
Opening the archive

Opening the archive
Aspect Codex
Geokinesis 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
Geokinesis 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
Geokinesis has 42 powers ready for character sheets, including 40 with VTT hooks.
Geokinesis 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 dirt, sand, clay, or stone within a 5-ft. cube in range. You may move loose earth up to 5 ft., mark stone or soil with shapes or words, or make the ground difficult terrain or normal terrain for 1 hour. You can maintain two non-instant effects at once.
Launch a shard of stone at one creature within range. Make a ranged power attack. On a hit, the target takes 4 (1d8) bludgeoning damage.
The ground shakes around you. Creatures of your choice on the ground in the emanation must make a DEX save, taking 7 (2d6) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success. Loose earth or stone becomes difficult terrain until cleared.
When a creature you can see within range takes bludgeoning, piercing, or slashing damage, stones rise to intercept. Reduce the damage by your WIS modifier plus your proficiency bonus.
Until the end of your turn, you ignore difficult terrain made of earth, sand, mud, rubble, or stone, and your movement does not trigger unstable earth or loose-stone hazards.
Choose one creature standing on earth or stone within range. It must make a STR save or have its speed reduced to 0 until the start of your next turn.
A hand of compacted earth rises in an unoccupied 5-ft. space on the ground within range. One creature within 5 ft. of it must make a STR save, taking 10 (3d6) bludgeoning damage and becoming restrained on a failed save, or half damage with no restraint on a success. As an action, move the hand up to 20 ft. or crush a restrained target for 3d6 bludgeoning damage.
Touch a stone object or section of stone no more than 5 ft. in any dimension and reshape it into a simple form, opening, seal, tool, container, or crude weapon. Fine mechanical detail is not possible.
Stone fragments erupt in a 10-ft. radius centered on a point of earth or stone within range. Creatures in the area must make a DEX save, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a success. The area becomes difficult terrain until cleared.
When a creature you can see within range would be pushed, pulled, knocked prone, or lifted while standing on earth or stone, reduce the movement by up to 20 ft. and grant advantage on the save or check against the effect.
A fountain of earth and stone erupts in a 20-ft. cube centered on a point of ground within range. Creatures in the area must make a DEX save, taking 20 (3d12) bludgeoning damage on a failed save, or half as much on a success. The ground becomes difficult terrain until cleared.
Step into a stone object or surface large enough to contain your body. You and your equipment merge with it. You cannot see outside, but can hear faintly and remain aware of time. You may exit through the entry point by spending 5 ft. of movement. If the stone is broken so you no longer fit, you are expelled and take 6d6 force damage.
Create a wall of swirling sand on the ground within range, up to 30 ft. long, 10 ft. high, and 10 ft. thick. It blocks line of sight but not movement. A creature in the wall is blinded and must spend 3 ft. of movement for every 1 ft. it moves there.
Raise a 5-ft. diameter stone pillar up to 20 ft. high from earth or stone within range. A creature in the space must make a DEX save or be lifted by the pillar. The pillar has AC 15, 30 hit points, and immunity to poison and psychic damage.
Touch one willing creature. Until the effect ends, it has resistance to bludgeoning, piercing, and slashing damage.
Choose one creature standing on loose earth, sand, mud, or soil within range. It must make a STR save or become restrained and blinded as the ground closes around it. A restrained creature may use its action to make a STR check against your power save DC, ending the effect on a success.
When a creature you can see within range takes damage, stone armor forms around it. Reduce the damage by 4d8 + your WIS modifier. If the creature is on earth or stone, it also gains temporary hit points equal to your WIS modifier.
Your walking speed increases by 10 ft., and you ignore difficult terrain made of earth, stone, mud, sand, or rubble. Once per turn when you move at least 10 ft. on earth or stone, one creature within 5 ft. of you must make a STR save or fall prone.
Create a passage through wood, plaster, packed earth, or stone within range. The opening can be up to 5 ft. wide, 8 ft. tall, and 20 ft. deep. When the passage closes, creatures and objects inside are safely ejected.
Choose stone or mud in a 40-ft. cube within range and change rock to mud or mud to soft stone. Rock turned to mud is difficult terrain and may restrain creatures on a failed STR save. Mud turned to stone may restrain creatures in it on a failed DEX save.
Create a wall of solid stone made of ten contiguous 10-ft. panels. Each panel has AC 15, 30 hit points per inch of thickness, and immunity to poison and psychic damage. If maintained for the full duration, the wall becomes permanent.
Choose a 20-ft. radius area of ground within range. Creatures in the area must make a DEX save, taking 36 (8d8) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success. The area becomes difficult terrain, and creatures that failed are pulled 10 ft. toward the center.
Cause up to six stone pillars to burst from ground within range. Each is 5 ft. in diameter and up to 30 ft. high. A creature in a pillar’s space must make a DEX save or be lifted. If blocked by a ceiling or obstacle, the creature takes 21 (6d6) bludgeoning damage and is restrained until it escapes with a STR or DEX check against your power save DC.
Choose one creature within range. It must make a CON save or become restrained as stone spreads across it. A restrained target repeats the save at the end of each of its turns. Three successes end the effect; three failures petrify the target for the duration. If you maintain concentration for the full duration, the petrification lasts until cured.
Stone spreads across your body. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, ignore earth and stone difficult terrain, and may move through solid earth or stone during your movement. If you end your movement inside solid earth or stone, you are ejected and stunned until the end of your next turn.
Choose an area of dirt, sand, or clay no larger than 40 ft. on a side within range and reshape it gradually. You may raise or lower elevation, create or fill trenches, flatten ground, form walls, or shape pillars. Every 10 minutes, you may affect a new area within range.
