Aura Magic was originally created during the time of a thousand magics, but even during that time it was not very well known. Unfortunately, those that knew of it often viewed it with distrust. People consider their personal auras to be very private, even viewing another person's aura is considered an invasion of privacy for those that understand the nature of auras, and their is no one better at viewing and manipulating auras then an Auramancer. Since the time of a thousand magics, the number of Auramancers in the world have decreased dramatically, where there was once thousands spread over the entire planet, there are now as few as two hundred, mostly clustered in the Western Empire.
Aura Magic, as its name suggests, is based around viewing, manipulating, and using auras for the spell caster's wishes. Although there are a good number of people that can view auras and a number of psychics that can change their own aura, only the Auramancer has access to the wide ranging spells of Aura Magic. Although regular wizards can access these spells, they cost three times the listed amount of PPE to cast and are treated as two levels higher then they are listed. For example, Aura of Healing is listed as a first level Aura Magic spell that costs 5 PPE to cast, for a regular wizard, Aura of Healing would count as a third level spell and cost 15 PPE to cast. In addition, a regular wizard would still have to track down one of the secretive Auramancers and convince him or her to teach them one of these impressive spells.
Description: Alimundus was one of the greatest Auramancer's from the Time of a Thousand Magics and many believe that Alimundus was the original founder of Aura magic, but it was so many years ago that no one really knows. In fact, very little is known of Alimundus other then that he was a powerful Auramancer. Alimundus's race and gender are completely are also unknown. This aura has many affects on the primary target of the spell and they are:
Description: This power gives the caster a limited ability to alter their personal aura. This will automatically send the wrong message to anyone using the spells or psionic powers of See Aura and those using the spell View Aura must make a saving throw vs. magic. Failing the saving throw means the viewer sees the wrong aura, but a successful roll means the viewer sees both auras but cannot tell which one is real and which one is altered. The following alterations can be made to an aura:
Description: The Anti-Magic Aura is a lesser powered version of the incredible spell Anti-Magic Cloud. Its power, like the original spell, is simple and spectacular: it negates all magic.Practitioners of magic cannot use magic of any kind and most magic weapons, items, devices, scrolls, potions, fumes, and charms are impotent while they are in the area of effect of this aura. Any object of magic, with the exception of rune magic, that leaves the effects of the aura immediately return to normal, but even spells that are cast into the area of effect immediately fail. Only the caster of the aura is not effected by this spell, the caster can use their spells normally. Living users of magic can save vs. magic spell with a penalty of -4 to their roll. If the roll is successful, they can cast their spells, but all spells they cast have half the duration, range, and inflict half their normal damage. If the roll is failed, then they cannot cast spells while they are in the area of effect of this spell. They must roll each time they enter the area of effect.
Description: This aura causes the caster to glow with a white light that is roughly equivalent to a lit candle. Once active, the caster can use this aura to fire a bolt of magical energy at a target of their choice. Each bolt requires one melee attack to fire and the aura can fire up to four bolts per melee round. The caster has a bonus of +5 to strike with the bolts in addition to any other strike bonuses they may have for long range weapons.
Description: Using this spell, the caster can temporarily use someone else's aura to mask their own. When another person views their aura, they will only see the aura that was extracted from the original target. The caster also gains all of the information about the target that they would normally gain from the View Aura spell.
Description: This spells causes the target's aura to constantly shift, changing their abilities with it. If the target makes the save vs. magic spell nothing happens, but if they fail their save then roll immediately on the following table and at the beginning of each melee that they are under the effects of this spell.
