circle nearest to where a ley line touches the ground, or an ancient dragon might build its mountaintop lair as close to a ley line in the sky as possible.
Accurate maps and charts depicting the paths and intersections of ley lines are reliable for centuries or more and can reveal nodes of power across worlds and planes.
While a ley line can range from hundreds to thousands of miles long or more, most portions of a ley line are only faintly visible to powerful magic, and their power is inaccessible.
However, spellcasters can tap into rare sites where the power of ley lines is concentrated, or where ley lines cross, to increase their power.
These sites can be of any size, ranging from a tiny cave under a great mountain to an entire mountain range. Planar energy, psychic impressions, and other collected powers bleed out into the land and influence the development of local life.
A creature capable of casting spells or using spell-like abilities can attempt to tap into an accessible segment of a ley line within feet.
Depending on the nature of the ley line convergence, this bonus may apply only to certain spells and spell-like abilities.
For instance, a ley line convergence atop a great volcano might apply its bonus only to spells and spell-like abilities with the fire descriptor.
Hags or other creatures with the coven ability benefit from the bonus of ley line attunement so long as at least one member of the coven is attuned to the ley line and all coven members are within 10 feet of an attuned creature.
Some ley lines also grant creatures attuned to them special abilities such as bonus spells, spell-like abilities, or other supernatural effects.
Once a creature is attuned to a ley line, the bond is permanent unless dispelled. When an attuned creature is more than feet from the ley line, it gains no benefit from the attunement, but the benefits return when it is once again in proximity.
Ley lines can become damaged over the course of time, whether by extreme magical forces or other monumental events. Damage in this manner can cause a supernatural bruise that bleeds out into the location surrounding a ley line.
Harming or destroying ley lines is difficult, given their monumental size and power. Even the weakest of ley lines are impervious to most physical and magical attacks, though great forces can exert influence over them.
Doing so immediately deals 2d6 points of damage per caster level of the ley line no saving throw to the caster.
Additionally, all creatures attuned to the ley line and able to benefit from attunement take 1d6 points of nonlethal damage per caster level of the ley line when it is destroyed.
These abilities cannot be recovered by mortal magic, not even via miracle or wish. The primary difference between a mindscape and a dream is one of intent; a creature often deliberately and precisely constructs a mindscape, while a dreamer typically does not.
A mindscape can come into existence as a result of creatures engaging in a psychic duel, as well as through certain spells, magic items, rituals, and other occult phenomena.
In theory, a mindscape can take on any form or appearance—and can possess any conceivable trait—in much the same way the various planes do.
Two types of mindscape exist: Binary mindscapes occur during psychic duels, when a creature with psychic powers draws another into a mental battle.
Only two participants can occupy a binary mindscape. Immersive mindscapes are far more tangible and realistic. While in an immersive mindscape, the mind gets no information about what the body sees, hears, smells, or touches.
Thus, if the body takes damage from an attack in the real world, the mind remains unaware of it. A binary mindscape, however, allows a creature to monitor its own condition in the real world.
A mental mask allows a creature to hide its true identity, masking its true features from its enemies. A binary mindscape is typically only a minimalist backdrop for a psychic battle—a ghostly image, like a stark memory, lacking detail and verisimilitude.
It might manifest as a flat surface surrounded by fog or a featureless plain of grass on a cloudy day. Sometimes, a binary mindscape mimics a real-world locale the creator knows well, but even then, the details at the edges of vision are usually fuzzy and indistinct, and features that invoke lesser senses, such as smell and taste, are lacking.
As explained in the Psychic Duels section, a binary mindscape is created when two psychic creatures enter a mental confrontation.
Only creatures able to cast the instigate psychic duel spell can begin a psychic duel. Once a connection is established, the binary mindscape is created.
Once within the mindscape, a creature can expend psychic energy to create mental hazards called manifestations to damage the other combatant or to reshape the mental landscape.
Because the mindscape becomes a shared mental space after its creation, neither participant in the battle truly controls it, and they both have an equal ability to alter the environment once their minds are connected.
