Aura Magic

by jackobake

Search GM Binder Visit User Profile

Aura Magic

Definition

Aura is defined as one's energy which powers one's consciousness. These spells draw upon those whose strength of soul, outways the strength of mind, and strength of physic. As the body fades, the consciousness heightens and grows in power, thus leading to more powerful spells.

Sense Aura

Divination Cantrip


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The user can sense the aura of all creatures within 120 feet. This ability causes all creatures who give off aura, to glow bright to the caster’s eyes, and can be used to see creatures hidden by regular arcane magic, or behind (up to) 1 foot of stone.

Aura Bolt

Evocation Cantrip


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

The user channels their aura into the most basic of expressions, and releases a blast of their aura towards their target. On a hit, the target takes 1d10 psychic damage. This increases to 2d10 upon reaching level 5, and an extra d10 on levels 10 and 15.

Disguise Aura

1st -level illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The caster attempts to alter their aura. Any creature that encounters the caster for the duration of spell perceives the caster to be as they wish. This could range from friendly to aggressive, smart to naive, or any emotion up to the DM’s discretion. Any Charisma Checks relating to the aura portrayed gains advantage.

Hide Aura

1st-level illusion


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 hour

The caster is able to contain their aura for a short period. During this time their aura is completely undetectable. Though the caster is still detectable by sight, smell, sound, and touch, their are additionally allowed to add their Constitution Modifier to any Stealth Check made during the duration of the spell. Also any insight checks against the caster have disadvantage.

Imbue Aura

1st-level enchantment


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The caster channels their aura into their weapon, dealing an additional 1d4 psychic damage. Expending a higher spell spot adds an additional 1d4 per level above 1st.

Harden Aura

2nd-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The caster can cause the physical manifestation of their aura to protect themselves increasing their AC by their Constitution modifier.

Reflective Aura

2nd-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The caster intentionally stuns themselves. Any attack that is centred on the caster has the potential to be reflected. On each attack made against the attack, roll 1d12 and refer to the table below:

d12 Outcome
1 Attack penetrates aura
2 Attack deflects North-East, relative to the attacker
3 Attack deflects East, relative to the attacker
4 Attack deflects South-East, relative to the attacker
5 Attack deflects Up, relative to the attacker
6 Reflect back to attacker
d12 Outcome
7 Attack penetrates aura
8 Attack deflects South-West, relative to the attacker
9 Attack deflects West, relative to the attacker
10 Attack deflects North-West, relative to the attacker
11 Attack deflects Down, relative to the attacker
12 Reflect back to attacker as a critical hit

It is up to the DM to determine whether the deflects attacks hit other targets, such as an ally, or a different enemy. If that is the case, the attack must make a new attack roll, plus the Constitution modifier of the caster of Reflective Aura as the Attack Bonus.

Aura Sphere

2nd-level necromancy


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Focusing their aura into a projectile sphere, the caster hurls a ball of pure aura at its target. The power of the attack increases, as the caster’s health is less.

Health (Greater than or equal to) Psychic Damage Dice
100% 2d4
75% 2d6
50% 2d8
25% 3d8
10% 4d8
1HP 6d8

Cleanse Aura

3rd-level abjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch a willing creature and tap into their aura. Once connected the caster can remove one of several effects, affecting the target. One effects from: Charmed, Cursed (that is one curse, including the target's attunement to a cursed magic item), Frightened, Poisoned, and up to two levels of exhaustion. If the creature is unwilling the target must make a Constitution saving throw to attempt to resist to effects. On a successful save, the spell fails.

Summon Aura Shadow

3rd-level conjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Up to 1 minute

The caster is able to conjure their aura into a humanoid form, which will act according to the caster’s control.


