Aspect Codex
Energy Blasts
Energy Blasts 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
Energy Blasts 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
Energy Bolt
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) force damage.
Energy Spark
Create a harmless pulse of visible energy within range. It can shed dim light in a 5-ft. radius, mark a surface until the end of your next turn, make a soft sound, or push a Tiny unattended object up to 5 ft.
Focused Beam
Make a ranged power attack against one creature within range. On a hit, the target takes 9 (2d8) force damage. If you did not move this turn, add your INT modifier to the damage roll.
Deflecting Pulse
When a creature you can see within range is hit by an attack, reduce the damage by your INT modifier plus your proficiency bonus.
Knockback Shot
Make a ranged power attack against one creature within range. On a hit, the target takes 7 (2d6) force damage and must make a STR save or be pushed up to 10 ft. away from you.
Suppressive Flash
Choose one creature you can see within range. The target must make a CON save or have disadvantage on the next attack roll it makes before the start of your next turn.
Ray of Enfeeblement
Choose one creature you can see within range. The target must make a CON save. On a failed save, it has disadvantage on STR-based d20 rolls and subtracts 1d8 from damage rolls for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success.
Wide Burst
Creatures of your choice in the emanation must make a DEX save, taking 10 (3d6) force damage on a failed save, or half as much on a success.
Piercing Ray
Energy fires in a 60-ft. long, 5-ft. wide line. Creatures in the line must make a DEX save, taking 10 (3d6) force damage on a failed save, or half as much on a success.
Blast Step
Move up to 15 ft. without provoking opportunity attacks. One creature within 5 ft. of your starting space or ending space takes force damage equal to your INT modifier.
Charged Beam
Make a ranged power attack against one creature within range. On a hit, the target takes 23 (5d8) force damage. If the attack roll exceeds the target’s AC by 5 or more, the target is pushed 10 ft.
Ricochet Bolt
Make a ranged power attack against one creature within range. On a hit, the target takes 18 (4d8) force damage, and energy ricochets to a second creature of your choice within 30 ft. of the target for force damage equal to your INT modifier.
Blinding Flare
Choose one creature you can see within range. The target must make a CON save, taking 18 (4d8) radiant damage on a failed save, or half as much on a success. On a failed save, it is blinded until the start of your next turn.
Anchoring Blast
Make a ranged power attack against one creature within range. On a hit, the target takes 18 (4d8) force damage and must make a STR save or have speed 0 until the start of your next turn.
Explosive Shot
Energy detonates in a 20-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 27 (6d8) force damage on a failed save, or half as much on a success.
Beam Guard
When a creature you can see within range takes damage, reduce the damage by 4d8 + your INT modifier. If this reduces the damage to 0, one creature within 30 ft. of the protected target takes force damage equal to your INT modifier.
Disruption Ray
Make a ranged power attack against one creature within range. On a hit, the target takes 27 (6d8) force damage and has disadvantage on the next saving throw it makes before the start of your next turn.
Energy Mantle
Gain temporary hit points equal to 4d8 + your INT modifier. While you have these temporary hit points, your Energy Blasts powers deal additional force damage equal to your INT modifier once per turn.
Overcharged Blast
Make a ranged power attack against one creature within range. On a hit, the target takes 45 (10d8) force damage and is pushed up to 20 ft. On a miss, the target takes half damage and is not pushed.
Barrage Field
Hostile creatures treat the emanation as difficult terrain. When a hostile creature starts its turn in the emanation, it must make a DEX save, taking 18 (4d8) force damage on a failed save, or half as much on a success.
Force Cannon
Creatures in the cone must make a STR save, taking 36 (8d8) force 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.
Reactive Beam
When a creature you can see within range damages you, make a ranged power attack against that creature. On a hit, it takes 27 (6d8) force damage.
Beam Mastery
Your Energy Blasts powers ignore resistance to force damage. Once per turn when you hit a creature with a ranged power attack from an Energy Blasts power, add your INT modifier to the damage roll.
Disintegrating Ray
Make a ranged power attack against one creature or object within range. On a hit, the target takes 55 (10d10) force damage. An object reduced to 0 hit points by this power is destroyed.
Energy Wall
Create a wall of forceful energy within range, up to ten contiguous 10-ft. panels. A creature that enters the wall for the first time on a turn or starts there must make a DEX save, taking 35 (10d6) force damage on a failed save, or half as much on a success.
Kinetic Redirection
When you or a creature you can see within range takes damage, reduce the damage by 6d8 + your INT modifier. One creature within 60 ft. of the protected target takes force damage equal to the amount reduced, up to 30.
Split Beam
Make ranged power attacks against up to three creatures you can see within range. On a hit, a target takes 31 (7d8) force damage.
Siege Blast
Make a ranged power attack against one creature, object, or structure within range. On a hit, the target takes 49 (9d10) force damage. Objects and structures take double damage.
Null Pulse
Choose one creature or active magical effect within range. A creature must make a WIS save or be unable to use powers or cast spells until the start of your next turn. A magical effect of Tier 7 or lower is suppressed until the start of your next turn.
Blast Propulsion
Gain a flying speed of 40 ft. Once per turn when you hit a creature with an Energy Blasts power, you may move up to 10 ft. without provoking opportunity attacks.
Annihilation Beam
Energy blasts in a 120-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 55 (10d10) force damage on a failed save, or half as much on a success. Objects in the line take double damage.
Nova Burst
Creatures of your choice in the emanation must make a DEX save, taking 55 (10d10) radiant damage on a failed save, or half as much on a success. On a failed save, a creature is blinded until the start of your next turn.
Energy Avatar
For the duration, gain resistance to force and radiant damage, a flying speed of 60 ft., and advantage on ranged power attacks from Energy Blasts powers.
Persistent Barrage
Create a 30-ft. radius barrage zone centered on a point within range. When a hostile creature enters the area for the first time on a turn or starts there, it must make a DEX save, taking 33 (6d10) force damage on a failed save, or half as much on a success.
Orbital Lance
Choose one creature you can see within range. The target must make a DEX save, taking 66 (12d10) radiant damage on a failed save, or half as much on a success. On a failed save, it is knocked prone and shed bright light in a 10-ft. radius until the end of its next turn.
Energy Dominion
Your Energy Blasts powers ignore force resistance and radiant resistance. When you deal force or radiant damage to a creature, it cannot reduce that damage below your INT modifier unless it is immune.
Perfect Deflection
When you or a creature you can see within range takes damage, reduce the damage to 0. One creature of your choice within 60 ft. of the protected target takes force damage equal to the prevented damage, up to 60.
Cataclysmic Beam
Energy blasts in a 300-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 77 (14d10) force damage on a failed save, or half as much on a success. Nonmagical objects in the line take double damage.
Infinite Core
For the duration, your Energy Blasts powers ignore force and radiant immunity and resistance, and once per turn when you deal force or radiant damage, add 2d8 damage of the same type.
Oblivion Ray
Make a ranged power attack against one creature or object within range. On a hit, the target takes 88 (16d10) force damage. A creature reduced to 0 hit points by this power is disintegrated if the GM determines its body can be destroyed by force damage.
Absolute Reflection
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 make a ranged power attack against one creature within 120 ft. of the protected target; on a hit, it takes 55 (10d10) force damage.
Worldbeam Cataclysm
Energy 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) force damage on a failed save, or half as much on a success. On a failed save, a creature is pushed up to 30 ft. away from the center and knocked prone.