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Aspect Codex
Force Projection 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 Projection 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
Force Projection has 42 powers ready for character sheets, including 39 with VTT hooks.
Force Projection 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.
Create a momentary circle of spectral blades. Creatures of your choice in the emanation must make a DEX save, taking 4 (1d6) force damage on a failed save.
Make a ranged power attack against one creature within range. On a hit, the target takes 4 (1d8) force damage.
Create three darts of force. Each dart hits one creature you can see within range and deals 1d4 + 1 force damage. The darts may strike one target or several.
Choose one creature within range. The target must make a CON save, taking 7 (2d6) force damage on a failed save, or half as much on a success. On a failed save, its speed is halved until the start of your next turn.
Choose one creature or unattended object within range. A creature must make a STR save or be pushed up to 15 ft. away from you. An unattended object weighing no more than 100 pounds is pushed automatically.
When a creature you can see within range moves or is hit by an attack, move it 5 ft. to an unoccupied space you can see. An unwilling creature must make a STR save to resist.
Choose one door, container, lock, set of manacles, or other object within range that prevents access. One mundane lock, bar, or latch opens. If the object is magically sealed, suppress that seal until the start of your next turn.
Create a floating spectral weapon in a space within range. Make a melee power attack against a creature within 5 ft. of it. On a hit, the target takes 9 (1d8 + your INT modifier) force damage. As a bonus action on later turns, move the weapon up to 20 ft. and repeat the attack.
Choose one creature or unattended object within range. A creature must make a STR save, taking 10 (3d6) force damage and being pulled up to 15 ft. toward you on a failed save, or half damage with no pull on a success.
When a creature you can see within range moves at least 10 ft., it must make a DEX save or fall prone and take force damage equal to your INT modifier.
Silver force bursts from you in a 120-ft. long, 5-ft. wide line. Creatures of your choice in the line must make a STR save, taking 17 (3d10) force damage on a failed save, or half as much on a success. On a failed save, a creature falls prone.
Unleash pressure in a cone. Creatures in the cone must make a CON save, taking 21 (6d6) force damage on a failed save, or half as much on a success. On a failed save, a creature is pulled 15 ft. toward you or pushed 15 ft. away from you, your choice.
Make ranged power attacks against up to three creatures you can see within range. On a hit, a target takes 13 (3d8) force damage.
Choose one creature within range. The target must make a STR save or be restrained by projected force until the start of your next turn. A restrained target takes force damage equal to your INT modifier at the start of its turn.
When you take damage from a creature within range, reduce the damage by 4d6 + your INT modifier. The attacker must make a CON save, taking force damage equal to the damage reduced on a failed save, or half as much on a success.
Conjure an invisible spectral watchdog in an unoccupied space within range. It is intangible and invulnerable. When a hostile Small or larger creature enters within 30 ft. without speaking a password you choose, the hound barks. At the start of each of your turns, one enemy within 5 ft. of the hound must make a DEX save, taking 18 (4d8) force damage on a failed save.
Choose one creature or object within range. It 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 knocked prone or pushed 20 ft., your choice.
A projected force ring surrounds you. Hostile creatures treat the emanation as difficult terrain. When a hostile creature enters the emanation for the first time on a turn or starts there, it must make a STR save or be pushed 10 ft. away from you.
The next melee weapon attack or unarmed strike you hit with before the effect ends deals an extra 27 (5d10) force damage. If this reduces the target to 50 hit points or fewer, it must make a CHA save or be transported to a harmless demiplane until the effect ends.
Projected force churns around you. Hostile creatures treat the emanation as difficult terrain. When a hostile creature starts its turn in the emanation, it must make a STR save, taking 18 (4d8) force damage on a failed save, or half as much on a success.
Choose one Large or smaller creature within range. It must make a STR save, taking 36 (8d8) force damage and becoming restrained until the start of your next turn on a failed save, or half damage with no restraint on a success.
When a creature you can see within range takes damage, reduce the damage by 5d8 + your INT modifier. If the damage is from an attack, push the attacker up to 10 ft. away from the protected target.
Force erupts in a 90-ft. long, 10-ft. wide line. Creatures in the line 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, a creature is pushed 30 ft.
For the duration, once per turn when you hit with a weapon attack, unarmed strike, or Force Projection power, add your INT modifier to the damage roll and push the target 5 ft.
When a creature you can see within range damages another creature, the attacker must make a CON save, taking 31 (7d8) force damage on a failed save, or half as much on a success. The damaged creature reduces the triggering damage by your INT modifier.
Your Force Projection powers ignore resistance to force damage. Once per turn when you deal force damage, move the damaged creature 5 ft. to an unoccupied space you can see.
Choose one creature within range. The target must make a CHA save, taking 49 (9d10) force damage on a failed save, or half as much on a success. On a failed save, if the target has 50 hit points or fewer after the damage, it is banished to a harmless demiplane until the end of its next turn.
Creatures of your choice in the emanation must make a CON save, taking 44 (8d10) force damage on a failed save, or half as much on a success. On a failed save, each creature is pushed or pulled up to 20 ft., your choice.
Create an invisible force sentinel in an unoccupied space within range. Once per round when a hostile creature starts its turn within 15 ft. of the sentinel, the creature must make a DEX save, taking 31 (7d8) force damage on a failed save.
When a Force Projection power pushes, pulls, knocks prone, or restrains a creature, you may also reduce that creature’s speed by 10 ft. until the end of its next turn.
For the duration, you have resistance to force damage, your Force Projection powers ignore force resistance, and once per turn when you deal force damage, add your INT modifier to one damage roll.
Choose one Huge or smaller creature within range. The target must make a STR save, taking 55 (10d10) force damage and becoming restrained until the start of your next turn on a failed save, or half damage with no restraint on a success.
Create eight darts of force. Each dart hits a creature you can see within range and deals 1d8 + 1 force damage. Darts may strike one target or several.
When a creature you can see within range succeeds on a saving throw against one of your Force Projection powers, force it to reroll the save and use the lower result.
Choose one creature or object within range. It must make a STR save, taking 66 (12d10) force damage on a failed save, or half as much on a success. An object reduced to 0 hit points by this power is destroyed.
The next melee weapon attack or unarmed strike you hit with before the effect ends deals an extra 66 (12d10) force damage. If the target has 100 hit points or fewer after the damage, it must make a CHA save or be banished to a harmless demiplane until the effect ends.
Spectral force blades fill the emanation. Hostile creatures treat the area as difficult terrain. When a hostile creature starts its turn there, it must make a DEX save, taking 33 (6d10) force damage on a failed save, or half as much on a success.
Your Force Projection powers ignore force immunity and resistance. Once per round when a creature fails a save against your Force Projection power, it is pushed or pulled 20 ft., your choice.
For the duration, once on each of your turns when you use a Force Projection power, you may make one additional ranged power attack against a creature within 120 ft. On a hit, it takes 27 (6d8) force damage.
Create ten darts of absolute force. Each dart hits a creature you can see within range and deals 10 force damage. Darts may strike one target or several, and the damage ignores resistance and immunity.
When a creature you can see within range takes damage, fails a saving throw, or is moved against its will, impose projected force. Reduce the damage to 0, turn the failed save into a success, or redirect the movement up to 60 ft. to an unoccupied space you can see.
Projected force erupts 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 pushed 30 ft. from the center and knocked prone.
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