Aura Shadow

Same as Caster, Same as Caster


  • Armour Class 15
  • Hit Points 25
  • Speed 35 feet walking
  • Spell Attack Bonus +4 to hit

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dexterity, Constitution
  • Proficient Skills Same as Caster
  • Damage Vulnerabilities Psychic
  • Damage Resistances Necrotic
  • Senses Same as Caster
  • Languages Same as Caster

Actions

Unarmed Strike Melee Weapon Attack: +5 to hit, Reach 5 feet, one target. Hit: 5 (1d4 + 3) Psychic damage

Aura Bolt Evocation Cantrip The user channels their aura into the most basic of expressions, and releases a blast of their aura towards their target. On a hit, the target takes 1d10 psychic damage.

Sense Aura Divination Cantrip The shadow can sense the aura of of all creatures within 120 feet. This ability causes all creatures who give off aura, to glow bright to the creature’s, and therefore the caster’s eyes, and can be used to see creatures hidden by regular arcane magic, or behind (up to) 1 foot of stone.

Wall of Aura

3rd-level evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a wall of aura on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, shimmering between purple and pink, and lasts for the duration.

When the wall appears, each creature of the caster’s choosing, within its area must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is frightened, or half as much damage on a successful save. A creature makes the same save when it enters the wall for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.

Focus Aura

4th-level necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

The caster reaches out, and focuses a powerful blow to the target’s aura. The power of the attack increases, as the caster’s health is less.

Health (Greater than or equal to) Psychic Damage Dice
100% 3d8
75% 4d8
50% 8d8
25% 8d10
10% 10d8
1HP 10d10

Aura Shield

4th-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Strengthening your aura, provides additional protection to your body for the duration, shedding bright coloured light in a 10-foot radius and dim coloured light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The aura shield grants you advantage on Charmed, Frightened, and Poison Saving Throws.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield emits a burst of psychic energy. The attacker takes 1d8 psychic damage and, if the caster’s so chooses, must make a Wisdom Saving Throw against being frightened, or 2d8 psychic damage if the caster chooses not to attempt to frighten.

Track Aura

4th-level divination


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

Provided the caster has seen the creature’s aura, the caster can attempt to locate that creature. If an ally, the targetted creature can sense the caster’s aura, and can choose to automatically allow the caster their exact location. If not an ally, the creature must make a Constitution saving throw, or their location is revealed.

The precise nature of the location is up to the DM’s discretion. It could just be the name of the city, town, village, or other, which the party can then investigate. Or it could be an exact measure of distance, which the party can then summarise as to the location.

Remove Aura

5th-level necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

The caster directly takes aim at the targets aura. In attempting to remove the target’s aura, the target takes 8d10 psychic damage, on a failed Constitution saving throw, half as much on a successful save. On a fail, the target’s aura is removed, and the caster is silenced on all spells requiring aura. Once targeted by this spell the target is immune to any other attempt of ‘Remove Aura’, for 5 days, the time it takes for aura to re-manifest.

Mass Harden Aura

5th-level abjuration


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

The caster can cause the physical manifestation of their aura, and the aura’s of their nearby allies (within 30 feet), to protect themselves increasing their AC by their Constitution modifier.

Aura Recall

5th-level transmutation


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

The caster freezes a portion of their aura in time and space for 1 + 1d6 turns. At any point after the spell has been cast, as a bonus action, the caster can choose to teleport back to their separated portion of aura, causing everyone in the path of the caster to take, 4d6 psychic damage after failing on a Dexterity Saving Throw.

Elemental Aura

6th-level evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A sphere of element-infused aura ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 4d8 elemental damage (Your choice), plus 4d8 psychic damage on a failed save, or half as much psychic damage on a successful one.

Manipulate Aura

6th-level enchantment


  • Casting Time: 1 Action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You attempt to overwhelm a creature’s aura that you can see within range. It must succeed on a Constitution saving throw or succumb to you for the duration. The target is then considered charmed. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have an aura link with it as long as the two of you are on the same plane of existence. You can use this link to issue commands to the creature while you are conscious (no action required), which it receives as though it was its own thought, want, and compulsion. You specify a simple want, such as "I want to attack this creature," "I want to move over there," or "I want to hand that object to the caster." If the creature completes its want, and doesn't receive further direction from you, it acts as an ally, though reverts back to its previous nature. For example, an aggressive creature will fight for the caster, a timid creature may scarper, all to the best of its ability.

