Auramancy Spell in Arc Sagas | World Anvil

Auramancy

Auramancy spells utilize energy fields that surround people and objects, known commonly as an Aura. The House of Aura is represented by irridescent bands over a prism in a colorful wheel. Though Auramancers are known for favoring wide varieties of colors and patterns, formal Auramancers prefer absolute colors, such as White and Violet. Auramancy Spells are used to cast elaborate illusions, patterns, and glamours, as well as charms and compulsions that affects others' minds and capabilities. Auramancers are powerful binders, able to tether magic to individuals for various or unusual effects. Specialists of enchantments, Auramancers craft complex patterns of enchantments in Spellcraft. Other specialists are known for their captivating ability to manipulate the colors of Aura magic. Using ambient Light and Darkness magic allows Auramancers to become invisibile, as well as attack and defend with blinding spells. Auramancers are sought after for their abilities to enhance themselves or others while avoiding peril themselves.

Effect


Illusions:
Aura spells create hallucinations, mirages, sounds, and other impressions that aren't actually there. The most powerful Auramancy spells can bring those illusions to Life for the recepient, leaving them with a terrible condition. While Illusionists are masters of deception, strong disbelief or an inability to relate the Illusion causes spell failure. Creative illusionists fulfill their imaginations by making their illusions as convincing as possible.
Dreams:
Oneiromancy is a sub- school discovered within Auramancy that focuses on the divination of dreams. Through sleep, Oneiromancers can enter a dream and affect their target. Dreams can change a target's behavior or haunt them. Auramancers are also famous for spells that induce Sleep conditions, which are often necessary for Trance states.
Enchantments:
Enchantments are supernatural forces that can mimic the attributes they represent. For example, an enchantment on a blade may produce a red flame but isn't like a normal flame. A skilled Auramancer can use color enchantments for offense and defense. Alchemists and others seek out Enchanters and Color Magi for their ability to enhance their targets with Auramancy.
Charms & Compulsions:
Auramancy spells can create charms and compulsions, which allows the Caster to influence the target's mind in a variety of ways. Powerful compulsions can completely dominate the mind and life of their targets; evil Enchanters are well- known for their misconduct.
Light & Shadow Magic:
Magic that changes the ambient light in an area is mainly the domain of Auramancy. Light spells are often effective at damaging certain kinds of Undead, as well as casting areas of blinding Light. Shadow spells are used for a similar purpose, using darkness and shadows to confound their enemies.

Invisibility: While many Auramancy spells can be used for stealth, no better group of spells provides concealment like spells that render Invisibility. These spells are notoriously difficult to maintain for long periods of time. As an Auramancer gains proficiency with the craft, more powerful Invisibility spells and effects become available.

Side/Secondary Effects

Illusion (Patterns):
Illusionists are able to create Glamours or color tapestries that can confuse or fascinate others. Spells that dazzle, amaze, or blind others use Patterns or shrouds. Focused Patterns can often create lethal and supernatural effects.
Dreams (Sleep Magic):
In addition to dreams and Astral travel, the Auramancer can divine events from the dreams. Known as a prophetic dream, Auramancers can interpret dreams and aid others in using those dreams to provide insight.
Divination (Other):
Auramancer divinations, besides Oneiromancy, involve fabrics, cords, and tethers. Auramancers often employ colored candles in their Rituals. These Divinations detect magical energies and auras.
Charms & Compulsions (Binding):
These can be used in two manners- to either enhance a Target or bind a Target to the Caster's Will. Bindings are particularly powerful due to their length of duration. These bindings are known as Color Curses.
Color Magic & Enhancements:
Of the offensive capability of Auramancy, the most potent magic comes from Color spells. By projecting energy from the Aura, these powerful manifestations imitate elemental Geomancy spells. By projecting the Caster's Aura and changing its properties, an Auramancer weilds an array of versatile, offensive spells. The following list describes Colors, their effects, and associations:

Red: Burns like Fire. Associated w/ Passion and Rage; Power.
Orange: Crushes like Earth. Associated w/ Energy and Frivolity; Vitality.
Yellow: Shocks like Lightning. Associated w/ Joy and Fear; Agility.
Green: Washes like Acid. Associated w/ Health and Envy; Grace.
Blue: Cool like Ice & Water. Associated w/ Calm and Despair; Psyche.
Indigo: Sharp like Air. Associated w/ Freedom and Confusion; Spirit.
Violet: Bright like Light. Associated w/ Wisdom and Timidity; Grace.
White: Cuts like Metal. Associated w/ Clarity and Desolation; Psyche.
Black: Obscures like Dark. Associated w/ Guile and Apathy; Agility.
Brown: Smells like Nature. Associated w/ Growth and Poison; Vitality.
Dark Purple Darker than Black. Asssociated w/ Evil and Chaos; Power.
Bright Gold Lighter than Light. Associated w/ Good and Law; Spirit.

Those who specialize in Color Magic are known unofficially as "Prismamancers". Proficient in the intricacies of Color Magic, Auramancers learn how to combine these Colors in a spectrum of spells seperated by "Primary", "Secondary", and "Tertiary" classifications. Primary Color Magic uses only one color; Secondary uses 2 colors, Tertiary 3 colors. The effects of combining Color spells creates compounded effects; this method of stacking the effects of Color Magic allows Auramancers to create powerful enchantments as well.

Manifestation


Auramancy manifests from the Aura, which surrounds people and objects. Depending upon the Caster's Aura or the spell cast, the Aura around an Auramancer may feel warm or cold as the Caster begins manifesting the spell. Vivid color will radiate from the space around the spell, in waves and patterns. The Caster's Aura must be able to touch the individual it seeks to affect. Others have witnessed strands of energy when a Caster manifests, particularly when performing Bindings. Some spells are quite flashy while others shimmer subtly while casting.

Source


Aura (Caster or Other)
The source of Auramancy is the particle that courses through the spirit and aura of a body or an object. It's phasic quality inhabits all three of these spheres and attaches to particles of light passing through the form (it's Aura) and altering how that light reacts. Auramancers can alter light-flow to limit the amount of light particles or harness their own Aura into Shadow shapes.
Material Components
Bindings: Cords, Ropes, or Tapestries; Patterned Fabrics or Tethers.
Candles & Talismans: Colored Candles or Talismans can be used to cast or enhance powerful spells.
Shrouds: Color shrouds or hoods, veils.
Powders: Dyed dusts, powders, and scales.
Gestures & Ritual
Somatic: Simple gestures. Graceful and elegant, dynamic motions for more powerful spells.
Vocal: Subtle (Humming, Singing, Chanting). Caster must be understood for certain spells to work. Evocative speech reserved for multiple or powerful spell effects.
Applied Restriction
Auramancer must have line of sight to the target- either through proximity or a magic sensor. In spells that issue commands or require communication, the Auramancer must be understood by the target. Blind (in some cases, color blind) targets are immune to effects that require eyesight. Lastly, charms and compulsions only work on living things.


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