Mage ~ Auramancer Specialty
Description: You were trained to channel your Embra through your soul, harnessing your aura as a vehicle for delivery when casting spells.
Benefit: Your spell range is either one category shorter, or the range of your aura, whichever is greater. You do not need line of sight to target any creature you can detect with your aura. Finally, you can detect magic at will on targets within your aura, as the spell.
Auramancer Evolutions
Core (10): Aura Domain— You gain a +1 to spell DCs against creatures subject to your Arcane Spells within your aura.
Core (20): Aura Sculpting - You can exclude a number of creatures within your aura from being subject to your spells. This is equal to your SPR.
Core (30): Aura Anchoring – Certain spells no longer originate from you, but from any creature within your aura. This allows repositioning effects, emanations, or bursts to move as the target moves. If you select an enemy as your anchor and they are a target in the spell, they gain a +2 to their saves against the spell.
Core (40): Aura Lock - 1 AP: You invest 12 EP into your aura to prevent effects with the Teleportation trait from functioning. This applies to anyone in your aura, including you, and cannot be sculpted. This effect lasts for 1 minute, but you can continue to channel EP to extend the duration.
Core (50): Dissolution of Self – 2 AP: You may fully disperse into your aura.
Your physical body and soul vanish; you exist only as a vast aura for a short duration.
During this time, you cannot be targeted normally, but your spells affect all valid targets within the aura automatically.
Effects that deal widespread soul damage are the only way you can be harmed. You are still subject to effects that block or divert auras.
Your aura reach increases by 50%.
Lasts a number of rounds equal to your SPR.