A binary mindscape is overt, finite, and harmful see Mindscape Traits below. Its other traits such as gravity, time, and magic are normal, with the exception of the special actions and limitations on spellcasting described in the Psychic Duels section.
An immersive mindscape is a less common, but far more powerful, variety of mindscape. When created, it seems every bit as palpable and vivid as the real world.
A being within an immersive mindscape can see the land, feel the breeze, hear the falling rain, smell the sea, and even experience hunger and thirst.
An immersive mindscape can be sculpted in much more detail than a binary mindscape, and its traits vary. The creator dictates the traits of an immersive mindscape, and visitors are subject to whatever strictures the host is able to place upon the mindscape.
Each mindscape has a set of specific traits that dictate its appearance and behavior, just as the planes do. These traits supersede the normal planar traits of the Astral Plane.
Often these traits mimic those of the Material Plane, for that is what the beings within a mindscape typically find most familiar and comfortable. Weapons and armor, even magical ones, function inside the mindscape.
Every mindscape is considered sentient, but instead of changing according to its own will, it responds to the will of those inside it. Typically, the creature that created the mindscape controls its traits.
Depending on her level of expertise, the creator can alter one or more of the traits of the mindscape to suit her purposes. Overt mindscapes are obvious to anyone drawn into them.
When a creature knows it is in a mindscape, it can exit more easily using the mindscape door spell , but this knowledge makes the immersive mindscape no less real to it.
It can still be affected by the mindscape, and can still take damage or gain conditions from a harmful mindscape see Feedback below.
Binary mindscapes are always overt. The veiled immersive mindscape is the most insidious type. Psychic mindscape traps and spells often include a seamless transition from the real world to the mindscape in order to maintain the veil.
For example, a chest trapped with a veiled immersive mindscape might trigger a visual and tactile continuation of the current situation, making the thief believe she still kneels before the container in the chamber where she found it.
If the effect is done well and is powerful enough, the thief might live out several hours, days, or weeks of her life trapped in her own mind, while her body remains slumped before the chest, slowly dying from lack of food and water.
When the mindscape is manifested, the creator decides on the shape and size of the mental locale. Each of the following categories is possible.
A finite mindscape has clearly discernible boundaries and limits to its space. Either there is no way to move beyond those boundaries, or there is simply nothingness beyond them.
A finite mindscape might be a cavity within an endless expanse of stone, or it could be the interior of a cottage with nothing beyond the doors and windows but blackness and oblivion.
Binary mindscapes are always finite. A mindscape of this shape and size stretches on forever, or at least those within it perceive it as such for all practical purposes.
This might result in an endless void in three dimensions, perfectly flat ground that stretches as far as the eye can see, or an endless ocean.
Individual objects within the mindscape might be defined by their limits, such as a building sitting in the middle of an endless plain, or a series of floating chunks of rock within the void.
A mindscape exhibiting this physical trait might seem to go on forever, but its spatial relations actually fold back upon themselves, no matter which direction creatures within it travel.
Such a mindscape might consist of an staircase that is somehow a loop, a winding tunnel that appears straight but starts and ends in the same place, or a tesseract where exiting on one side of the cube always returns the traveler to the opposite side.
A self-contained medieval keep, for example, might allow travelers to exit the front gate only to find themselves reentering by the rear portal.
A creator with exceptional psychic power might be able to create a mindscape that is harmless for her but harmful for all other inhabitants, but most mindscapes affect everyone in the same way.
Injuries and conditions inflicted upon individuals visiting a harmful mindscape are real. Any psychic attacks harm the body by convincing the brain that the damage is real.
Binary mindscapes are always harmful. A creature that dies in a harmless mindscape wakes up none the worse for wear.
The creator or controller of a mindscape determines whether gravity exists in that mindscape, and if it does, how strongly it exerts its pull.
Gravity functions however each individual wishes it, relative to that individual. Thus, if one creature stands on the floor of a parlor, while another envisions the ceiling of that same room as being "down" and stands upon that surface, each would experience gravity differently and see the other as "overhead" and "upside down.
Controlling time within a mindscape is difficult. In most cases, time flows at a one-for-one ratio with the passage of time in the real world.
Only a powerful psychic individual can alter the flow of time in a mindscape. In certain cases, the creator of a mindscape might wish to cause time to slow down, forcing those within the mindscape to spend more real-world time engaged in activities within the mindscape.
When this happens, 1 round within the mindscape takes 2 or more real-world rounds to complete. In this instance, 2 or more rounds of activity within the mindscape could be completed while only 1 round passes in the real world.
A controller could thus spend a great deal of time contemplating a complex mental puzzle, then emerge from the mindscape to rejoin her allies having lost no true time at all.
This might be intentional or unintentional. A mildly aligned mindscape results in very subtle effects that might or might not be noticed by its inhabitants.
In such cases, the evidence might manifest as an orderly garden for a lawful creature or a serene bit of countryside with ideal weather for a good-aligned being.
A mindscape influenced by a strong alignment almost always exhibits noticeable characteristics. The atmosphere alone might cause discomfort for or even damage beings of a diametrically opposed alignment.
A creator who wishes to create a strongly aligned mindscape might find it difficult to keep victims from noticing these features.
The creeping alignment influence can give a clue to those trapped within that all is not as it seems. In an immersive mindscape where magic behaves normally, characters and creatures can use spells, spell-like abilities, and magic items as they normally would.
Spells are consumed and charges or consumables are spent. Damage dealt by magic is real, and the real-world body suffers accordingly if the mindscape is harmful.
However, any magic that requires physical manipulation such as drinking a potion might not behave in the expected manner the character could "drink" the potion and discover that nothing happens.
When a creature emerges from a mindscape, any magic it used while within has been consumed. Magic might not work at all within a mindscape. The effort to summon and manipulate the energies required to set off the magic can be blocked, prevented from reaching through the psychic barrier of the creature or thing that created the mindscape.
Whatever results occur within the mindscape, creatures emerge without having expended any magic. The sole exception is that psychic spells specifically designed to manipulate a mindscape work even in mindscapes with dead magic, and are expended normally.
Magic might behave very differently within a mindscape—use the rules for the enhanced, impeded, limited, or wild planar magic traits.
The planes of the Great Beyond encompass all of existence, from the simple and sublime wonders of the material world to the impossibilities of heavens, hells, and everything in between.
Arcane tradition conceptualizes this multiverse of planes as a series of nesting spheres, with each layer and the spaces between representing different vistas of reality.
At the center of it all, suspended within the silvery seas of the Astral Plane, lies the Inner Sphere of the Elemental and Material Planes.
The Elemental Planes are the raw building blocks of the multiverse, while the planes aligned with positive and negative energy govern the forces of life and death, creation and destruction.
The invisible mists and eddies of the Ethereal Plane connect and interpenetrate the worlds of the Inner Sphere, just as the Astral Plane connects these worlds in turn to the infinite realms of the Outer Sphere, the domains of gods and the final destination for the souls of the multiverse.
The esoteric tradition, sometimes referred to as the "ancient wisdom," acknowledges the many planes, demiplanes, and corners of the Inner and Outer Spheres, but tends to focus more on the Inner Sphere than the realms of the deities.
Scholars of occultism believe that their investigations reveal a hidden truth behind the multiverse, and that mastering the implications of this secret can give an adept power over not just her mortal life, but also her life after death.
She can then enter a cycle of reincarnation that allows, over successive cycles of existence and reflection, the complete mastery of body, mind, and soul, opening up new vistas of consciousness and immortality.
Consequently, the adept does not concern herself with the courts of petitioners enjoying their final reward or laboring eternally under fiendish masters, nor with the raw building blocks of the material world such as air, earth, fire, and water.
Her final personal journey into a more evolved existence is loftier than the base elements, and more self-determined than the proscribed fate of the pious petitioner.
The orthodox view of the planes sees two opposing forces underlying existence in the multiverse: Each of these primal forces commands a vast plane of its own at the core of the Inner Sphere.
The Positive Energy Plane is the source of life, and the Negative Energy Plane is the source of death; each exists as antithesis to the other. The great secret of occultism holds that rather than positive and negative energy being conflicting forces, they are in fact two halves of a single whole.
Their polarity is not a sign of opposition, but rather two integral aspects of a single dualistic cycle. The positive aspect of this duality is the Cosmic Fire, the breath of life that grants vital force to living creatures.
The Negative Energy Plane is the intake of that same breath, a return to dust, the recycling of component parts to pave the way for that which comes next.
Delving deeper into the ancient wisdom reveals even more enticing secrets regarding the nature of existence. Among the oldest creatures in the Great Beyond are the enigmatic outsiders known as aeons, who are said to be the caretakers of reality and the original architects and crafters of the multiverse itself.
Befitting the esoteric view of the planes, these primordial beings always manifest a powerful dichotomy sustained in equilibrium: The aeons believe they are bound in a supreme oneness with the multiverse known as the "monad," or the "condition of all," the transcendental undersoul of all living creatures.
A human and a pleroma aeon are both emanations of the cosmic flame—the aeon is simply much closer to the source and believes itself to be in communication with it, whereas the monadic soul of a human is esoterically distant from the Fire, being focused primarily on the mortal affairs of the base Material Plane.
Imagine a blazing sphere of brilliant energy blocked by a thick screen. This sphere represents the Cosmic Fire. Now imagine multitudes of tiny holes in the screen, each allowing some of the light to shine through.
From the exoteric viewpoint of the uninitiated, each pinpoint of light appears distinct and unique. The esoteric perspective looks behind the screen and understands that all of the individual lights are but rays from a single source.
The greater an adept understands her place in this scheme, the more power she holds over her eternal destiny. The short summaries below offer an occult viewpoint on the realms generally referred to as the Esoteric Planes.
Many prominent planes in the orthodox scheme, such as the Shadow Plane and Elemental Planes, do not feature prominently in the cosmology of the adept concerned with multiversal truths and the journey of the mortal soul.
Occultism freely acknowledges the existence of these planes, but does not dwell on them, an approach likewise observed here.
The Positive Energy Plane is the source of all life, the Cosmic Fire at the heart of the multiverse that gives birth to mortal souls.
The plane has no surface and exists as an emanation of life-giving energy radiating from an incandescent interior that resembles the molten heart of an active star.
Ironically for a plane associated with life, the Positive Energy Plane can be extremely deadly to mortal visitors, as its ambient energies are so powerful that a mortal shell cannot absorb them without bursting.
Here, upon vast shimmering fields, phoenix-feathered creatures known as the jyoti tend to orchards of glowing, anemone-like trees as tall as mountains, sprouting immature souls like glossy, liquid fruit.
The xenophobic jyoti dwell in complex cities of crystal specially designed to reflect the weird luminescence of the Cosmic Fire.
Jyoti seldom venture from these structures, focusing all of their energies on their sacred charge of tending and defending the nascent souls of the multiverse.
At the center of each jyoti city is an imposing gate to a star in the cosmos of the Material Plane. New souls pass through these gates and ride waves of light to find incarnation in mortal vessels.
If the jyoti dedicate themselves to the protection of incubating immature souls, the other primary inhabitants of the Positive Energy Plane, the manasaputras, dedicate their existence to assisting the spiritual development of mortals.
These "sons of mind" are the powerful psychic incarnations of mortals who have endured scores of mortal reincarnations, with each step becoming more attuned to the universal undersoul.
The greatest and most powerful of the manasaputras—the glory-clad solar kumaras—dwell within the heart of the Cosmic Fire, and claim to be in communication with it.
Lesser manasaputras like agnishvattas, barhisads, and manus spread through the Inner Sphere to initiate mortal adepts in the occult nature of the multiverse, so that they too might step once again into the light that birthed them.
For reasons unknown even to the eldest natives, divine beings cannot enter the Positive Energy Plane. Refugees from the vengeance of the gods or those hoping to hide important relics from certain divinities sometimes venture to the Positive Energy Plane to negotiate with the jyoti, who over the centuries have amassed an astounding trove of world-shattering artifacts, illegitimate half-mortal bastards, heretics, and other dangers.
The orthodox view of the Inner Sphere casts the Negative Energy Plane as the jealous rival of its positive-energy twin, an empty infinite void of entropic darkness antithetical to creation, fit only to consume and destroy.
Negative energy is itself a dark opposite of life-giving positive energy, yet while it is most often a source or tool of destruction, it is also the animating force of the undead.
Perfection is not a fixed state. It is always growing and changing. To say that there is one "natural" state—for instance, utter oblivion—that constitutes perfection is as impossible as imposing a limit on the infinite.
Occultists believe that this destruction allows for and drives change. Nonetheless, negative energy sustains the undead, who throng to the sterile and desolate gulfs of nothingness that compose the overwhelming expanse of this dark and terrifying realm.
This inner blackness connects via portals to the black holes scattered about the cosmos of the Material Plane. Records of astral voyages to the Material Plane side of these portals relate tales of the accretion disks of black holes swarming with incorporeal undead trapped within the event horizon.
Within the plane, where the concentration of negative energy reaches an absolute, it begins to manifest a crystalline material that grows into beautiful and deadly structures of absolute entropy.
When these crystals form strange angles, the plane gives birth to a sceaduinar. These vile creatures hate life and unlife alike, and exist only to sow entropy and destruction.
While negative energy is less of a concern, the sceaduinar themselves represent a significant threat to visitors. The ancient wisdom suggests that the jyoti hate the sceaduinar for their knowledge of the role destruction plays in the creation of souls, and the jyoti fear the exposure of that information.
Theirs is a quest to eradicate all life in the cosmos, to cloak the stars of the Material Plane in darkness, and to quench the Cosmic Fire, no matter the consequences.
The Material Plane is the realm of physical sensation and incarnate existence. Souls manifest here in the shell of a physical body, a union so complete that most living creatures do not spend much time contemplating the difference between the gross physical form and the higher monadic soul that guides its movements and destiny.
The final destination of a soul is not yet determined during its mortal life, making the Material Plane a magnet for the attentions of gods and outsiders eager to rally mortals to their banners in the afterlife, either willingly or by force.
A planar crossroads, the Material Plane is coexistent with the Ethereal and Shadow Planes and coterminous with all of the realms of the Inner Sphere.
Just as little-known forces bind a physical body to its astral and ethereal counterparts, the whole of the universe is bound together by a series of ley lines—spiritual conduits that interpenetrate the many planes of the multiverse.
Ley lines are prevalent on the Material Plane, and wise adepts of the occult arts, canny students of the arcane, and even village witches learn to recognize and manipulate these forces to their own ends.
The Ethereal Plane is the seat of emotional forces, the mist-shrouded home of haunts and horrors, and the ever-present doorway between the worlds of the Inner Sphere.
The Ethereal Plane coexists with these planes, interpenetrating them and generally mimicking their contours and vistas, albeit with greatly reduced visibility thanks to drifting fog and the slow rise and fall of fading sheets of light like the somber interior of a thunderstorm.
From within the Ethereal Plane, these neighboring worlds appear hazy and indistinct, as if viewed through frosted glass. Since the Ethereal Plane is generally invisible from the other planes of the Inner Sphere, creatures under the effects of spells like ethereal jaunt and etherealness cannot be seen by creatures who are not themselves ethereal.
Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. Within the mists of the Ethereal Plane, warped, indistinct versions of locations overlap their Inner Sphere counterparts.
This, coupled with the inherent weightlessness of creatures in the plane, makes it tempting to use the Ethereal Plane as a vantage to scout out unknown locales by passing through incorporeal walls and floating over traps with ease.
