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View Full Version : Auramancer (3.5e Base Class, PEACH!)



Lhurgyof
2013-08-22, 04:15 PM
http://i.imgur.com/PoW9HKm.png

Auramancers are found throughout the Magic: The Gathering universe in every nook and cranny. Any race can take up auramancy. Auramancers use their auras to help their allies in battle, as well as make opponents weaker.

Abilities: Charisma determines the saving throws of offensive Auras. Constitution and Strength are important for an auramancer who likes to go into the front lines.

Alignment: Any

Starting Age: Simple

Starting Gold: 5d4 x 10gp.

Hit die: d8

Class Skills (4 + Int modifier per level; x4 at first level): Autohypnosis (Wis), Climb (Str) Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana), Knowledge (Planes), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Magic Device (Cha).

An auramancer has additional class skills, determined by their primary color (see below)



The Auramancer


LevelBABFort SaveRef SaveWill SaveSpecialAuras Known


1st

+0

+2

+0

+2

Primary Color, Auras (least)

2


2nd

+1

+3

+0

+3

Bonus Feat

2


3rd

+2

+3

+1

+3



3


4th

+3

+4

+1

+4

Surmount Ability

3


5th

+3

+4

+1

+4

Auras (Lesser)

4


6th

+4

+5

+2

+5

Secondary Color

5


7th

+5

+5

+2

+5

Peak Ability

5


8th

+6/+1

+6

+2

+6

Double Auras

6


9th

+6/+1

+6

+3

+6

Widened Auras

6


10th

+7/+2

+7

+3

+7

Auras (Greater), Bonus Feat

7


11th

+8/+3

+7

+3

+7

Mastered Emulation

7


12th

+9/+4

+8

+4

+8

Tertiary Color

9


13th

+9/+4

+8

+4

+8



9


14th

+10/+5

+9

+4

+9

Retether

10


15th

+11/+6/+1

+9

+5

+9

Auras (Master)

11


16th

+12/+7/+2

+10

+5

+10

Perfect Emulation

11


17th

+12/+7/+2

+10

+5

+10



12


18th

+13/+8/+3

+11

+6

+11

Bonus Feat

12


19th

+14/+8/+3

+11

+6

+11



13


20th

+15/+10/+5

+12

+6

+12

Prime Ability

13



Class features:

Weapon and armor proficiencies: An Auramancer is proficient with all simple and martial weapons, and with light and medium armor. An auramancer is proficient in shields (but not tower shields).

Primary Color: Each auramancer has a primary color of magic they use. The five colors are listed and detailed below. Once your primary color is chosen, it cannot be changed. Later on as you gain levels, you may access different colors. An auramancer may only create auras of his color.


Black
"Greatness, at any cost."

Black is the color of ambition, death, and betrayal. A black Auramancer adds the following skills to his class skill list: Bluff (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (History), and Move Silently (Dex)

Black Auras:

Least Auras:
Artificer's Hex: Enemies in aura take -1 to hit with manufactured weapons. Expend to make enemies attack self.
Crippling Blight: Enemies in aura take -1 penalty to AC. Expend to double penalty for 1 round.
Dying Wish: If an ally in aura is knocked unconscious, enemies in aura take 1d10/2 levels damage. Expend to stabilize all allies in aura.
Feebleness: Enemies in aura take -2 penalty on grapple checks, trip attempts, bull rush attempts, and other such checks. Expend to give enemies a strength penalty for one round.
Ghoul Flesh: Allies in aura have light fortification. Expend to grant allies Damage Reduction for one round.
Relic Bane: Enemies attempting to activate magic items in aura take 1d6 points of damage. Expend to disarm enemies.
Seizures: Enemies in aura take -2 penalty to dexterity. Expend to knock enemies prone.
Skeletal Grimace: Allies in aura get +4 bonus to intimidate checks and add +1 DC to all fear spells/abilities they use. Expend to strike fear into enemies.
Torment: Enemies in aura take -2 penalty on damage. Expend to wrack enemies with pain.
Unholy Strength: Allies in aura get +1 to hit and damage. Expend to add +1d6 to all allies' damage for 1 round.


Lesser Auras:
Blowfly Infestation: Enemies in aura are afflicted with blowfly larvae. Expend to mature the blowflies.
Breeding Pit: Summon Thrull minion which must remain in aura at all times. Expend to increase allies' stats for one round.
Circle of Affliction: Half Strength Circle of Protection, damages planar beings and summoned monsters within aura.
Crown of Suspicion: Allies in aura get the benefits of the Combat Reflexes feat. Expend to give allies +10 on next sense motive check.
Diabolic Servitude: Take damage to raise recently fallen foes for a short time. Expend to detonate undead.
Dragon Shadow: Allies in aura get minor black-dragon themed bonuses. Expend to give allies a breath weapon for one round.
Endless Whispers: Enemies in aura are distracted, enemy arcane casters get +25% spell failure. Expend to confuse one target in aura.
Fear (Sp): You gain a fear gaze attack that can be used against enemies in aura.
Maggot Therapy: Allies gain +2 natural armor bonus, intimidate bonus, and are slimy. Expend to heal allies 2d8.
Underworld Connections: Allies get minor demon-themed bonuses. Expend to recover a single aura on cooldown.


Greater Auras:
Attrition: Enemies in aura take damage equal to your charisma modifier every turn, save for half. Expend to Shrivel Limb on foes.
Bad Moon: Allied creatures gain +4 Str, DR 5/good, and Spell Resistance. Expend to increase bonuses for 1d4 rounds.
Banewasp Affliction: Afflicts enemies with Banewasp Larvae. Expend to have Banewasp swarm burst out of foes.
Blood Reckoning: Enemies in aura that successfully damage an ally must make a saving throw or take 1 point of strength damage. Expend to fatigue enemies, aura lasts for 1d4 more rounds.
Call to the Grave: Zombie hands reach out of ground and attempt to trip, pin, and claw foes. Foes knocked unconscious are dragged under, raised as a zombie under your control. Expend to call forth 1d3 zombies that last for 5 rounds.
Crumbling Ashes (Sp): Each round, you may target an enemy, who must save or take 1d6 points of damage per two auramancer levels (half fire, half unholy). Expend to target two foes at once and empower the effect. Any foe slain by this is disintegrated.
Curse of Wizardry: Enemies who cast spells, manifest powers, use spell- or psi- like abilities, use supernatural abilities, or activate magic items within aura must save or be dazed for one round after the action. Expend to Silence enemy casters in aura for 2d4 rounds.
Discordant Dirge: Enemies in aura suffer -2 penalty on attack rolls, damage rolls, and skill checks. Each round, every enemy in the aura takes 1d6 points of sonic damage. Expend to deal 1d6 sonic damage per two levels and deafen foes.
Quagmire: Ground within aura becomes an acidic muck. Enemies within your aura must make a strength check to move through the extremely sticky muck. Enemies caught within the quagmire take 1d6 points of acid damage every round. Expend to solidify ground, trapping creatures in the ground.
Witch's Mist: Enemies in aura take an extra 1d4 points of damage whenever they are injured. Constant Obscuring Mist within aura. Expend to charm enemies in aura.


Master Auras
Baneful Omen: Enemies receive visions of their allies' betrayal and turn on one another. Expend to Bestow Greater Curse on enemies in aura.
Bitterblossom: Summons a swarm of poisonous faeries inside your entire aura. Expend aura to cast Overland Flight.
Necropotence: Allies in aura gain undead type, cause negative levels if they crit with their attacks, and can make paralyzing touch attacks. Expend to refresh any other Black or Necromancy aura.
The Abyss: Enemies in aura must save or take physical and constitution damage. Expend to Disintegrate.
Vile Requiem: Ghastly noises deal sonic damage and wisdom damage to enemies in aura. Expend to cause Insanity.



Blue:
"The things I once imagined would be my greatest achievements were only the first steps toward a future I can only begin to fathom."

