Dark Aura (Priest Spell)

This spell creates a spherical miasma of gloom and menace centered on the caster. Within this area of visible (but not vision-clouding) dimness, all evil-aligned beings attack at a +1 bonus to their attack and damage rolls, all good-aligned creatures strike at a -1 penalty to their attack and damage rolls, and the caster is personally empowered to strike at a +3 bonus to his or her attack and damage rolls. Neutral-aligned beings (with respect to good and evil) are unaffected by this spell. Once cast, the spell moves with the caster and does not need to be concentrated on to be maintained. (Note that the caster receives the bonuses conferred by the dark aura whenever they are relevant in subsequent spells employed by the caster also.)
If a good-aligned creature within the aura succeeds at a saving throw vs. spell at a -2 penalty, she or he escapes the detrimental effects of the aura for the current round. Good creatures may attempt this saving throw every round, whether or not they succeeded on a previous round. (Breaking free of the cloud's effects on one round does not mean one has overcome it for all later rounds.)
The spell outlines all good-aligned beings within it in amber (lawful), orange (neutral), or scarlet (chaotic) auras that serve only to identify their alignment and do no harm. The spherical field of a dark aura extends through walls and the like, retaining its spherical shape at all times.
Notes: Granted by the death god Cyric of the Forgotten Realms setting.
Category:Priest Spells
Category:Spells from Faiths & Avatars
Category:Spells
Category:Spells from Priest's Spell Compendium