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Auramancer O.C.C.



(Version 1.01 - Last Modified: 05/15/2004)



The Auramancer specializes in a specific type of magic based around auras and aura manipulation. Every living creature has an aura and this aura can tell a lot about a person and can even reveal whether a person is a supernatural creature or not. It is not a particularly difficult task to see another creature's aura, and many can manipulate their own aura with ease, but to truly master the art of aura magic, a person has to be trained as an Auramancer. The school of aura magic is quite old, dating back to the time of a thousand magics, but it is still not very common, even compared to other specialist wizards like Summonners and Necromancers.



Aura Magic is often painted as invasive, because it often involves manipulating another person's aura, which is considered to be a violation. As a result, many Auramancers work in secret, using their magic without revealing their presence. Auramancers are not as reviled as Necromancers, but many people that understand the nature of auras are distrustful of those that specialize in creating and manipulating auras. This helps to create the veil of secrecy that surrounds Aura Magic, something that most Auramancers do not mind at all.



Auramancers are taught Aura Magic by older, more experienced Auramancers and most Auramancers take on apprentices as they reach higher levels of experience in order to pass on their knowledge to the next generation. In some quarters, particularly the Western Empire, there are small schools dedicated to Aura Magic, but they are few and far between. Auramancers can also be found throughout the megaverse and on Rifts Earth, especially in the Federation of Magic and Russia.





O.C.C. Abilities:


  1. See Aura


Auramancers are so attuned to auras and aura magic that they can see normal auras without having to spend PPE points to activate any spells or psionic powers. The Auramancer has the benefits of the first level invocation spell See Aura constantly in effect at no PPE cost.




  1. Alter Aura


In addition to their ability to see the auras of other creatures with little effort, Auramancers have mastered the ability to manipulate their own auras. Auramancers can use any of the abilities of the Physical Psionic Power Alter Aura at will with no PPE cost. These changes to the Auramancer's aura are permanent unless the Auramancer cancels them.




  1. Spell Knowledge


The Auramancer has the following spell knowledge:


    • Initial Spells: Select ten spells from level one or level two from either the Aura Magic spell list or the Invocation spell list.

    • New Spells: Each level of experience, starting at level two, the Auramancer can select two additional spells from either spell list from any level up to their level of experience. For example, a sixth level Auramancer can select spells from levels one to six.

    • Learning New Spells: At any time, the Auramancer can learn new spells and teach other magic users the spells that they already know. New spells can be purchased for cash or services and is a useful role playing element. See the Pursuit of Magic on page 182 of the Palladium Fantasy main book.



  1. Permanent P.P.E. Base


Like most magic users, Auramancers are living PPE batteries and possess large amounts of PPE. Auramancers receive 2D4x10+20 PPE plus their PE attribute at first level and an additional +2D6+3 per level of experience. The Auramancer can draw PPE out of creatures and ley lines normally.




  1. Bonuses


Auramancers receive +1 to spell strength at levels 3, 6, 10, and 14, +1 to save vs. magic at levels 4, 8, and 12, +2 to save vs. possession, +6 to save vs. illusions, and +3 to save vs. horror factor.





Attribute Requirements:


  • IQ of 10 and ME of 12.




O.C.C. Skills:


  • Language: Native Tongue (at 98%)

  • Language: One of choice (+20%)

  • Literacy: Two of choice (+12%)

  • Lore: Magic (+15%)

  • Lore: One of choice (+10%)

  • Math: Basic (+20%)

  • W.P.: Two of choice

  • Hand-to-Hand Combat: None (Hand-to-Hand combat can be improved to Basic at the cost of one OCC Related Skill and to Expert at a cost of two OCC Related Skills, but this can only be done at first level)




O.C.C. Related Skills:


  • Select eight other skills. Select one additional skill at level 3, 6, 9, 12, and 15. All new skills start at a level one proficiency.

  • Communications: Any (+5%)

  • Domestic: Any (+5%)

  • Espionage: Forgery, Escape Artist, and Intelligence only (+5%)

  • Horsemanship: General or Exotic only

  • Medical: Any

  • Military: None

  • Physical: Any except Acrobatics, Gymnastics, Boxing, and Wrestling

  • Rogue: Any

  • Science: Any (+5%)

  • Technical: Any (+10%)

  • W.P.: Any except Large Axes, Pole Arms, and Lance

  • Wilderness: Any




Secondary Skills:


  • The Auramancer can select four secondary skills from the list of available skill categories at level one and an additional two skills at levels 2, 5, 8, 11, and 14. Secondary skills do not receive any bonuses listed above at all new skills start at a level one proficiency.




Standard Equipment:


  • Weapons: A knife and one additional weapon of choice. Both weapons are basic S.D.C. weapons of normal quality.

  • Armor: A suit of Soft Leather armor (AR of 10, S.D.C. of 20).

  • Other: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large purse / satchel, two small sacks, a water skin, 3D4 sheets of parchment, a 100 page notebook, three crow-quill pens, two bottles of ink, 1D4 sticks of graphite, 1D4 sticks of chalk, a wooden cross, a small mirror, and a tinder box.




Money:


  • The character starts with 150 in gold. Additional money will come from services rendered and/or the acquisition of booty. Auramancers are often sought after for their ability to clearly sees Auras and to hide the Auras of their employers.




Experience Table:


Level:

XP Range:

1

0000 - 2300

2

2301 - 4600

3

4601 - 9200

4

9201 - 17,000

5

17,001 - 28,000

6

28,001 - 36,000

7

36,001 - 51,000

8

51,001 - 73,000

9

73,001 - 98,000

10

98,001 - 139,000

11

139,001 - 189,000

12

189,001 - 239,000

13

239,001 - 289,000

14

289,001 - 349,000

15

349,001 - 409,000






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Aura Magic



(Version 1.01 - Last Modified: 02/05/2004)








Introduction



Aura Magic was originally created during the time of a thousand magics, but even during that time it was not very well known. Unfortunately, those that knew of it often viewed it with distrust. People consider their personal auras to be very private, even viewing another person's aura is considered an invasion of privacy for those that understand the nature of auras, and their is no one better at viewing and manipulating auras then an Auramancer. Since the time of a thousand magics, the number of Auramancers in the world have decreased dramatically, where there was once thousands spread over the entire planet, there are now as few as two hundred, mostly clustered in the Western Empire.



Aura Magic, as its name suggests, is based around viewing, manipulating, and using auras for the spell caster's wishes. Although there are a good number of people that can view auras and a number of psychics that can change their own aura, only the Auramancer has access to the wide ranging spells of Aura Magic. Although regular wizards can access these spells, they cost three times the listed amount of PPE to cast and are treated as two levels higher then they are listed. For example, Aura of Healing is listed as a first level Aura Magic spell that costs 5 PPE to cast, for a regular wizard, Aura of Healing would count as a third level spell and cost 15 PPE to cast. In addition, a regular wizard would still have to track down one of the secretive Auramancers and convince him or her to teach them one of these impressive spells.





Aura Magic Spell List


  • Level 1

  • Level 2

  • Level 3

  • Level 4

  • Level 5

  • Level 6

  • Level 7

  • Level 8

  • Level 9

  • Level 10

  • Level 11

  • Level 12

  • Level 13

  • Level 14

  • Level 15




Aura Magic Spell Descriptions



Alimundus's Aura


  • Level: 15

  • Range: Self or others by touch

  • Duration: 5 minutes per level of experience

  • P.P.E.: 1500

  • Description: Alimundus was one of the greatest Auramancer's from the Time of a Thousand Magics and many believe that Alimundus was the original founder of Aura magic, but it was so many years ago that no one really knows. In fact, very little is known of Alimundus other then that he was a powerful Auramancer. Alimundus's race and gender are completely are also unknown. This aura has many affects on the primary target of the spell and they are:

    • This aura causes those affected to glow with a blue light that is roughly equivalent to a lit match.

    • At will, the target can cause the light given off of the aura to flare brightly, creating the same effects as the Blinding Flash spell (first level invocation).

    • At will the target can fly as per the Fly as the Eagle spell (seventh level invocation).

    • While the aura is active, the target can activate any of the following Auras at no PPE cost: Aura of Blessed Aim, Aura of Regeneration, Aura of Fanaticism, Aura of Concentration, and Aura of Destruction. Unfortunately, only one of these auras can be active at any one time, unless the target is affected by these auras by a different means. Activating one of these auras requires a single melee attack.

    • All auras activated by the target, except through the above ability have double their normal duration, range, and area of effect.

    • Finally, the target of this aura is surrounded by an Anti-Magic Aura spell that has half the normal area of effect, but does not affect the primary target in any way.


Alter Aura


  • Level: 1

  • Range: Self only

  • Duration: 1 hour per level of experience

  • P.P.E.: 2

  • Description: This power gives the caster a limited ability to alter their personal aura. This will automatically send the wrong message to anyone using the spells or psionic powers of See Aura and those using the spell View Aura must make a saving throw vs. magic. Failing the saving throw means the viewer sees the wrong aura, but a successful roll means the viewer sees both auras but cannot tell which one is real and which one is altered. The following alterations can be made to an aura:

    • General level of experience can be made to appear much lower (level 1 or 2) or much higher (+2D4 levels).

    • Conceal the presence of psychic powers.

