Auras of Power

Abilities which focus on area-of-effect afflictions that a cleric can activate. There are "buffing" auras, such as the Aura of Courage (giving levels of Fearlessness to allies) as well as "debuffing" auras, such as Aura of Chaos, which causes enemies to hallucinate, confusing them and penalizing their attack rolls.
It was written by Antoni Ten Monrós.
== Streamlined Fanon Method ==
* If aura skill is an effective 16+, skip the roll!
** Assume an average roll of 10, with the margin of victory of Skill -10.
* Allies can skip resistance rolls for beneficial Auras!
** Exception: Unless they have spell resistance.
* Allies retain beneficial aura for two turns.
* Enemies resist normally at HT vs Aura Skill.
** Enemy is affected for seconds equal to Margin of victory
*** If there's a lot of monsters, pick an average!
== As Written ==
An Aura of Power works as a variation on Affliction, activating a power in an area-of-effect. The user uses a Concentrate maneuver to bring up the aura, using an Aura skill. Success means the aura works, failure means the aura doesn't deploy--but the caster can retry next turn, for 1 FP.Statistics: Area Effect, 2 yards, +50%; Aura, +80%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Takes Extra Time, -10%.
Further levels add additional Area Effect.
== Subtypes ==
Aura of Chaos -- Causes Hallucinations
Aura of Cloud-Walking -- Acts as cloud-walk / air walk / flight at respective levels
Aura of Courage -- Adds 1-6 bonus to Fright Checks (as per Fearlessness), level 7 replaces this with Unfazeable, effective immunity to Fright Checks
Aura of Cowardice -- Adds 5 levels of Fearfulness, and negates 5 levels of Fearlessness
* At level 2, adds 10 Fearfulness and negates 10 Fearlessness
* Level 3 does the same, but can negate Combat Reflexes and Unfazeable!
Aura of Darkness -- Adds levels of Obscure, penalizing Perception rollsDoesn't work on Scanning Sense and Infravision
* Each level represents a darker or more powerful blurring effect. At -10, the caster and allies within the aura are effectively invisible
Aura of Fascination -- Leaves affected creatures in a dazed, passive state. If struck, slapped or shaken, subjects will be un-enthralled, but still must roll for mental stunning.
Aura of Focus -- Adds +1 to Will per level
Aura of Frailty -- Subtracts 1 from enemy HT. Higher levels subtract 2 HT / level!
Aura of Free Movement -- Gives Terrain Adaptation, allowing them to move freely on sand, snow, ice, and other less-than-ideal surfaces.
Aura of Illusion -- Gives the equivalent of Elastic Skin, giving a +4 to disguise rolls
Aura of Might -- Adds Striking ST
Aura of Mortality -- Negates Unkillable 1
* Level 2 negates Unkillable 2 and Insubstantial
* Level 3 negates Unkillable 3 and Diffuse
Aura of Protection -- Straight-up Damage Resistance for self and allies, including items held!
Aura of Resistance -- adds Magic Resistance, useful vs mages and magical creatures!
Aura of True Sight -- adds See Invisible, and bypasses illusions, blur, and other spell-based visual trickery
Aura of Vigor -- adds HT. That's all it does.
Aura of Warding -- adds Resistance to evil supernatural forces at +3, or +8 at level 2
* There's an opposite, Aura of Evil Warding for villains!
Aura of Water-Walking -- Walk on water.
== References ==
* Pyramid 3/19: Tools of the Trade: Clerics, p.4
Category:Antoni Ten Monros
Category:Pyramid Vol 3 Articles