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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Static
Eyrin Stormwake
Imported character from the Character Data sheet.
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.
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.