Aspect Codex
Void Manifestation
Void Manifestation 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
Void Manifestation 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
Voidbolt
Fire a narrow bolt of null-force at one creature or object within range. Make a ranged power attack. On a hit, the target takes 1d8 force or necrotic damage, and the next damage roll it makes before your next turn subtracts 1d4 as the void drinks momentum from the strike.
Void Tendril
Manifest a thin void tendril from your hand, shadow, wound, or aura. It can hold or manipulate one Tiny object, open or close an unsecured door or container, pull a loose item, or make a melee power attack for 1d6 bludgeoning or force damage. It cannot perform delicate tool work.
Hollow Sense
Sense hollows, cracks, empty rooms, sealed cavities, deep wells, extradimensional gaps, vacuum pockets, missing matter, and unnatural absences within 60 ft. This does not reveal details through total cover, but tells direction and approximate size of voids.
Void Grip
A void tendril clamps around one creature or object within range. The target must make a STR save, taking 2d6 force damage and being pulled 10 ft. toward you on a failed save, or half damage only on a success. An unattended object of 50 pounds or less is pulled automatically.
Null Murmur
Create a small zone of swallowed sound around one creature, object, or 5-ft. cube within range. The area muffles speech, footsteps, mechanisms, and impact sounds. A hostile creature in the zone must make a CHA save or subtract 1d4 from its next verbal, thunder, or command-based power check before the effect ends.
Wriggling Defense
When you are hit by an attack, a void tendril interposes and swallows part of the force. Reduce the damage by 1d8 + your WIS modifier. If this reduces the damage to 0, you may move 5 ft. without provoking opportunity attacks.
Magnify Gravity
Gravity deepens in a 10-ft. radius sphere centered within range. Creatures in the area must make a CON save, taking 3d8 force damage and having their speed reduced by 10 ft. until the start of your next turn on a failed save, or half damage only on a success.
Eldritch Reach
Your void tendrils and reach-based Void Manifestation powers extend by 10 ft. You may manifest tendrils from your shadow, cloak, body, or any visible void-mark you created within reach.
Immovable Object
Touch one object weighing no more than 25 pounds and anchor it against space. You and creatures you designate can move it normally; others must succeed on a STR check against your power DC to move it. If the object is supporting too much weight, the effect ends.
Tentacle Minion
Manifest a Small stationary void-tendril minion in an unoccupied space within range. It has AC 12, hit points equal to 5 + your WIS modifier, reach 10 ft., and can make one melee power attack on your turn for 2d6 bludgeoning or force damage. Only one minion from this power can be active at a time.
Hollow Step
Step through a crack of absence and reappear in an unoccupied space within range that you can see. You leave behind a soundless afterimage. This is short void folding, not full teleportation, and cannot pass through sealed planar wards.
Tentacle Crush
Void tendrils coil around one creature within range. The target must make a STR save, taking 4d8 bludgeoning or force damage and becoming grappled by the tendrils until the start of your next turn on a failed save, or half damage only on a success.
Howling Void
Open a momentary void-rift in a 20-ft. cube within range. Creatures in the area must make a WIS save, taking 4d8 psychic damage and becoming frightened of the emptiness until the start of your next turn on a failed save, or half damage only on a success.
Weightless Pocket
Create a 10-ft. radius pocket of weak gravity centered within range. Unsecured creatures and objects in the area float. A willing creature can push off surfaces; an unwilling creature must make a CON save or rise up to 20 ft. and remain suspended until the effect ends or it leaves the area.
Evard's Black Tentacles
Squirming void-black tendrils fill a 20-ft. square on the ground within range. The area is difficult terrain. A creature that enters for the first time on a turn or starts there must make a STR save, taking 4d6 bludgeoning damage and becoming restrained on a failed save, or half damage only on a success. A restrained creature can use an action to attempt a STR check against your power DC to escape.
Gravity Sinkhole
A 20-ft. radius sphere of crushing absence forms at a point within range. Creatures in the sphere must make a CON save, taking 5d10 force damage and being pulled up to 20 ft. toward the center on a failed save, or half damage only on a success.
Flesh Warding
Interpose a slab of null-space between harm and a creature within range. Reduce the triggering damage by 4d8 + your WIS modifier. If the damage is force, necrotic, psychic, thunder, or bludgeoning, reduce it by an additional 1d8.
Null Zone
Create a 15-ft. radius zone where sound, color, scent, and heat dull. Creatures of your choice in the area have advantage on Stealth checks. Hostile creatures that start there must make a CHA save or subtract 1d6 from the next attack roll, save, or ability check they make before your next turn.
Void Barrage
Launch three voidbolts at one or more targets within range. Make a ranged power attack for each bolt. On a hit, a bolt deals 3d8 force or necrotic damage. If two or more bolts hit the same creature, it cannot take reactions until the start of your next turn.
Rift Anchor
Anchor a door, portal, vessel, creature, object, or 10-ft. area against planar drift and forced movement. For the duration, the target has advantage on saves against teleportation, forced movement, banishment, gravity reversal, extraplanar pulling, and void effects.
Crushing Absence
Choose one creature within range and wrap it in compressing absence. The target must make a CON save, taking 6d8 force damage and becoming restrained on a failed save, or half damage only on a success. A restrained target repeats the save at the end of each turn.
Starless Shelter
Open a hidden hollow of safe null-space in a doorway, cave wall, shadowed arch, empty room, or marked surface. The shelter holds up to six Medium creatures or equivalent objects. It is silent, lightless, air-stable, and difficult to find by mundane means, but does not move.
Void Manifestation Dominion
Your Void Manifestation powers ignore mundane sound, light, air pressure, and gravity penalties. You can breathe normally in vacuum-like void pockets you create, and your force or necrotic void damage ignores resistance from nonmagical armor or mundane anatomy.
Gravity Fissure
Manifest a ravine of collapsed gravity in a 100-ft. long, 5-ft. wide line. Creatures in the line must make a CON save, taking 8d8 force damage on a failed save, or half on a success. Creatures within 10 ft. of the line must make a STR save or be pulled into the line.
Unbind Gravity
Control gravity in a 40-ft. cube centered within range. Choose a direction gravity pulls, or suspend gravity entirely. Unanchored creatures and objects fall or drift accordingly. A creature can make a DEX save to grab a fixed object and avoid falling or drifting when the effect starts or when the direction changes.
Hollow Body
Let void lace through your body. For the duration, you can move through spaces as narrow as 1 inch, resist force, necrotic, psychic, and bludgeoning damage, and do not need to breathe. You cannot carry other creatures through narrow spaces this way.
Reverse Gravity
Reverse gravity in a 50-ft. radius, 100-ft. high cylinder centered within range. Unanchored creatures and objects fall upward. A creature can make a DEX save to grab a fixed object and avoid the fall. When the effect ends, affected creatures and objects fall normally.
Event Horizon Lash
Snap a tendril of event-horizon force through space. Make a ranged power attack against one creature or object within range. On a hit, the target takes 9d10 force or necrotic damage and is pulled up to 30 ft. toward a point you choose within range.
Empty the Room
Create a 30-ft. radius field of absence centered within range. Sound is muffled, light dims, and air feels thin. Hostile creatures that start there must make a CON save, taking 6d8 necrotic or force damage and being unable to take reactions on a failed save, or half damage only on a success.
Aberrant Titan
Partially become a massive aberrant shape hollowed by void. Your size increases by one category if space allows, you gain temporary hit points equal to 7d10 + your WIS modifier, your reach increases by 10 ft., and your tendril or natural weapon attacks deal an extra 2d8 force damage once per turn.
Ravenous Void
Create a 30-ft. radius sphere of destructive gravitational absence centered within range. The area within 100 ft. is difficult terrain as objects pull toward the center. A creature that starts within the sphere must make a STR save, taking 10d10 force damage and becoming restrained on a failed save, or half damage only on a success.
Cosmic Annihilation
When your Void Manifestation power reduces a non-divine creature to 0 hit points, its body is marked by absence. Until restored by Tier 8 or higher resurrection, wish-level magic, divine intervention, or a GM-approved story condition, ordinary resurrection cannot locate enough of it to restore.
Void Ark
Open a stable pocket of null-space large enough to shelter up to twenty Medium creatures or store a wagon’s worth of objects. The ark is silent, dark, and air-stable. It cannot move between planes or create food, but creatures inside are hidden from mundane senses.
Nothing Answers
When a creature within range uses a power, spell, command, song, signal, or supernatural call, let the void swallow part of it. Make a WIS check against the triggering effect DC. On success, reduce its damage or healing by 8d10 + your WIS modifier, or suppress one non-damaging rider until the start of your next turn.
