[OSSR]The Illithiad

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Ancient History
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[OSSR]The Illithiad

Post by Ancient History »

The Illithiad
"A FrankT & AH Joint"

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FrankT:

Mind Flayers are one of the most loved D&D monsters. They are slavers and cannibals and even quite committed moral relativists will stab them right in the face without qualms. Their brain eating, mind controlling lifestyle makes them perfect as behind-the-scenes masterminds, and they can plausibly have pretty much any kind of monster as a minion. The “Illithid Mastermind” plotline is probably about as overused as “A Doppelganger Did It”, but for some reason, we're still OK with that. Mind Flayers are also one of the few monsters that Wizards of the Coast claims “product identity” on. And while this has not stopped multiple franchises from busting out with “Brain Slayers” and “Soul Flayers” and other things that look and act exactly like Mind Flayers, you're probably wondering how the fuck WotC can claim product identity on these guys at all considering that they look and act exactly like a Mythos monster. The answer is: the Legacy of Gygax. See, back in the 70s and 80s, Gary Gygax ripped a lot of people off, and plagiarized from a lot of sources, and he backed it all up with enormous brass balls. He claimed soul authorship of D&D even though that was obviously not true, and wrote bizarre editorials claiming that anyone who played Traveler was stealing from him because he invented all things role playing related. Anyway, despite the fact that Mind Flayers are obviously derivative work, Gygax had this to say:
Gary Gygax wrote:The mind flayer I made up out of whole cloth using my imagination, but inspired by the cover of Brian Lumley's novel in paperback edition, The Burrowers Beneath.
And unlike Arneson's contributions that Gygax spent years denying, none of the original authors of Mythos material were alive by the 1980s and no one took him to court about it. So that particular gross injustice has just sort of been left to fester.
AncientH:

All similarities to Larry Niven’s tentacle-mouthed, telepathic, mind-controlling aliens called the Thrint are…uh…probably on purpose.
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Mind Flayers cover a lot of conceptual ground in D&D, but in their most basic configuration, they’re your bog-standard evil psychic aliens, and everything good and bad and inbetween about them tends to fall out of that. They need to eat brains because they’re evil and psychic; the need to eat human brains (and eventually, spawn using human hosts) creates your basic predator-prey dynamic, &c. Never mind that they’re basically psychic squid-headed vampires, Mind Flayers had enough Dragon Magazine articles and ancillary bits about them that TSR really could have scraped a book together on them just from that—instead, they went with Bruce Cordell.
FrankT:


So the Illithiad came out in 1998, when TSR was running out of things to say about 2nd edition and frankly looking towards 3rd edition. So they started wrapping up various book series. This is the third and final installment of the “Monstrous Arcana” series, which was like the Van Richten Guides, but without being focused on Ravenloft. The other two were “I, Tyrant” (about Beholders) and “The Sea Devils” (about Sahuagin, and written by Skip Williams). The books in the Monstrous Arcana series were each tied in to a couple of prepackaged adventures that focused on the monster in question. I have no idea why this happened. You'd think that making prepackaged adventures tied to obscure books about individual Monstrous Compendium entries would be a good way to go bankrupt – and maybe it was because all of these books were solicited during the runup to TSR's 1997 bankruptcy. In any case, we're talking about the Ilithiad Accessory, rather than any of the three “Advanced Dungeons & Dragons: Monstrous Arcana: Illithiad: Adventures”, which would be Dawn of the Overmind, Masters of Eternal Night, and A Darkness Gathering. I think I just listed them in reverse order, but I honestly don't give a shit and neither did anyone else. Which is probably why Wizards of the Coast stopped soliciting these things once they took over the company.

Anyway, the Ilithiad has six illustrators but only one author. That's Bruce Cordell, who you possibly remember from having written the worst Darksun Book ever. Or perhaps his terrible Psionics rules or his other terrible Psionics rules. The man really likes writing psionics rules and also writing things that are terrible is what I'm saying. While he was writing this, he was in a campaign which was being run by Monte Cook. The similarities between his biography and that of Mike Mearls are noted.
AncientH:

Don’t forget Hyperconscious and If Thoughts Could Kill.
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It’s really hard not to point at Bruce Cordell as the Biggest Psionics Fanboy Ever. I’m not saying he started the trend, but he rode the wave, and when the wave stopped he kept on the board and started paddling in the dry sand, refusing to believe it. Psionics had always been the bastard stepchild of AD&D—too science-fiction-y for most of the fantasy buffs, and with a completely incompatible system of mechanics which even Ed Greenwood ever took half-hearted stabs at. A lot of the problem I think is that psionics in the 70s and 80s was strongly tied up to actual parapsychology research, back when a lot more people admitted that they thought maybe telepathy and telekinesis were things and had some scientific basis—but this was all X-Men type of psionic stuff, where you could add any word to “-kinesis” or “-pathy” or “psi-” and get a new power or discipline. Your only limit was your imagination and your complete collection of Man, Myth, & Magic Encyclopedia. So you had “Wild Talents,” which were basically mutant teenager kind of “you have one special power” nonsense, and then you had the Psionicist class with its staggering flexibility and limitations—the upshot of both being that where you could just give NPC Mage #3 the telekinesis spell and call him a “mind mage,” there was no way for your non-Psionicist character to ever really dabble effectively in psionics without some egregious fucking around on the part of Mister Cavern, with backstories involving psychic chirurgery, exceedingly improbably rolls on random tables, and weird psionic-magic items and potions.