Blue is the color of knowledge, deception, and planning. A blue Auramancer adds the following skills to his list of class skills: Appraise (Int), Decipher Script (Int), Disguise (Cha), and Knowledge (All Skills, taken induvidually) (Int).

Blue Auras:

Least Auras:
Artificer's Intuition: Allies in aura get +5 on Use Magic Device checks. Expend to Detect Magic.
Buoyancy: Allies in aura can't sink in water or similar substances. Expend to give allies +10 on next swim checks.
Cloak of Mists: Allies gain +1 deflection bonus to AC. Expend to create an Obscuring Mist.
Curiosity: Allies gain +2 bonus on appraise and knowledge checks. Expend to double the bonus.
Defensive Stance: Allies gain +1 bonus to hit and AC when fighting defensively. Expend to give allies the use of the Combat Reflexes feat for one round.
Diplomatic Immunity: Enemies must succeed on Will save to attack allies, as long as allies don't attack back. Expend to give allies +5 on diplomacy checks.
Freed from the Real: Allies get Silent Images that must remain in the aura. Expend to add a ghost sound for one round.
Illusionary Armor: If enemies fail a Will save, allies in aura get +4 armor bonus to AC. Expend to make illusionary armor real for one round.
Mana Chains: Enemies suffer 15% arcane spell failure. Expend to increase DCs of all concentration checks in aura by 5.
Sensory Deprivation: Enemies in aura get -5 on spot and listen checks. Expend to negate scent, blindsense, and tremorsense in aura for one round.


Lesser Auras:
Agoraphobia: Enemies in aura gain a fear of open spaces, and take -3 penalty on checks while in an outdoors area. Activate to cause an illusion of a wide, open area.
Air Bladder: Allies gain a constant Feather Fall effect on them. Expend to give allies a fly speed of 30 feet for one round.
Biting Tether: A spectral leash and collar form around enemies in range, dealing 1d6 points of damage and reducing their speed by 10 feet. Expend to Bull Rush enemies.
Chill: Enemies in aura are numbed, taking 1d4 points of cold damage and fatiguing them. Expend to give enemies a dex penalty.
Cowardice: Enemies in aura become shaken. Expend to force them to cower for one turn.
Dance of Many: Each ally gains a single mirror image. Expend to make them quasi-real for one round.
Decree of Silence: Silence in aura. Expend as a free action to counter a spell of second level or lower.
Eyes of the Watcher: Minor precognition gives allies +1 bonus to hit, initiative, spot, search, and AC. Expend to cast Augury.
Mystic Veil:: Allies in aura gain +2 deflection bonus to AC. Expend to create a short-lasting Blur.
Psychic Venom: Enemies attempting to read allies' thoughts within aura are subject to a psychic poison. Expend to grant a nondetection effect for one round.


Greater Auras:
Aether Storm: Enemies in aura take 2d4 points of electricity every round, take -4 on spot and listen checks, -2 on ranged attack rolls. Expend to cast Gust of Windcoupled with a Lightning Bolt.
Aqueous Form Allies get +4 Dex, Light Fortification, a swim speed, and can squeeze into small spaces. Expend to force aqueous form on enemies.
Chronic Flooding: Aura gets filled with water- in which allies gain the benefits of a Water Breathing spell. Expend aura to wash away foes.
Crab Umbra: Allies in aura get +4 natural armor bonus, and one claw attack. Expend aura as an immediate action to negate one targeted effect on an ally.
Dissipation Field: Allies within your aura recieve the benefits of a Repelling Shield spell. In addition, extraplanar and summoned creatures must succeed on a will save to approach within your aura. Expend to shunt out creatures with arcane energy.
Gravitational Shift (Sp): On your turn, you may designate one 5-foot square to have either super- or anti- gravity. Until the beginning of your next turn, each enemy entering that square is pinned to the ground (if you increased gravity), or flies upwards, after which it lands on the ground (taking 2d6 points of damage) and continues its turn. Allies entering such squares get +4 on checks to avoid forced movement (if heavy), or can levitate (if the gravity is low). Expend to smash enemies into ground, dealing 2d6 points of falling damage.
Heightened Awareness: Allies in aura get +6 on search, spot, and listen checks, uncanny dodge, and trapsense +1. Expend to give allies blindsight for 1d4 rounds.
Hesitation: Enemies in aura take -3 penalty on attack rolls, spell-casting by enemy casters takes one full-round action. Expend to daze enemies.
Memory Erosion: Enemies in aura casting spells, manifesting powers, using spell- or psi- like abilities, and supernatural abilities lose an addition spell slot, power points equal to your charisma modifier, one daily use of their spell-, psi-, or supernatural abilities (or can't use it for an additional round if it has unlimited uses). Expend to deal 1d4 points of int, wis, or charisma damage to enemies within aura.
Second Wind: This aura has no passive effect. Instead, each ally may chose to expend it for themselves, granting them an extra move or standard action. The aura is fully expended when the last ally within the aura has expended it for themselves.


Master Auras
Counterbalance: Allies in aura receive the benefits of Spell Turning. Expend to Greater Dispel Magic on an area or object.
Future Sight: Precognitive edge gives allies +1 to hit, damage, saving throws, skill checks, opposed rolls, and ability checks. When you project this aura, each ally may choose to expend the aura for themselves at any time to reroll any one d20 roll they just made with a +5 bonus. The aura is fully expended when the last ally within the aura has expended it for themselves.
Hive Mind: Allies in aura are linked telepathically, gain greater uncanny dodge, gain improved evasion, and gain a +5 bonus on spot and listen checks. You may expend the aura to give each ally the highest base attack bonus, saving throw bonuses, and skill bonus among each other for 1 round.
Pemmin's Aura: Allies in aura gain constant displacement effect, gain a fly speed, and the use of the Combat Expertise and Power Attack feats. Expend to give an ally within your ally an immediate turn.
Treachery (Sp): Each round, you may attempt to dominate an enemy in the aura as with the Dominate Monster spell. A subject may only be dominated once, and you can only dominate one creature at a time. Expend to Feeblemind creatures within aura.





Green:

"I am neither their drover nor their leader. To these majestic beasts, I am simply their herdmate and nothing more."

Green is the color of community, nature, and brute strength. A green Auramancer adds the following skills to his list of class skills: Handle Animal (Cha), Knowledge (Nature) (Int), Knowledge (Geography) (Int), Ride (Dex), and Survival (Wis).


Green Auras:

Least Auras:
Armor of Thorns: Allies gain +1 natural armor. Expend to deal 1d4 points of damage to melee attackers for one round.
Aspect of the Wolf: Allies gain +4 bonus on initiating and resisting trip attempts. Expend to give allies +2 bonus to strength for one round.
Decomposition: Enemy undead take 1d4 +1/2 level damage per round in aura. Expend make undead creatures susceptible to critical hits and sneak attack for one round.
Elephant Guide: Spectral elephant guides you, giving you a +5 bonus on your survival checks. Expend to make elephant slam an enemy for 2d6 points of damage.
Ferocity: Allies in aura get +4 bonus to initiative. Expend at the beginning of combat to give each ally a +2 bonus on damage rolls on the first round of combat.
Gravity Well: Enemies in aura have trouble flying. Expend to knock enemies prone.
Keen Sense: Allies in aura gain scent. Expend to give allies blindsense for one round.
Maddening Wind: Ranged attacks made against allies in aura suffer a -2 penalty. Expend to create a Wind Wall for one round.
Predatory Hunger: Allies in aura gain a bite attack that deals 1d4 points of damage. Expend to double bite's threat range for one round.
Wreath of Geists: Allies gain +5 bonus on knowledge checks. Expend to Speak with Dead.


