Spell Check; Injury Echo


 Injury Echo is most common among Blue, Black, and Red Devotion casters who study the lingering resonance of trauma in Rift-space.

Chronologist field-agents and witchwarpers use it as a forensic and intimidation tool, forcing a subject to briefly re-experience the sensation of a recent wound, or to map how that harm ripples through their possible timelines.

Mechanically, characters describe this as “tugging on the timeline” of a blow, making a bruise flare, a burn throb, or a psychic scar spike with remembered agony without opening new wounds.
Because it manipulates echoes rather than raw life force, it is tolerated in more civilized ports than overtly necromantic magic, but repeated use still draws suspicion from regulators who monitor temporal and psychic abuses.

Injury Echo  Cantrip 1

Blue

Black

Red

Concentrate

Manipulate


Source Player Core pg. 341

Traditions Arcane, Occult

Range 60 feet Targets 1 creature

Defense Will


You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing, or slashing damage. The target takes 1d8 of the selected damage type with a basic Will save. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional 1d4 persistent bleed damage.

Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a failure increases by 1d4.


  • Blue casters tap into Injury Echo by analyzing and replaying the “data” of a wound, treating pain and trauma as information encoded in Rift currents and personal timelines.

  • Black casters weaponize the same echo as a tool of power and control, amplifying remembered suffering to punish, interrogate, or intimidate.

  • Red Devotion could appear in edge cases where Injury Echo is fueled by raw passion or vengeance, like a furious brawler forcing an opponent to relive a blow in the heat of the moment.

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