Aspect Codex
Phasing
Phasing 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
Phasing 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
Phase Flicker
Briefly slip out of phase when you are hit by an attack or would take damage from a solid object. Reduce the damage by 1d6 + your INT modifier. This cannot reduce psychic damage or effects that already target phased or ethereal creatures.
Ghost Touch
Reach slightly through matter or armor. Make a melee power attack against one creature or object within reach. On a hit, the target takes 4 (1d8) force damage, ignoring nonmagical cover from a thin barrier no more than 1 inch thick.
Soft Step
Your feet and gear partly lose contact with the world. Until the start of your next turn, you ignore difficult terrain, do not trigger mundane pressure plates, and can move through another creature’s space, though you cannot end your turn there.
Hand Through Wall
Phase one hand, tool, or held object through a nonmagical barrier no thicker than 1 foot. You can manipulate an object, lift a latch, retrieve a loose item, or deliver a touch-range Phasing power through the barrier.
Partial Phase Strike
Make a ranged power attack against one creature or object within range. On a hit, the target takes 7 (2d6) force damage as the strike partially manifests inside its defenses. The attack ignores half cover from nonmagical solid objects.
Phase Anchor
Choose one creature or object within range. The target must make a CHA save or become phase-anchored until the start of your next turn. While anchored, it cannot benefit from teleportation, intangibility, ethereal travel, or effects that move it between planes.
Intangible Guard
When you or a creature you can see within range is hit by a weapon attack or takes damage from a solid object, phase the target partially aside. Reduce the damage by 2d8 + your INT modifier.
Wall Slip
Move up to 10 ft. through nonmagical solid matter, emerging in an unoccupied space you can see or know. If you would end inside an object or creature, you are shunted to the nearest open space and take 1d10 force damage.
Phase Snare
Choose one creature within range. The target must make a STR save or become half-sunk into the surface or object it touches. Until the start of your next turn, its speed is 0 and it cannot take reactions.
Ghosted Gear
Touch one object or set of worn gear weighing no more than 50 pounds. For the duration, it phases with you when you use Phasing powers, and it can pass harmlessly through mundane barriers that you pass through.
Blink
You flicker between the world and the Border Ethereal. At the end of each of your turns, roll 1d6. On a 4–6, you vanish until the start of your next turn, reappearing in an unoccupied space within 10 ft. of where you vanished.
Phase Lance
Fire a lance that phases through intervening matter. Make a ranged power attack against one creature within range. On a hit, the target takes 18 (4d8) force damage, ignoring half and three-quarters cover from nonmagical solid objects.
Drag Out of Phase
Choose one creature within range. It must make a CHA save or become partially out of phase until the start of your next turn. While affected, it has disadvantage on attack rolls, cannot benefit from cover, and takes 9 (2d8) force damage if it moves.
Phase Step
Move up to your speed through creatures, nonmagical objects, and barriers no thicker than 5 ft. You cannot end this movement inside matter. If forced to do so, you are shunted to the nearest open space and take 2d10 force damage.
Ethereal Jaunt
Step fully into the Border Ethereal until the start of your next turn. You can perceive the plane you left in gray tones out to 60 ft. and return to an unoccupied corresponding space when the effect ends.
Phase Wall
Choose a 10-ft. square section of nonmagical wall, floor, ceiling, door, or similar barrier within range. For the duration, you and willing creatures you designate can pass through that section as if it were difficult terrain.
Phase Lock
When a creature within range teleports, phases, turns ethereal, passes through matter, or shifts planes, force it to make a CHA save. On a failed save, the movement fails and the triggering action is wasted. On a success, its movement distance is halved.
Disjointed Body
When you are critically hit, grappled, restrained, or knocked prone, split your body’s phase. Treat the critical hit as a normal hit, or end one grappled, restrained, or prone condition on yourself.
Ghostwalk
For the duration, you can move through creatures and nonmagical objects as difficult terrain. You take 5 force damage if you end your turn inside an object. You do not trigger mundane traps based on touch, weight, or pressure.
Phase Rend
Tear the target’s phase alignment. One creature within range must make a CON save, taking 33 (6d10) force damage and losing resistance to force damage until the start of your next turn on a failed save, or half damage only on a success.
Shared Phase
Touch one willing creature. For the duration, the target can move through creatures and nonmagical objects as difficult terrain, taking 5 force damage if it ends its turn inside an object. Its worn and carried gear phases with it.
Anchor Field
Create an anchoring field. Hostile creatures in the emanation cannot teleport, phase through matter, become ethereal, or shift planes unless they succeed on a CHA save at the start of the triggering movement.
Phasing Dominion
Your Phasing powers ignore resistance to force damage from phased, ethereal, incorporeal, or teleporting creatures. You always know if a creature or object you can see is phased, ethereal, incorporeal, or anchored.
Ethereal Shelter
When you or a willing creature you can see within range would take damage, pull the target partly into the Border Ethereal until the start of your next turn. Reduce the damage by 6d8 + your INT modifier, and the target can move through creatures until the effect ends.
Banish Into Wall
Choose one creature within range that is adjacent to a solid object or surface. It must make a CHA save or be dragged half into that matter until the start of your next turn. While trapped, it is restrained, has total cover from creatures on the far side of the surface, and takes 27 (6d8) force damage.
