Aspect Codex

Electrokinesis

Electrokinesis is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.

ElectrokinesisSpellcastingChargesPerformance

What This Aspect Does

Electrokinesis defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Lightning Lure

Choose one creature you can see within range. The target must make a STR save or be pulled up to 10 ft. toward you. If it ends within 5 ft. of you, it takes 4 (1d8) lightning damage.

Tier 0ActionAt-Will

Shocking Grasp

Make a melee power attack against one creature. On a hit, the target takes 4 (1d8) lightning damage and cannot take reactions until the start of your next turn.

Tier 1ActionAt-Will

Spark Bolt

Make a ranged power attack against one creature within range. On a hit, the target takes 9 (2d8) lightning damage. If the target is wearing metal armor or is wet, add your CHA modifier to the damage roll.

Tier 1ReactionAt-Will

Static Guard

When a creature hits you with a melee attack, the attacker takes lightning damage equal to your CHA modifier and cannot take reactions until the end of the current turn.

Tier 1Bonus ActionAt-Will

Jolt Step

Move up to 10 ft. without provoking opportunity attacks. If you move through a space adjacent to a creature during this movement, one creature of your choice takes lightning damage equal to your CHA modifier.

Tier 1ActionAt-Will

Conductive Touch

Touch one weapon, tool, or conductive object. For the duration, the first time each turn it hits a creature or is used to deliver a power, it deals additional lightning damage equal to your CHA modifier.

Tier 2ActionAt-Will

Arc Burst

Lightning bursts outward. Creatures of your choice in the emanation must make a DEX save, taking 10 (3d6) lightning damage on a failed save, or half as much on a success. A creature that fails cannot take reactions until the start of your next turn.

Tier 2ReactionAt-Will

Battery Body

When you take lightning damage, reduce the damage by 2d8 + your CHA modifier. If this reduces the damage to 0, your next Electrokinesis power before the end of your next turn deals additional lightning damage equal to your CHA modifier.

Tier 2ActionAt-Will

Nerve Shock

Choose one creature you can see within range. The target must make a CON save, taking 10 (3d6) lightning damage on a failed save, or half as much on a success. On a failed save, it cannot take reactions and has disadvantage on the next attack roll it makes before the start of your next turn.

Tier 2Bonus ActionAt-Will

Static Charge

For the duration, your speed increases by 10 ft. and the first creature you hit each turn with a weapon attack, unarmed strike, or Electrokinesis power takes additional lightning damage equal to your CHA modifier.

Tier 3ActionAt-Will

Lightning Bolt

Lightning blasts from you in a 100-ft. long, 5-ft. wide line. Creatures in the line must make a DEX save, taking 28 (8d6) lightning damage on a failed save, or half as much on a success.

Tier 3ReactionAt-Will

Thunderclap Guard

When a creature you can see within range is hit by an attack, reduce the damage by 3d8 + your CHA modifier. The attacker must make a CON save or be pushed 10 ft. away from the target.

Tier 3Bonus ActionAt-Will

Magnetic Lift

Choose yourself, one creature wearing metal armor, or one metal object within range. Move the target up to 15 ft. vertically or horizontally. An unwilling creature must succeed on a STR save to resist the movement.

Tier 3Bonus ActionAt-Will

Arc Jump

Teleport to an unoccupied space you can see within range. One creature within 5 ft. of your departure space or arrival space takes lightning damage equal to your CHA modifier.

Tier 4ActionAt-Will

Call Lightning

Choose a 10-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 27 (6d8) lightning damage on a failed save, or half as much on a success. As an action on later turns while this effect lasts, repeat the strike against a point within range.

Tier 4ActionAt-Will

Overload

Choose one creature, construct, or powered object you can see within range. The target must make a CON save, taking 27 (6d8) lightning damage on a failed save, or half as much on a success. On a failed save, the target cannot take reactions or bonus actions until the start of your next turn.

Tier 4ActionAt-Will

Static Field

The emanation crackles with static. Hostile creatures treat the area as difficult terrain. When a hostile creature enters the emanation for the first time on a turn or starts there, it must make a DEX save, taking 14 (4d6) lightning damage on a failed save, or half as much on a success.

