Aspect Codex
Red Magic
Red Magic 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
Red Magic 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
Cantrip Spark
Cast a simple offensive cantrip as a flicker of red magic. Make a ranged power attack against one target within range. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, poison, radiant, or thunder damage, chosen when you use the power.
Prestidigitation
Perform a harmless minor magical trick: clean or soil an object, chill, warm, or flavor nonliving material, light or snuff a candle, create a small sensory effect, mark a surface, or create a Tiny nonmagical trinket or illusion that lasts until the effect ends.
Mage Hand
Create a spectral hand within range. As an action, control the hand to manipulate an object, open an unlocked door or container, retrieve or stow an item, pour liquid, or perform a simple task. The hand cannot attack, activate complex magic, or carry more than 10 pounds.
Minor Illusion
Create one sound or one image of an object no larger than a 5-ft. cube within range. The image cannot create sound, light, smell, or other sensory effects. A creature inspecting the illusion can make an INT (Investigation) check against your power save DC to recognize it.
Shield
When you are hit by an attack or targeted by a force dart effect, raise a quick red ward. Until the start of your next turn, gain +5 AC against the triggering attack and later attacks, and ignore force darts of Tier 1 or lower.
Magic Missile
Create three glowing darts of magical force. Each dart hits a creature you can see within range, dealing 1d4 + 1 force damage. The darts may strike one target or several. A Shield or force ward effect can block them.
Detect Magic
For the duration, you sense magic in the emanation that is not behind total cover. You may use an action to see a faint aura around visible magical creatures or objects and learn the rough school, aspect, or magical tradition involved.
Disguise Self
Make yourself, your clothing, armor, weapons, and gear look different. You can seem 1 foot shorter or taller and alter apparent build, clothing, and features, but not body plan. Physical inspection reveals the illusion, and a suspicious creature can make an INT (Investigation) check against your power save DC.
Feather Fall
When up to five creatures within range fall, slow their descent. Affected creatures fall 60 ft. per round, take no falling damage when they land, and land on their feet if not incapacitated.
Chromatic Orb
Hurl a sphere of elemental energy at one creature or object within range. Make a ranged power attack. On a hit, the target takes 13 (3d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use the power.
Find Familiar
Summon a Tiny spirit familiar in the form of a mundane animal, tiny construct, impish mote, or red-magic mascot. It cannot attack, but it can scout, Help, deliver touch-range Red Magic powers, and communicate simple impressions while within 100 ft. Only one familiar from this power can be active at a time.
Silent Image
Create an image no larger than a 15-ft. cube within range. The image is purely visual and can move as you direct. Physical interaction reveals it as illusion, and a creature using its action to inspect can make an INT (Investigation) check against your power save DC.
Burning Hands
Release a fan of simple battle magic. Creatures of your choice in the cone must make a DEX save, taking 4d6 fire damage on a failed save, or half on a success. Flammable unattended objects ignite.
Comprehend Languages
For the duration, you understand the literal meaning of spoken language you hear and written language you touch. This does not decode secret messages, hidden meanings, magical glyphs, or coded text unless the literal language itself is the barrier.
Absorb Elements
When you take acid, cold, fire, lightning, or thunder damage, capture some of the energy. Gain resistance to the triggering damage type until the start of your next turn. The next melee attack you hit with before then deals an extra 2d6 damage of the triggering type.
Expeditious Retreat
Red magic sparks under your feet. For the duration, you may Dash as a bonus action on each of your turns. The first time you Dash during the effect, you also ignore difficult terrain until the end of that turn.
Mage Armor
Touch one willing creature not wearing armor. A protective magical force surrounds it. The target’s base AC becomes 13 + its DEX modifier for the duration. The effect ends if the target dons armor.
Tasha's Hideous Laughter
Choose one creature within range that can understand humor, language, emotion, or absurdity. It must make a WIS save or fall prone, become incapacitated, and be unable to stand for the duration as laughter overtakes it. It repeats the save at the end of each turn and whenever it takes damage.
Red Cantrip Adept
Your Red Magic cantrips are unusually polished. Cantrip Spark and other Red Magic attack cantrips add your INT modifier to one damage roll, and your harmless utility cantrips can affect twice as much nonliving material as normal.
Charm Person
Choose one humanoid, beastfolk, or similarly social creature within range. The target must make a WIS save or become charmed by you for the duration. It has advantage on the save if you or your allies are fighting it. When the effect ends, it knows it was magically influenced.
Fog Cloud
Create a 20-ft. radius sphere of fog centered on a point within range. The area is heavily obscured. It spreads around corners and lasts until the effect ends or a strong wind disperses it.
Sleep
Choose creatures of your choice in a 20-ft. radius sphere within range. Each target must make a WIS save or become drowsy and incapacitated until the end of its next turn. A target already drowsy or reduced below half hit points by nonlethal means instead falls unconscious for the duration. The effect ends on a target if it takes damage or someone uses an action to wake it.