After the spell ends, the creature is unaware that it was manipulated, finding some way of justifying their sudden change in aura, such as a sudden realisation of the caster’s point of view, potentially changing the aura of the creature permanently if the DM is so inclined.

Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

Trap Aura

6th-level necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S, M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
  • Duration: Until freed

The target’s body is turned into aura, and placed within the material component used for the spell. If the creature is willing no saving throw need be made, however if unwilling the target must succeed on a Constitution Saving Throw, or the effect takes hold.

Whilst ‘trapped,’ the target can only use it’s action to try and escape, by succeeding on another Constitution saving throw, to return to within 100 feet of its current location. It cannot use its reactions or bonus actions.

If the target was willingly ‘trapped’, the same rules apply, though no saving throw needs to be made in order to escape. Whilst trapped the target’s body is frozen in time, its aura maintaining the sense of awareness.

Aura Double

7th-level conjuration


  • Casting Time: 1 Minute
  • Range: Self
  • Components: V, S
  • Duration: Until Dispelled

You focus and meditate on splitting your aura. You create a construct, made of pure aura. It appears to be the same as the original, taking on the caster’s stats, spells, and actions, but it has half the caster's hit point maximum and formed without any equipment.

The Aura Double is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The Aura Double lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the Aura Double is damaged, you can sacrifice your own hit points to restore the Double’s. The Double lasts until it drops to 0 hit points, at which point it reverts to aura and dissipates, or until the caster wishes.

If you cast this spell again, any duplicate you created with this spell is instantly destroyed, unless the spell is of a higher level.

Aura Storm

7th-level necromancy


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A storm made up of the caster’s aura appears in a location you choose within range. Each creature in a 30-foot-raduis sphere must make a Constitution saving throw. It takes the psychic damage on a failed save, or half as much damage on a successful one.

Health (Greater than or equal to) Psychic Damage Dice
100% 4d10
75% 5d10
50% 7d10
25% 9d10
10% 10d10
1HP 10d12

If you choose, tiny creature and plants in the area are unaffected by this spell.

Destroy Aura

8th-level necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

The caster attempts to crush the aura of a creature whose aura it can sense. The target must succeed on a Constitution saving throw, or face the possibility of having their consciousness obliterated. If the target does succeed, the creature cannot be targeted be Destroy Aura again for 5 days. If the target fails and is killed this way, the creature becomes an ‘Auraless’ doomed to wander the world without purpose and feeling. Often death is a kinder fate.

Caster’s Health (Greater than or equal to) Creature affected if Max HP is less than
100% 60
75% 75
50% 90
25% 105
10% 120
1HP Any

Create Aura

9th-level necromancy


  • Casting Time: 1 Action (extra roll on consequence table)/ Ritual (No penalty)
  • Range: Self
  • Components: V, S, M (Unknown)
  • Duration: Instantaneous

One who has mastered the art of Aura Magic, may take the ultimate challenge to create aura, consciousness itself, and bestow it to anything the caster chooses, or attempt to create something entirely new. Few mortals get the chance, to take the chance, and fewer do due to the consequences.

Caster’s Health (Greater than or equal to) Effect
100% Spell has a 90% chance of failure and 3 rolls on the consequence table
75% Spell has a 70% chance of failure and 3 rolls on the consequence table
50% Spell has a 50% chance of failure and 2 rolls on the consequence table
25% Spell has a 25% chance of failure and 2 rolls on the consequence table
10% Spell has a 10% chance of failure and 1 rolls on the consequence table
1HP Spell has a 5% chance of failure and 1 rolls on the consequence table
d10 Consequence
1 Death
2 Backfire - 20d10 psychic damage
3 Loss of 1d4 limbs
4 Backfire - 15d10 psychic damage
5 Loss of 1d4 senses (DM’s choice)
6 Backfire - 10d10 psychic damage
7 Loss of 1d4 apendge(s) (DM’s choice)
8 Backfire 5d10 psychic damage
9 Reroll for nearest living creature
10 Nothing
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.

Copyright © 2018
WWC Logo