Tier 4ReactionAt-Will

Circuit Break

When a creature you can see within range uses a reaction, it must make a CON save. On a failed save, the reaction is wasted and the creature takes lightning damage equal to your CHA modifier.

Tier 5ActionAt-Will

Chain Current

Choose one creature you can see within range. It must make a DEX save, taking 36 (8d8) lightning damage on a failed save, or half as much on a success. Lightning then leaps to one different creature of your choice within 30 ft. of the first target, which makes the same save against half the damage.

Tier 5Bonus ActionAt-Will

Storm Step

Teleport to an unoccupied space you can see within range. Creatures of your choice within 10 ft. of your departure space or arrival space must make a DEX save, taking 18 (4d8) lightning damage on a failed save, or half as much on a success.

Tier 5Bonus ActionAt-Will

Galvanic Recovery

End one slowed, stunned, or paralyzed effect on yourself if the effect is Tier 5 or lower. If no such effect is active, gain temporary hit points equal to 4d8 + your CHA modifier.

Tier 5Bonus ActionAt-Will

Storm Crown

For the duration, your speed increases by 20 ft., you have resistance to lightning and thunder damage, and once per turn when you deal lightning damage to a creature, it cannot take reactions until the start of your next turn.

Tier 6ActionAt-Will

Chain Lightning

Choose one target you can see within range and up to three additional targets within 30 ft. of the first target. Each target must make a DEX save, taking 45 (10d8) lightning damage on a failed save, or half as much on a success.

Tier 6ReactionAt-Will

Electromagnetic Guard

When a creature you can see within range is hit by an attack, reduce the damage by 5d8 + your CHA modifier. If the attack used a metal weapon or projectile, impose disadvantage on the triggering attack roll before determining whether it hits.

Tier 6ActionAt-Will

Thunderstroke

Thunder and lightning erupt in a cone. Creatures in the cone must make a CON save, taking 31 (7d8) thunder damage plus 31 (7d8) lightning damage on a failed save, or half as much on a success. On a failed save, a creature is pushed 20 ft. away from you.

Tier 6PassiveAt-Will

Live Wire

You have resistance to lightning damage. Once per turn when you deal lightning damage to a creature, you may move 10 ft. without provoking opportunity attacks.

Tier 7ActionAt-Will

Stormfront

Create a 30-ft. radius storm centered on a point within range. The area is difficult terrain for hostile creatures. When a hostile creature enters the area for the first time on a turn or starts there, it must make a DEX save, taking 27 (6d8) lightning damage on a failed save, or half as much on a success.

Tier 7ActionAt-Will

Neural Lock

Choose one creature you can see within range. It must make a CON save, taking 49 (9d10) lightning damage on a failed save, or half as much on a success. On a failed save, it is stunned until the start of your next turn.

Tier 7ActionAt-Will

Ride the Bolt

Transform into lightning and move in a 120-ft. long, 5-ft. wide line to an unoccupied space at the end of the line. Creatures in the line must make a DEX save, taking 44 (8d10) lightning damage on a failed save, or half as much on a success.

Tier 7PassiveAt-Will

Charged Dominion

Your Electrokinesis powers ignore resistance to lightning damage. When you deal lightning damage to a creature with no lightning resistance or immunity, it takes additional lightning damage equal to your CHA modifier once per turn.

Tier 8ActionAt-Will

Tempest Field

A storm field surrounds you. Hostile creatures in the emanation have disadvantage on reactions and DEX saves. When a hostile creature starts its turn in the emanation, it must make a DEX save, taking 33 (6d10) lightning damage on a failed save, or half as much on a success.

Tier 8ActionAt-Will

Blackout Pulse

Creatures and powered objects of your choice in the emanation must make a CON save. On a failed save, a creature takes 55 (10d10) lightning damage and is blinded and deafened until the start of your next turn. On a success, it takes half damage only.

Tier 8Bonus ActionAt-Will

Storm Avatar

Gain immunity to lightning damage, resistance to thunder damage, and a flying speed of 60 ft. Once per turn when you move at least 20 ft., one creature you pass within 5 ft. of takes lightning damage equal to your CHA modifier.

