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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