Sovereign Void Manifestation
You are resistant to force, necrotic, psychic, and thunder damage, and immune to suffocation and mundane vacuum. Effects below Tier 9 cannot forcefully teleport, banish, silence, reveal, or anchor you through void-space unless you choose.
Tentacle Storm
A storm of void arms erupts throughout the emanation. Hostile creatures of your choice that start there must make a DEX save, taking 12d8 bludgeoning or force damage and becoming grappled by void tendrils on a failed save, or half damage only on a success. A grappled creature can use an action to attempt a STR check against your power DC to escape.
Singularity Collapse
Collapse space around a point within range. Creatures in a 40-ft. radius sphere must make a CON save, taking 16d10 force damage and being pulled 60 ft. toward the center on a failed save, or half damage only on a success. Unattended mundane objects in the area may be crushed or drawn inward.
The Room Beyond
Open a doorway into a stable extradimensional void chamber. The chamber is up to 100 ft. across, silent, lightless unless you choose otherwise, and air-stable. It cannot be used to bypass planar seals, but can hide people, store objects, contain dangerous matter, or isolate sound and signals.
Avatar of the Void
Become a living hollow. For the duration, you resist force, necrotic, psychic, thunder, and bludgeoning damage; can move through 1-inch spaces; do not need air; may hover 30 ft.; and your Void Manifestation powers deal or prevent an extra 4d10 once per turn.
Oblivion Engine
A vast engine of absence opens around you. Hostile creatures that start in the emanation must make a CON save, taking 18d10 force or necrotic damage and being restrained by gravitational absence on a failed save, or half damage only on a success. Unattended objects are drawn toward empty points and may be crushed.
Erase the Horizon
Manifest a regional void phenomenon. Roads vanish into empty distance, sound dies, gravity weakens or deepens, stars disappear overhead, or a battlefield becomes a silent hollow. This is story-scale and affects travel, morale, signals, visibility, structures, and armies, but does not directly deal combat damage.
One With Nothing
Declare a mythic manifestation of absence tied to a city, star, wound in space, prison, forgotten road, dying god, battlefield, or impossible shelter. Define its principle with the GM: the place no one can find, the star that stopped existing, the army swallowed by silence, the prison with no inside, or the refuge hidden inside nothing. It can be opposed only by Tier 10 void magic, divine intervention, reality repair, or a story condition set when declared.
Characters With This Aspect
Foulcrum
Ash Stonefist
Disciplined monk with void-tentacle manifestation, unresolved origin hooks, and a loyalty sharpened by trauma.
Hollow
Alfred Rallus
Alfred Rallus, known as Hollow, was once Kuzon, a friend of Kaya and a life with a name before the Black Ward remade him. Now transformed into a voidforged construct, he is treated as proof that Albert Rallus’s ascension could be refined into something stronger, colder, and more obedient. His void manifestation twists gravity itself, letting him strike with impossible weight, move with sudden lightness, and turn force into doctrine. Within the Black Ward, Hollow is revered as a perfected vessel. Outside it, he is a tragedy wearing armor: a person carved down until only purpose remained.
Pinocchio
Albert Rallus
Albert Rallus, known as Pinocchio, was a mighty forged monk and member of Centrum whose hunger for survival became the doctrine that destroyed him. Once shaped by experimentation and void mastery, Albert came to believe that only the strong deserved to endure. With ultimate control of the Void Realm, his discipline hardened into hubris, and he turned against his former allies, sparking a battle that fractured Centrum itself. Nora Rabe von Queef ultimately defeated him, polymorphing the void ascendant into a rat. Albert escaped through the Void and has not been seen since, but many factions still wait for his return.
Whisperstep
Exaba
Whisperstep — Exaba is Trixie’s satyr paragon and collector, a chaotic agent whose life is tangled in cruel games, temporal errands, missing memories, and the lingering damage of Gertie’s forgetfulness curse. Her relevance to the core party comes through Victor Shaw and Walter, especially the Exaba/Exaba Prime mystery from the Game Master Spectacle and Victor’s choice to remain with her instead of fully returning to Jericha.
Soldier
Soldier
Soldier is a darker void figure seen by Ash Stonefist in the same corridor vision as Salvatore Mentali. Soldier appears to be invested in Oskar Duskshade as a chosen vessel and is more direct than Salvator about moving toward that purpose.
Voiling General
Voiling General
The Voiling General is a Castro-linked commander encountered in the dragon lair beneath Aleklot’s Rest, coordinating void soldiers and guarding or using a living green dragon.