    • Conceal the presence of magical powers.

    • Lower base level of PPE to seem very low.

    • Conceal fatigue, sickness, or injury.


Anti-Magic Aura


  • Level: 9

  • Range: 50' (15.2 m) per level of experience.

  • Area of Effect: 20' (6.1 m) radius per level of experience, centered on target.

  • Duration: 5 minutes per level of experience

  • Saving Throw: Standard, save vs. magic spell, for partial effect (see text).

  • P.P.E.: 100

  • Description: The Anti-Magic Aura is a lesser powered version of the incredible spell Anti-Magic Cloud. Its power, like the original spell, is simple and spectacular: it negates all magic.Practitioners of magic cannot use magic of any kind and most magic weapons, items, devices, scrolls, potions, fumes, and charms are impotent while they are in the area of effect of this aura. Any object of magic, with the exception of rune magic, that leaves the effects of the aura immediately return to normal, but even spells that are cast into the area of effect immediately fail. Only the caster of the aura is not effected by this spell, the caster can use their spells normally. Living users of magic can save vs. magic spell with a penalty of -4 to their roll. If the roll is successful, they can cast their spells, but all spells they cast have half the duration, range, and inflict half their normal damage. If the roll is failed, then they cannot cast spells while they are in the area of effect of this spell. They must roll each time they enter the area of effect.


Aura Blast


  • Level: 5

  • Range: Self only, bolts have a range of 400' (121.9 m).

  • Duration: 1 melee per level of experience

  • Damage: 3D6 points of damage per bolt

  • Saving Throw: Dodge only

  • P.P.E.: 16

  • Description: This aura causes the caster to glow with a white light that is roughly equivalent to a lit candle. Once active, the caster can use this aura to fire a bolt of magical energy at a target of their choice. Each bolt requires one melee attack to fire and the aura can fire up to four bolts per melee round. The caster has a bonus of +5 to strike with the bolts in addition to any other strike bonuses they may have for long range weapons.


Aura Extraction


  • Level: 3

  • Range: 20' (6.1) per level of experience

  • Duration: 1 minute per level of experience

  • Saving Throw: None

  • P.P.E.: 6

  • Description: Using this spell, the caster can temporarily use someone else's aura to mask their own. When another person views their aura, they will only see the aura that was extracted from the original target. The caster also gains all of the information about the target that they would normally gain from the View Aura spell.


Aura Flux


  • Level: 6

  • Range: 20' (6.1 m) per level of experience

  • Duration: 1 melee per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 25

  • Description: This spells causes the target's aura to constantly shift, changing their abilities with it. If the target makes the save vs. magic spell nothing happens, but if they fail their save then roll immediately on the following table and at the beginning of each melee that they are under the effects of this spell.


Percentile

Result

01 - 10

Target gains +2 to PS, PP, and PE and +1D6 to Spd.

11 - 20

Target recieves -3 to PS, PP, and PE and -2D4 to Spd.

21 - 30

Target doubles their current PPE and ISP, up to their normal maximum.

31 - 40

Target loses half of their current PPE and ISP, rounding up.

41 - 50

Target is healed 4D6 points.

51 - 60

Target takes 5D6 points of damage.

61 - 70

Target receives a bonus of +50% on all skills.

71 - 80

Target cannot use any skill aside from hand-to-hand combat skills and weapon profeciencies.

81 - 90

Target gains +3 to all combat rolls and +1 attack per melee.

91 - 00

Target receives -3 to all combat rolls and loses two attacks this melee.


Aura Fracture


  • Level: 8

  • Range: 20' (6.1 m) per level of experience

  • Duration: 1 melee per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 65

  • Description: This spell literally rips the target's aura into pieces. Although the target's aura cannot be read while this spell is in effect, the target suffers intense pain and an incredible sense of loss. If the target fails the save vs. magic spell, they suffer the following penalties: reduce attacks per melee by two, -3 to initiative, -4 to strike, parry, and dodge, -2 to all other combat rolls, and -15% to all skills. Even if the target makes their save, they feel disorientated and comfortable for 1D4 melees and suffer -1 to all combat rolls during that time.


Aura Graft


  • Level: 6

  • Range: 20' (6.1 m) per level of experience

  • Duration: 5 minutes per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 20

  • Description: Using this spell, the caster can temporarily replace the target's aura with the caster's own aura. When another person views the target's aura, it will be completely indistinguishable from the caster's aura.


Aura Mutation


  • Level: 5

  • Range: 20' (6.1 m) per level of experience

  • Duration: 1 minute per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 12

  • Description: Using this spell, the caster change the target's aura as per the Alter Aura spell listed above.