Then you had monsters, and with them the rules went right out the fucking window – you could give them whatever powers that you thought made sense, and it was fine, and the world rejoiced. Now there are a lot of psionic monsters in AD&D, from the psychic skeletal floating platypus to the psychic shaggy polar-bear-man, but the Mind Flayer was the first, simplest, and most revered. Arguably though, the best part Mind Flayer lore owes itself to Charles Stross, whose Githyanki & Githzerai concepts were ripped off for the Fiend Folio long long before.
FrankT:

They took the art in a really different direction for this than they did for earlier monster materials. In many ways, this is a dry run for the art that graces the pages of 3rd edition. So the Mind Flayer in the Monstrous Compendium looks like this:
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And the AD&D Mind Flayer of course looks like this:
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And in the Illithiad they look like this:
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And that just looks a lot more like the 3rd edition Mind Flayer, which looks like this:
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I think it's the knuckles. The Mind Flayer that shows up in earlier AD&D works has basically normal human fingers (albeit only three of them), while the 3e Mind Flayer has knobby monster fingers. And the Mind Flayer in this book is more like the 3e one than the AD&D standard. It's a transitional phase.
AncientH:

Keep in mind, AD&D is also the edition that gave us the general cluster-fuck that is the Arcane vs. the Psionic Illithid – in other words, one version of Mind Flayers had spell-like abilities, and the other had psionics. This was made even more confusing because the Arcane Illithids had squid-like beak-mouths beneath their tentacles, while the Psionic Illithids had these lamprey-like tooth-lined holes.

Introduction
FrankT:

The book has three introductions, which it fits on three pages. The first one is supposedly “in character”, the others are also in character. Look, I don't fucking know, OK? The premise of the book is that it is written by a guy named Wakeman who sent his stuff to another guy named Asmus for editing and editorializing. There are mentions of other in-character books in the world, some of which are plugs for other TSR materials (such as Guide to the Underdark) and others of which are bad taste jokes. There is supposedly a book called “Mind Kampf”. I am unfortunately not making that up.
AncientH:

Asmus is a member the Arcane Order, a bizarre effort at a generic college of wizardry that AD&D started throwing into sourcebooks, I’m not even sure where they started but the College of Wizardry supplement (also written by Bruce Cordell) was all about them, and someone dredged the idea up in D&D3 for the “Mage of the Arcane Order” prestige class. What’s most memorable about the Arcane Order is they’re an early effort at presenting metamagic and the kind of versatility you see with Sorcerers in D&D3. It wasn’t very good and didn’t work well, but I think it did play a strong part in what became the D&D3 game mechanics, for good and ill.
FrankT:

The “adventure” introduction is a fairly dry account of an encounter with Grimlocks who worked for a Mind Flayer. It's flawed on several points. The opening involves the author having their team's lanterns put out with well placed crossbow bolts. That's a good Drow tactic, and a nice bit of cinematography in any case. Problem: these are Grimlocks. Grimlocks are a stone age people, who don't have any crossbows. Further, they are blind and get by on tremorsense, so they couldn't hit a lantern with a crossbow even if you gave them one. The only creature in that group of Team Monster who could even use a crossbow was the Mind Flayer itself – and it not only couldn't have used the number of crossbows described, but it's a fucking Mind Flayer and doesn't bother using crossbows. The general gist of the story is: “I screwed up and got a bunch of hirelings killed by a Mind Flayer attack before the party Fighter cut it to ribbons”. That clearly pegs it as an AD&D story, because stories like that don't really happen in 3rd edition or later versions of D&D. Still, swearing by the corpses of some unnamed characters that you're going to learn more about a group of foreigners and write it all down just lacks the narrative gravitas of swearing by your dead parents that you're going to get vengeance.
AncientH:

I blame Ed Greenwood. Honestly, this is his bag right here, and Cordell is just picking it up and running with it. That may not be entirely fair, but you have to understand that in early D&D there was basically zero division between flavor and mechanics – the Fiend Folio wasn’t some manuscript you could even pretend to read in-character as if your wizard had found it at the bottom of a Balrog’s outhouse in the old Dwarven mine, it was a straight up listing of beasties and critters with the stats right fucking there. The need and desire to wrap monsters up histories, with scholar-adventurers playing Jacques Costeau of the Underdark and such really didn’t come about until much later in Dragon Magazine, and if Greenwood didn’t invent the concept, he sure as hell perfected it in the Realms, and everybody after started copying him.
FrankT:

The final introduction is just a letter by Wakeman where he is telling someone that he has been delayed in the Underdark and is going to be researching Illithid. It conveys essentially no information and is just there to use up space.
AncientH:

Seriously, these little scroll-like things with cursive script on them are bizarre pseudodocuments that are…uh…supposed to make the readers think this is a collection of different documents? I don’t know, I’m stretching here. What I do know is that in ten or twenty years, these things are going to be nearly impenetrable because no-one teaches cursive in schools anymore.
FrankT:

Prediction: we are only three pages into the book and I am already sick of the author making up stupid pseudoscience words to describe things. “Cephalophagy” my entire ass!
AncientH:

Better grab a bottle of mead and get used to it, we have 80-odd pages to go.

Chapter 1: Illithids: What They Are

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AncientH:

Chapter 1 starts with a callback to an illustration of a half-flayed nekkid illithid on the next page, which is not an encouraging sign. The pseudo-scrolls where Asmus talks directly to the reader has been replaced by a dark irregular glob that is difficult to read on hardcopy; I can only imagine how much that must fuck with your eyes trying to read a scan of it.
Most of this section is devoted to a description of Mind Flayers and their anatomy; you might think this sounds a lot like an old Dragon Magazine article on the Ecology of the Mind Flayer (#78, 1983) but you would be wrong. I checked.
FrankT:

This chapter is only 3 pages, and it is entirely composed of pseudoscience psychobabble about Mind Flayer anatomy and physiology. It's important to note that coming in to this book, Advanced Dungeons & Dragons had been pretty cavalier about making biological pronouncements that were “fucking retarded” for a great many monsters, and the Mind Flayer was if anything a worse offender than average. The Monstrous Compendium listed them as having two young each that each had a less than 50% chance of surviving to adulthood (for those keeping track at home, that means the entire species would die out in a generation or two), and couldn't make up its damn mind whether they have lamprey mouths or beaks. This book sides with the lamprey mouths, but has a little disclaimer about how reports exist of beaks and shit instead if you're in to that.
AncientH:

The stats and mechanics (including a detailed table of Mind Flayer Infravision ranges) are kept away from the biology lesson in shaded boxes. This is not overly helpful, but it is at least a start in the division between fluff and crunch which D&D would eventually start using more often.
FrankT:

One of the most fundamental problems with this book is that they make Mind Flayers look stupid without their robes on. It's a big problem drawing cool looking Mind Flayers without robes, that is why they are usually shown in robes, but this book falls down on that job. Being basically evil cephalopods, you kind of expect them to be smooth and tentacly under the kimono, but we are expected to believe that they look like ropy methheads in sumo diapers with octopus heads grafted on top. That's a lot less like a brain eating alien monster and a lot more like a bad special effect from a 50s sci fi vehicle.
AncientH:

The anatomy section quickly goes from “interesting in a morbid kind of way,” to “fuck, I’m bored.” There’s a level of detail here that goes beyond the necessary, and there’s a lot of “oh-fuck-I’m-special” sauce included:
The eyes of a living illithid are featureless and white, similar in appearance to blind cave fish that have evolved away from the need to register visible light. This comparison, however, is inaccurate. Illithids actually possess supernormal visual capacities in the infrared spectrum; the pale sclera coating illithid eyes screens out all visible light, but allows infrared light easily.

The sclera also insulates the illithid's own body heat from its infravisual organs. Thus, illithids always perceive the world with infravision, whether in the dark or in bright light Unlike other races that possess less developed senses of infravision, the illithids' infravisual clarity compares favorably with normal vision within its functional range. This range decreases in brighter light due to the increasing "polarization" of the white sclera.
FrankT:

The play by play on Mind Flayer organs and anatomy is too boring to go into much detail on. It's clear that we are reading a three page tirade about anatomy from someone who does not actually know any anatomy. There isn't much of interest here, and it skives off to rant about the various modifiers Illithid get from having different ears than humans. This gives them a -10% chance to hear noises. I don't know what that means! Hearing noises is only resolved with a percentile roll in 2nd edition AD&D when you are using the Thief/Bard ability “Hear Noise”. Mind Flayers are not, and cannot be Thieves or Bards, so I have no idea how or when that would or even could come up.
AncientH:

As a fun side-game in reading this book, imagine how much of this can be used for Mind Flayer erotic fanfic:
While regulating skin moisture is vital, illithid mucous serves another equally important role in illithid physiology: The mucous is partially psi-active. Sages theorize that this mucous acts as a psychic resonator, amplifying the personal psionic might of individual illithids and reducing the mental strain of psychoportive powers by easing illithid penetration into the Astral and Ethereal Planes.
Yes, Illithids secrete psi-lube to ease their penetration of your planar membrane!
FrankT:

One of the weirdest points in this book is where the author has decided that he needs to make Mind Flayers more unlikeable by having them get a raging hermaphroditic hardon for destroying the Sun. I have no idea why they would give an actual shit one way or the other, and narratively I don't see why it's necessary. They are already brain eating slavers. You don't need any other reason to hate them, they are already brain eating slavers. Like the bad guys in Django, but with more cannibalism. There doesn't need to be another shoe to drop.
AncientH:

Destroying the sun is actually a throwback to old Mind Flayer lore, so I won’t blame Cordell for that one…much. Part of the problem here is that Mind Flayers pre-Cordell aren’t terribly complicated – they’re inhuman brain-eating psionic slavers. That’s four different sci-fi/fantasy tropes right there. Everything else is gravy—or maybe too many spices spoiling the soup. Anyway, the brain-fucking reproduction is in the next chapter.

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"I love you for your spacious and easily accessible braincase."
Last edited by Ancient History on Tue Apr 30, 2013 1:09 pm, edited 1 time in total.
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Post by Maxus »

Speaking of illithid anatomy, I will suppy this venerable picture.
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Edit: Oh, forgot by the time I got to the bottom: Top pic is broken.
Last edited by Maxus on Tue Apr 30, 2013 3:30 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Red_Rob »

Illithiad, Mind Kampf, someone really liked their shitty book name puns.

Although I never read this book, I always asssumed it was in the same vein as Lords of Madness, which I thought was pretty cool. I'll be interested to see how badly ol' Brucey can fuck this up.
Simplified Tome Armor.

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Post by Ted the Flayer »

This is relevant to my interests.
Prak Anima wrote:Um, Frank, I believe you're missing the fact that the game is glorified spank material/foreplay.
Frank Trollman wrote:I don't think that is any excuse for a game to have bad mechanics.
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Re: [OSSR]The Illithiad

Post by RobbyPants »

Ancient History wrote:
FrankT:

One of the weirdest points in this book is where the author has decided that he needs to make Mind Flayers more unlikeable by having them get a raging hermaphroditic hardon for destroying the Sun. I have no idea why they would give an actual shit one way or the other, and narratively I don't see why it's necessary. They are already brain eating slavers. You don't need any other reason to hate them, they are already brain eating slavers. Like the bad guys in Django, but with more cannibalism. There doesn't need to be another shoe to drop.
AncientH:

Destroying the sun is actually a throwback to old Mind Flayer lore, so I won’t blame Cordell for that one…much. Part of the problem here is that Mind Flayers pre-Cordell aren’t terribly complicated – they’re inhuman brain-eating psionic slavers. That’s four different sci-fi/fantasy tropes right there. Everything else is gravy—or maybe too many spices spoiling the soup. Anyway, the brain-fucking reproduction is in the next chapter.
Wouldn't this kill their only food source? This seems deeply retarded. Did the book go into any reason why this was a good idea for them, or did they just think that cartoon-level villain shenanigans was a good idea?
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Post by Ancient History »

It boils down to a really stupid reason: Illithids (especially early Illithids) were practically blind in sunlight, to the point that it pained them too much to use their mental powers. So it's a vampire supervillain plot.
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Post by Woot »

I also seem to recall that Illithids destroying the sun was part of their Great Diabolical Scheme in the Spelljammer Astromundi Cluster boxed set, back in '93 - a beauteous clusterfuck in it's own right. That might be where the ideal originated.