| Percentile | Result |
| 01 - 10 | Target gains +2 to PS, PP, and PE and +1D6 to Spd. |
| 11 - 20 | Target recieves -3 to PS, PP, and PE and -2D4 to Spd. |
| 21 - 30 | Target doubles their current PPE and ISP, up to their normal maximum. |
| 31 - 40 | Target loses half of their current PPE and ISP, rounding up. |
| 41 - 50 | Target is healed 4D6 points. |
| 51 - 60 | Target takes 5D6 points of damage. |
| 61 - 70 | Target receives a bonus of +50% on all skills. |
| 71 - 80 | Target cannot use any skill aside from hand-to-hand combat skills and weapon profeciencies. |
| 81 - 90 | Target gains +3 to all combat rolls and +1 attack per melee. |
| 91 - 00 | Target receives -3 to all combat rolls and loses two attacks this melee. |
Description: This spell literally rips the target's aura into pieces. Although the target's aura cannot be read while this spell is in effect, the target suffers intense pain and an incredible sense of loss. If the target fails the save vs. magic spell, they suffer the following penalties: reduce attacks per melee by two, -3 to initiative, -4 to strike, parry, and dodge, -2 to all other combat rolls, and -15% to all skills. Even if the target makes their save, they feel disorientated and comfortable for 1D4 melees and suffer -1 to all combat rolls during that time.
Description: Using this spell, the caster can temporarily replace the target's aura with the caster's own aura. When another person views the target's aura, it will be completely indistinguishable from the caster's aura.
Description: Using this spell, the caster change the target's aura as per the Alter Aura spell listed above.
Description: This aura causes those affected to glow with a green light that is roughly equivalent to a lit candle. While affected by this aura, a person's aim is magically enhances, providing a bonus of +4 to strike with any long range weapon, from a javelin to a laser rifle.
Description: This aura causes those affected to glow with a faint bluish-white light that is roughly equivalent to a lit match. This aura protects from cold and cold related attacks. This aura makes those affected completely immune to cold weather up to -100 degrees centigrade and all cold based attacks, including magical attacks, inflict half damage.
Description: This aura causes caster to glow with a green light that is roughly equivalent to a 200W light bulb. Everyone affected by this aura is able to better concentrate and focus their thoughts, providing bonuses to casting spells and psionic powers, as well for using skills. While affected by this aura, reduce PPE and ISP costs for spells and psionic powers by 10% (rounding up), and PPE is recovered at four times the normal rate. In addition, all skills are performed with a bonus of +15%.
Description: This aura causes caster to glow with a green-grey light that is roughly equivalent to a 100W light bulb. All creatures affected by this spell take double damage from all physical, non-energy, attacks and their Natural Armor Rating is reduced to half of its normal value. In addition, those affected receive a penalty of -2 to all saving throws.
Description: This aura causes those affected to glow with an aqua-green light that is roughly equivalent to a lit candle. While affected by this aura, a person gains +6 to save vs. horror factor / awe factor, +2 on all other saving throws, and is immune to possession and mind control.
Description: This aura causes caster to glow with a blood red light that is roughly equivalent to a 250W light bulb and the air around the caster crackles with magical energy. Everything that the caster chooses that is within the area of effect takes the damage listed above. This spell damages creatures, armor, vehicles, and even the ground if the caster wishes. On a successful saving throw, a target only takes half damage. If the target leaves the area of effect, the damage ends immediately, but each time the enter the area of effect, they must make a new saving throw.
Description: This aura causes the target to glow with a soft white light that is roughly equivalent to a 50W light bulb. This spell allows the caster to dominate the mind of one target creature that must have an IQ of less then 16. This is a mind control spell that allows the caster to give the dominated creature commands. However, the creature cannot be given orders that would contradict its alignment or its personal loyalties. For example, while the caster could command the target to withdraw from a fight, the target could not be commanded to slay its best friend, unless the target already wanted to. Although the target will not attack its friends, it will feel justified in abandoning them if commanded to by the caster, as long as the target is fairly certain its friends do not face certain doom without its help. While under the effects of this spell, the target automatically fails any other mind control or possession spells or psionic powers used by the caster. This effects of this spell immediately end if the caster attacks or intentionally hurts the target in any way.
Description: This aura causes the caster to glow with a grayish-brown light that is roughly equivalent to a 60W light bulb. All those within the area of effect must roll to save vs. magic. If the roll is successful, then they experience a slight discomfort. If the roll is failed, then they are wracked with feelings of doom and failure and suffer the following penalties: -1 attack per melee, -1 to all combat roles, and -5% to all skills. The penalties last for as long as they remain within the area of affect and one melee after the leave the area of effect. Each time the enter the area of effect, they must make a new saving throw.
