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.
Manipulate up to 10 pounds of eligible unattended material. Move it up to 10 feet on activation and with each later action, staying within range. Concentration is required while moving it. No automatic creature damage, trained tool work, manufactured wealth, or extra actions. Only ferrous material.
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Target makes a STR save (DC 13). On failure its speed is reduced by 10 feet. Repeat the save at the end of each turn; success ends the effect. No damage is included. A creature wearing or holding ferrous metal may be affected; this does not target internal anatomy. If the target ceases to wear or hold any eligible ferrous material, restraint ends.
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
Rank 1: Available with this allocation.
Rank 2: mastery:magnetic-manipulation:magnetic-grip rank 2 requires level 5. Point budget exceeded: 3/2.
Rank 3: mastery:magnetic-manipulation:magnetic-grip rank 3 requires level 9. Point budget exceeded: 6/2.
Rank 4: mastery:magnetic-manipulation:magnetic-grip rank 4 requires level 13. Point budget exceeded: 10/2.
Rank 5: mastery:magnetic-manipulation:magnetic-grip rank 5 requires level 17. Point budget exceeded: 15/2.
Attract or orient a small ferrous 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.
Deflect metal impact. When you would take bludgeoning, piercing or slashing damage from a metal weapon or projectile, 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 nearby exposed ferrous material. 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.
Tap or vibrate metal. 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.
Magnetic fields create bodily orientation cues. 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.
Control up to 10,000 pounds of unattended ferrous material within 120 feet. Each action can move it 30 feet or make one 20-foot-radius attack for 8d10 bludgeoning damage, DEX save for half. No additional action is granted on activation. Choose a visible point within range occupied by controlled material as the center of the sphere; this is a saving-throw effect, not an attack roll. Save DC 13 (DEX).
Ends: Concentration loss; duration expiry, node removal, Aspect replacement, and any specific ending condition in the effect. Permanent mundane results persist.
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.
Magnetic Manipulation — 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.
Magnetic Manipulation — Handling
Action; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Attract or orient a small ferrous 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.
Magnetic Manipulation — Self-defense
Reaction; 1 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Deflect metal impact. When you would take bludgeoning, piercing or slashing damage from a metal weapon or projectile, 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.
Magnetic Manipulation — Perception
Passive; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
Feel nearby exposed ferrous material. 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.
Magnetic Manipulation — Expression
Action; 0 Charges. Range 30 feet; touch where specified; targets As described; duration Instantaneous or harmless sensory expression.
Tap or vibrate metal. 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.
Magnetic Manipulation — Embodiment
Passive; 0 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
Magnetic fields create bodily orientation cues. 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.