To summarize: the Cluster was defined by the struggle between the Antilan Sun Mages who, unsurprisingly, had special FUCK YOU, PLAYERS Sun Magic and the Illithids. By extinguishing the sun, the Illithids would take away the one great advantage the Sun Mages had. There were other factions, obviously, but the Illithids were very clearly spelled out to be #2 and aggressively gunning for the top dog's seat.
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Post by Ancient History »

Chapter 2: Life Cycle and Variations

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FrankT:

Despite being a topic that essentially doesn't matter at all, the Life Cycle of the Illithid is given ten pages. Bruce Cordell tries to fix some of the stupid written earlier, and adds more stupid of his own. Recall that coming into this book, this is what he had to go with:
Advanced Dungeons & Dragons: 2nd Edition: Monstrous Compendium wrote:Mind flayers live about 125 years. They are warm-blooded amphibians, and spend the first 10 years of life as tadpoles, swimming in the elder-brain pool until they either die (which most do) or grow into adult illithids. On an irregular basis, adult illithids feed brains to the tadpoles, which do not molest the elder brain. Illithids are hermaphroditic; each can produce one tadpole twice in its life.
That is super retarded, but it's only 67 words. Bruce Cordell comes out swinging by adding a life stage as an egg (which since these are warm blooded, I guess are like Platypus eggs?), and changes the twice-in-a-lifetime spawning from the demographically unsustainable “one tadpole” to the “clutch of one thousand eggs”. The egg thing was completely unnecessary and considerably less disgusting than having writhing tadpoles born alive into a pool full of brains, so I have no idea why he decided to do that. But the fact that there are more than 2 tadpoles made for each spawning Mind Flayer at least makes a growing (or even stable) population possible.

This then immediately fucked up by Bruce Cordell ranting about how Illithid tadpoles begin life as amorphous creatures with external gills and no tails. That is not a tadpole, you asshole!
The god damn dictionary wrote:tad•pole
/ˈtadˌpōl/

Noun
The tailed aquatic larva of an amphibian, breathing through gills and lacking legs until its later stages of development.
So while Cordell insists on continuing to call these things “tadpoles”, he makes it clear that he is actually talking about “Veligers”. We haven't even gotten off the first page of this chapter and I am already angry. Would it be too much to ask people to read some fucking biology before they wrote books about biology?

The page then walks back all the progress it made in making Illithid demographics be “not laughably impossible”, by claiming that only one in a thousand “tadpoles” reach maturity. Fuck!
AncientH:

Frank rants about biology better than I do, but he’s had more book larnin’ in it.

Still, even for the layman the Illithid lifecycle takes on an engrossing amount of detail, all of it completely irrelevant until that special moment that you stick a sword into one and out spills a thousand glistening Illithid eggs. Which, as it happens, are fed by brainmeal—I’m not certain what Bruce Cordell things that is, but I highly doubt he’s ever eaten a brain; they really don’t grind or crumble properly.
FrankT:

The second page is about “Ceremorphosis”. This is the kind of blatant raping of the Latin language that we get throughout the book, and is causing me to plow through this mead at an exceptional rate. But it gets worse. The book assures us that they are using exactly this term in character because the Latin roots happen to be the “Elder Tongue” for these people. Words actually fail me here, this is extremely immersion breaking. This is a plot point that is predicated on the idea that the people in the story set in the fantasy world are literally speaking English and that the ancients of their world literally spoke actual Latin. This is one of the most serious fourth wall breaches I've ever seen in a D&D book, and it's not even being played for laughs.

Ceremorphosis itself is actually extremely retarded. The idea is that the 10 cm tadpole veliger is implanted into the brain of a live humanoid, and then it eats that person's brain from the inside, and then it eats the rest of the body and makes a new body with a different skeletal structure and different numbers of fingers and stuff with all that extra mass it just ate, and it ends up being 1.8m tall and able to run around capturing its own slaves and eating brains and shit on its own. And that's all fine, but Bruce Cordell is trying to sell this to you as being a horror bit where it takes over your body (dun dun DUN!). But... you're dead. Your brain has been eaten. The Mind Flayer eats your body and has a very obviously different number of bones. It has no more “taken over your body” than I have “taken over the fried chicken I ate for lunch”. The horror bit where things take over your body really doesn't work if they take over your protein by eating and digesting it and then using that protein to make new and non-analogous structures on their own body that don't even look remotely similar. That's a totally different kind of horror, and trying to play one as the other just comes off as stupid.

Also of course, the entire concept of this is that it is “Ceremorphosis” because it is a “head transformation”, except that we just spent the entire previous 3 page chapter explaining how Illithids had different hands, feet, and genitalia. Even if we accepted the laughably stupid framing of this chapter, the ceremorphosis terminology fails on first principles. The book can't decide whether Mind flayers have two toes or three, but in either case they sure as fuck don't have five, and thus are obviously not normal humans and elves with transformed heads.
AncientH:

Race selection depends upon the presence of vital neurochemicals in the victim's brain; these neurochemicals act as essential chemical cues for the initiation of ceremorphosis. Adult illithids lack these cues and are unable to host ceremorphological processes.
Acceptable: Humans, elves, drow, githzerai, githyanki, grimlocks, gnolls, goblins, and orcs.

Unacceptable: Halflings, dwarves, derro, duergar, gnomes, centauroids, giants, and kuo-toa.

Other races are potentially acceptable, assuming they possess humanoid characteristics and fall within the physical range criteria.

