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Auras v2

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Auras, a subset of standard magic, allow you to give your body an element. You become immune to the element, you effect physical attackers, and you gain DR equal to your INT. An aura can be instantly broken by its weakness.

Aura Creating Spells

"Flaming Aura" (ive)

Element: Fire

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a fire aura.

Damage: N/A

"Aqua Aura" (ive)

Element: Water

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a water aura.

Damage: N/A

"Rocky Aura" (ive)

Element: Earth

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself an earth aura.

Damage: N/A

"Cyclonic Aura" (ive)

Element: Wind

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a wind aura.

Damage: N/A

"Freezing Aura" (ive)

Element: Ice

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself an ice aura.

Damage: N/A

"Dark Aura" (ive)

Element: Shadow

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a shadow aura.

Damage: N/A

"Chaos Aura" (ive)

Element: Dream

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a dream aura.

Damage: N/A

"Temporal Aura" (ive)

Element: Time

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a time aura.

Damage: N/A

"Shocking Aura" (ive)

Element: Electricty

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself an electric aura.

Damage: N/A

"Holy Aura" (ive)

Element: Light

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a light aura.

Damage: N/A

"Stellar Aura" (ive)

Element: Nuclear

SP Cost: 2

MP Cost: 1 per turn active

Description: You give yourself a gravity aura.

Damage: N/A

"Omni Aura" (ive)

Element: Creation

SP Cost: 16

MP Cost: 2 per turn active

Description: You can give yourself any standard aura.

Damage: N/A

"Divine Aura" (ive)

Element: Creation

SP Cost: 32

MP Cost: 10 per turn active

Description: You give yourself an aura that can block creation damage. This is a non standard aura.

Damage: N/A

Aura Types

Fire

Immune: Fire and Ice

Weakness: Wind

Physical Reaction: Inflicts Burning on everything within 10 metres and they take your STR in damage.

Water

Immune: Water and Wind

Weakness: Electricity

Physical Reaction: Physical projectiles that are smooth will be put into bubbles and float away on .

Wind

Immune: Wind and Fire

Weakness: Water

Physical Reaction: Physical objects that hit the aura will be ripped away from what holds it with strength equal to your agility. And then swirl around the aura for a turn than launch back in the direction it was caught and deal the same damage it was going to deal to you.

Earth

Immune: Earth and Electricity

Weakness: Ice

Physical Reaction: Physical damage is reflected back at the source doing damage equal to what it would have done before touching the aura divided by a D6 roll.

Ice

Immune: Ice and Earth

Weakness: Fire

Physical Reaction: If hit with a physical attack the aura will summon two icicle missiles that deal your INT in damage. These are homing with 100% accuracy and can move up to 500m per turn.

Shadow

Immune: Shadow and Dream

Weakness: Light

Physical Reaction: Physical hits will be attempted to be blocked by magical shadow hands created by the aura. If the gets a counter action they will have access to 2 extra hands with their strength stat until they end their action.

Dream

Immune: Dream and Light

Weakness: Shadow

Physical Reaction: If a creature with a mind hits the aura directly they will immediately one of the following based on a D6 roll.

1: Knocked unconscious for 6 turns.

2: Overwhelmed with sadness until battle end.

3: Forget where you are for a turn.

4: Be knocked back a few metres in pain.

5: Forget what their current action.

6: They are reinvigorated and MP is maxed.

Time

Immune: Time

Weakness: Physical

Physical Reaction: The aura will immediately break but time will slow so that the can get a counter action with double agility.

Electricity

Immune: Electricity and Water

Weakness: Earth

Physical Reaction: Physical hits will be countered with an electric shock that can stun for 2 turns.

Light

Immune: Light and Shadow

Weakness: Dream

Physical Reaction: The source of what hits this aura will be judged. If it is impure golden chains of holy light will imprison them for as long as it takes for them to get 4 strength successes to break out.

Gravity

Immune: Nuclear

Weakness: Nuclear

Physical Reaction: Gravity will be manipulated to prevent collisions and other damage that comes from the aura 's movement.

Creation

Immune: Creation

Weakness: None

Physical Reaction: Nulifies any incoming attack that isn't magic in origin.

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