
Opening the archive

Opening the archive
Aspect Codex
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.
On this page
Electrokinesis has 42 powers ready for character sheets, including 39 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
39 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Electrokinesis has 42 powers ready for character sheets, including 39 with VTT hooks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Ragnarok - Uthred Uthredson
Centrum (-2099 MB) / Electrokinesis (Sparkspeaking)
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.
Static - Eyrin Stormwake
New Students / Electrokinesis (Sparkspeaking)
Profile details are still being written.
Tinker - Daltan Pringle
Point Pringle Infrastructure / Electrokinesis (Sparkspeaking)
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.
Evan Pistachio
Stormcall Experiment Class / Electrokinesis (Sparkspeaking)
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.