Aura of Blessed Aim


  • Level: 4

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 melee per level of experience

  • P.P.E.: 12

  • Description: This aura causes those affected to glow with a green light that is roughly equivalent to a lit candle. While affected by this aura, a person's aim is magically enhances, providing a bonus of +4 to strike with any long range weapon, from a javelin to a laser rifle.


Aura of Cold Resistance


  • Level: 2

  • Range: Self or others by touch

  • Duration: 1 melee per level of experience

  • P.P.E.: 5

  • Description: This aura causes those affected to glow with a faint bluish-white light that is roughly equivalent to a lit match. This aura protects from cold and cold related attacks. This aura makes those affected completely immune to cold weather up to -100 degrees centigrade and all cold based attacks, including magical attacks, inflict half damage.


Aura of Concentration


  • Level: 11

  • Range: Self or others by touch

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 hour per level of experience

  • P.P.E.: 180

  • Description: This aura causes caster to glow with a green light that is roughly equivalent to a 200W light bulb. Everyone affected by this aura is able to better concentrate and focus their thoughts, providing bonuses to casting spells and psionic powers, as well for using skills. While affected by this aura, reduce PPE and ISP costs for spells and psionic powers by 10% (rounding up), and PPE is recovered at four times the normal rate. In addition, all skills are performed with a bonus of +15%.


Aura of Conviction


  • Level: 8

  • Range: Self or others by touch

  • Area of Effect: Affects everything within a radius of 5' (1.5 m). Increase area of effect by 5' (1.5 m) at levels 3, 6, 9, 12, and 15.

  • Duration: 1 melee per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 55

  • Description: This aura causes caster to glow with a green-grey light that is roughly equivalent to a 100W light bulb. All creatures affected by this spell take double damage from all physical, non-energy, attacks and their Natural Armor Rating is reduced to half of its normal value. In addition, those affected receive a penalty of -2 to all saving throws.


Aura of Defiance


  • Level: 6

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 minute per level of experience

  • P.P.E.: 20

  • Description: This aura causes those affected to glow with an aqua-green light that is roughly equivalent to a lit candle. While affected by this aura, a person gains +6 to save vs. horror factor / awe factor, +2 on all other saving throws, and is immune to possession and mind control.


Aura of Destruction


  • Level: 12

  • Range: Self only

  • Area of Effect: Affects everything within a radius of 5' (1.5 m). Increase area of effect by 5' (1.5 m) at levels 3, 6, 9, 12, and 15.

  • Duration: 1 melee per level of experience

  • Damage: 1D4x10 +2 per level of experience per melee that an object remains in the area of effect.

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 230

  • Description: This aura causes caster to glow with a blood red light that is roughly equivalent to a 250W light bulb and the air around the caster crackles with magical energy. Everything that the caster chooses that is within the area of effect takes the damage listed above. This spell damages creatures, armor, vehicles, and even the ground if the caster wishes. On a successful saving throw, a target only takes half damage. If the target leaves the area of effect, the damage ends immediately, but each time the enter the area of effect, they must make a new saving throw.


Aura of Domination


  • Level: 13

  • Range: 20' (6.1 m) per level of experience

  • Duration: 1 day per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 350

  • Description: This aura causes the target to glow with a soft white light that is roughly equivalent to a 50W light bulb. This spell allows the caster to dominate the mind of one target creature that must have an IQ of less then 16. This is a mind control spell that allows the caster to give the dominated creature commands. However, the creature cannot be given orders that would contradict its alignment or its personal loyalties. For example, while the caster could command the target to withdraw from a fight, the target could not be commanded to slay its best friend, unless the target already wanted to. Although the target will not attack its friends, it will feel justified in abandoning them if commanded to by the caster, as long as the target is fairly certain its friends do not face certain doom without its help. While under the effects of this spell, the target automatically fails any other mind control or possession spells or psionic powers used by the caster. This effects of this spell immediately end if the caster attacks or intentionally hurts the target in any way.


Aura of Doom


  • Level: 7

  • Range: Self only

  • Area of Effect: Affects all opponents within a radius of 10' per level of experience.

  • Duration: 1 melee per level of experience

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 35

  • Description: This aura causes the caster to glow with a grayish-brown light that is roughly equivalent to a 60W light bulb. All those within the area of effect must roll to save vs. magic. If the roll is successful, then they experience a slight discomfort. If the roll is failed, then they are wracked with feelings of doom and failure and suffer the following penalties: -1 attack per melee, -1 to all combat roles, and -5% to all skills. The penalties last for as long as they remain within the area of affect and one melee after the leave the area of effect. Each time the enter the area of effect, they must make a new saving throw.


