An aura surrounds the character in which they command maximum influence of divine powers. This can only be detected with Aura Sight. It can also affect aptitude aegis for the The Aegis of Conviction. This Aura manifests as [manifest description]. The range of the Aura is a 10′ radius. This is an Advanced Concept, tied to Aura and Aptitude (in this case Psychic) that is optional under Incarna rules (especially the iD20 variant for Classes).
Common Cost/REQ: Talent Mastery reflected as Natural Divine Talent; Sacrifice 1 Essence permanently; Synergy Pool. The setting or GM may impose further requirements, such as possessing knowledge of a specific Ritual or Ceremony which unlocks access to this as well.
The Mind Above: [2 Synergy] Serves as uninterruptible Concentration applied to a single effect upon themselves which requires Concentration that lasts as long as the effect. They must still concentrate, but never make checks while it is in effect. Additionally, it counts as Concentration for one additional effect of the character’s choice that has an effect on a target that stays within the aura.
Protective Field: [4 Synergy] The character reacts to an incoming attack, using their aura to defend against it, and putting in place a longer lasting protection. For an additional 1 Synergy, the character can set a trigger so the field engages without having to actively react to it.
Aura Control: Accomplished with Arcanist Magic Aura.
Protective Field Effect: Using their Reaction, the character immediately generates the equivalent effects of a False Life spell (full effect) and the equivalent of the Mage Armor spell at the end of the round. The first effect lasts until damage removes them or the second is dispelled or ends. If the extra energy was paid to set a trigger, the triggering circumstances must be defined. The character does not have to use their Reaction to engage it. It lasts until a Short Rest.