Lesser Auras:
Ancestral Mask: Allies in aura get +2 on all wisdom checks, wisdom-based skills, and will saves. Expend as an immediate action to give allies a second saving throw against a mind-affecting effect.
Arachnus Web: Sticky strands of web entangle enemies. Expend to immobilize enemies for one round.
Carapace: Allies get +2 natural armor and DR 1/-. Expend to give allies an additional +2 natural armor and DR 5/- for one round.
Crown of Vigor: Allies in aura get fast healing 3, up to half of their hit point values. Expend to heal allies 2d8.
Dragon Fangs: Allies gain bite attack and minor bronze dragon-themed bonus. Expend to give allies a breath weapon.
Dryad's Favor: Allies in aura leave no tracks and ignore difficult terrain as long as they are in a natural environment. Expend to give allies +10 on handle animal, survival, and diplomacy checks against fey for one round.
Fyndhorn Pollen: Enemies in aura take -3 penalty on search, spot, and hide checks. Expend to nauseate enemies in aura for one round.
Greener Pastures: 1d4+1 saprolings are summoned to serve you, but must remain in aura. Expend to create a small wall of wood.
Lifeforce: Allies in aura get a +2 bonus on saving throws against negative energy, negative levels, and death effects. Expend as an immediate action to offer a reroll on a saving throw.
One With Nature: Allies in aura get +10 on survival checks and don't need to eat as long as they stay in a wilderness environment. Expend to create Goodberries.


Greater Auras:
Asceticism: Allies gain Spell Resistance equal to 11 + Caster level. Expend as an immediate action to cast a targeted Dispel Magic.
Barbed Foliage: Constant Entangle effect in aura with thorns that 1d4 points of damage each round and have the wounding property. Expend to have foliage trip or grapple enemies for one round.
Beastmaster Ascension: Summons 1d3 creatures off of the Summon Nature's Ally III spell that are bound to your aura. Spend a free action to give summoned allies +4 str, dex, and con for 2 rounds, after which the aura is expended.
Bow of Nylea: Conjures a +2 Longbow in your hand that shoots poisoned arrows. Expend to allow allies to ignore cover for one round.
Feral Invocation: Allies get +20 ft. movement speed within your aura and a +2 dodge bonus to AC and Reflex Saves. Expend to Haste allies for one round.
Frog Tongue: Allies grow long, frog-like tongues which can be launched as a free action once per round to try to disarm enemies within 10 feet. Expend to let allies use tongues to Bull Rush enemies with +5 bonus.
Glimpse of Nature: Allies gain +4 wisdom and the benefits of an Arcane Sight spell. Expend to ask one question as the Stone Tell spell.
Rancor: Allies in aura get +4 strength, +4 constitution, and gain the benefits of the Power Attack feat. Expend to give allies full base attack bonus for one round.
Serpent Skin: Allies get +4 natural armor and a +4 bonus on saving throws against poison. Expend as an immediate action to give allies immunity to poison for one round.
Shape of the Wiitigo: Allies increase in size, gain a bite attack, and are subject to the Sadism spell. Expend to give allies +8 strength for one round.


Master Auras
Archetype of Endurance: Summons an advanced celestial dire boar to aid you. While the boar is alive, allies within the aura gain a +10 bonus to constitution and are immune to diseases and poisons. Expend to negate one harmful effect to an ally within the aura.
Cyclone: Constant Control Weather within aura, and allies gain a fly speed. Expend the aura to bury enemies in rubble.
Lignify: Allies gain a +10 natural armor bonus, +10 strength, -4 dexterity, and heavy fortification. Expend to turn enemies in aura into trees.
Mythic Proportions: Allies in aura increase by one size category, gain base attack equal to their hit dice, and get a +6 bonus to strength and constitution. Expend the aura to stomp the ground, causing an earthquake.
Nature's Wrath: Allies in aura gain +4 strength and wisdom and their weapons ignore hardness, ignore damage reduction, and gain the bane property for aberrations, constructs, and undead. Expend the aura to fire a Slaying Arrow at each enemy within the aura.




Red:
"Of course you should fight fire with fire. You should fight everything with fire."

Red is the color of passion, unpredictability, and speed. A red Auramancer adds the following skills to his class list: Intimidate (Cha), Disable Device (Int), Open Lock (Dex), Tumble (Dex), and Use Rope (Dex).

Red Auras:

Least Auras
Agility: Allies gain +1 to dexterity-based checks, including ranged attacks and initiative checks. Expend to double this bonus for one round.
Curse of the Pierced Heart: At the beginning of your turn, each enemy takes one point of piercing damage. Expend to deal 1d6 points of piercing damage to each enemy in range.
Dizzying Gaze: Enemies are dazzled. Expend to sicken enemies for one round.
Eternal Warrior: Allies get +1 dodge bonus to AC. Expend as an immediate action to grant all allies in range an additional +2 to armor class for one round (total +3 bonus).
Flaming Sword: Allies deal an extra 1 point of fire damage on each melee attack. Expend to grant the weapons of each ally in range the flaming property for one round.
Malicious Intent: Enemies in range do not gain shield bonuses to armor class. Expend to make enemies lose their dexterity bonuses to armor class for one round.
Racecourse Fury: Allies' land speed is increased by 10 feet. This is an enchantment bonus. Activate to increase this bonus to 30 feet for one round.
Reflexes: Allies get +2 on all reflex saves. Expend as an immediate action to give allies the evasion ability for one round.
Seal of Fire (Sp): Once per turn, as a standard action you can place an explosive rune in a square within your aura. As a free action, you may expend this aura to detonate each seal you’ve placed within the aura's range, dealing 1d6 damage per two auramancer levels (max 5d6) to each creature in or adjacent to a square with a seal.
Undying Rage: Allies gain the benefits of the Diehard feat. Expend to stabilize each ally in range.


Lesser Auras:
Barbed Field: Ground in aura is covered in barbed wire, creating rough terrain and dealing 1d6 points of piercing damage to enemies who move within the wire. Expend to have wires constrict enemies.
Claws of Valakut: Allies in range gain a pair of stone claw, granting them two claw attacks each round that deal 1d8 points of damage. Expend to wreath claws in flame for a short time.
Flowstone Embrace: Allies in the aura gain the benefit of the Power Attack feat and gain an extra attack when they charge. Expend to give allies +4 natural armor for one round.
Destructive Urge: Whenever an ally in range strikes an enemy spellcaster or manifester in melee, that enemy must make a will save or lose one spell slot of their highest level (chosen at random) or an amount of power points equal to the cost of an unaugmented power of the manifester’s highest level known. Expend to grant allies the ability to see how many power points/spell slots enemies have.
Firebreathing: Allies in range deal an extra point of fire damage per two auramancer levels (max 5) on melee attacks. Expend to grant allies a breath weapon.
Galvanic Arc: Mana-infused lightning arcs between creatures in range, dealing electricity damage equal to your Charisma modifier to enemies at the start of each round, and granting allies a bonus to initiative equal to your Charisma modifier. Expend to shoot a lightning bolt at enemies.
Ion Storm (Sp): Create a small sphere of rippling electricity, fire, and mana that deals 1d6 points of damage. Each turn you may move it within your aura. Expend to detonate sphere, dealing damage to creatures within 30 feet.
Lust for War: Enemies take damage equal to charisma bonus when they attack, and must attack closest enemy each turn. Expend to force enemies to attack closest creature.
Manabarbs: Creatures activating magic items, casting spells, or manifesting powers within range take damage equal to half your level. Expend as a free action to force enemies to roll twice for saving throws, taking the worse result for one round.
The Brute: Allies get +4 Strength, +4 Con, -2 AC and can't take actions requiring concentration.


