
Opening the archive
Innate Aspect · Playtest
Projected awareness; tether protection; spirit passage.
Start here: Choose an Aspect, set your level and Intelligence score, then open one of its three paths. At level 1, you can spend your 2 points on two rank-I paths. Use Try this Aspect to spend points in the builder; this page previews rules.
2 Mastery Points at this level · Five free basics
1 point total in this path · Earlier ranks required
Express your ghostly silhouette as up to 5 words or one comparably detailed image within 60 feet. It is an observable magical signal, not a creature, decoy with combat benefits, private channel or translated language. Observers require a shared language or code.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Historical source references; they do not grant the earlier Power rules.
Make a magical ranged Aspect attack (+5); on a hit deal 1d8 psychic damage. Standalone action: does not add to weapon attacks, Multiattack, Extra Attack, or spell-only riders. Project a brief spectral touch toward one visible creature. Resistance and immunity apply normally. It does not remove reactions, move the target or attack its internal anatomy.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
At the table: Roll the printed Aspect attack against AC and apply psychic damage at the table.
Historical source references; they do not grant the earlier Power rules.
Project a tiny spectral hand gesture without moving objects. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Psychic harm. When you would take psychic damage, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Notice exposed astral projections and spiritual tethers. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
A visible ghostly silhouette. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Body and viewpoint feel separable. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Proficiency +2; Intelligence modifier +3. Aspect attacks use their sum; saves use 8 + their sum. These are PC level-based examples. NPCs and monsters use their actual proficiency.
3 maximum Charges, restored by a long rest. Pay only the cost printed on the ability. All actions and concentration share your ordinary turn.
Astral Pilgrimage: 5 points, one rank-V path and rank II in both others. Natural access begins at level 20; paid ultimate acceleration can permit level 17. One shared annual recovery record and bodily strain apply.
Requires legal ultimate allocation and annual readiness or a legal repeat procedure at completion. Interruption ends preparation without activation or strain; crystals already spent on planned-repeat preparation are not refunded. After 1 uninterrupted minute, you and up to eight willing conscious creatures you touch project into the Astral Plane for 1 hour, appearing together at the corresponding departure location chosen by the DM. This does not transport physical bodies or create a doorway. Each body stays at the departure point, unconscious but breathing and subject to ordinary unconscious-body defenses. Each traveller has one conscious astral form, retains its own statistics, class and species features, and gains a flying speed of 60 feet while projected. Each traveller has one shared turn, HP/maximum HP, resources and equipment record across body and form, never an independent duplicate. The form uses existing abilities through their ordinary actions and restrictions; items/ammunition/components used by it consume the originals. Spectral equipment has no separate saleable or transferable existence. Treat body and form as one creature for a single damage event; distinct attacks or events apply normally. Taking damage to either body or form reduces that traveller’s one HP pool and requires its normal concentration save. Existing concentration ends on separation; a conscious form may then start and maintain one concentration despite its unconscious physical body, an explicit Aspect exception. Conditions other than the body’s imposed unconsciousness affect the traveller normally; incapacitation of the form ends that traveller’s projection. Forms can explore the Astral Plane but cannot carry physical matter, sever cords, gain a second equipment/resource pool or leave material benefits behind. Leaving the Astral Plane, reaching 0 HP in the shared pool, body/form death, traveller withdrawal, duration expiry, bearer withdrawal/incapacitation/death, node removal, Aspect replacement or magical suppression ends the applicable projection; bearer endings end the whole group. Return only awareness to the original body, retaining HP, conditions and all spent resources. A return never revives, heals or relocates a body. No suspended aging or permanent resurrection is granted. Annual readiness and bodily strain apply to the bearer at completed activation and cannot be removed by projecting. These multi-plane positions, ordinary class interactions and simultaneous encounters are resolved at the table; no automated combat certification is claimed.
Ends: See exact rules for individual and group endings. All returns preserve shared HP, conditions, resources, annual recovery and strain. Physical bodies and matter are never transported.
At the table: Resolve the one-minute preparation, Astral destination, all travellers, body/form positions, HP/resources and ordinary class interactions at the table.
Historical source references; they do not grant the earlier Power rules.