You ignore resistance to bludgeoning damage dealt by Geokinesis powers. You always know the direction and distance to major stone, metal ore, worked tunnels, and unstable ground within 120 ft.
Stone erupts around one Huge or smaller creature standing on earth or stone within range. The target must make a STR save or become restrained inside stone. It has total cover while restrained this way but is incapacitated. It repeats the save at the end of each of its turns, ending the effect on a success.
Choose up to six creatures standing on earth or stone within range. Each target must make a STR save or have speed 0, be unable to fly or burrow, and fall prone if airborne, until the start of your next turn.
A jagged fault opens in a 120-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 44 (8d10) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success. The line becomes difficult terrain.
Choose a point on the ground within range. Tremors rip through a 100-ft. radius. The area is difficult terrain. When you use this power and at the end of each of your turns, creatures on the ground in the area must make a DEX save or fall prone and lose concentration. Structures in contact with the ground take 50 bludgeoning damage each round.
A stone fortress erupts from a square area of ground within range, up to 120 ft. on each side. It includes outer walls, four corner turrets, stone doors, and a three-story keep you may divide into rooms. The fortress is furnished and stocked with food for up to 100 people each day. Using this power on the same spot every 7 days for a year makes it permanent.
For the duration, you gain resistance to bludgeoning, piercing, and slashing damage, tremorsense 60 ft., and a burrowing speed of 30 ft. through earth and stone. Once per turn when you deal bludgeoning damage with Geokinesis, add your WIS modifier to the damage roll.
A mass of stone descends into 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) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone and the area becomes difficult terrain.
You have tremorsense 120 ft. while touching earth or stone. You can move through nonmagical earth and stone as difficult terrain without disturbing it, but are ejected to the nearest open space if you end your turn inside it.
Choose up to three creatures within range. Each target must make a CON save or become restrained as stone overtakes it. A restrained target repeats the save at the end of each of its turns. Three successes end the effect for that target; three failures petrify it until cured.
Raise walls, tunnels, pillars, bridges, or shelters of stone occupying up to twenty 10-ft. cubes within range. Each section has AC 18, 80 hit points, and immunity to poison and psychic damage. The construction is permanent unless destroyed.
Choose a point on the ground within range. Creatures of your choice in a 60-ft. radius must make a DEX save, taking 66 (12d10) bludgeoning damage and falling prone on a failed save, or half damage with no prone on a success. Structures in the area take double damage.
For the duration, you gain immunity to bludgeoning damage, resistance to piercing and slashing damage, tremorsense 300 ft., and a burrowing speed of 60 ft. through earth and stone. Your Geokinesis powers ignore resistance to bludgeoning damage.
Choose one creature within range. It must make a CON save or become petrified for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success. If it fails three saves, the petrification lasts until cured by a Tier 10 or higher restoration effect.
Raise a fortified subterranean or surface refuge from earth and stone, occupying up to a 300-ft. cube within range. You shape rooms, tunnels, gates, sealed chambers, and defensive walls. The refuge provides clean air, stable temperature, and enough stone-built shelter for up to 500 creatures.
The earth convulses 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) bludgeoning damage on a failed save, or half as much on a success. On a failed save, a creature is knocked prone, restrained by rubble until the end of its next turn, and the area becomes difficult terrain.
Cardinal - Jonah Subramountian
My Alchemical Romance / Geokinesis (Earthspeaking)
Jonah Subramountian, known as Cardinal, believes every disaster is a miracle that arrived before anyone was ready. Raised in a secluded temple of the Creator, the mountain dwarf cleric learned faith, craft, and relentless cheer before a divine mishap carried him to Von Queef University. Now with My Alchemical Romance, Jonah heals wounds, lifts spirits, and meets despair with illegible pamphlets and unwavering conviction. His earthspeaking power steadies the ground beneath his friends, while his joy reminds them why they keep standing.
Grogger - Grogger the Rock Troll
Giant (Troll) / Geokinesis (Earthspeaking)
Grogger the Rock Troll is a living piece of the old stone, slow to move until the earth itself seems to move with him. A true neutral giant of the Rock Troll clan, he carries the weight and patience of mountains rather than the urgency of smaller folk. His earthspeaking lets him feel strength in bedrock, broken paths, and buried pressure, making him far more than a brute with stone-thick skin. Grogger is not easily persuaded by causes, kingdoms, or speeches; he listens to what lasts. When he chooses to stand somewhere, it is less like taking a side and more like the landscape deciding it has had enough.
Monolith - Dharo Korr
Silent Step / Geokinesis (Earthspeaking)
Dharo Korr, known as Monolith, is an earth djinni monk infused with forged construct elements and devoted to the Silent Step, a secretive order of elemental ascetics. His body and philosophy share the same language: stillness, endurance, restraint, and the refusal to be moved by force or fear. Through earthspeaking, grounding forms, and warforged reinforcement, Dharo can anchor himself against physical assault and magical turbulence alike, serving as a living bastion at unstable sites. Lawful Neutral and rarely verbal, he does not seek victory through aggression. He wins by remaining when everything else breaks.
Calithea
Meadowkin Commune / Geokinesis (Earthspeaking)
Calithea was born to a noble house below the world and cursed into the form of a medusa before she could choose what that meant. Where her twin sister Xalaethra embraced monstrosity, Calithea fled toward mercy. Blindfolded to spare others from her gaze, she hid beneath the farm that would become Rootbarrel Brewery and devoted herself to healing, peace, and the study of petrification’s cure. Gentle by choice rather than weakness, Calithea proves that a curse does not get to decide the shape of a soul.