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Opening the archive
Aspect Codex
Force Field 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
Force Field has 42 powers ready for character sheets, including 40 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
40 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Force Field has 42 powers ready for character sheets, including 40 with VTT hooks.
Force Field 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.
Until the end of your next turn, you have resistance to bludgeoning, piercing, and slashing damage from weapon attacks.
When you are hit by an attack, reduce the damage by your INT modifier.
When you are hit by an attack or targeted by a force dart effect, gain +5 AC against the triggering attack until the start of your next turn and take no damage from force darts.
Create a 3-ft. diameter horizontal force disk in an unoccupied space within range. It floats 3 ft. above the ground, holds up to 500 pounds, and follows you to remain within 20 ft. unless overloaded or separated from you by more than 100 ft.
When a creature you can see within range takes damage from an attack, reduce the damage by your INT modifier plus your proficiency bonus.
Create small force plates beneath your feet. Until the end of your turn, you may walk across liquid, fragile surfaces, or open air, but you fall if you end your turn unsupported.
Touch a closed door, window, gate, container, or hatch. It becomes locked by force. You and creatures you designate can open it normally, and you may set a spoken password that suppresses the lock for 1 minute.
Touch one object weighing no more than 10 pounds. It becomes fixed in place. If suspended, it can hold up to 4,000 pounds. A creature can use an action to make a STR check against your power save DC, moving it up to 10 ft. on a success.
Touch one willing creature. While the target remains within 60 ft. of you, it gains +1 AC, +1 to saving throws, and resistance to all damage. Each time it takes damage, you take the same amount.
Create a transparent 10-ft. by 10-ft. force panel within range. It provides total cover, has AC 15, 25 hit points, immunity to poison and psychic damage, and vanishes when reduced to 0 hit points.
Create a stationary 10-ft. emanation around you. Creatures and objects inside when it forms can pass through freely; all others are barred. Tier 3 or lower powers cannot pass through it. The effect ends if you leave the area or use this power again.
When a creature you can see within range takes damage, reduce the damage by 3d8 + your INT modifier. If the damage is from a ranged attack or area effect, add your proficiency bonus to the reduction.
Create up to three connected 10-ft. by 10-ft. force panels within range. Each panel provides total cover, has AC 15 and 30 hit points, and is immune to poison and psychic damage.
Gain temporary hit points equal to 3d8 + your INT modifier. While you have these temporary hit points, forced movement against you is reduced by 10 ft.
Enclose one Large or smaller creature or object within range in a shimmering force sphere. An unwilling creature must make a DEX save or be enclosed. Nothing can pass through the barrier in or out. The sphere is immune to damage and can be rolled or moved.
When a creature you can see within range is targeted by an attack or forced to make a DEX save, create a force shield around it until the start of your next turn. It gains +2 AC and advantage on DEX saves against the triggering effect.
Create two force plates around one creature within range. The target must make a STR save, taking 27 (6d8) force damage on a failed save, or half as much on a success. On a failed save, it is pushed up to 10 ft. in a direction you choose.
Create a flat force bridge, ramp, or platform up to 5 ft. wide and 60 ft. long within range. It supports up to 2,000 pounds and provides firm footing.
Create a 10-ft. emanation that prevents living creatures other than Constructs and Undead from passing or reaching through it. If you force an affected creature through the barrier by moving, the effect ends.
Create an invisible wall of force within range. It can be a dome or globe up to 10-ft. radius, or up to ten contiguous 10-ft. panels. Nothing can physically pass through it, and it is immune to damage.
When an area effect appears within range, create a 10-ft. radius force dome centered on a point in the area. Creatures inside the dome have total cover from the triggering effect until the start of your next turn.
When a creature you can see within range takes damage, reduce the damage by 5d8 + 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.
Create a silvery field around one creature within range. The target has half cover, resistance to acid, cold, fire, lightning, and poison damage, and takes no damage on a successful DEX save against an effect that normally deals half damage on a success. As a bonus action, move the field to another creature within 60 ft. of it.
An immobile 10-ft. emanation surrounds you. Tier 5 or lower powers used from outside the barrier cannot affect anything within it, and areas of effect from such powers exclude the area inside.
Create up to eight connected 10-ft. force panels within range. Each panel is transparent or opaque, provides total cover, has AC 18 and 50 hit points, and is immune to poison and psychic damage.
When you or a creature you can see within range takes damage, reduce the damage by 6d8 + your INT modifier. If the target is behind total cover or inside one of your barriers, double the reduction.
Create an immobile invisible force prison around an area within range. It can be a barred cage up to 20 ft. on a side or a solid box up to 10 ft. on a side. A trapped creature cannot leave by nonmagical means. If it attempts teleportation or planar travel, it must make a CHA save or the attempt fails.
Your force barriers have twice as many hit points. When a creature starts its turn adjacent to one of your barriers, you may move that creature 5 ft. to an unoccupied space away from the barrier.
When an attack roll, area effect, or forced saving throw would affect creatures within range, choose up to six creatures in the affected area. Each chosen creature gains +5 AC and advantage on the triggering save until the start of your next turn.
Create a tightening force cage around one Large or smaller creature within range. The target must make a STR save, taking 44 (8d10) force damage on a failed save, or half as much on a success. On a failed save, the target is restrained until the start of your next turn.
A 10-ft. emanation of antimagic surrounds you. Powers and magical effects are suppressed inside it, magical areas cannot extend into it, teleportation and planar travel are blocked, and magic items lose magical properties there unless created by an Artifact or deity.
For the duration, you gain resistance to force damage, +2 AC, and your force barriers gain immunity to nonmagical bludgeoning, piercing, and slashing damage.
Create a 30-ft. radius force sphere centered on a point within range. You choose which creatures can pass through it. The sphere has AC 20, 150 hit points, immunity to poison and psychic damage, and blocks physical passage.
When a creature you can see within range would take damage or fail a DEX saving throw, create a force shell. The damage is reduced to 0 or the failed save becomes a success.
Create an immobile barrier within range as a 40-ft. radius dome or up to twelve 10-ft. panels. Nothing physical can pass through it. It blocks ethereal travel and teleportation across its boundary unless the traveler succeeds on a CHA save.
You gain +2 AC. Once per round when you create or maintain a force barrier, choose one creature adjacent to it; that creature has disadvantage on its next attack roll before the start of your next turn.
Create up to four force cages within range. Each cage can be a barred 20-ft. cube or solid 10-ft. cube. A trapped creature cannot leave by nonmagical means, and teleportation or planar travel out requires a successful CHA save.
When a creature you can see within range moves, teleports, casts a power, or makes an attack, create a force interruption. The target must make a CHA save or the triggering movement, teleportation, power, or attack fails.
For the duration, you gain +5 AC, resistance to all damage, and immunity to forced movement. Your force barriers are immune to all damage unless destroyed by a Tier 10 or higher effect.
Create a 120-ft. radius sanctuary of force centered on a point within range. You choose which creatures can enter or exit. The shelter blocks physical passage, hostile teleportation, planar travel, and powers of Tier 9 or lower from crossing its boundary.
When you or a creature you can see within range would take damage, fail a saving throw, be teleported, or be affected by a power, create an absolute force seal. The damage is reduced to 0, the save succeeds, the teleportation fails, or the power has no effect on the target.
Force erupts as crushing planes in a 60-ft. radius centered on a point within range. Creatures of your choice in the area must make a STR save, taking 88 (16d10) force damage on a failed save, or half as much on a success. On a failed save, a creature is restrained by force until the end of its next turn.