Aspect Codex
Thermokinesis
Thermokinesis 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
Thermokinesis 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
Thermal Touch
Touch a creature or object and sharply raise or lower its surface temperature. Make a melee power attack. On a hit, the target takes 1d8 fire or cold damage. Unattended mundane objects may become hot, chilled, brittle, fogged, or thawed.
Temper
Warm or cool one willing creature, held object, drink, meal, tool, weapon, garment, or small area you touch. The target remains comfortably warm or cool in ordinary weather and has advantage on the next save against mundane heat or cold before the duration ends.
Heat Lash
Whip a line of concentrated heat at one creature or object within range. Make a ranged power attack. On a hit, the target takes 2d8 fire damage, and the next time it takes cold damage before your next turn, add your CHA modifier to that cold damage.
Cold Pinch
Pull heat away from one creature or object within range. The target must make a CON save, taking 2d6 cold damage and having its speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
Comfort Field
Regulate the temperature in the emanation. Chosen creatures ignore mundane extreme heat and cold, and food, water, ink, tools, bedrolls, and simple supplies in the area are protected from freezing, overheating, spoiling from heat, or becoming painfully hot or cold.
Thermal Read
You sense temperature gradients, body heat, cold spots, drafts, recent fires, warm footprints, cooling blood, active machinery, hidden vents, and thermal traces within 60 ft. This does not see through total cover but can reveal heat leaking through thin barriers.
Thermal Ward
When you or a creature within range takes fire or cold damage, redirect heat around the target. Reduce the damage by 2d8 + your CHA modifier. If this reduces the damage to 0, the protected target gains temporary hit points equal to your CHA modifier.
Thermal Shock
Rapidly alternate heat and cold around one creature within range. The target must make a CON save, taking 3d8 fire or cold damage on a failed save, or half on a success. If the target took the opposite damage type since the start of your last turn, it has disadvantage on the save.
Brittle Object
Choose one unattended object, weapon, armor piece, lock, chain, stone section, tool, or construct component within range. For the duration, the target becomes thermally stressed. The next bludgeoning, thunder, or force damage against it before the effect ends deals an extra 3d8 damage.
Fever Chill
Disrupt one living creature’s body temperature. The target must make a CON save or become feverish or shivering for the duration. While affected, it takes 1d8 fire or cold damage at the start of each of its turns and has disadvantage on concentration checks. It repeats the save at the end of each turn.
Heat Sink
Create a 10-ft. radius heat-drain centered within range. The area becomes cold difficult terrain. A creature that enters for the first time on a turn or starts there must make a CON save, taking 3d8 cold damage and having its speed reduced by 10 ft. on a failed save, or half damage only on a success.
Heat Bloom
Cause air, metal, stone, water, or skin at a point within range to bloom with heat in a 10-ft. radius sphere. Creatures in the area must make a DEX save, taking 4d8 fire damage on a failed save, or half on a success. Unattended ice, frost, wax, or thin metal may melt or warp.
Insulating Skin
Touch one willing creature. For the duration, the target has resistance to either fire or cold damage, chosen when you use this power. The target also ignores mundane extreme heat or cold of the opposite type for the duration.
Steamflash
When fire or cold damage is dealt within range, convert the temperature swing into blinding vapor, frost fog, or heat haze. A 10-ft. radius sphere centered on the damaged target becomes heavily obscured until the start of your next turn. One creature in the area must make a CON save or be blinded until then.
Thermal Lance
Condense heat or cold into a narrow line of temperature stress. Make a ranged power attack against one target within range. On a hit, the target takes 5d10 fire or cold damage, and the next attack against it before your next turn ignores half cover caused by fog, smoke, ice, steam, or heat shimmer.
Boil and Freeze
Choose one creature, object, or 10-ft. cube of liquid within range. The target must make a CON save, taking 4d8 fire damage and 4d8 cold damage on a failed save, or half on a success. Liquids may flash to steam, slush, frost, or cracked ice at the GM’s discretion.
Thermal Lock
Lock one creature or object within range into dangerous thermal imbalance. A creature must make a CON save. On a failure, its speed is halved, it cannot benefit from resistance to fire or cold damage, and it takes 2d8 fire or cold damage at the start of each turn. It repeats the save at the end of each turn.
Climate Bubble
Create a stable climate bubble. Chosen creatures and supplies in the emanation ignore mundane extreme heat, extreme cold, hot ash, snow, freezing rain, desert sun, or frostbite conditions. The bubble does not create breathable air or block attacks.
Heat Death Pulse
Rip heat out of the area and release it again as a violent pulse. Creatures of your choice in the emanation must make a CON save, taking 5d6 cold damage and 5d6 fire damage on a failed save, or half on a success. Objects may crack, fog, sweat, frost, or smoke.
Thermal Updraft
Manipulate warm and cold air currents around yourself. Gain a fly speed of 30 ft. while outdoors, in a large chamber, or anywhere air can circulate. If the effect ends while airborne, you descend safely up to 60 ft. before falling.
Temperature Tap
When a creature within range takes fire or cold damage, siphon the thermal change. One creature of your choice within 30 ft. of the damaged target gains temporary hit points equal to 3d8 + your CHA modifier, and the next fire or cold damage you deal before your next turn gains your CHA modifier.
Drought and Frost
Alter the temperature and moisture behavior of a Small building, camp, cave room, greenhouse, cellar, or 100-ft. outdoor area. You may preserve food, dry wet ground, freeze a pond surface, warm a campsite, thaw paths, or create harsh but mundane local conditions.