Aura of Electricity Resistance


  • Level: 2

  • Range: Self or others by touch

  • Duration: 1 melee per level of experience

  • P.P.E.: 5

  • Description: This aura causes those affected to glow with a faint yellowish-white light that is roughly equivalent to a lit match. This aura protects from electricity and energy related attacks. This aura reduces all damage taken from a non-magical energy source by four points, to a minimum of one point of damage. Increase the amount of damage the aura reduces by two points at levels 5, 10, and 15.


Aura of Fanaticism


  • Level: 9

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 minute per level of experience

  • P.P.E.: 70

  • Description: This aura causes the caster and all those affected to glow with a purple light that is roughly equivalent to a 100W light bulb. All creatures affected by this spell receive a bonus of +2D6 to their PS attribute, which becomes Supernatural, and their Spd attribute triples, to a minimum of 40. Those affected also gain +1 attack per melee, +1 to initiative, +4 to strike, +1 to all other offensive actions, +2 to save vs. mind control and possession, +4 to save vs. horror factor, and +2 to save vs. pain. Unfortunately, those affected also become much more aggressive in combat, becoming merciless towards their enemies while they are fighting and they receive a penalty of -3 to parry and dodge. This spell continues to affect people even if they leave its area of effect.


Aura of Fire


  • Level: 7

  • Range: Self or others by touch

  • Area of Effect: Affects everything within a radius of 5' (1.5 m). Increase area of effect by 5' (1.5 m) at levels 3, 6, 9, 12, and 15, centered on the chosen target.

  • Duration: 1 melee per level of experience

  • Damage: 4D6 +2 per level of experience per melee that they remain in the area of effect and 2D6 points of damage per strike.

  • Saving Throw: None

  • P.P.E.: 30

  • Description: This aura causes caster to glow with a red light that is roughly equivalent to a 60W light bulb. The air around the person affected by this spell appears to be rippling from an intense heat. Anything that comes within the area of effect for this spell takes the damage listed above. In addition to the ambient damage, if the caster strikes a target while the aura is active, then they inflict an additional 2D6 M.D. with all of their attacks.


Aura of Fire Resistance


  • Level: 2

  • Range: Self or others by touch

  • Duration: 1 melee per level of experience

  • P.P.E.: 5

  • Description: This aura causes those affected to glow with a faint bluish-white light that is roughly equivalent to a lit match. This aura protects from heat and fire related attacks. This aura makes those affected completely immune to heat up to 300 degrees centigrade and all fire based attacks, including magical attacks and plasma, inflict half damage.


Aura of Healing


  • Level: 1

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 hour per level of experience

  • P.P.E.: 5

  • Description: This aura causes those affected to glow with a faint yellow light that is roughly equivalent to a lit match. Those affected heal at an impressive rate of 5 points of damage every ten minutes and provides a bonus of +10% to save vs. coma / death. This spell does not regenerate lost limbs or organs and only affects living creatures.


Aura of Meditation


  • Level: 1

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 2 hours per level of experience

  • P.P.E.: 2

  • Description: This aura causes those affected to glow with a faint white light that is roughly equivalent to a lit match. Those affected can easily enter a meditative state and regain lost PPE and ISP at three times their normal rate.


Aura of Might


  • Level: 4

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 melee per level of experience

  • P.P.E.: 15

  • Description: This aura causes those affected to glow with a blue light that is roughly equivalent to a lit candle. While affected by this aura, a person's strength is increased dramatically, providing a bonus of +1 to PS per level of experience of the caster and the person's strength becomes Robotic / Superhuman.


Aura of Pain


  • Level: 10

  • Range: Self or others by touch

  • Area of Effect: Affects everything within a radius of 5' (1.5 m). Increase area of effect by 5' (1.5 m) at levels 3, 6, 9, 12, and 15, centered on the chosen target.

  • Duration: 1 melee per level of experience

  • Saving Thorw: Standard, save vs. magic spell

  • P.P.E.: 65

  • Description: This aura causes caster to glow with an orange light that is roughly equivalent to a 150W light bulb. All creatures affected by this aura must make a saving throw once per melee that they remain in the area of effect. If the roll is successful, the affect target feels uncomfortable and becomes distracted, as if remembering an old pain, suffering -1 to all combat rolls and -5% to all skill rolls. If the roll is failed, the affected targets experiences an intense, piercing pain. The target must make a save vs. pain to avoid falling unconscious, and even if that save is made, the target receives a penalty of -1 attack per melee, -4 to initiative, -3 to strike, parry, and dodge, -4 to all other combat actions, and -40% to all skill rolls.