Phase Corridor
Create a phase corridor through up to 60 ft. of nonmagical matter between two points you can see or know within range. Willing creatures can move through the corridor as difficult terrain. Hostile creatures must make a CHA save to enter it.
Etherealness
Step into the Border Ethereal for the duration. You can move there and perceive the plane you left in gray tones out to 60 ft. You can affect and be affected only by creatures, objects, and effects on the Ethereal Plane. When the effect ends, you return to the corresponding location or nearest open space.
Out-of-Phase Assault
Strike from a misaligned state. Choose up to three creatures within range. Each target must make a CON save, taking 44 (8d10) force damage on a failed save, or half on a success. Phased, ethereal, teleporting, or incorporeal targets have disadvantage on the save.
Mass Ghostwalk
Choose up to six willing creatures within range. Each target can move through creatures and nonmagical objects as difficult terrain for the duration, taking 5 force damage if it ends its turn inside an object. Gear worn or carried by a target phases with it.
Dimensional Clamp
When a creature within range teleports, phases, becomes ethereal, passes through matter, or shifts planes, force it to make a CHA save. On a failed save, the movement fails and it takes 33 (6d10) force damage. On a success, it takes half damage and moves normally.
Phase Avatar
For the duration, you have resistance to bludgeoning, piercing, slashing, and force damage, can move through creatures and nonmagical objects as difficult terrain, and your Phasing powers deal extra force damage equal to your INT modifier once per turn.
Phase Storm
Create a 30-ft. radius storm of unstable phase around a point within range. Hostile creatures treat the area as difficult terrain. When a hostile creature starts there, it must make a CON save, taking 55 (10d10) force damage and becoming unable to teleport or phase until the start of its next turn on a failed save, or half damage only on a success.
Forced Etherealness
Choose one creature within range. The target must make a CHA save or be forced into the Border Ethereal for the duration. It repeats the save at the end of each turn, returning on a success. If there is no corresponding safe space when it returns, it is shunted to the nearest open space and takes 4d10 force damage.
Unmake Barrier
Choose one non-Artifact wall, door, barrier, cage, or force obstruction within range no larger than a 20-ft. cube. Make an INT check against DC 10 + the effect’s tier if magical. On a success, the target becomes passable to creatures of your choice until the end of your next turn.
Sovereign Phasing
You cannot be trapped inside mundane matter by your own Phasing powers. Your Phasing powers ignore force resistance from phased, ethereal, incorporeal, or anchored creatures, and you have advantage on saves against teleportation, banishment, and planar displacement.
Worldwalk
For the duration, you can pass through mundane matter, creatures, and non-Artifact barriers as difficult terrain, and can enter or leave the Border Ethereal as a bonus action. You still cannot end your turn inside matter without taking 10 force damage.
Phase Collapse
Collapse phase around a point within range. Creatures of your choice in a 30-ft. radius must make a CON save, taking 66 (12d10) force damage and becoming phase-anchored for 1 minute on a failed save, or half damage and anchored until the start of your next turn on a success.
Drag Between Worlds
When a creature within range damages you, teleports, phases, or shifts planes, force it to make a CHA save. On a failed save, you drag it with you into a liminal phase-space. Both of you are removed from the battlefield until the start of your next turn, then return to spaces of your choice within 30 ft. of the departure point. The target is frightened of you for the duration.
Absolute Intangibility
For the duration, you are immune to nonmagical bludgeoning, piercing, and slashing damage, can move through non-Artifact matter and creatures, and cannot be grappled, restrained, or trapped by mundane means. Magical force and effects that target ethereal or phased creatures affect you normally.
Mass Etherealness
Choose up to ten willing creatures within range. Each target steps into the Border Ethereal for the duration and returns when the effect ends, using the Etherealness rules. A target can end the effect on itself as an action.
Phase Severance
Choose one creature, object, portal, barrier, or planar effect within range. It must make a CHA save or be severed from its current phase. A creature takes 88 (16d10) force damage and is phase-anchored for 1 minute. An object or effect of Tier 10 or lower becomes passable, inert, or anchored, chosen by you.
Place Between Places
Create a mythic phase anomaly tied to a place, door, room, road, prison, or battlefield within range. Choose its principle with the GM: a hidden ethereal refuge, a wall that can never fully hold, a prison between worlds, or a road through solid earth. It can be ended only by Tier 10 planar magic, divine intervention, or a story condition set when created.
Characters With This Aspect
Drow
Drow
Drow turned an insult into a weapon and exile into a calling. Cast out from her people and hardened by survival, she became an assassin whose phasing lets her vanish through shadow, silence, and fear. Among the Exiles, she is both hidden dagger and guarded heart, eliminating threats before they reach the vulnerable people she has chosen as kin. Her vengeance against Malevolus Krane burns cold, not loud, and though her reputation is ruthless, rumors persist that she has spared targets who reminded her of who she used to be.
Veilstep
Aria Vayne
Aria Vayne, known as Veilstep and once called the Blue-Haired Girl, is the human daughter of the late necromancer Mortellus Vayne. Raised in the shadow of necromantic nobility, she fled after learning her father’s pact with Gertie the Collector had placed her future in danger. Now hidden beneath the Pink Pony Tavern, Aria survives through caution, quiet resolve, and a phasing power that lets her slip through shadow when threatened. She does not want revenge or power; she wants time enough to be free.