Auras is the magic of Defense. A shield against threats both magical and physical. When cast there is a flash of Green light.
Special Rules for the Auras School:
A character may only have one physical defensive Aura spell – Vigilance or Invulnerability – on them at any one time, not both. Similarly, a character may only have one magical defensive Aura spell – Defense, Negation, Reflection, or Absorption – on them at any one time. If a character has a latent defensive spell and an incompatible spell is cast on them, the spell that uses the most Power Points takes precedence. Aura of Resistance and Purity will not stack with themselves but can be combined with a physical and magical spell defense.
If a character is hit with a Destroy Magic spell then all the spells of the Auras School are lost, excluding the Armor and Stamina spells. Further rules and description of the Destroy Magic spell is listed under the Thaumaturgy School.
The magical spell defenses may or may not work on other forms of magic than just the spells in these rules. For example, they are known to work against spell songs, but they do not work against curses. If you do not know whether some mystical attack on your character can be prevented by a magical defense, you can try invoking it, but even if the defense does not work, it is still used up.
Rank 1:
Spell Verbal: I Weave an Aura of…
- …Armor. 1 Power Point Until Used Up.
- This spell gives the character an additional 3 Armor Points. These extra 3 Armor Points are the first Armor Points lost when the character is damaged.
- …Stamina. 2 Power Points Until Used Up.
- This spell gives the character an additional 3 Body Points. These extra 3 Body Points are the first points lost when the character’s Body Points are damaged, but otherwise act as normal Body Points.
- …Defense. 3 Power Points Latent.
- When invoked, this spell reduces the result of any damaging spell to one half. It has no effect against non-damage effect spells such as Sleep or Drain Magic. A Kill spell is reduced to doing half the target’s full Body Points, rounded up, minimum of two. This spell will halve the effects of a Life spell cast upon a character hurt by the element of Life, if the undead is intelligent enough to invoke it. If the character drops to 0 or -1 Body Points they are Bleeding to Death, not at the Brink of Death.
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