
Opening the archive

Opening the archive
Aspect Codex
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.
On this page
Void Manifestation has 42 powers ready for character sheets, including 38 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
38 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Void Manifestation has 42 powers ready for character sheets, including 38 with VTT hooks.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Bresh Talvax
Castro Forces / Void Manifestation
Bresh Talvax deals in things most merchants cannot name and most inspectors would rather not find. A Castro trader settled in Point Pringle’s trade district, he moves rare materials, planar curiosities, and restricted technology through a quiet network of buyers who value opportunity over legality.
Caesar - Aleron Bonapate
Voidling (Castro) / Void Manifestation
Aleron Bonapate, known as Caesar, is a Castro-aligned voidling invader who rides Bowflex into Gravenhurst and pressures the southern gate route.
Foulcrum - Ash Stonefist
My Alchemical Romance / Void Manifestation
Ash Stonefist was raised in seclusion by the Temple of the Equinox Vale, where discipline, balance, and physical mastery shaped every part of his life. His training made him focused and precise, but left him unfamiliar with much of the wider world. When void-born tentacles emerged from his body, Ash treated the change as part of his spiritual path. His power now tests the teachings that formed him, forcing him to balance serenity with mutation and control with uncertainty. As a member of My Alchemical Romance, Ash brings loyalty, speed, and strange wisdom to the group. His journey centers on mastering the tension between discipline and the void within him.
Hollow - Alfred Rallus
Black Ward / Experiment fallout / Castro target / Void Manifestation
Hollow / Alfred Rallus, formerly Kuzon, is a transformed Black Ward void manipulator tied to Kaya, Salvatore, Castro targeting, and Arthur's void-healing plan.
J'oan
Castro Forces / Void Manifestation
J’Oan was a Castro scout and warrior from the Astral Territories, sent into Jericha with a mission narrow enough to sound simple: capture Walter, the dragon bonded to Victor Shaw, whose cross-planar potential made him valuable to forces beyond the world.
Pinocchio - Albert Rallus
The Centrum / Void Manifestation
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.
Whisperstep - Exaba
Von Queef University / Void Manifestation
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.
Soldier
Void / Void Manifestation
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
Voidlings / Void Manifestation
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.