Posted on November 30, 2022
An Aura Expression is a component of Aura that manifests and extends another Aura element, reflective a certain aspect of the subject’s nature. Aura Expressions are means of manifesting or perceiving the aura of a target.
Posted on August 30, 2022
Faey Sight is a type of Aura Sight. It is possessed by any Faerie races, and some half-breeds with faerie blood as well. The possessor is able to shift their focus in order to see the influence of the faerie Dreamwyld – Aelfpaths, Faeywyld (Fey Wild).
Posted on October 5, 2021
A character’s Aura is the outward display of the nature of their Essence, Presence, and what is allotted or bound to. Basic aura’s reflect fundamental elements of archetypes the subject identifies with and associated Aptitudes they possess. Aura can also be manipulated by Aura Stench and can be corrupted. Most things about an aura can be perceived with Aura Sight. Aura Expressions are forms of perceiving or manifesting them.
An item with an Aura (Essence) will likely have an Affixed Aptitude that specifies the type required to use it and powers it has. Affixing an aptitude requires 4 talent in apt to be affixed.
Posted on July 29, 2021
The Aura of Conviction is an aura surrounds the target 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 [contentblock id=essence1] 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.
Aura Control: [1 Synergy/Hour] Individual non-sentient, non-artifact empowered occult items within the aura possessed and Attuned to the character can have their own magical auras hidden/suppressed.
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.
Posted on July 29, 2021
An aura surrounds the character in which they command maximum influence of occult powers. This can only be detected with Aura Sight. It can also affect aptitude aegis for the The Aegis of Ascendancy. 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 Occult) that is optional under Incarna rules (especially the iD20 variant for Classes).
Common Cost/REQ: Talent Mastery reflected as Natural Occult Talent; Sacrifice 1 [contentblock id=essence1] permanently; Mana 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.
Aura Control: [1 Mana/Hour] Individual non-sentient, non-artifact empowered occult items within the aura possessed and Attuned to the character can have their own magical auras hidden/suppressed. 1 per attunement cost
The Mind Above: [2 Mana] 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 Mana] 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 Mana, 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.