Greater Auras
Antagonism: Enemies are compelled to attack you. Each time they miss with their attacks or fail to attack you in a round, they take 2d6 damage.
Breath of Fury: Allies within the aura can breath a line of fire that deals 5d4 damage once every 1d4 rounds. Expend the aura to shoot Scorching Rays.
Burning Sands: The ground within your aura becomes unbearably hot, dealing 2d6 fire damage each round to creatures in contact with the ground within your aura and possibly scorching their feet. Expend the aura to shoot pillars of burning sand up from the ground.
Curse of Stalked Prey: When you project this aura, allies gain +2 favored enemy bonuses against two creature types you choose. Expend the aura to grant allies' weapons the bane quality for the chosen creature types for one round.
Dust Corona: Swirling dust in aura grants concealment and deals 2d4 damage to each enemy within aura. Expend to desiccate an enemy.
Fervor: Allies gain +4 on initiative checks, a +4 dodge bonus to AC, and +30 ft. movement speed. Expend to grant Expeditious Retreat to allies.
Goblin Assault: Summons four goblin minions within your aura. Whenever a goblin is slain, you may spend a standard action to summon another one. Expend the aura to have the goblins dog-pile an enemy.
Heat Stroke: Enemies in aura take 2d6 nonlethal damage and become fatigued. Fatigued creatures become exhausted, exhausted creatures become nauseated. Expend to daze enemies.
Scald (Sp): Each round you may fire a burst of scalding water at an enemy within your aura, dealing 1d6 bludgeoning damage and 1d6 fire damage. Expend the aura to fire a double-strength jet of water that bull rushes creatures.
Smoke: A Caustic Smoke fills your aura. You may expend the aura to create smoke ladders and/or smoke stairs.


Master Auras:
Blood Moon: Allies in aura gain +10 Str, +10 Dex, DR 10/silver, +30 ft. movement speed, improved trip, and gain a wounding bite attack. Expend the aura to Polymorph allies for a short time.
Emblem of the Warmind: Allies in aura gain immunity to mind-affecting effects. Expend the aura to damage those attempting to use mind-affecting effects.
Fire Whip: Gain the benefits of improved trip and improved disarm feats. You gain a whip that deals 1d6/2 levels fire damage that can reach anywhere in your aura.
Gravity Sphere: Summon super-dense spheres that crash enemies into them and cause movement to be extremely difficult. Expend to throw summoned spheres at creatures, slaying them as a sphere of anihilation.
Mana Echoes: Gain the ability to counter spells, psionic powers, and spell-like abilities with Greater Dispel Magic. On your next action, you may duplicate the effect of the spell, power, or ability. Expend to cast a spell of 7th level or lower.



White:
"In dark times, truth bears a blade"

White is the color of honor, purity, and justice. A white Auramancer adds the following skills to his class list: Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Sense Motive (Wis), and Speak Language (n/a).

White Auras:

Least Auras
Burden of Guilt: Enemies take -1 penalty on attack rolls. Expend to force enemies to not attack for one round.
Boon Reflection: All Conjuration (healing) spells cast in aura have their caster level increased by five. Expend to Cure Light Wounds.
Coalition Flag: Enemies are forced to attack you. Activate to give yourself +2 AC for one round.
Cooperation: Allies gain double the benefit when using the 'aid another' action. Expend to give an ally in range a free attack.
Floating Shield: Shield of force protects one ally each round, giving them +4 shield bonus to AC. Expend as an immediate action to change protected ally.
Holy Strength: Allies get +2 enhancement bonus to AC. Expend to give allies DR 3/evil for one round.
Lifelink: Whenever an ally hits with an attack, they gain one hit point. Expend to give allies 1d10 temporary hit points.
Mask of Law and Grace: Allies get +2 on Diplomacy and Sense Motive checks. Expend to double the bonuses.
Seeker: Allies get +5 on Gather Information checks. Expend to Charm Person.
Vigilance: Allies get +4 AC against attacks of opportunity. Activate as an immediate action to not provoke one attack of opportunity.


Lesser Auras:
Angelic Voices: Allies gain a +2 bonus on will saves, and an additional +2 bonus against enchantments and fear-effects. Expend to Calm Emotions.
Damping Field: Activating magic items in aura takes twice as long or uses twice the charges. Expend as an immediate action to minimize the effect of one spell.
Daybreak Coronet (Sp): Allies gain celestial crowns that illuminate as a torch and give them a +1 bonus on saving throws. Each ally may expend their own crown to shoot a blinding ray at a foe as a standard action.
Dragon Scales: Allies get +2 natural armor and minor gold dragon-themed bonuses. Expend to give allies a breath weapon.
Ethereal Armor: Allies get a weightless set of banded mail that doesn't interfere with spellcasting. Expend to give allies a blink effect for one round.
Favorable Destiny: This aura has no passive effect. At any point, an ally may expend the aura for themselves to re-roll any one d20 roll they just made with a +1 bonus. When the last ally uses their re-roll, the aura is expended.
Fylgja (Sp): Allies in aura get +5 on heal checks. Once per round, you may summon a mote of healing in a square within your aura that heals an ally for 1d8 hit points. Expend to heal all allies in aura as though with a Mass Cure Light Wounds spell.
Harsh Judgement: Allies within aura get Detect Evil as a paladin and deal an extra 1d4 points of damage to evil creatures, 1d6 to evil undead and outsiders. Expend to grant an ally the Smite Evil ability for one round.
Shackles: Spiritual cuffs attempt to shackle foes. Expend to deal 1d6/2 levels nonlethal damage to shackled foes.


Greater Auras:
Act of Authority: Allies in aura gain a +10 bonus on diplomacy and gather information checks as well as the fearsome presence ability. Expend to banish an enemy.
Aura of Silence (Sp): Silence effect in aura. Once per round you may use a targeted Dispel Magic within your aura. Expend to create an Antimagic Field.
Cage of Hands: Phantasmal hands attempt to grapple, claw, and pin foes. Expend the aura to immobilize a target.
Celestial Mantle: Allies gain +10 armor bonus and fast healing 1 up to half their hit point total. Expend to Cure Moderate Wounds.
Eidolon of Countless Battles: Celestial soldier inspires allies and helps fight in battle. Expend to have him Inspire Greatness.
Greater Auramancy: Project a Lesser or Least aura of any other color.
Lightmine Field: Aura contains nodes of sparkling energy that hurt those moving through. Expend the aura to cause the nodes to explode.
Martyr's Bond: Each round, enemies must save or take damage that allies' heal up. Expend to deal strength damage to enemies in aura.
Mystic Barrier: Enemies willing passing into aura are sickened and take 2d4+level damage. Expend to force enemies out of aura.
Sacred Ground: Ground in aura acts as a double-strength Hallow spell and each ally within gains the benefits of a Protection from spell. Expend the aura to cast Undeath to Death on undead in aura.


Master Auras
Angelic Destiny: Allies in aura gain the benefits of a double-strength protection from evil, become outsiders, gain DR 10/evil, +5 holy great swords, and a fly speed of 60 ft.
Aurification (Sp): Each round you can force an enemy make a fortitude save or be turned to gold. If the save is successful, they take 1d6 dex damage. Expend to create a wall of gold that damages foes trying to break through.
Cover of Winter: Severe blizzard damages foes, may blow them away, and may blind them. Expend to bury enemies under snow.
Ghostly Prison (Sp): Trap enemies in spectral, barred Force Cage. Expend the aura to have ghostly hands attack those in the cages.
Oblivion Ring: Creatures entering your aura willingly must save or take 1d6/auramancer level of untyped damage. Expend the aura to planeshift enemies to a place of your choosing.


Auras (Su or Sp, see text): An auramancer's art is that of enchanting allies or enemies. He can learn to produce different effects, or auras, over the course of his career. The auramancer may project one aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the auramancer uses a free action to dismiss it or activates another aura of the same kind (major or minor). an auramancer can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the auramancer takes his first turn.

Each auras has two parts, a passive and an activated ability. When an aura is in effect, the passive ability is applied to each target in range, and at any time as a standard action (unless otherwise noted), the auramancer may use the activated ability as a spell-like ability.


At level one, an auramancer may expend each least aura he has learned once per day.

At level 5, the auramancer's ability to refresh his auras improves, allowing him to expend each least aura once per encounter, and his newly-learned lesser auras once per day each.

At level 10, the auramancer's auras improve again, and he may expend least auras once every 1d4 rounds, lesser auras once per encounter, and greater auras once per day.

At level 15, the auramancer is a master of his craft, and may expend least auras at will, lesser auras once every 1d4 rounds, greater auras once per encounter, and master auras once per day.

An auramancer is entitled to a Concentration check to successfully activate an aura if he is hit by an attack while activating, just as a spellcaster would be. an auramancer can choose to activate an aura's activated ability defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. an auramancer’s auras are subject to spell resistance unless an aura’s description specifically states otherwise. an auramancer’s caster level with his auras is equal to his auramancer level.

The save DC for an aura (if it allows a save) is 10 + equivalent spell level + the auramancer’s Charisma modifier. Since spell-like abilities are not actually spells, an auramancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual), but such feats only apply to the activated ability.

Unless otherwise noted, an auramancer's aura affects all targets within 30 feet (including himself) that are within line of effect. Unlike other supernatural abilities, an aura can be dispelled. If an aura is dispelled, it is put on cooldown as if its activated ability had been used.

The four grades of auras, in order of their relative power, are least, lesser, greater, and master. an auramancer begins with knowledge of two auras, which must be of the lowest grade (least) and of his primary color. As an auramancer gains levels, he learns new auras, as summarized on the class Table. A list of available auras can be found following this class description.

At any level when an auramancer learns a new aura, he can also replace an auras he already knows with another auras of the same or a lower grade. At 5th level, an auramancer can replace a least auras he knows with a different least auras (in addition to learning a new auras, which could be either least or lesser). At 10th level, an auramancer can replace a least or lesser auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, or greater). At 15th level, an auramancer can replace a least, lesser, or greater auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, greater, or master).

Bonus Feat: At second level, and every eight levels afterwords an auramancer receives a bonus feat. The feat must be based on a color you have chosen as your primary, secondary, or tertiary color. In addition the the list below, an auramancer may take the Ability Focus feat or the Skill Focus feat for any of the skills their primary color has granted them.

Black: Deceitful, Fade into Violence, Imperious Command, Death Blow, Evil Devotion, Stealthy.
Blue: Combat Expertise, Dodge, Iron Will, Magical Aptitude, Master of Knowledge, Trickery Devotion.
Green: Animal Affinity, Endurance, Great Fortitude, Improved Unarmed Strike, Plant Devotion, Power Attack.
Red: Acrobatic, Chaos Devotion, Improved Initiative, Lightning Reflexes, Empower Spell-Like Ability, Weapon Finesse.
White: Combat Intuition, Disease Immunity, Master Manipulator, Mind over Body, Law Devotion, Negotiator.

Surmount Ability: Auramancers gain an knack for certain things as they travel the planes. Upon reaching fourth level, an auramancer gains a surmount ability based on their color.

Black: You have learned how to manipulate people to get what you need. When making an intimidate check to influence somebody's behavior, their attitude shifts only to neutral (or unfriendly if they were unfriendly to start with).
Blue: You are a great scholar. Making a knowledge check to identify a monster is a free action instead of a standard action.
Green: You have an affinity with beasts of all shapes and sizes. You may use the Handle Animal skill on Aberrations, Magical Beasts, and Vermin just as easily as you could an animal.
Red: When you want something done, it better be done quick. When using a skill in a shorter amount of time than normal (such as tumbling while running, or picking a lock as a move action) you suffer only half the penalties, rounded down.
White: You're able to convey your thoughts and actions to others even through language barriers. You may make diplomacy checks against creatures who do not share a language with you (but still have a language) with a -5 penalty.


Secondary Color: Upon reaching sixth level, an auramancer gains a secondary color. The auramancer must choose another color from the list of five, and she can now choose auras from that color's list. Additionally, auras she creates of her primary color have their saving throw DCs increased by one.

Peak Ability: An auramancer of eighth level has gained some experience using their abilities and have started to master their color. The bonus an auramancer gains is dependent on their primary color.

Black: A black auramancer has learned how to recover from webs of lies they have spun. Once per day, when a black auramancer fails a bluff, disguise, or intimidate check, they may make a second check in the following round. If the check is successful, the previous failure is undone.
Blue: A blue auramancer has learned how to how to identify certain quirks about people from their writing. A blue auramancer may use the decipher script skill to identify certain aspects about the writer. An auramancer can determine the targets type and/or subtype and whether or not what is written is false information. The DC is equal to 10+ the charisma score of the person who wrote the piece.
Green: A green auramancer has learned how to strike a path for his allies to move through. When a green auramancer and his allies move overland, he may make a survival check. The DC is equal to 15+2 for each ally he wishes to effect. If the check is successful, they may move at full speed no matter what the terrain.
Red: A red auramancer has learned how to let their passions drive them. Whenever making a skill check for a skill in which the auramancer has full ranks, she may choose to add 1d6 to the result. This must be decided before the auramancer rolls the skill check. This ability is usable once per day.
White: A white auramancer has learned how to size up people through merely talking to them. While interacting with an intelligent being which the auramancer shares a language with, they may make a special sense motive check. The DC is equal to 10+the Hit Dice of the target. If your check is successful, you may discern if the targets alignment differs from yours and by how many steps.

Double Aura: An auramancer of eighth level or higher may have two auras projected simultaneously. The second aura must be at least one tier lower than the highest tier of auras the auramancer can project (for instance, an 11th-level auramancer could have a lesser aura and a greater aura active at the same time).

Widened Auras: An aura projected by a ninth level auramancer extends out to 60 feet instead of 30 feet.

Mastered Emulation: An auramancer of eleventh level can emulate any race when using magic items.

Tertiary Color: Upon reaching twelfth level, an auramancer gains access to his third and final color. He can from then on choose auras of that third color. All auras project of her primary and secondary colors have their saving throw DCs increased by one.

Retether: If a target would succeed on a saving throw against an aura projected by a fourteenth level auramancer, they must make a second saving throw in the next round.

Perfect Emulation: An Auramancer of sixteenth level can emulate any alignment when using magic items.

Prime Ability: Upon reaching twentieth level, an auramancer has mastered their abilities, taking them to a level of skill few can hope to attain. They gain a prime ability based upon their primary color:

Black: A black auramancer has become adept at hiding their body as easily as they hide their motives. A black auramancer may now hide even while being observed, as the hide in plain sight class feature.
Blue: A blue auramancer has learned how to perfect their subtle art of disguising. The auramancer may now use Alter Self and Charm Person as a supernatural ability at will. The DC for Charm Person is 11+charisma modifier.
Green: A green auramancer has walked every terrain in existance. A green auramancer is no longer effected by rough terrain, negative planar effects, and doesn't trigger any floor-based traps.
Red: A red auramancer has learned to truly embrace their chaos. Nobody, not even them, can predict their next move. They gain the Uncanny Dodge and Greater Uncanny Dodge class features.
White: Your prowess for healing has surpassed mortal hands. With a successful heal check you may now cure magical diseases, curses and poisons. The DC is equal to the saving throw DC of the spell, poison, or disease.

Lhurgyof
2013-08-22, 04:26 PM
Aura Descriptions, A-F

Act of Authority
Enchantment [White, Fear, Mind-Affecting]
Level: Auramancer Greater (5th)
Saving Throw: Will negates
Spell Resistance: No

Your allies appear more regal and speak as a distinct leader does. People respect, yet fear them.

Allies within your aura gain a +10 competence bonus on Diplomacy and Gather Information checks. In addition to this, their presence is frightening; enemies that come within your aura must succeed on a will save or become shaken.

When you expend the aura, you may grant an ally the ability to make a smite attack. On their next turn, they may make a melee attack with a bonus equal to your charisma modifier (if any) and deal extra damage equal to your level.