Aura of Power


  • Level: 11

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 hour per level of experience

  • P.P.E.: 150

  • Description: This aura causes those affected to glow with a green light that is roughly equivalent to a 100W light bulb. While affected by this aura, a person feels powerful and confident, making the person immune to horror factor and providing +5 to ME, +5 to PE, +2 attacks per melee, +6 to strike, +4 to parry, +3 to dodge, and +6 to damage. In addition, if the person is S.D.C. structure, they gain +5D6 to S.D.C. and +3D6 to hit points and if they are an M.D.C. structure, they gain +1D4x10 to the M.D.C. of their main body.


Aura of Protection


  • Level: 5

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 melee per level of experience

  • P.P.E.: 20

  • Description: This aura causes those affected to glow with a purple light that is roughly equivalent to a lit candle. Everyone affected by this aura is protected by a magical shield that reduces all damage they take from any source by 2 points per level of experience of the caster, to a minimum of 1 point of damage. For example, if an affected person was protected by an Aura of Protection cast by an sixth level Auramancer, then all damage they take would be reduced by 12 points. This spell reduces both S.D.C. and M.D. attacks. A person must remain within the area of effect for this spell to remain active, if an affected person leaves the area, they are no longer affected even if they reenter the area at a later point.


Aura of Redemption and Ruin


  • Level: 14

  • Range: 10' (3 m) per level of experience

  • Duration: 1 week per level of experience

  • Saving Thorw: Standard, save vs. magic spell

  • P.P.E.: 600

  • Description: This spell alters the target's alignment and makes it either Principled or Diabolical for the duration of this spell, caster's choice. Although this effect can be dismissed at any time by the caster, there is no other way to reverse this alignment change before the end of the spell's duration. Although the target will remember their life at their previous alignment, this will not willingly revert back to their former alignment and will refuse any effort to change them back. Unless the target's new alignment is similar to their old alignment, the target will not feel any allegiance to its former allies and the greater the difference between their alignments the greater the anger and hatred they feel towards their former allies. For example, changing a Diabolic member of an evil group to Principled will almost always lead to the target turning on its former allies, in an attempt to redeem its previous evil actions. This spell counts as a form of mind control and the target truly believes this affect is permanent and act accordingly. A target that has become Diabolic seems to always be in dark shadows, partially hiding their face and providing a bonus of +10% to Prowl, this effect occurs even when the caster is surrounded in light. A target that has become Principled is surrounded by a white light that is equivalent to a 100W bulb. These light altering effects end whenever the spell is canceled or at the end of the spell's duration.


Aura of Regeneration


  • Level: 7

  • Range: Self or others by touch

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 minute per level of experience

  • P.P.E.: 40

  • Description: This aura causes the caster to glow with a bright yellow light that is roughly equivalent to a 100W light bulb. Those affected by this aura heal at an amazing rate of 1D4 points of damage every melee and receive a bonus of +15% to save vs. coma / death. This spell does not regenerate lost limbs or organs and only affects living creatures, but it will heal scar tissue and will repair damaged limbs and organs.


Aura of Salvation


  • Level: 12

  • Range: Self only

  • Area of Effect: Affects everyone except the caster within a radius of 5' (1.5 m) per level of experience.

  • Duration: Instant

  • Saving Throw: Standard, save vs. magic spell

  • P.P.E.: 250

  • Description: An aura of dark red light surrounds the caster while casting this spell and quickly spreads out from the caster to cover the area of effect. This aura causes damage to people of a different alignment then the caster, even though the caster cannot determine what their alignment is by viewing their aura. Targets that are one alignment category away from the caster, such as Selfish for a Good or Evil caster or both Good and Evil for a Selfish caster take 1D6 points of damage per caster level. Targets that are two alignments categories away from the caster, such as Evil for a Good caster and Good for an Evil caster, take 2D6 points of damage per caster level. Targets that have the same alignment category as the caster, but a different actual alignment take 1 point of damage per caster level, while targets that are the exact same alignment as the caster take no damage. Supernatural creatures take double damage from this spell and those that save vs. magic spell take only half damage. This spell bypasses armor worn by the target and any natural armor rating that the target may have to damages the target directly.


Aura of Sanctuary


  • Level: 13

  • Range: Self only

  • Area of Effect: Affects everything within a radius of 15' (1.5 m) per level of experience, centered on the caster.

  • Duration: 1 hour per level of experience

  • Saving Throw: None

  • P.P.E.: 450

  • Description: This aura causes caster to glow with a soft yellow light that is roughly equivalent to a 100W light bulb. This spell effects only living creatures, but those affected are filled with feelings of peace, no matter how evil their true nature may be. No living creature affected by this spell is capable of committing an act of violence while under the effects of this spell. Creatures do not become good and may still allow evil to happen through their own inaction, such as letting someone slowly bleed to death, but they cannot commit any violent actions. Creatures that leave the area of effect are no longer affected by this spell, but any creature that enters the area while the spell is active is immediately affected.


