Innate Aspect · Jericha playtest
Start here: Set your level and Intelligence score. Choose a path, then select a rank to learn it. At level 1, spend your 2 points on any two rank-I paths. Open a card for its exact rule. Switch to Practice to track a use.
Choose a path to spend points.
Opening device draft… Hypothetical build only; no character or published record changes.
Rank I preview · spend 1 point to learn these effects.
Express your ghostly silhouette as up to 5 words or one comparably detailed image within 60 feet. It is an observable magical signal, not a creature, decoy with combat benefits, private channel or translated language. Observers require a shared language or code.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Historical source references; they do not grant the earlier Power rules.
Make a magical ranged Aspect attack (+5); on a hit deal 1d8 psychic damage. Standalone action: does not add to weapon attacks, Multiattack, Extra Attack, or spell-only riders. Project a brief spectral touch toward one visible creature. Resistance and immunity apply normally. It does not remove reactions, move the target or attack its internal anatomy.
Ends: duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
At the table: Roll the printed Aspect attack against AC and apply psychic damage at the table.
Historical source references; they do not grant the earlier Power rules.
Rank 1: Available with this allocation.
Rank 2: mastery:astral-projection:foundation-mastery rank 2 requires level 5. Point budget exceeded: 3/2.
Rank 3: mastery:astral-projection:foundation-mastery rank 3 requires level 9. Point budget exceeded: 6/2.
Rank 4: mastery:astral-projection:foundation-mastery rank 4 requires level 13. Point budget exceeded: 10/2.
Rank 5: mastery:astral-projection:foundation-mastery rank 5 requires level 17. Point budget exceeded: 15/2.
Project a tiny spectral hand gesture without moving objects. 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.
Psychic harm. When you would take psychic 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.
Notice exposed astral projections and spiritual tethers. 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.
A visible ghostly silhouette. 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.
Body and viewpoint feel separable. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Point budget exceeded: 5/2. Ultimate level gate is not met. Ultimate requires one rank-5 node and rank 2 in both other nodes.
Natural level 20, or paid access at 17; rank V in one path and rank II in both others. One shared annual recovery record survives replacement and respec.
Requires legal ultimate allocation and annual readiness or a legal repeat procedure at completion. Interruption ends preparation without activation or strain; crystals already spent on planned-repeat preparation are not refunded. After 1 uninterrupted minute, you and up to eight willing conscious creatures you touch project into the Astral Plane for 1 hour, appearing together at the corresponding departure location chosen by the DM. This does not transport physical bodies or create a doorway. Each body stays at the departure point, unconscious but breathing and subject to ordinary unconscious-body defenses. Each traveller has one conscious astral form, retains its own statistics, class and species features, and gains a flying speed of 60 feet while projected. Each traveller has one shared turn, HP/maximum HP, resources and equipment record across body and form, never an independent duplicate. The form uses existing abilities through their ordinary actions and restrictions; items/ammunition/components used by it consume the originals. Spectral equipment has no separate saleable or transferable existence. Treat body and form as one creature for a single damage event; distinct attacks or events apply normally. Taking damage to either body or form reduces that traveller’s one HP pool and requires its normal concentration save. Existing concentration ends on separation; a conscious form may then start and maintain one concentration despite its unconscious physical body, an explicit Aspect exception. Conditions other than the body’s imposed unconsciousness affect the traveller normally; incapacitation of the form ends that traveller’s projection. Forms can explore the Astral Plane but cannot carry physical matter, sever cords, gain a second equipment/resource pool or leave material benefits behind. Leaving the Astral Plane, reaching 0 HP in the shared pool, body/form death, traveller withdrawal, duration expiry, bearer withdrawal/incapacitation/death, node removal, Aspect replacement or magical suppression ends the applicable projection; bearer endings end the whole group. Return only awareness to the original body, retaining HP, conditions and all spent resources. A return never revives, heals or relocates a body. No suspended aging or permanent resurrection is granted. Annual readiness and bodily strain apply to the bearer at completed activation and cannot be removed by projecting. These multi-plane positions, ordinary class interactions and simultaneous encounters are resolved at the table; no automated combat certification is claimed.
Ends: See exact rules for individual and group endings. All returns preserve shared HP, conditions, resources, annual recovery and strain. Physical bodies and matter are never transported.
At the table: Resolve the one-minute preparation, Astral destination, all travellers, body/form positions, HP/resources and ordinary class interactions at the table.
Historical source references; they do not grant the earlier Power rules.
Only these six catalog crystals are eligible. Rare crystals contribute 1 unit; Severance contributes 3. Whole crystals are consumed; unused credit stays invested. Test additions do not grant actual campaign treasure.
Bonus points: 0; acceleration slots: 0; ultimate acceleration: no; unused credit: 0.
Preparation and emergency repeat in Practice consume this same selected offer plus unused credit. Planned preparation costs 10 units; emergency activation costs 20.
Trial-site storage and this website are separate. Existing trial drafts stay there; import supported JSON explicitly. Files and copies remain on your device.
Astral Projection — Level 1
Intelligence 16 (+3); proficiency +2
Points 0/2; 2 unspent. Charges 3/3.
Campaign hour 0; example calendar planner-example: 24 hours/day, 365 days/year.
Jericha playtest · hypothetical local build, not a character conversion.
Astral Projection — Handling
Action; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Project a tiny spectral hand gesture without moving objects. 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.
Astral Projection — Self-defense
Reaction; 1 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Psychic harm. When you would take psychic 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.
Astral Projection — Perception
Passive; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Notice exposed astral projections and spiritual tethers. 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.
Astral Projection — Expression
Action; 0 Charges. Range 30 feet; touch where specified; targets As described; duration Instantaneous or harmless sensory expression.
A visible ghostly silhouette. 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.
Astral Projection — Embodiment
Passive; 0 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Body and viewpoint feel separable. Descriptive sensory experience only. Grants no immunity, proficiency, compulsory personality, or unstated mechanical benefit.
Ends: Aspect replacement or dormancy ends access.
Recovery: {}
Crystal investments and credit: {"bonusPoints":0,"nodeAccelerations":0,"ultimateAcceleration":false,"credit":0}
Ordinary actions and one concentration slot are shared with class/species features. Outcomes, targeting, rolls, positioning, conditions and preparations resolve at the table.