MRPG Auramancy

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Auramancy works around three things: an active aura, a passive aura, and a spell-like-ability-list.

Active Auras

The Active Aura is an aura that you(the auramancer) casts around the party. In some cases this aura can move with the party. It may take the form of a damage-effect for enemies, passive healing, or just a wall to stop attack. Active Auras have a spell-point cost but no roll, meaning they just go. There are three types of active auras. An Auramancer may have 1 active aura + 1 per rank. Certain facets can also provide additional actives

Improved Recovery

Unlike other active auras, this one must target a player character and extrudes from them. While under the benefit of the Improved Recovery Aura, all characters recieve greatly increased SP and HP regeneration

Physical Barrier

  • Wall: The Auramancer has the ability to cast a ward that acts as a physical barrier, preventing enemies from attacking. The barrier is one-way, allowing characters to stand on one side and strike at enemies on the other. The barrier only effects physical attacks, it is invisible to spells. Each wall counts as one active aura. The wall is a straight-sided(cannot be curved) and begins as a 6'x6' piece. It does not have to fit perfectly into place and can be passed through other solid objects. The surface itself is considered to be frictionless and cannot be climbed, however enemies can jump over it. At Rank 1 the wall becomes 12'6, at Rank 2 it is 16'x8, and at rank three it becomes 36'x18'. Walls are always aligned straight up and down and have no thickness.
  • Bubble: The Bubble is effectively a circular ward that surrounds the auramancer. At Rank 0 it surrounds only the auramancer and 1 person per 20 points in the Enchantment proficiency, each rank allows him to surround 1 additional person. Facets also increase this number.

Breaking the barrier: the ward can be broken with a physical attack. Any attack made targeting the Auramancer that overcomes his Defense Value automatically triggers a strength-check of attacker's strength x strength modifier + (1 + Rank)d20. This goes up against the Auramancer's will score + Special Proficiency: Aura + Special Proficiency: Enchant. Beat the score, the ward shatters.

Anti-Magic Aura

The Anti-Magic aura is the true power of the Auramancer. While under its covering power, characters have a high chance to be immune to effect-magic and take reduced damage from magical attacks. They are still completely vulnerable to physical attack. Unlike the other active-aura types there is only one anti-magic aura and it improves with level.

For resisting effect-magic, a character under the influence of an Anti-magic aura must roll a twenty-sided dice. The goal is to roll at least a twenty. The face value of the die is added to the Auramancer's level. 20 or higher and the effect is canceled out.

For resisting damage, the aura provides a base reduction of 15%, + 1% for each character level + Rank * Special Proficiency: Aura. This effect does not stack with other magic resistance, however it is fairly easy to get to 100%.

Passive Aura

The Passive Aura is a specific aura that the that the Auramancer chooses. They must always be "in" some aura, this has a passive(always-on) effect on the auramancer and the rest of the party. There is no range for the Passive Aura, though for practical purposes all players must be in the same general area. There are five Passive Auras.

Spell-Like Abilities

These are called Spell-Like Abilities because they are unique. For the purposes of casting speed, cost, and interrupts, these are considered spells. However, they have no roll associated with them and are considered to "always succeed" unless interrupted. There are a total of eight.

See Also: