Innate Aspect · Jericha playtest
Start here: Set your level and Charisma 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.
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.
Rank 1: Available with this allocation.
Rank 2: mastery:thermokinesis:heat-exchange rank 2 requires level 5. Point budget exceeded: 3/2.
Rank 3: mastery:thermokinesis:heat-exchange rank 3 requires level 9. Point budget exceeded: 6/2.
Rank 4: mastery:thermokinesis:heat-exchange rank 4 requires level 13. Point budget exceeded: 10/2.
Rank 5: mastery:thermokinesis:heat-exchange rank 5 requires level 17. Point budget exceeded: 15/2.
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.
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.
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.
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.
Thermokinesis — Level 1
Charisma 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.
Thermokinesis — Handling
Action; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
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.
Thermokinesis — Self-defense
Reaction; 1 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
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.
Thermokinesis — Perception
Passive; 0 Charges. Range Touch or 5 feet; targets As described; duration Instantaneous or harmless sensory expression.
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.
Thermokinesis — Expression
Action; 0 Charges. Range 30 feet; touch where specified; targets As described; duration Instantaneous or harmless sensory expression.
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.
Thermokinesis — Embodiment
Passive; 0 Charges. Range Self; targets As described; duration Instantaneous or harmless sensory expression.
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.
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.