Aether Storm
Evocation
Level: Auramancer Greater (5th)
Effect: Electric Storm of Aether
Saving Throw: Reflex half and Reflex half; See text
Spell Resistance: Yes

Blue-hued magic energy cackles with static shocks. The howling winds and bluish haze make it near-impossible to assess the situation at hand.

This aura creates a constant cyclone of magical energy sparking around you. Enemies caught within the aura take a -4 penalty on spot checks and listen checks, as well as a -2 penalty on ranged attack rolls (no save).

Every round at the start of your turn, each enemy within your aura takes 2d4 points of electricity damage (reflex half).

When you expend the aura, you cast a combined Gust of Wind and Lightning Bolt, knocking the enemy back and shocking them. They are launched backwards 60 feet as described in the Gust of Wind spell and take 1d6 points of electricity damage per caster level (max 10d6). A successful reflex save negates the Gust of Wind and halves the electricity damage.

Agility
Transmutation [Red]
Level: Auramancer Least (1st)
Saving Throw: None (harmless)
Spell Resistance: No

You and your allies feel unnatural quick, able to move much faster than before.

Allies within your aura get a +1 bonus on all ranged attack rolls, initiative checks, dexterity checks, and dexterity-based skills. At level ten, this bonus increases to +2.

When you expend the aura, the bonus is doubled for one round.

Agoraphobia
Enchantment [Compulsion, Fear, Blue]
Level: Auramancer Lesser (3rd)
Saving Throw: Will negates
Spell Resistance: Yes

Your foes are suddenly struck with an intense fear of open spaces, and feel the need to flee to more enclosed spaces.

Enemies entering your aura must succeed on a will save, or become shaken as long as they are in an open space (any room or area with more than 15 ft. between walls). If an opponent fails its saving throw, it must save the next round or become frightened. Frightened foes that remain within the aura must make a saving throw on the third round or become panicked. A successful save after the first indicates that the condition does not worsen, nor does it get better. And they must make another saving throw in the next round.

When you expend this aura, you create a charming illusion of a wide, open field. This illusion strikes fear into the hearts of your enemies. Every enemy within the aura (even those who made their original saving throw), must make another Will save or become paralyzed with fear for one round.

Air Bladder
Transmutation [Blue]
Level: Auramancer Lesser (3rd)
Saving Throw: Fort negates (harmless)
Spell Resistance: No

Your allies feel almost lighter than air, falling harmlessly from even the highest drops.

Allies within your aura have a constant Feather Fall effect on them, and receive a +10 bonus on jump checks.

When you expend the aura, allies within the aura radius gain a fly speed of 30 ft. until the beginning of your next turn.

Ancestral Mask
Abjuration [Green]
Level: Auramancer Lesser (3rd)
Effect: Glowing Green Masks
Saving Throw: Will negates (harmless)
Spell Resistance: No

Grand green masks of intangible energy manifest themselves around your allies' faces. They are filled with new confidence in their mental capabilities.

All allies within your aura receive a +2 bonus on wisdom checks, wisdom-based skills, and will saving throws. At level 15, these bonuses increase to +4.

As an immediate reaction, you may expend the aura to allow an ally to re-roll any one saving throw they just made on a mind-affecting effect. You may use this ability after success or failure has been determined, but the ally must use the second saving throw result.

Angelic Destiny
Transmutation [White]
Level: Auramancer Master (7th)
Effect: Allies become angelic in appearance
Saving Throw: None (harmless)
Spell Resistance: No

Your allies sprout grand feathered wings and are granted holy blades to battle with. They feel a pure light guiding them.

Allies within your aura gain the benefits of a double-strength Protection from Evil, granting them a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made by evil creatures. The aura also wards allies from any attempt to possess or exercise mentally control them. In addition to this, your allies are considered to be outsiders, granting them darkvision 60' and making it so they cannot be affected by spells or effects that can only target creatures of their type (hold person, for example, will not affect a human under the effect of this aura. Allies also gain Damage Reduction 10/evil and a fly speed of 60 ft.

Allies within your aura when you project it are granted a +5 Holy Greatsword for as long as they stay within the aura. It is appropriately sized for them.

When you expend the aura, you may cast a Holy Word spell targeting each creature within 60 ft.

Angelic Voices
Abjuration [White]
Level: Auramancer Lesser (3rd)
Effect: Chorus of beautiful voices
Saving Throw: None and Will negates; See text
Spell Resistance: No

A faint chorus of wonderful voices fills your aura. Your allies feel much safer and calm.

Allies within your aura gain a +2 sacred bonus on will saving throws. This bonus increases to +4 against charm or fear effects. At level 15, the bonuses increase to +4 and +6 respectively.

You can expend this aura to calm emotions as the spell on all enemies within your aura.

Antagonism
Enchantment [Red, Compulsion, Mind-Affecting]
Level: Auramancer Greater (5th)
Saving Throw: Will negates
Spell Resistance: Yes

Your allies hear sharp insults being hurled at them and notice that you look like their most hated enemy. With a newborn rage, they attack.

Enemies entering your aura must succeed on a will saving throw or be compelled to attack you. They may attack you with ranged attacks and spells, and will not take any obviously harmful means of attempting to hurt you (such as moving through fire or drawing attacks of opportunity), unless they would normally do so.

Whenever an enemy's attack misses you that is so compelled, they take 2d6 points of damage. At the end of any round in which an enemy does not attack you, they also take 2d6 points of damage.

When you expend the aura, if you were not knocked unconscious during the current encounter, each enemy is filled with anger and embarrassment, taking a penalty on attack rolls for one round equal to your charisma modifier.

Aqueous Form
Transmutation [Blue, Polymorph]
Level: Auramancer Greater (5th)
Saving Throw: Fort negates (harmless) and fort negates
Spell Resistance: No

You and your allies become amorphous and flexible. Much like an ooze you are able to slip through cracks with the greatest of ease.

Allies within your aura become ooze-like and very flexible, granting them a +4 bonus to dexterity. Allies are able to move through liquids quite well, granting them a swim speed equal to their base land speed. Allies' organs shift around and are hard to place, giving them light fortification (as the armor enhancement). In addition, allies are able to move through spaces up to one size smaller than them and other allies' squares without squeezing.

When you expend the aura, enemies in the aura must succeed at a fortitude save, or become amorphous blobs for one round. The sudden change is shocking, thus an enemy so effected drops anything they were carrying (including grappled characters). Enemies suffer a -2 penalty to attack rolls, armor class, and reflex saving throws for the round they are in aqueous form.

Arachnus Web
Conjuration [Creation, Green]
Level: Auramancer Lesser (3rd)
Effect: Strands of sticky web
Saving Throw: Reflex partial and reflex negates
Spell Resistance: Yes

All around you, the ground is coated in a sticky web such as that created by a trap door spider. Your foes struggle to escape the sticky strands as you lurk closer, like a spider waiting to strike.

This aura creates a plane of sticky web-like material on the ground around you. Enemies walking into the web must succeed on a reflex saving throw or become entangled. Enemies that succeed on the saving throw merely move through the area as though it were difficult terrain. Foes must make a new saving throw every round at the beginning of your turn.

You and your allies are immune to the web and can walk on it normally.

When you expend this aura, each enemy in the radius must succeed on a reflex save or become entangled and immobilized for 1d4 rounds as the strands reach up and attempt to cocoon them.

Archetype of Endurance
Conjuration [Green, Summoning]
Level: Auramancer Master (7th)
Effect: One dire boar
Saving Throw: None
Spell Resistance: No

A large boar appears as if from nowhere. In its presence, your allies feel like they can take on anything.

When you project this aura, a dire boar comes to your aid. The boar must stay within your aura if at all possible. If separated from you, it does its best to return to you although it will not if doing so would be dangerous (for example, if it is surrounded by enemies it will attempt to fight them instead of drawing attacks of opportunity). While the boar is alive and within your aura, allies gain a +10 bonus constitution and are immune to all diseases and poisons.

If the boar is slain, the aura is immediately expended. You may expend the aura before the boar is slain, but doing so returns the boar to its home plane. You may expend the aura as an immediate action to protect an ally from any one harmful effect. This could be a single attack, a single spell, or a single source of damage.

Celestial Dire Boar, Advanced

NG Huge Magical Beast
Init -1; Senses darkvision 60 ft.; Perception +12
DEFENSE: AC 24, touch 8, flat-footed 24; (-2 size, +16 natural armor)
hp 126 (12d10+60)
Fort +10, Ref +7, Will +7
Defensive Abilities: Ferocity
OFFENSE: Speed 40 ft.
Melee gore +20 (2d8+15)/19-20
Space 10 ft.; Reach 5 ft.
Special Attacks: smite evil
STATISTICS:Str 30, Dex 8, Con 18, Int 3, Wis 13, Cha 8
Base Atk +12
Skills: Listen +12, Spot +12
Feats: Alertness, Improved Toughness, Iron Will, Improved Natural Attack (gore), Improved Critical (gore)
SQ DR 10/magic, resistance to acid, cold, electricity 10, spell resistance 17
SPECIAL ABILITIES
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Smite Evil (Su): Once per day; make a normal melee attack to deal 12 extra damage against an evil foe.


Armor of Thorns
Abjuration [Green]
Level: Auramancer Least (1st)
Effect: Thorny hides growing on allies
Saving Throw: None
Spell Resistance: No

Your allies sprout spikes akin to that of a cactus. Their hide becomes more resilient, and they shred apart foes.

Allies within your aura gain a +1 Natural Armor bonus, or their existing natural armor bonus improves by one. In addition, allies may make attacks with their thorns as though they were wearing spiked armor. For each five levels you attain, increase the natural armor bonus by one and the armor spikes gain a +1 enhancement bonus to attack and damage rolls.

When you expend the aura, until the start of your next turn enemies attacking allies with melee attacks take 1d4 per five auramancer levels points of piercing damage regardless if they hit or not.

Artificer's Hex
Necromancy [Black]
Level: Auramancer Least (1st)
Effect: Black aura around weapons
Saving Throw: Will negates and will negates
Spell Resistance: Yes

Your enemies weapons glow with a faint black aura, and they seem to stop cooperating; Swords veer away from their targets and arrows fall short.

Enemies within your aura that fail their will save take a -1 penalty on attack rolls with all manufactured weapons per four auramancer levels.

When you expend the aura, each enemy must succeed on a will save or attack themselves (making just a basic attack).

Artificer's Intuition
Divination [Blue]
Level: Auramancer Least (1st)
Saving Throw: Will negates (harmless)
Spell Resistance: No

Your allies receive a sudden stroke of genius. Scrolls were once papers with scribbles, but now they are pieces of an intricate magical puzzle. Wands were no more than mere sticks, but they are the spark that lights the flame.

Allies within your aura gain a +5 competence bonus on Use Magic Device checks, and may use the skill untrained. At level 10, the bonus doubles to +10.

When you expend the aura, you may cast Detect Magic as the spell.

Asceticism
Abjuration [Green]
Level: Auramancer Greater (5th)
Saving Throw: Will negates (harmless)
Spell Resistance No

Your allies push all thoughts of worldly pleasures from their mind and become one with themselves. They are beacons of spiritual peace and harmony- and as such unnatural magic can do them no harm.

Allies within your aura gain spell resistance equal to 11 + your caster level.

You may expend this aura as an immediate action to use a targeted Dispel Magic to remove a spell effect or counter a spell being cast.

Aspect of the Wolf
Transmutation [Green]
Level: Auramancer Least (1st)
Effect: Allies hunch over and look more bestial.
Saving Throw: Fort negates
Spell Resistance: No

Your allies become harrier, hunch over, and start snarling. They are much more adept at taking out opponent's legs.

You and your allies gain the benefit of the Improved Trip feat, whether or not they meet the prerequisites.

When you expend the aura, you and your allies gain a +2 bonus to Strength until the start of your next turn.

Attrition
Necromancy [Evil, Black]
Level: Auramancer Greater (5th)
Effect: Flesh of enemies decaying
Saving Throw: Fortitude partial
Spell Resistance: Yes

As your enemies fight you and your allies, their flesh slowly decomposes and melts away, eventually turning the tide for you and your friends.

Every round, enemies within your aura take damage equal to your charisma modifier (reflex half).

When you expend the aura, you may cast Wither Limb as the spell.

Aura of Silence
Illusion [Glamer, White]
Level: Auramancer Greater (5th)
Saving Throw: Will negates or none (object)
Spell Resistance: Yes

Not all silences are easily broken.

When you project this aura, the area within your aura is affected as though by a Silence spell. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

Once per round as a spell-like ability you may use a targeted Dispel Magic on any item you can see within your aura (caster level equal to your auramancer level)

When you expend the aura, you may create an Antimagic Field that lasts for a number of rounds equal to your charisma bonus.

Aurification
Transmutation [White]
Level: Auramancer Master (7th)
Effect: Enemies turning to gold
Saving Throw: Fortitude partial and fortitude negates, see text
Spell Resistance: Yes

The very beasts that threaten your lives are suddenly turned into grand statues of gold.

You gain the spell-like ability to turn people to gold. The subject, along with all its carried gear, turns into a mindless, inert statue. Creatures that succeed on their saving throw take 1d6 points of dexterity damage. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.

Only creatures made of flesh are affected by this spell.

When you expend this aura, you may create a wall of gold. This is similar to a Wall of Iron spell, but with the following differences: Creatures that attempt to scale the wall or move through a destroyed section must make a fortitude save each round or take 1d8 strength damage. The wall lasts for 1 round per auramancer level, after which it turns to sand.

Bad Moon
Abjuration [Evil, Black]
Level: Auramancer Greater (5th)
Effect: Darkened area in aura with a pitch black moon
Saving Throw: Will negates (harmless)
Spell Resistance: No

The light around you begins to fade, as a pitch black moon hangs high above you. Your allies feel dark power coursing through them.

You and allies within your aura gain a +4 bonus to strength, Damage Reduction 5/Good, and Spell Resistance against spells and spell-like abilities used by good creatures equal to 5 + your caster level.

When you expend the aura, the bonus increases to +6 strength, DR 10/good, and Spell Resistance 11+ your CL for 1d4 rounds.

Banewasp Affliction
Conjuration [Black, Summoning]
Level: Auramancer Greater (5th)
Effect: Banewasp Larvae burrowing in flesh of enemies
Saving Throw: Fortitude negates and fortitude half
Spell Resistance: No

Small white maggots burrow into the flesh of your enemies, causing them to be wracked with extreme pain.

Enemies within your aura that fail a fortitude save have banewasp larvae start burrowing within their flesh. Afflicted enemies take 1d4 points of damage every round, and take a -2 penalty on attack rolls, skill checks, and saving throws.

When you expend the aura, the larvae burst free of their host, dealing 1d4 points of damage per two auramancer levels (fort half), creating a Banewasp Swarm (see below). The swarm is summoned as though with the Summon Swarm spell.

Banewasp Swarm

N Diminutive Vermin (Swam)
Init +1; Senses darkvision 60 ft.; Perception +9
DEFENSE: AC 15, touch 15, flat-footed 14; (+1 Dex, +4 size)
hp 31 (7d8)
Fort +5, Ref +3, Will +3
Defensive Abilities: swarm traits; Immune weapon damage
OFFENSE: Speed 5 ft., fly 40 ft. (good)
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks: distraction (DC 13), poison
STATISTICS:Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk +5
Skills: Listen +9, Spot +9
SQ swarm traits, vermin traits
SPECIAL ABILITIES
Poison (Ex): Swarm—injury; save Fort DC 13; effect 1 Dexterity damage. The save DC is Constitution-based.