Description: This aura causes those affected to glow with a faint yellowish-white light that is roughly equivalent to a lit match. This aura protects from electricity and energy related attacks. This aura reduces all damage taken from a non-magical energy source by four points, to a minimum of one point of damage. Increase the amount of damage the aura reduces by two points at levels 5, 10, and 15.
Description: This aura causes the caster and all those affected to glow with a purple light that is roughly equivalent to a 100W light bulb. All creatures affected by this spell receive a bonus of +2D6 to their PS attribute, which becomes Supernatural, and their Spd attribute triples, to a minimum of 40. Those affected also gain +1 attack per melee, +1 to initiative, +4 to strike, +1 to all other offensive actions, +2 to save vs. mind control and possession, +4 to save vs. horror factor, and +2 to save vs. pain. Unfortunately, those affected also become much more aggressive in combat, becoming merciless towards their enemies while they are fighting and they receive a penalty of -3 to parry and dodge. This spell continues to affect people even if they leave its area of effect.
Description: This aura causes caster to glow with a red light that is roughly equivalent to a 60W light bulb. The air around the person affected by this spell appears to be rippling from an intense heat. Anything that comes within the area of effect for this spell takes the damage listed above. In addition to the ambient damage, if the caster strikes a target while the aura is active, then they inflict an additional 2D6 M.D. with all of their attacks.
Description: This aura causes those affected to glow with a faint bluish-white light that is roughly equivalent to a lit match. This aura protects from heat and fire related attacks. This aura makes those affected completely immune to heat up to 300 degrees centigrade and all fire based attacks, including magical attacks and plasma, inflict half damage.
Description: This aura causes those affected to glow with a faint yellow light that is roughly equivalent to a lit match. Those affected heal at an impressive rate of 5 points of damage every ten minutes and provides a bonus of +10% to save vs. coma / death. This spell does not regenerate lost limbs or organs and only affects living creatures.
Description: This aura causes those affected to glow with a faint white light that is roughly equivalent to a lit match. Those affected can easily enter a meditative state and regain lost PPE and ISP at three times their normal rate.
Description: This aura causes those affected to glow with a blue light that is roughly equivalent to a lit candle. While affected by this aura, a person's strength is increased dramatically, providing a bonus of +1 to PS per level of experience of the caster and the person's strength becomes Robotic / Superhuman.
Description: This aura causes caster to glow with an orange light that is roughly equivalent to a 150W light bulb. All creatures affected by this aura must make a saving throw once per melee that they remain in the area of effect. If the roll is successful, the affect target feels uncomfortable and becomes distracted, as if remembering an old pain, suffering -1 to all combat rolls and -5% to all skill rolls. If the roll is failed, the affected targets experiences an intense, piercing pain. The target must make a save vs. pain to avoid falling unconscious, and even if that save is made, the target receives a penalty of -1 attack per melee, -4 to initiative, -3 to strike, parry, and dodge, -4 to all other combat actions, and -40% to all skill rolls.
Description: This aura causes those affected to glow with a green light that is roughly equivalent to a 100W light bulb. While affected by this aura, a person feels powerful and confident, making the person immune to horror factor and providing +5 to ME, +5 to PE, +2 attacks per melee, +6 to strike, +4 to parry, +3 to dodge, and +6 to damage. In addition, if the person is S.D.C. structure, they gain +5D6 to S.D.C. and +3D6 to hit points and if they are an M.D.C. structure, they gain +1D4x10 to the M.D.C. of their main body.
Description: This aura causes those affected to glow with a purple light that is roughly equivalent to a lit candle. Everyone affected by this aura is protected by a magical shield that reduces all damage they take from any source by 2 points per level of experience of the caster, to a minimum of 1 point of damage. For example, if an affected person was protected by an Aura of Protection cast by an sixth level Auramancer, then all damage they take would be reduced by 12 points. This spell reduces both S.D.C. and M.D. attacks. A person must remain within the area of effect for this spell to remain active, if an affected person leaves the area, they are no longer affected even if they reenter the area at a later point.