Aura of Silence


  • Level: 7

  • Range: Self or others by touch

  • Duration: 5 minutes per level of experience

  • P.P.E.: 25

  • Description: While this aura is active, the target makes absolutely no noise. No matter what the target is doing, touching, or even moving, no action that the caster performs creates any noise. For example, if the caster was opening a creaky door, the door would make no noise. However, if the caster started a landslide, only the initial beginnings of the landslide would make no noise, the rocks would still make noise as they tumbled down the slope. Unfortunately, while this spell is in effect, the caster cannot hear anything, they are completely deaf. This spell provides a bonus of +50% to all prowl skill rolls, but it does not make the caster any harder to see, only impossible to hear. Also, the caster cannot talk and cannot cast spells that require the caster to speak, which is all normal spells, while this aura is active.


Aura of the Dead


  • Level: 4

  • Range: Self only

  • Duration: 1 melee per level of experience

  • P.P.E.: 10

  • Description: This aura completely negates the caster's aura. Spells that rely on an aura being present, such as See Aura, Presence Sense, and Sense Magic will be unable to detect the caster. However, animals and creatures will view the caster as if he was undead; often becoming uncomfortable and terrified if the caster approaches them. Unfortunately, while under the effects of this spell, the caster cannot be magically healed by any means, although any natural regenerative abilities still function normally.


Aura of Thorns


  • Level: 3

  • Range: Self or others by touch

  • Area of Effect: Affects everyone that engages in melee combat with the primary target.

  • Duration: 1 melee per level of experience

  • Damage: Each needle attack cause 2D6 points of damage to the attacker

  • Saving Throw: None

  • P.P.E.: 8

  • Description: This aura causes the caster or one target, known as the primary target, to glow with a faint brown light that is roughly equivalent to a lit match. This spell surrounds the primary target with fast moving thorns. These small thorns circle the primary target and normally avoid touching other objects, but if something attacks the primary target with a melee attack or with a ranged attack within melee range, then a swarm of needles immediately attacks the attacker. This function does not occur with attacks the miss the primary target, attacks that are parried by the primary target, or when the primary target attacks.


Aura of Vigor


  • Level: 5

  • Range: Self only

  • Area of Effect: Affects the caster and those of the caster's choice within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 melee per level of experience

  • P.P.E.: 18

  • Description: This aura causes those affected to glow with a green light that is roughly equivalent to a lit candle. While affected by this aura, a person's speed and endurance is increased, providing a bonus of +1 to PE, +3 to Spd, and +5 to SDC per level of experience of the caster.


Aura Shards


  • Level: 8

  • Range: Self or others by touch, shards have a range of 200' (61 m).

  • Area of Effect: Affects everyone that engages in melee combat with the caster.

  • Duration: 1 melee per level of experience

  • Damage: Each shard attack causes 4D6 +2 points of damage per level of experience.

  • Saving Throw: None within the area of effect and dodge only for a ranged attack with the shards.

  • P.P.E.: 60

  • Description: This aura causes the primary target of the spell to glow with a bright beige light that is roughly equivalent to a 100W light bulb. This spell functions the same as the Aura of Thorns, except the primary target is surrounded by a swarm of small, crystal shards and can shoot a spray of shards as a melee attack. Spraying the shards requires one melee attack and can only be used four times per melee, but the primary targets has a bonus of +3 to strike with the shards, in addition to any other bonuses to strike they may have for long range weapons.


Charismatic Aura


  • Level: 2

  • Range: Self only

  • Area of Effect: Affects everyone within a radius of 10' (3 m) per level of experience, centered on the caster.

  • Duration: 1 melee per level of experience

  • P.P.E.: 6

  • Description: This aura causes those affected to glow with a faint red light that is roughly equivalent to a lit match. While this spell is active, the caster gains an Awe Factor of 12 with +1 at levels 3, 6, 9, 12, and 15.


Cleansing Aura


  • Level: 3

  • Range: Self only

  • Area of Effect: Affects the caster and all allies within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 minute per level of experience

  • P.P.E.: 6

  • Description: This aura causes those affected to glow with a faint yellow light that is roughly equivalent to a lit match. This spell allows those affected to make another save vs. poison if they are currently affected by a poison, all penalties and bonuses that applied to the first roll still apply to this second roll. If the roll is successful, the poison is immediately purged from their body. If the roll fails, then the poison remains in their body. An additional roll can be made once per melee as long as they remain within the area of affect for the aura, but leaving the area of the aura and reentering it does not allow a person to make more then one roll per melee. If a person affected by this aura becomes exposed to a new poison, they gain a bonus of +6 to save vs. any type of poison. Those affected by this aura also suffer half of the normal penalties and damage from any poison they are affected by or become infected with. Even if a poison has penalties when a roll is successful, those under the affect of this aura take no penalties from a poison if a roll was successful.