Many additional races prove unacceptable for ceremorphosis, as determined by their height, weight, or nonhumanoid origin. Generally speaking, non-mammalian races are always unacceptable.
If this list looks like it doesn’t make a lot of sense…well, it doesn’t. For one thing, the exceptions start early and often: tzakandi (lizardmen-illithid), mozgriken (svirfneblin-illithid), mindwitness (beholder-illithid), urophion (roper-illithid), uchuulon (chuul-illithid), &c. For another thing, this is pretty obviously just a ploy so no one has to stat out Illithid, Giant or Illithid, Centaur, which I personally would have found fucking hilarious and silly at the same time.

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Stupid Quote of the Section:
Brains! Once an illithid gets its first taste of “the other white meat,” there’s no going back.
FrankT:

I make a bit of hay about this book's flagrant inability to remain consistent with itself chapter to chapter, but I think it's at least equally important to make fun of its inability to maintain consistency sentence to sentence.
Illithiad wrote:An adult illithid stands roughly 6 feet tall and weighs in at 170 pounds, on average. Generally speaking, adult illithids possess a height and weight similar to that of their humanoid victims prior to ceremorphosis.
Those are not the same thing!
AncientH:

As a supplement to what Frank’s ranting about “acceptable” humanoids for ceremorphosis are 5’4” – 6’2” tall and weigh 130-270 pounds.
From the time an illithid comes into its adult form, it can expect to live anywhere from 115 to 135 years. During this period it grows in psionic power, formulates plans for the conquest of all other races, accumulates a harem of slaves, and eats brains.
There’s a joke about a child’s view of growing up here, but I’m going to stop and ask: why does a self-inseminating hermaphroditic (and otherwise gender neutral) aberration need a harem?

At this point, Cordell breaks from the nonsensical Illithid lifecycle to chronicle some variations on the Illithid form, starting off by addressing “Arcane Illithids”—y’know, for those guys and gals that didn’t shell out for The Complete Psionic Handbook or Player’s Option: Skills & Powers.
FrankT:

I think this is where we have to talk about the Ulitharids.
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blessed by the Mind Flayer gods with an even sillier looking hat

Ulitharids are “super” Mind Flayers. They take twice as long to reach maturity, they are physically several centimeters larger as a tadpole veliger, and when they eat a body and turn into adult Mind Flayers they have two extra face tentacles and are 230 centimeters tall. Wait, what? What was all this shit about “Ceremorphosis” if the badder assed Mind Flayers have an extra fifty centimeters in height? Where the fuck does all that extra height come from? This fucking book just spent several pages trying to gross me out by ranting about how Mind flayer tadpoles veligers were puppeting around human bodies, and then it just shits out a frank admission that the first eaten body obviously doesn't count for shit because stronger tadpoles veligers are half a meter taller than weaker ones and the first eaten body doesn't make any difference sideways or longwise.
AncientH:

1:25 Illithid spermicles is a Ulitharid. Mind Flayers spawn twice in their lifetimes, each time dumping out 1,000 eggs – of which 1 is expected to survive and grow into a “tadpole.” So that’s…fuck, who cares. This is all behind-the-scenes shit that will never make it into a game, and if it was used for a D&D novel the author would just make shit up as it suits them anyway.
FrankT:

Elder Brain Pools automagically psychically detect all incoming intelligent creatures approaching the city and make their subordinate Mind Flayers impossible to surprise. As far as I can tell, this is primarily to make it matter even less that Mind Flayers have a -10% chance to hear noises.
AncientH:

Well, presumably that’s for Mind Flayers out on their own.

But yeah, the Elder Brain – no relation to the Supreme Intelligence –

Image

-- is basically god-ruler and central telephone directory for the Mind Flayer community, relaying all the telepathic communications within its range. Given that the Supreme Intelligence Elder Brain is also where the community keeps its young, this is probably ground-zero for any effort to wipe out a Mind Flayer city. Not that that ever happens much in the fiction.
FrankT:

All of the Mind Flayer variants discussed in this chapter are stupid. Brain Golems are stupid. Vampiric Illithid are stupid. Illithid Liches are stupid. Neothelids (the giant worms that spit acid that dissolves everything but brains) are stupid. Ironically, among the few Illithid variants that aren't stupid are bizarrely from Dragonlance – the Yaggol are stupid and degenerate Mind Flayers who have lost contact with their culture and just live like brutish murder tribes in the jungles of Taladas. And being a variant of Mind Flayer that isn't stupid, they are also not in this section.
AncientH:

Illithid vampires are super stupid because they’re from Ravenloft and because they’re fucking vampires. An Illithid already has 90% of the vampire tropes, you don’t need to add fangs and a sudden thirst for circulatory fluid – seriously, when the fucking critters already live on brains, adding a new nutritional requirement just makes it suck. Then of course they made the vampire illithids literally retarded, so there’s no point in these things whatsoever. Imagine running across the aftermath of one of these things!

Shaggy: G-gosh guys. The blood’s been drained! It’s a vampire!
Fred: Wait, Shaggy, look! There’s a hole—and the brain’s gone too! It looks like a Mind Flayer attack.
Daphne: Gosh, what eats the brain and sucks out the blood?
Velma: Vampire illithid, copperbottom. We’re going hunting. Shags, unleash the hound.

And again, despite the auto-fucking-failure process in ceremorphosis (presumably to prevent kender illithids from running around) doesn’t prevent rampant illithid-hybrid silliness.