Tier 8ActionAt-Will

Conductive Cataclysm

Lightning strikes a 40-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 55 (10d10) lightning damage on a failed save, or half as much on a success. A creature that fails cannot take reactions until the end of its next turn.

Tier 9PassiveAt-Will

Storm Sovereignty

You are immune to lightning damage and resistant to thunder damage. Your Electrokinesis powers ignore lightning resistance, and when a creature succeeds on a save against your lightning damage, it still cannot take reactions until the start of your next turn.

Tier 9ActionAt-Will

Skybreaker Bolt

Choose one creature you can see within range. The target must make a DEX save, taking 66 (12d10) lightning damage on a failed save, or half as much on a success. On a failed save, lightning leaps to up to two creatures of your choice within 30 ft. of the target; each secondary target takes 22 (4d10) lightning damage.

Tier 9ActionAt-Will

Nervous System Override

Choose one creature you can see within range. The target must make a CON save or be paralyzed for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success. On each failed save after the first, it takes 22 (4d10) lightning damage.

Tier 9ReactionAt-Will

Lightning Conduit

When you or a creature you can see within range takes damage, reduce the damage to 0. You may then deal lightning damage equal to the prevented damage, up to 60, to one creature you can see within 60 ft. of the protected target.

Tier 10Bonus ActionAt-Will

Tempest Sovereign

For the duration, you gain immunity to lightning and thunder damage, a flying speed of 90 ft., and your Electrokinesis powers ignore lightning immunity and resistance.

Tier 10ActionAt-Will

Absolute Overload

Choose one creature, construct, or powered object you can see within range. The target must make a CON save or become stunned for the duration. The target repeats the save at the end of each of its turns. On each failed save after the first, it takes 33 (6d10) lightning damage.

Tier 10ReactionAt-Will

Storm Reversal

When you or a creature you can see within range would take damage or fail a saving throw, reduce the damage to 0 or turn the failed save into a success. Then one creature of your choice within 60 ft. of the protected target takes 55 (10d10) lightning damage.

Tier 10ActionAt-Will

Worldstorm Cataclysm

A catastrophic storm detonates in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a DEX save, taking 88 (16d10) lightning damage on a failed save, or half as much on a success. On a failed save, a creature is stunned until the end of its next turn.

Characters With This Aspect

Ragnarok

Uthred Uthredson

Uthred Uthredson, known as Ragnarok, is a mountain dwarf barbarian and sparkspeaker whose name became a rallying cry during the Drakkuskan War. Rising from common roots in Kremgrad, he turned lightning-infused fury into battlefield legend, fighting as a champion of ordinary people rather than polished councils. His power surged strongest in rage, wreathing resilience and rebellion in stormlight. Though once tied to Centrum’s founding era, Uthred clashed with leadership when ideals hardened into control. Whether missing, hidden, or simply beyond official reach, Ragnarok remains the kind of hero institutions fear most: one the people remember as their own.

AliveDwarf (Mountain)Electrokinesis (Sparkspeaking)

Static

Eyrin Stormwake

Imported character from the Character Data sheet.

AliveDjinni (Air)Electrokinesis (Sparkspeaking)

Tinker

Daltan Pringle

Daltan Pringle, known as Tinker, keeps watch over the Vault of Rejected Inventions in Point Pringle, where failed prototypes and abandoned ideas are treated less like trash than prophecy. Pale, reclusive, and gifted with sparkspeaking, he understands machines by studying where they broke. Unlike the louder Pringles, Daltan is drawn to discarded possibility: the flaw, the almost, the design no one wanted to claim. His gloved mechanical fingers suggest one experiment followed him home.

AliveHumanElectrokinesis (Sparkspeaking)

Evan Pistachio

Evan Pistachio

Evan Pistachio is one of Dhaz Pelosh’s old Stormcall experiment-class peers, altered enough to carry an electric staff and terrified enough of Lawful attention to flee even from apparent rescue.

AliveHumanElectrokinesis (Sparkspeaking)