Aspect Codex
Form Duplication
Form Duplication 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
Form Duplication 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
Flicker Double
Create a brief duplicate that overlaps your body. Until the start of your next turn, the first attack roll against you has disadvantage.
Borrowed Gesture
Create a harmless duplicate of your hand, face, or voice within range. It can manipulate no objects, but can point, mouth words, distract, or mimic one brief gesture or sound you make.
Mirror Feint
A duplicate steps out of sync with you. Your next attack roll or Deception check before the start of your next turn has advantage.
Decoy Step
When a creature misses you with an attack, move up to 10 ft. without provoking opportunity attacks and leave a duplicate in your previous space until the start of your next turn.
False Position
Create a silent duplicate of yourself in an unoccupied space within range. It looks real but has no substance. As a bonus action, move it up to 30 ft. It vanishes if touched by a hostile creature or damaged.
Double Talk
Your voice can seem to come from both you and a duplicate voice within 30 ft. You have advantage on Deception and Performance checks involving speech for the duration.
Mirror Image
Create three illusory duplicates of yourself. When a creature targets you with an attack, roll 1d20. On an 11 or higher, the attack targets a duplicate instead. A duplicate has AC 10 + your DEX modifier and vanishes when hit.
Echo Touch
Create a duplicate hand in a space within range. Make a melee power attack from that space against one creature within 5 ft. of it. On a hit, the target takes 10 (3d6) psychic damage.
Shared Spot
Create a duplicate in an unoccupied space within range. Until the start of your next turn, you may make opportunity attacks and determine line of sight from your space or the duplicate’s space.
Duplicate Aid
A duplicate assists one creature within range. The target gains advantage on the next attack roll or ability check it makes before the start of your next turn.
Lesser Duplicate
Create a semi-solid duplicate of yourself in an unoccupied space within range. It has AC 12, hit points equal to 3d8 + your INT modifier, and cannot attack. As a bonus action, move it up to 30 ft. It can take the Help, Hide, Search, or Use an Object action.
Split Reaction
When a creature you can see within range is hit by an attack, a duplicate interposes. Reduce the damage by 3d8 + your INT modifier. The duplicate then vanishes.
Echo Strike
Make one weapon attack, unarmed strike, or power attack from your space or a duplicate’s space within range. On a hit, add your INT modifier to the damage roll.
False Crowd
Create up to six harmless duplicates of yourself in unoccupied spaces within range. They can walk, gesture, and speak short phrases you choose, but cannot interact with objects or attack. A creature can use an action to make an Investigation check against your power save DC, revealing the duplicates as false on a success.
Independent Double
Create a semi-solid duplicate in an unoccupied space within range. It has AC 13, hit points equal to 4d8 + your INT modifier, and uses your ability modifiers. On your turn, you may command it to move up to 30 ft. and make one unarmed strike or Help action.
Swap with Double
Swap positions with one of your duplicates within range. This movement does not provoke opportunity attacks.
Confounding Pair
When a creature you can see targets you or a duplicate with an attack, force it to make an INT save. On a failed save, it must target a duplicate of your choice within range instead.
Duplicate Flank
Choose one duplicate within range. Until the start of your next turn, you and allies have advantage on the first attack roll each makes against a creature adjacent to that duplicate.
Twin Self
Create one durable duplicate in an unoccupied space within range. It has AC 14, hit points equal to 5d8 + your INT modifier, and can move and take one action you command on your turn: Dash, Disengage, Dodge, Help, Hide, Search, Use an Object, or make one weapon attack or unarmed strike.
Remote Casting
Choose one duplicate within range. Until the effect ends, when you use a Form Duplication power or a power with range Touch, you may originate it from your space or the duplicate’s space.
Sacrificial Double
When you or a creature you can see within range takes damage, one of your duplicates within 30 ft. of the target vanishes. Reduce the damage by 5d8 + your INT modifier.
Many Places
Create three semi-solid duplicates in unoccupied spaces in the emanation. Each has AC 13, hit points equal to your INT modifier + your proficiency bonus, and can take the Help action. As a bonus action, move all duplicates up to 30 ft.
True Duplicate
Create one true duplicate in an unoccupied space within range. It has AC 15, hit points equal to 6d8 + your INT modifier, your senses, and your skill proficiencies. On your turn, it can move and take one action you command, but it cannot use powers above Tier 2.
Distributed Senses
You can perceive through your duplicates while they are within range, and you always know their direction, distance, and condition. You are not blinded or deafened to your own surroundings while doing so.
Twin Action
One duplicate within range immediately takes one action from its allowed action list. If it attacks, add your INT modifier to the damage roll on a hit.
Double Death
When one of your duplicates is reduced to 0 hit points or vanishes within range, creatures of your choice within 10 ft. of it must make an INT save, taking 31 (7d8) psychic damage on a failed save, or half as much on a success.
Mirror Network
Create up to four semi-solid duplicates in the emanation. Each has AC 15 and hit points equal to your INT modifier + twice your proficiency bonus. You may move any or all of them up to 30 ft. as a bonus action.