Probably the weirdest variation is the Neothelid, which is what happens when you let a immature illithid grow as big as it can without implanting it – giant, tentacled, psychic worm-thing. No Shai-Hulud jokes, please. This is supposed to be based on neotony, a thing which happens to amphibians – however, please note that despite looking like squid-heads, Mind Flayers were never amphibians so this is just more silly bizarreness. It’s like trying to explain the xenomorph lifecycle in the Alien movies, it doesn’t make a whole lot of sense however you cut it, because Rule of Cool overwhelms genetics. And biology. And anatomy. Basic inheritance. Etc.
FrankT:

The book's central premise is that Wakeman spent ten years observing Mind Flayers in their natural habitat. This is a major plot hole, because ten years is the shortest life cycle stage in this book. How the fuck would Wakeman know that Ulitharids take 20 years to reach full size as a tadpole veliger if he had only been watching for 10? How would he know that an Illithid goes from simple adulthood to full badassery in 21 years if he hadn't actually observed any of them for even half that time?
AncientH:

The book’s central premise is that Illithids Are Awesome! If you keep in mind that the intended audience was expected to be 12 or 13, that helps a lot.

Chapter 3: Psionics: Options, Abilities, and Drawbacks

Image
AncientH:

Chapter 3 is Psionics: Options, Abilities, and Drawbacks. This is basically yet another psionics supplement for AD&D, which had been slowly expanding over the years, mostly in Dark Sun and Dragon Magazine articles. This is more important to Cordell than pretty much anyone else, and so starts on a vague and bizarre rambling about the difference between magic & psionics in a D&D context – the sort of shit I probably would have chimed in on back when I gave a damn about AD&D, circa 1995 or so – but you know when talk turns to “universal energy” that things are downhill from there. The problem is that while D&D fans realized and sort of acknowledged that their system was hideously bloated, clunky, inelegant, and sometimes downright shit, they couldn’t really bring themselves to attempt to redesign it wholesale—not until 3rd edition, anyway. So instead individuals tackled different subsystems, tacking on new rulesets or extrapolating meanings from old rulesets in a bizarre dance sort of like what the Medieval jurists did with Roman law, assuming their forebears knew what they were doing and if they could just understand their wisdom, all would be well.
Ackaem's Dagger: A universal rule stating that the simplest of two or more competing theories is likely the correct one. It seems that most worlds have some variation of this simple aphorism.
And then Bruce Cordell started just making shit up.
FrankT:

I gotta say, the moment they start babbling about Psionics rules, parts of my brain just shut off. It doesn't help that this book comes after Complete Psionics Handbook (by Steve Winter) and Players Options: Skills and Powers (by Bill Slavicsek and Dale Donovan), which means that there were already multiple sets of psionic rules that didn't interact with each other at all. Bruce Cordell is a Psionics fanboy. No, he's the Psionics fanboy, and he has been writing and rewriting Psionics rules continuously for the last fifteen years. The parallels between Bruce Cordell writing and rewriting Psionics systems and Mike Mearls writing and rewriting Skill Challenge rules is noted for posterity. Clearly, while he was writing this book, he had some idea in his head about how Psionics rules should work and equally clealry he abandoned that idea and hopped to a new one while writing this fucking book and then again immediately afterward. I don't know how many Psionics systems he trotted out in his home games, but I'm guessing it's been a lot because his name is on at least six whole systems released across three editions of the game.

Anyway, this book has a bastard hybrid system of the Complete Psionics Handbook and the Player's Options: Skills and Powers rules that Bruce Cordell assumes you are using. Even if I was up on my Skills and Powers bullshit to the point where I could tell you whether a MTHAC0 or MAC was “good” or “bad”, I doubt I could make hide no hair of this writeup. If you care, the powers list for the Psionic Illithid is different in a couple of ways from the powers list for the Psionic Illithid in the Monstrous Compendium. I don't even know if that's an error or not. I don't even know how I'd find out.
AncientH:

In general outline, this chapter is a dry run for the Psionics Handbook (3E), tackling the psionic-magic transparency options and trying to summarize and congeal the different psionics rules that had been published up to this point into something that almost makes sense. A large part of this focuses around Mental Combat, which required an old-school chart to see if your mental attack mode was efficacious against their mental defense mode. The whole thing is geared toward Illithids, but general enough you know Cordell had everybody in mind. The damnable part being that 3E psionics is actually simpler. Not simple enough, but simpler.
FrankT:

The book bends over backwards to present several different versions of Psionics rules, apparently Bruce Cordell knew full well that there were already multiple competing versions of Psionics rules and everybody he knew just fucking rolled their own anyway. I think this chapter has more boxed text than normal text.
AncientH:

Then Cordell pulls out the unique Illithid psionic disciplines, and shit gets weird. Again, this is like a vision of things to come—“Collapse Time” produces quintessence, which can be used to cover an object to protect it from the ravages of time! (Which would have fucked with the Chronomancy guys, if there were any fanboys left at that point.) Crisis of Breath and Fatal Attraction are some other familiar standboys, and then he gets really creative.
FrankT:

The Psionic Attacks listed here are mostly copypasta from Skills and Powers, but Bruce Cordell did rewrite them slightly “for clarity”. He did not however, spend any time rewriting them for “not being a steaming heap of hot garbage”. So for example, Ego Whip is still currently more damaging to the user than the target. Every 4 PSP the attacker pays causes the defender to have to pay 1d6 PSP. A d6 actually averages only 3.5, which is of course less than four. Not really sure how Mr. Cordell managed to spend so much time thinking about Psionics without noticing that the optimal amount of Ego Whipping to do during combat is none, but whatever.
AncientH:

Imprint Psionic Circuitry is another way to make/empower items given that enchant an item and permanency suck and are expensive. It was also a weird biopunk thing that would have gotten Cordell’s ass kicked in a lot of games for bringing sci-fi into their beloved dungeon. Believe it or not, it’s not the stupidest effort – Ed Greenwood had at least two, one of which involved focus stones and another about enchanting items that were already psionic (and intelligent), and bonding them as familiars.