Description: This spell alters the target's alignment and makes it either Principled or Diabolical for the duration of this spell, caster's choice. Although this effect can be dismissed at any time by the caster, there is no other way to reverse this alignment change before the end of the spell's duration. Although the target will remember their life at their previous alignment, this will not willingly revert back to their former alignment and will refuse any effort to change them back. Unless the target's new alignment is similar to their old alignment, the target will not feel any allegiance to its former allies and the greater the difference between their alignments the greater the anger and hatred they feel towards their former allies. For example, changing a Diabolic member of an evil group to Principled will almost always lead to the target turning on its former allies, in an attempt to redeem its previous evil actions. This spell counts as a form of mind control and the target truly believes this affect is permanent and act accordingly. A target that has become Diabolic seems to always be in dark shadows, partially hiding their face and providing a bonus of +10% to Prowl, this effect occurs even when the caster is surrounded in light. A target that has become Principled is surrounded by a white light that is equivalent to a 100W bulb. These light altering effects end whenever the spell is canceled or at the end of the spell's duration.
Description: This aura causes the caster to glow with a bright yellow light that is roughly equivalent to a 100W light bulb. Those affected by this aura heal at an amazing rate of 1D4 points of damage every melee and receive a bonus of +15% to save vs. coma / death. This spell does not regenerate lost limbs or organs and only affects living creatures, but it will heal scar tissue and will repair damaged limbs and organs.
Description: An aura of dark red light surrounds the caster while casting this spell and quickly spreads out from the caster to cover the area of effect. This aura causes damage to people of a different alignment then the caster, even though the caster cannot determine what their alignment is by viewing their aura. Targets that are one alignment category away from the caster, such as Selfish for a Good or Evil caster or both Good and Evil for a Selfish caster take 1D6 points of damage per caster level. Targets that are two alignments categories away from the caster, such as Evil for a Good caster and Good for an Evil caster, take 2D6 points of damage per caster level. Targets that have the same alignment category as the caster, but a different actual alignment take 1 point of damage per caster level, while targets that are the exact same alignment as the caster take no damage. Supernatural creatures take double damage from this spell and those that save vs. magic spell take only half damage. This spell bypasses armor worn by the target and any natural armor rating that the target may have to damages the target directly.
Description: This aura causes caster to glow with a soft yellow light that is roughly equivalent to a 100W light bulb. This spell effects only living creatures, but those affected are filled with feelings of peace, no matter how evil their true nature may be. No living creature affected by this spell is capable of committing an act of violence while under the effects of this spell. Creatures do not become good and may still allow evil to happen through their own inaction, such as letting someone slowly bleed to death, but they cannot commit any violent actions. Creatures that leave the area of effect are no longer affected by this spell, but any creature that enters the area while the spell is active is immediately affected.
Description: While this aura is active, the target makes absolutely no noise. No matter what the target is doing, touching, or even moving, no action that the caster performs creates any noise. For example, if the caster was opening a creaky door, the door would make no noise. However, if the caster started a landslide, only the initial beginnings of the landslide would make no noise, the rocks would still make noise as they tumbled down the slope. Unfortunately, while this spell is in effect, the caster cannot hear anything, they are completely deaf. This spell provides a bonus of +50% to all prowl skill rolls, but it does not make the caster any harder to see, only impossible to hear. Also, the caster cannot talk and cannot cast spells that require the caster to speak, which is all normal spells, while this aura is active.
Description: This aura completely negates the caster's aura. Spells that rely on an aura being present, such as See Aura, Presence Sense, and Sense Magic will be unable to detect the caster. However, animals and creatures will view the caster as if he was undead; often becoming uncomfortable and terrified if the caster approaches them. Unfortunately, while under the effects of this spell, the caster cannot be magically healed by any means, although any natural regenerative abilities still function normally.
Description: This aura causes the caster or one target, known as the primary target, to glow with a faint brown light that is roughly equivalent to a lit match. This spell surrounds the primary target with fast moving thorns. These small thorns circle the primary target and normally avoid touching other objects, but if something attacks the primary target with a melee attack or with a ranged attack within melee range, then a swarm of needles immediately attacks the attacker. This function does not occur with attacks the miss the primary target, attacks that are parried by the primary target, or when the primary target attacks.
Description: This aura causes those affected to glow with a green light that is roughly equivalent to a lit candle. While affected by this aura, a person's speed and endurance is increased, providing a bonus of +1 to PE, +3 to Spd, and +5 to SDC per level of experience of the caster.
Description: This aura causes the primary target of the spell to glow with a bright beige light that is roughly equivalent to a 100W light bulb. This spell functions the same as the Aura of Thorns, except the primary target is surrounded by a swarm of small, crystal shards and can shoot a spray of shards as a melee attack. Spraying the shards requires one melee attack and can only be used four times per melee, but the primary targets has a bonus of +3 to strike with the shards, in addition to any other bonuses to strike they may have for long range weapons.
Description: This aura causes those affected to glow with a faint red light that is roughly equivalent to a lit match. While this spell is active, the caster gains an Awe Factor of 12 with +1 at levels 3, 6, 9, 12, and 15.
Description: This aura causes those affected to glow with a faint yellow light that is roughly equivalent to a lit match. This spell allows those affected to make another save vs. poison if they are currently affected by a poison, all penalties and bonuses that applied to the first roll still apply to this second roll. If the roll is successful, the poison is immediately purged from their body. If the roll fails, then the poison remains in their body. An additional roll can be made once per melee as long as they remain within the area of affect for the aura, but leaving the area of the aura and reentering it does not allow a person to make more then one roll per melee. If a person affected by this aura becomes exposed to a new poison, they gain a bonus of +6 to save vs. any type of poison. Those affected by this aura also suffer half of the normal penalties and damage from any poison they are affected by or become infected with. Even if a poison has penalties when a roll is successful, those under the affect of this aura take no penalties from a poison if a roll was successful.
Description: This aura causes the caster to appear to be partially hidden by shadows, although features are not obscured. While this spell is active, the caster gains a Horror Factor of 14 with +1 at levels 3, 6, 9, 12, and 15.
Description: This aura causes caster to glow with an intense white light that is roughly equivalent to a 250W light bulb. While this aura is active, the caster cannot be damaged by non-magical attacks. From punches to bullets to a nuclear warhead, the caster is completely impervious to non-magical damage. Unfortunately, damage from a supernatural creature is only reduced by half of its normal amount and all magical and psychic attacks inflict triple their normal damage on the caster, including those from magical weapons.
Description: This aura causes caster to glow with a white light that is roughly equivalent to a 150W light bulb. While affected by this aura, the caster is transformed into a supernatural creature. The caster gains the following bonuses: +15 to PS attribute, PS attribute becomes supernatural, +5 to PE attribte, PE attribute becomes supernatural, +5 to PP attribute, +20 to Spd attribute, +2 attacks per melee, +3 to initiative, +2 to all other combat rolls, +2 to save vs. all types of magic and psionics, +3 to save vs. all types of poisons and toxins, including magical and supernatural ones, immune to horror factor, and the caster gains +5D6x10 S.D.C. and +10 S.D.C. per level of experience. Unfortunately, the caster can now be detected as supernatural and takes double damage from all magical and psionic attacks, including those from magical weapons.
Description: While Alimundus is the most famous Auramancer from the Time of a Thousand Magics, Torum is often considered the most skilled. Adept at countering spells and negating magic, the elf auramancer Torum became infamous as a bounty hunter hired to hunt down dangerous rogue wizards that had become too powerful and too out of control for their own good. To assist him in his mission, Torum developed a powerful and versatile aura that has simply become known as Torum's Aura. This aura has many affects on the primary target of the spell and they are:
Description: All things, organic or inorganic, have an aura that has many special properties. This spell allows the caster to see the aura of everything that they can see with their naked eye. This spell is a more powerful and more accurate version of the See Aura spell and provides the following information: