
Opening the archive
Innate Aspect · Playtest
Heat exchange and temperature regulation
Start here: Choose an Aspect, set your level and Charisma score, then open one of its three paths. At level 1, you can spend your 2 points on two rank-I paths. Use Try this Aspect to spend points in the builder; this page previews rules.
2 Mastery Points at this level · Five free basics
1 point total in this path · Earlier ranks required
Make a magical ranged Aspect attack (+5); on a hit deal 1d8 fire or cold damage. Standalone action: does not add to weapon attacks, Multiattack, Extra Attack, or spell-only riders. Choose fire or cold when activated.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Warm or cool a held object. Action; touch or within 5 feet, normally no more than 1 pound. No damage, conditions, saleable material, or replacement for trained tool work.
Ends: Aspect replacement or dormancy ends access.
Redirect heat or cold. When you would take fire or cold damage, after damage is rolled but before applying it, use your ordinary reaction and 1 Charge to reduce it by 1d4+3, minimum 1, never below 0. Apply before resistance/vulnerability; only one Aspect reduction per event.
Ends: Aspect replacement or dormancy ends access.
Feel local temperature differences. Notice relevant exposed phenomena within 5 feet. Does not automatically reveal hidden creatures, intentions, diagnoses, or facts. A stated touch requirement still applies.
Ends: Aspect replacement or dormancy ends access.
Warm/cool touch patterns. Action; simple observable signals within 30 feet. No automatic privacy or language comprehension. Explicit willing-touch thought, dream-image, or mood expressions use touch instead of remote signaling.
Ends: Aspect replacement or dormancy ends access.
Temperature gradients become intuitive. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Proficiency +2; Charisma modifier +3. Aspect attacks use their sum; saves use 8 + their sum. These are PC level-based examples. NPCs and monsters use their actual proficiency.
3 maximum Charges, restored by a long rest. Pay only the cost printed on the ability. All actions and concentration share your ordinary turn.
Thermal Equilibrium: 5 points, one rank-V path and rank II in both others. Natural access begins at level 20; paid ultimate acceleration can permit level 17. One shared annual recovery record and bodily strain apply.
A stationary 100-foot-radius area centered on the bearer has safe ambient temperature. Up to twelve designated creatures inside have resistance to fire and cold. Does not extinguish all magical damage or change weather outside the area. The center is your location when activated and does not follow you.
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.