Red Magic Dominion
Your Red Magic powers count as cantrip or Level 1 magic for story interactions unless a higher tier is required by the system. You can identify cantrips and Level 1 spells by sight or sound, and your Red Magic powers ignore resistance granted only against mundane tricks or nonmagical damage.
Command
Speak a one-word command to one creature within range that can hear you. The target must make a WIS save or follow the command on its next turn if the command is not directly harmful to itself. Common commands include Approach, Drop, Flee, Grovel, Halt, or Speak.
Grease
Slick grease covers the ground in a 10-ft. square centered on a point within range. The area is difficult terrain. When the grease appears, and when a creature enters or ends its turn there, it must make a DEX save or fall prone.
Healing Word
Speak a quick restorative word to one creature within range. The target regains 2d4 + your INT modifier hit points. This has no effect on constructs or undead unless the GM rules Red Magic can patch their animating pattern.
Color Spray
A dazzling spray of red-magic color erupts from your hand. Creatures of your choice in the cone must make a CON save or become blinded until the start of your next turn. On a success, a creature subtracts 1d6 from its next attack roll or Perception check before then.
Cause Fear
Choose one creature within range. The target must make a WIS save or become frightened of you for the duration. It repeats the save at the end of each turn, ending the effect on a success.
Unseen Servant
Create an invisible, mindless, shapeless servant in an unoccupied space within range. It performs simple tasks such as fetching, cleaning, mending, folding, opening doors, holding chairs, or carrying up to 30 pounds. It cannot attack or directly harm a creature.
Red Ward
When a creature you can see within range takes damage from a cantrip, Level 1-style spell, simple trap, fall, weapon attack, or minor environmental hazard, reduce the damage by 7d8 + your INT modifier.
Cantrip Chorus
Cast a flurry of minor offensive cantrips. Choose up to four targets within range. Make a ranged power attack against each target, or force each target to make a DEX save, chosen for each target. On a hit or failed save, a target takes 5d8 acid, cold, fire, force, lightning, poison, radiant, or thunder damage.
Level-One Library
Choose one approved Level 1 spell effect that does not revive the dead, summon a major creature, create permanent wealth, or replicate a higher-tier aspect signature. Use it through Red Magic with your INT modifier and power save DC. The GM may narrow broad edge cases to keep the effect minor.
Counter Minor Magic
When a creature within range uses a cantrip, Level 1-style power, or minor magical effect, attempt to unravel it. Make an INT check against DC 10 + the effect’s tier. On a success, the effect fails or is suppressed until the start of its user’s next turn.
First-Circle Mastery
Your Red Magic cantrips and Level 1-style effects are unusually efficient. When you use a Red Magic power that deals damage, heals, or reduces damage, add your INT modifier to one roll if it does not already include it. You also have advantage on Arcana checks involving cantrips or Level 1 spells.
Mass Minor Spell
Choose one Red Magic power of Tier 4 or lower that targets one creature or object and does not require concentration. Use it against up to six eligible targets within range. If it deals damage or healing, each target receives only one roll of the effect.
Perfect Cantrip
Cast a cantrip with impossible precision. Make a ranged power attack or force one target within range to make a save of your choice from DEX, CON, WIS, or INT. On a hit or failed save, the target takes 10d8 damage of one common cantrip damage type and suffers one minor rider: pushed 10 ft., speed reduced by 10 ft., cannot take reactions, or sheds light until your next turn.
Red Spell Net
When you or an ally within range would be hit by a spell attack, cantrip, Level 1-style spell, or minor magical hazard, weave many small wards at once. Reduce damage by 9d8 + your INT modifier. If reduced to 0, you may redirect one harmless visual or sensory remnant of the effect to another space within 30 ft.
First-Circle Arsenal
For the duration, you may use Level-One Library once on each of your turns without choosing the same Level 1 spell effect twice. Effects must remain minor, temporary, and within Level 1 scale. Concentration still limits you normally.
Archcantrip
For the duration, your minor magic becomes flawless. Your Red Magic cantrips and Level 1-style powers ignore resistance to their damage, your utility cantrips can affect ten times normal harmless material, and once per turn you may use a harmless utility cantrip as part of another Red Magic action.
Hundred Little Spells
Flood the emanation with tiny spells: sparks, hands, wards, whispers, lights, gusts, grease patches, false sounds, and small shields. Each round, choose up to ten creatures or objects in the area. Each chosen target is helped, hindered, lightly moved, revealed, obscured, damaged for 6d8 variable damage, healed for 6d8 + INT, or protected by 6d8 + INT reduction, chosen individually.
Supreme First Circle
Use any approved cantrip or Level 1 spell effect as Red Magic, heightened only in precision, range, or reliability but not in fundamental spell level. The effect cannot duplicate a Level 2+ spell, revive the dead, permanently transform a creature, create lasting wealth, or override another aspect’s signature niche.
The First Spellbook
Create, awaken, or bind a mythic source of minor magic: a red spellbook, a child’s wand, a village charm, a living cantrip, or a school of first-circle magic. It grants a GM-approved story benefit tied only to cantrips and Level 1-style spells. It can be ended only by Tier 10 antimagic, divine intervention, or a story condition set when created.