Sever the Tie is just a bullshit power, what we today would call psychokinesis/manipulation bloat—because psychokinesis covers manipulation of matter and energy, and when you get down to it that’s about all there is. You want to touch intangible shit, go play with telepathy or clairvoyance, and some people will even argue that is all down to psychokinesis too. Basically, Sever the Tie is a psionic power for destroying undead by taking away their tie to the negative energy plane. This actually serves a purpose, as undead are immune to mind-affecting psionics and general stop-the-heart-with-telekinesis tactics, but it’s still bullshit.
FrankT:

Staring at this incarnation of the Psionic Attacks vs. Defense Modes table, I honestly could not tell you whether a positive or negative value is good or bad to the attacker or the defender. I really don't even know what these numbers are being added or subtracted from or whether it's on the side of the aggressor or the victim. Really, no fucking clue. This is an edition in which getting a +3 Ring of Protection adds +3 to an invisible value that is subtracted from your armor class, which is then a number that is going to be subtracted from the target number of people who attack you. Really, anything fucking goes.

Image
yeah, he doesn't know either
AncientH:

Okay, Frank and I have gone a little out of sink in our respective rantings, so let’s catch up.
FrankT:

The list of Psionic powers that the Illithid are written up with here are long and varied. And while a few of them are insane, it does have the overall advantage that it does what Mind Flayers are supposed to do a bit better than the basic powers list in the Monstrous Compendium. Historically, Mind Flayers in the rules are based on charm monster rather than dominate, which means that the Mind Flayer by the rules has actually never been able to mentally enslave people, turn friends against each other with a wave of tentacles, or force people weeping to their knees while they submit to having their brains devoured. The Psionic Illithid rules presented here do fix that. Of course it then immediately goes off into crazy town writing in a bunch of new powers that fit into zero paradigms of available Psionics Rules and I'm guessing were written up for whatever composite home brew system that Bruce Cordell was using at the time. The first one is called “Collapse Time”, which interacts with with the rules from Loren Coleman's Chronomancer book in weird ways that I can't even describe. It might as well be called “collapse table into rules discussion”.
AncientH:

There we go. In a book all about how awesome Illithids are, I don’t know what the point of Illithid-specific psychic drawbacks are except maybe Mr. Cavern saving throw. To use properly, it requires keeping track of a level of detail only appropriate for play-by-mail campaigns by those too obsessive-compulsive to leave their houses. Highlights include “The Ashen” (a psychic disease), Psychic Cascades, and Psychic Flareback, but nobody cares about them because the interesting one is Partial Personalities.
FrankT:

The Psionic Drawbacks section is more minutiae than I can readily imagine anyone ever having bothered with at any point in the history of anything. See, Mind Flayers can hurt themselves if they use up their last psionic power point too frequently. Too frequently is “more than once a month”, and their buffer on that is thirteen fucking times. So if they manage to drain off all their PSP fourteen times in two months, then they start risking “Psychic Cascades”. The base chance of that happening is 13%. Not Ten percent. Not Twenty percent. Not “One in Eight”. Literally 13%. I'd tell you what actually happens at the end of all this book keeping that is never ever going to happen because we're talking about a fucking mastermind NPC who doesn't ever take risks and spends almost all of his time off camera, but I've already used up my give a shit.
AncientH:

Partial Personalities is basically Scanners stuff: two guys are fighting over one brain, and the bad guy loses and so the good guy’s mind lives on in the bad guy’s body. For Illithids, this means that as a young critter introduced to a nice tasty brain-hole, something of the host’s original mind survives. Think of it as if the xenomorph from Alien had alien hand syndrome, and kept patting itself down for smokes and trying to light up cigarettes. Having a partial personality is a Big Deal because you don’t get to join the Elder Brain after death – although considering what a rum deal that is as an afterlife, maybe you’re better off just looking into becoming an illithilich with a handpuppet and taking up ventriloquism.
FrankT:

The last bit in this chapter is a tirade about “The Adversary”, an Ilithid legend about a Mind Flayer whose mind is dominated by the mind of the creature whose body the tadpole veliger consumes in order to become a Mind Flayer. So it looks and talks like a Mind Flayer, but secretly it's a Human or Drow or some fucking thing on the inside and it's very subtly working against Illithid kind. This is kind of stupid on a lot of levels, what with the fact that Mind Flayer societies have no privacy even to the mental level and treachery of that sort is laughably impossible. But being as that may be, it's actually a lead in for the Monstrous Arcana: Illithiad: Adventure: Dawn of the Overmind: We Already Have Too Many Colons. In that it is revealed that Wakeman did his infiltration of Mind Flayer society by doing complicated bullshit to get captured and fed to a Mind Flayer tadpole veliger while he had special alchemical shit flowing in his veins that kept his brain safe while the creature ate his body and left him with a human mind in control of an Illithid body. You might think that a plotline this stupid is too stupid for even Bruce Cordell, but you'd be wrong.
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Post by Red_Rob »

Ancient History wrote:In that it is revealed that Wakeman did his infiltration of Mind Flayer society by doing complicated bullshit to get captured and fed to a Mind Flayer tadpole veliger while he had special alchemical shit flowing in his veins that kept his brain safe while the creature ate his body and left him with a human mind in control of an Illithid body. You might think that a plotline this stupid is too stupid for even Bruce Cordell, but you'd be wrong.
Wait - he drank an alchemical mixture that meant that the Illithid tad... veliger failed to notice it hadn't eaten his brain? Or it ate his brain piece by piece and somehow the pieces all reconstituted in its stomach and kept on functioning? Or have I got his all wrong somehow (please let me have got it all wrong...)?
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Post by Ancient History »

The herbal potion kept Wakeman's mind/personality intact (even as it was devoured) and overwhelmed that of the the veliger. So in the continuity of consciousness scope of things, you could call it an illithid that think's it's Wakeman as much as anything else.
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Re: [OSSR]The Illithiad

Post by shadzar »

Ancient History wrote:
FrankT:


So the Illithiad came out in 1998, when TSR was running out of things to say about 2nd edition and frankly looking towards 3rd edition.
:bash:

TSR didnt exist as anything other than a logo in 1998, because WotC bought them in 1997. The WotC logo just wasnt placed on ALL products released during 1998 but were on things like 1999 Drow of the Underdark, and at least a few of the PHBRs if not more.

at least getting the facts right when you call a stupid product stupid, so people will know who is to blame for it....
Mind Flayers are one of the most loved D&D monsters.
this too is fallacious. One of the most iconic maybe, loved? Not for people that removed psionics from the game as the uber-psionic creature was easily the first to go and never be used. :roll:
Play the game, not the rules.
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Post by Voss »

Don't be even more stupid than normal. Most people were quite happy to toss out the psionics rules (if they ever came across them in the first place) and keep Mind Flayers. As the charm and other abilities were perfectly functional with the spell versions instead, or in the case of the stun blast, the rules in the monster description.