Frightful Aura


  • Level: 3

  • Range: Self only

  • Area of Effect: Affects all opponents within a radius of 5' (1.5 m) per level of experience.

  • Duration: 1 melee per level of experience

  • P.P.E.: 8

  • Description: This aura causes the caster to appear to be partially hidden by shadows, although features are not obscured. While this spell is active, the caster gains a Horror Factor of 14 with +1 at levels 3, 6, 9, 12, and 15.


Indestructible Aura


  • Level: 14

  • Range: Self only

  • Duration: 1 melee per level of experience

  • P.P.E.: 600

  • Description: This aura causes caster to glow with an intense white light that is roughly equivalent to a 250W light bulb. While this aura is active, the caster cannot be damaged by non-magical attacks. From punches to bullets to a nuclear warhead, the caster is completely impervious to non-magical damage. Unfortunately, damage from a supernatural creature is only reduced by half of its normal amount and all magical and psychic attacks inflict triple their normal damage on the caster, including those from magical weapons.


Righteous Aura


  • Level: 10

  • Range: Self only

  • Duration: 1 melee per level of experience

  • P.P.E.: 100

  • Description: This aura causes caster to glow with a white light that is roughly equivalent to a 150W light bulb. While affected by this aura, the caster is transformed into a supernatural creature. The caster gains the following bonuses: +15 to PS attribute, PS attribute becomes supernatural, +5 to PE attribte, PE attribute becomes supernatural, +5 to PP attribute, +20 to Spd attribute, +2 attacks per melee, +3 to initiative, +2 to all other combat rolls, +2 to save vs. all types of magic and psionics, +3 to save vs. all types of poisons and toxins, including magical and supernatural ones, immune to horror factor, and the caster gains +5D6x10 S.D.C. and +10 S.D.C. per level of experience. Unfortunately, the caster can now be detected as supernatural and takes double damage from all magical and psionic attacks, including those from magical weapons.


Torum's Aura


  • Level: 15

  • Range: Self or others by touch

  • Duration: 5 minutes per level of experience

  • P.P.E.: 1000

  • Description: While Alimundus is the most famous Auramancer from the Time of a Thousand Magics, Torum is often considered the most skilled. Adept at countering spells and negating magic, the elf auramancer Torum became infamous as a bounty hunter hired to hunt down dangerous rogue wizards that had become too powerful and too out of control for their own good. To assist him in his mission, Torum developed a powerful and versatile aura that has simply become known as Torum's Aura. This aura has many affects on the primary target of the spell and they are:

    • This aura causes those affected to glow with a yellow light that is roughly equivalent to a lit match.

    • The primary target can sense all currently active spells or psionics within a radius of 200' (61 m).

    • The primary target can detect magical items within a radius of 50' (15.2 m.

    • If a spell or psionic power is being cast within 1000' (305 m) of this aura, the aura can be used to counter that spell, but the primary target must use PPE to counter that spell. The primary target must spend 1 PPE point for every 5 points in the spell that they wish to counter, rounding up, if the primary caster does so, the spell is immediately countered, although the caster still expends the PPE or ISP normally.

    • At the cost of one melee attack, the primary target can cancel any spell that is currently active. This spell must be within 100' (31 m) and it costs 1 PPE for every 10 PPE or ISP needed to cast the original spell, rounding up. This ability cannot be used to dispell permanent spells or enchantments, including permanent wards.


View Aura


  • Level: 1

  • Range: 100' (30.5 m)

  • Duration: 1 melee per level of experience

  • Saving Throw: None, not even a psychic mind block will prevent this spell from seeing the target's aura.

  • P.P.E.: 3

  • Description: All things, organic or inorganic, have an aura that has many special properties. This spell allows the caster to see the aura of everything that they can see with their naked eye. This spell is a more powerful and more accurate version of the See Aura spell and provides the following information:

    • Estimate the level of experience and be accurate to within one level of experience.

    • The presence of magic and the maximum level of spells available, accurate to within one spell level.

    • The presence of psychic abilities and whether super psionic abilities are present.

    • Low base of PPE (50 or less), medium base of PPE (between 50 and 200), or large base of PPE (200 or more).

    • The presence of a possessing entity and in general what type of entity it is.

    • The presence of serious illness and whether it is supernatural in nature.

    • The presence of an unusual aberration that would indicate mutation, superpowers, or an inhuman, alien, or supernatural nature, and specifies which type of aberration is appropriate.

    • The presence of extreme evil (Diabolic alignment) or extreme good (Principled alignment).






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