The natural denizens of the plane make this a frightful prospect, however, and ensure that most forays into the Ethereal Plane are brief endeavors.
Among the deadliest of local hazards are the blood-red xill—warlike, plane-shifting outsiders who incubate their eggs in living mortals.
Worse still, hideous, cackling night hags use the Ethereal Plane as a byway to the Dimension of Dreams, where they slip into nightmares to abduct mortal souls.
Some souls, freed from their physical bodies by death, remain tethered to the Ethereal Plane by profound emotional distress and cannot proceed along multiversal currents to join the River of Souls flowing inexorably toward the Boneyard until they sever the powerful emotional ties that bind them.
Indeed, the longer these souls remain stalled on their afterlife journey, the closer they slide toward the Negative Energy Plane, and the more of their memories and personalities become subsumed by raw emotional distress and psychic damage.
These souls eventually manifest as incorporeal undead, frequently in the form of wraiths and spectres. Spiritualists call out to the spirits of the Ethereal Plane and open their physical minds as refuges for them to inhabit.
With practice and the help of a trained spiritualist, a spirit can even take its own physical form on the neighboring planes by cloaking itself in a sheath of ectoplasm, the ghostly substance that acts as a veil between worlds.
These spirit guides are known as phantoms, and while they are loyal to the spiritualist to whom they are bound, the emotional connection to the Ethereal Plane remains strong, manifesting in jealousy and fiery outbursts from even the kindest of souls.
The ethereal version of a physical location is informed not just by its actual dimensions and appearance, but also by the memories and impressions of the spirits that haunt it.
For example, on the Ethereal Plane, an old mansion might look as it did in the era of its ghostly inhabitants. If those spirits find final rest, their memories cannot sustain the structure, and it falls into an ethereal ruin.
Some incorporeal spirits become so entwined with the emotional nature of the plane that they can manifest these ectoplasmic vistas in an overlapping location on a neighboring plane, temporarily cloaking it in a disturbing reflection of some past incarnation.
In a similar way that locations in the outside world possess overlapping etheric reflections, mortal creatures also have ethereal doppelgangers in the form of etheric doubles that exactly overlie their physical forms.
The etheric double is a vessel for the cosmic breath of life that gives a creature animate force, most commonly known as ki.
This energy collects in seven blazing vortices of colorful energy known as chakras, which bind the etheric double and the physical body together and distribute vital life energy to both.
From the Material Plane, this involves esoteric use of the Perception skill by a creature with the Psychic Sensitivity feat or any of a number of spells.
From within the Ethereal Plane, all it takes to observe the interplay of these forces is simple concentration—if you know what to look for, it becomes plainly visible.
Interpreting this information, of course, is another matter. An etheric double is outlined in violet-gray or blue-gray luminescence.
Unlike an astral body generated by astral projection or a lucid body of the Dimension of Dreams, an etheric double is not normally capable of acting as a separate vehicle of consciousness.
Finally, the sweeping expanse of the Ethereal Plane is home to countless pocket realities known as demiplanes. Many of these unique realms are the private domains of powerful arcane spellcasters, the playgrounds of minor gods, the experiments of the inscrutable elohim, or the prisons of creatures that pose such danger to the cosmos that they must never be released.
As a mortal sleeps, its monadic soul withdraws from the physical body to manifest in the Dimension of Dreams. A dreamer can alter her surroundings, and one with the Lucid Dreamer feat gains a greater measure of control.
Spells cast and items used in a dream are not depleted in the real world. Even the worst nightmares hold little true danger for the dreamer.
Should the lucid body die, the dreamer simply awakens, perhaps a bit shaken but otherwise little worse for the experience.
A creature with the Lucid Dreamer feat awakens from such an experience fatigued, as her mind is more invested in perceptions of the dreamscape.
Experience in a dreamscape is usually a private affair. It may also be penalized or lacking valuable inbound links.
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