Especially since the 2nd edition writeup clearly uses the magic version as the default anyway.


Also, Bruce Cordell is still clearly to blame, regardless of which logo sits on the book.
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Post by Rawbeard »

I want to play an Illithid now. Illithid saves the world!
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Post by Darth Rabbitt »

I have plans to play an Illithid character sometime in the near future, and I'm totally going to spout crazy shit from this book when I do.
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Post by Koumei »

Illithid Otherkin who think "I'm a human soul, trapped in the body of a mind flayer!"
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Post by erik »

The Illithid biology draws parallels to Rifts dragons for me. The dragons hatch in eggs but... but, they are still mammals. What the fuck does that even mean? Is there dragon milk? They sure don't seem to have nipples.

Taxonomy how does that shit work?
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Why writers so lazy?
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Post by shadzar »

erik wrote:The Illithid biology draws parallels to Rifts dragons for me. The dragons hatch in eggs but... but, they are still mammals. What the fuck does that even mean? Is there dragon milk? They sure don't seem to have nipples.
Platypi prove that dragons need not nipples, nor bewbs.
Why writers so lazy?
cause they wanted to see dragonbewbs?
Play the game, not the rules.
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Post by Koumei »

erik wrote:The Illithid biology draws parallels to Rifts dragons for me. The dragons hatch in eggs but... but, they are still mammals. What the fuck does that even mean? Is there dragon milk? They sure don't seem to have nipples.
They're probably monotremes, like the echidna and platypus. Mammals (marsupials) that lay eggs, and lactate by "sweating" milk out from glands all over their skin. Dragons are now twice as scary as they ever were.

...I wonder if Rifts has much of a market for dragon cheese.
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Post by shadzar »

Koumei wrote:...I wonder if Rifts has much of a market for dragon cheese.
Rahu-men will eat just about anything so...
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
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Post by squirrelloid »

yay ghost in the machine nonsense that fails even in an imaginary world where we know souls exist and there is an afterlife! That is beyond retarded.
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Post by Red_Rob »

Ancient History wrote:The herbal potion kept Wakeman's mind/personality intact (even as it was devoured) and overwhelmed that of the the veliger. So in the continuity of consciousness scope of things, you could call it an illithid that think's it's Wakeman as much as anything else.
So could anyone drink some alchemical potion and get themselves turned into an Illithid whilst keeping their memories and consciousness? I'm surprised 3e didn't make a template for that...
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Post by Vebyast »

If you changed the fluff around a bit it'd suddenly be far less stupid than it's otherwise made out to be. "Eats the brain from the inside out" is only one step away from "slowly replaces existing brain with illithid brain", which is simply an odd biopunk retread of the classic Ship of Theseus argument against Searle's Chinese Room.
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Post by Username17 »

Red_Rob wrote:
Ancient History wrote:The herbal potion kept Wakeman's mind/personality intact (even as it was devoured) and overwhelmed that of the the veliger. So in the continuity of consciousness scope of things, you could call it an illithid that think's it's Wakeman as much as anything else.
So could anyone drink some alchemical potion and get themselves turned into an Illithid whilst keeping their memories and consciousness? I'm surprised 3e didn't make a template for that...
Yes. But it has a percentile chance of failure that makes it fail more often than not. Also, you start as a 10 year old baby Illithid with one hit die and no psionic powers, but you get all your class features in about a month. And you aren't allowed to eat brains. It's like a way weirder version of the Emancipated Spawn. You reset yourself to a 1st level character, but you keep class features as if you were whatever you'd gotten the XP to get to earlier.

This is somehow a non-magical herbal recipe called "laethen". This being 2nd edition, it is worth 500 XP just to find. The rules in here are just a clusterfuck. Gaining more levels is possible, but costs double XP, and I have no idea what happens to your hit points if you do that because you just got turned into a 1 hit die creature. Or you can dual class into an Illithid and then you're on the gaining hit dice and psychic powers for letting 21 years pass while you mature - but you're still getting XP during this period and I have no idea what you are allowed to spend it on because you are barred from progressing your old class and seriously what the actual fuck? Maybe you get to take levels of Psionicist at this point? I'm not sure and I also don't know how Psionicist levels would stack with the Illithid psychic powers. MTHAC0 is just an arbitrary number rather than a series of discrete bonuses added together.

Really, we should all just tacitly agree that Dawn of the Overmind never happened, because seriously: what the actual fuck?

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Post by Ancient History »

There was actually a spellcaster in 3E Forgotten Realms that took over an Elder Brain, but that's a level of wank where pieces of skin are coming off.
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Post by Parthenon »

I really hate to say this because it sounds really petty, but
Ancient History wrote:
AncientH:

Okay, Frank and I have gone a little out of sink in our respective rantings, so let’s catch up.
Since you are no longer synchronised, you are out of sync, not out of sink. Unless you're making a pun where Cordell just threw everything including the kitchen sink at the book and you're backing off from reading too deep.

I'm really enjoying this review. This is way before my time so its nice to see just how stupid everything is and just why the psionics handbooks were shit.
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