Thermokinesis Dominion
Your Thermokinesis powers ignore resistance to either fire or cold damage if the target took the opposite damage type from you since the start of your last turn. You have resistance to fire and cold damage, and you can sense major heat sources and cold voids within 120 ft.
Flash Furnace
Superheat a 20-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 8d8 fire damage and gaining one level of heat stress until the start of your next turn on a failed save, or half damage only on a success. Objects may char, warp, or ignite.
Flash Freeze
Drain heat from a 20-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 8d8 cold damage and having their speed reduced to 0 until the start of your next turn on a failed save, or half damage only on a success. Water and wet surfaces freeze.
Heat Engine
Create a stable thermal gradient that powers a mundane engine, furnace, lift, pump, wheel, boiler, kiln, forge, cooling unit, or similar device for the duration. It cannot create rare fuel, permanent wealth, or operate beyond the device’s physical limits.
Thermal Shear
Create a razor boundary between extreme heat and cold in a 60-ft. long, 10-ft. wide line. Creatures in the line must make a DEX save, taking 6d8 fire damage and 6d8 cold damage on a failed save, or half on a success. Objects along the line may crack from thermal stress.
Cryo-Ignition
Choose one creature or object within range and set its temperature into violent oscillation. The target must make a CON save, taking 8d10 fire or cold damage on a failed save, or half on a success. For the duration, the first time each round it takes fire or cold damage, it also takes 2d10 damage of the opposite type.
Thermal Shelter
Stabilize the temperature of a structure, cave, ship hold, camp, greenhouse, forge, vault, or 300-ft. area. Chosen creatures and materials within are protected from mundane heat, cold, spoilage, freezing, overheating, and ordinary thermal weather.
Thermal Stasis
When a creature or object within range would burn, freeze, melt, boil, ignite, suffer heat exhaustion, suffer hypothermia, or take fire or cold damage, suspend its thermal state. Until the start of your next turn, it has resistance to fire and cold damage and ignores one triggering thermal condition.
Absolute Zero Field
Create a 30-ft. radius field of impossible cold centered within range. Creatures that start there must make a CON save, taking 10d10 cold damage and becoming restrained by frost until the start of their next turn on a failed save, or half damage only on a success. Fire damage in the area is halved.
Solar Furnace Field
Create a 30-ft. radius field of crushing heat centered within range. Creatures that start there must make a CON save, taking 10d10 fire damage and being unable to regain hit points until the start of their next turn on a failed save, or half damage only on a success. Cold damage in the area is halved.
Entropy Exchange
When a creature within range takes fire or cold damage, transfer part of the thermal change. Reduce that damage by 8d8 + your CHA modifier, then one other creature within 30 ft. of the target takes fire or cold damage equal to half the amount reduced.
Weather of Extremes
Shift the local temperature across the area. You may create harsh heat, biting cold, dense fog, frost, thaw, hot winds, or freezing mists within natural limits for the region and season. This can affect travel, exposure, visibility, crops, water, and morale, but does not directly deal combat damage.
Sovereign Thermokinesis
Your Thermokinesis powers ignore fire or cold resistance when you choose the opposite temperature from the last Thermokinesis damage type you dealt. You are immune to mundane heat and cold, and you have advantage on saves against magical fire, cold, exhaustion from temperature, and thermal concealment.
Thermal Cataclysm
Detonate a violent temperature inversion across the emanation. Creatures of your choice in the area must make a CON save, taking 12d8 fire damage and 12d8 cold damage and losing reactions on a failed save, or half damage only on a success. Objects crack, warp, frost, steam, or ignite at the GM’s discretion.
Living Heat Sink
Choose one creature within range and turn it into the center of a thermal gradient. The target must make a CON save. On a failure, it is restrained by thermal pressure, takes 6d10 fire or cold damage at the start of each of its turns, and creatures of your choice within 10 ft. gain resistance to the opposite damage type. It repeats the save at the end of each turn.
Seasonless Dominion
Stabilize or destabilize the temperature of a settlement, valley, fortress, road, forest section, cavern, ship route, or battlefield. You may protect it from mundane weather, preserve harvests, thaw passes, freeze crossings, dry floodplains, or impose harsh but survivable temperature pressure.
Omnithermal Body
Become a living thermal singularity. For the duration, you have resistance to fire and cold damage, your Thermokinesis powers deal an extra 4d8 fire or cold damage once per turn, and creatures that start their turn within 10 ft. of you take fire or cold damage equal to your CHA modifier.
Heat Death Event
Collapse and invert heat across the battlefield. Creatures of your choice in the emanation must make a CON save, taking 18d10 fire or cold damage, your choice for each target, and becoming stunned until the start of your next turn on a failed save, or half damage only on a success.
Worldfire / Worldwinter
Force an entire region toward unnatural heat or cold. You may trigger a lethal heatwave, deep freeze, impossible thaw, protective warm season, or sudden frost age. Combat damage is indirect and story-scale, affecting travel, shelter, supplies, water, harvests, fortifications, and armies.
Omnithermal Equilibrium
Declare a mythic law of temperature over a place, creature, bloodline, forge, city, season, disaster, or battlefield. Define its principle with the GM: the city that never freezes, the forge that burns without fuel, the winter no flame can end, the fever that reveals lies, or the perfect balance that stops a catastrophe. It can be opposed only by Tier 10 temperature magic, divine intervention, or a story condition set when declared.