Shared Burden
When you or one of your duplicates takes damage within range, divide the damage evenly among you and any number of your duplicates within 30 ft. of the damaged target. Duplicates reduced to 0 hit points vanish.
Superior Double
Create one superior duplicate. It has AC 16, hit points equal to 7d8 + your INT modifier, and may use one Tier 0–3 Form Duplication power you know when you command it to act.
Duplicated Assault
You and up to two duplicates within range each make one weapon attack, unarmed strike, or power attack against targets in reach or range. A creature hit by more than one attack from this power takes extra psychic damage equal to your INT modifier.
Body Fork
Create one duplicate body from yourself. It appears in an unoccupied space within 5 ft., has half your hit point maximum, your AC, senses, and proficiencies, and can act on your turn. It cannot use powers above Tier 4. If you are reduced to 0 hit points while it exists, you may transfer your consciousness to it, ending the power.
Parallel Concentration
One duplicate you control can maintain concentration on one Form Duplication power for you. If that duplicate vanishes or takes damage and fails the concentration save, the maintained power ends.
Mass Interposition
When an attack, area effect, or failed saving throw would affect creatures within range, choose up to six affected creatures. A duplicate appears beside each chosen creature and absorbs part of the effect, reducing damage by 6d8 + your INT modifier or granting advantage on the triggering save.
Mirror Army
Create eight duplicates in the emanation. They are semi-solid, have AC 15 and 1 hit point, and can occupy spaces, provide flanking, take the Help action, and impose disadvantage on the first attack made against an ally adjacent to them each round.
Distributed Self
While you have at least one duplicate active, you cannot be surprised, and you have advantage on INT, WIS, and CHA saving throws. Once per round when you fail such a save, one duplicate may vanish to let you reroll it.
Perfect Double
Create one near-perfect duplicate body in an unoccupied space within 5 ft. It has your AC, ability modifiers, proficiencies, and half your hit point maximum. It can use Form Duplication powers you know up to Tier 6. If you die while it exists, your consciousness transfers to it with 1 hit point.
All Angles Attack
You and any number of your duplicates in the emanation attack in sequence. Creatures of your choice in the emanation must make an INT save, taking 66 (12d10) psychic damage on a failed save, or half as much on a success. On a failed save, a creature cannot take reactions until the end of its next turn.
Continuity Transfer
When you would drop to 0 hit points or die, transfer your consciousness to one duplicate within range. Your original body vanishes or falls unconscious, your choice, and the duplicate becomes your primary body with 1 hit point.
Omnipresent Self
For the duration, you may treat any duplicate you control as your true location for line of sight, range, attacks, reactions, and Form Duplication powers. Once per turn, you may swap places with a duplicate without using an action.
Absolute Multiplicity
Create up to five true duplicates in the emanation. Each has AC 16, hit points equal to 10d8 + your INT modifier, and may act on your turn. Each duplicate can use Form Duplication powers you know up to Tier 5.
Perfect Continuity
When you die, transfer your consciousness to any duplicate you control on the same plane. The duplicate becomes your true body with half your hit point maximum, and all other duplicates vanish. This does not function if your soul is trapped or unwilling to return.
Everywhere at Once
Your duplicates collapse into a single impossible assault. Creatures of your choice in the emanation must make an INT save, taking 88 (16d10) psychic damage on a failed save, or half as much on a success. On a failed save, a creature is surrounded by duplicates and has disadvantage on attack rolls until the end of its next turn.
Characters With This Aspect
Dupe
Rico Bial
Rico Bial, known as Dupe, is a human fighter from South Aerovia and a former arena trainee whose discipline was forged under pressure long before he reached Von Queef University. His Witchborn power manifests as form duplication, letting him split a temporal shard from himself so a second strike lands beside his own. Now aligned with the Reborn, Rico carries himself with Lawful Neutral focus: controlled, practical, and difficult to rattle. He is not the loudest combatant in the room, but when the moment comes, one Rico becomes two—and the mistake becomes his enemy’s.
Retinue
Sinclair
Sinclair, known as Retinue, is a void djinni butler and arcane attendant to the Von Queef family, serving as both polished steward and strategic operative at Von Queef Manor and VQU. Publicly refined and efficient, he is unsettling because he is rarely only in one place. His form duplication allows multiple semi-autonomous Sinclairs to manage events, security, logistics, and discreet enforcement as extensions of a single will. Lawful Evil and loyal by calculation more than warmth, Sinclair embodies institutional omnipresence in waistcoat form. Around the Von Queefs, service is never simple, and the butler may already be in the room.
Sirocco
Nash
Nash, known as Sirocco, is an earth djinni paladin of the First Five, raised among desert caravans where survival demanded both discipline and adaptation. Drawn to Von Queef University after its reopening, he sought structure in a world still shifting beneath everyone’s feet. His Witchborn form duplication manifests as a semi-autonomous sand double, letting him divide duty, defend allies, and strike like a desert wind given purpose. Lawful Neutral and quietly resilient, Nash carries his oaths like weathered stone: firm, shaped by pressure, but not easily broken. Between law and flexibility, Sirocco walks the line where sand becomes a shield.