Barbed Field
Conjuration [Red]
Level: Auramancer Lesser (3rd)
Effect: Field of spiked wire within aura
Saving Throw: Reflex half and reflex negates
Spell Resistance: No

Coils of spiked razorwire writhe under your enemies feat, causing painful injuries to them.

The ground within your aura is considered rough terrain for enemies. Each round at the start of your turn, enemies within your aura take 1d6 points of piercing damage (reflex half)

When you expend the aura, the barbed wire attempts to entangle foes. Those who fail their save are immobilized for one turn and take 1d6 points of piercing damage per two auramancer levels (max 5d6).

Barbed Foliage
Transmutation [Green]
Level: Auramancer Greater (5th)
Effect: Thorned grasses and weeds
Saving Throw: Reflex partial
Spell Resistance: Yes

Wherever you go, you transform the land into a weapon.

Within your aura is a constant entangle spell. Each time an enemy fails their reflex save against the entangle, they take 1d4 points of piercing damage and bleed for 1 point of damage each round. The wounding effect is cumulative.

When you expend your aura, you may choose to have the foliage attempt to grapple or trip enemies. If tripping, the foliage gets +8 to their roll (+4 strength, +4 for multiple limbs). If you choose to have them grapple, the bonus is equal to your auramancer level +8 (+4 strength, +4 for multiple limbs). Either way, if the enemy fails their check they take 1d4 points of damage per auramancer level of piercing damage and gain wounding 2.

Blood Reckoning
Necromancy [Black]
Level: Auramancer Greater (5th)
Saving Throw: Fortitude negates and fortitude negates.
Spell Resistance: Yes

As your enemies strike allies, they slowly become more and more exhausted, eventually collapsing and asking for parlay.

Whenever an enemy within your aura hits an ally with an attack, that enemy takes one point of strength damage (fort negates).

When you expend the aura, enemies within your aura's radius must succeed on a fortitude save or become fatigued (fort negates). The passive ability of this aura persists for another 1d4 rounds.

Blowfly Infestation
Conjuration [Black, Summoning]
Level: Auramancer Lesser (3rd)
Effect: Tiny maggots crawling in enemies
Saving Throw: Fortitude negates and fortitude half
Spell Resistance: No

Tiny white worms weave their way through your enemies' flesh, causing them to double over in pain.

Enemies in your aura must succeed on a fortitude saving through or become afflicted with Blowfly larvae. Each round, the larvae deal 1 point of damage to the host, who gets a -1 penalty on attack rolls, saving throws, and skill checks.

When you expend the aura, the blowflies mature and burst forth from the enemies, dealing damage equal to half your auramancer level, and sickening enemies. A successful fortitude save halves the damage and negates the sickening.


Boon Reflection
Universal [White]
Level: Auramancer Least (1st)
Saving Throw: None
Spell Resistance: No

A surge of positive energy surrounds you, empowering healing spells.

All Conjuration (Healing) spells and spell-like abilities used within your aura have their caster level increased by five. This may not allow a spell to heal more than its usual maximum (for example, Cure Light Wounds cast by a second-level cleric will only heal for 1d8+5, not 1d8+7).

When you expend the aura, choose a creature within in. That creature is subject to a Cure Light Wounds spell at your caster level.

Breeding Pit
Conjuration [Summoning, Black]
Level: Auramancer Lesser (3rd)
Effect: One Thrull minion
Saving Throw: None
Spell Resistance: No

A twisted being crawls forth to serve you.

This aura summons a Thrull to serve you (see below). You have mental control of the thrull and a telepathic bond. Directing it to attack a foe is a free action, anything more difficult requires a move action. The thrull must stay within your aura. If it is forcibly removed from your aura, it will do everything in its power to get back to its master.

To expend the aura, your thrull must still be alive. When you expend the aura, the thrull dies, granting you and your allies a +4 bonus on Strength, Dexterity, and Constitution for a number of rounds equal to your charisma bonus.

This aura can be prematurely expended if the thrull minion is slain.

Thrull Minion:

LN Medium Aberration
Init +1; Senses darkvision 60 ft.; Perception -1
DEFENSE: AC 14, touch 11, flat-footed 13; (+1 Dex, +3 natural)
hp 31 (4d8+15)
Fort +4, Ref +2, Will +3
Defensive Abilities: cringe
OFFENSE: Speed 20 ft., climb 20 ft.
Melee spiked chain +7 (2d4+4) or two claws +4 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with chain)
Special Attacks: Cringe, sneak attack
STATISTICS:Str 16, Dex 13, Con 16, Int 8, Wis 8, Cha 6
Base Atk +3
Skills: Climb +11, Hide +8, Move Silently +8 ; Racial bonuses +4 Hide and Move Silently, +8 Climb
Feats: Toughness, Weapon Focus: Spiked Chain
SQ: -
SPECIAL ABILITIES
Cinge (Su): As a standard action, a Thrull can cower in fear. This is a mind-affecting effect. Any opponent attempting to strike or otherwise directly attack a cringing Thrull, even with a targeted spell, must attempt a will save (DC 11). If the save succeeds, the opponent can attack normally and is immune to the effect of the Thrull's cringe for one day. If the save fails, the opponent can't follow through with the attack, that part of the attacker's action is lost, and the attacker can't directly attack the Thrull for as long as it continues to cringe. If the Thrull stops cringing, then cringes again, the opponent may attempt a new Will save to attack it.
Sneak Attack (Ex): Any time a Thrull's target is denied its Dexterity bonus or when it is being flanked by the Thrull, the Thrull deals an additional 1d6 points of damage on its attack.



Burden of Guilt
Enchantment [White, Compulsion, Mind-Affecting]
Level: Auramancer Least (1st)
Saving Throw: Will negates and will negates
Spell Resistance: Yes

A shadow of doubt lingers in the minds of your foes, as they are shown the errors of their ways.

This aura fills your enemies with unease, making them less effective in combat. If an enemy within your aura fails a will save, it receives a -1 penalty on attack rolls, plus one for every four auramancer levels you possess.

When you expend the aura, enemies within it must succeed at a will saving throw or be unable to directly attack you or your allies for one round. They may take attacks of opportunity and otherwise defend themselves, however. If the enemy is attacked by an ally, the pacifying effect is immediately ended on them.

Call to the Grave
Conjuration [Black, Evil, Summoning]
Level: Auramancer Greater (5th)
I Skeleton and Zombie arms reaching up from earth
Saving Throw: None
Spell Resistance: No

The air around you smells like freshly dug earth. Suddenly, zombified, mummified, and skeletonized limbs grasp upwards at the legs of your foes; clawing, grasping, and pulling them down.

Each round, at the beginning of your turn, enemies within your aura are attacked by the multiple undead limbs reaching up from the ground.

For each enemy you may choose to have them claw, grab, or trip your opponents. If you choose to claw them, make an attack roll with using your caster level as your base attack, +5 for the arm's strength. If the claw hits, it deals 1d6+5 points of damage.

If you chose to have the arm grab an opponent, make a touch attack using the same bonus. If the attack hits, multiple limbs try to hold the opponent still. Make a grapple check using your caster level as the base attack +9 to account for multiple limbs and the arms' high strength. If the check succeeds, the enemy is considered grappled. If an opponent is grappled, the arms will attempt to pin the enemy using the same bonus next round.

If you chose to have the arms trip the enemy, make a touch attack as above. If the attack is successful, make an opposed strength check against the enemy (bonus +5), if the trip attempt is successful, the enemy falls to the ground.

Chill
Evocation [Blue, Cold]
Level: Auramancer Lesser (3rd)
Saving Throw: Fortitude partial and fortitude negates
Spell Resistance: Yes

You can start to see your breath as the air around you becomes unearthly chilly. Water freezes and your opponents start to numb.

Each round, enemies within your aura take 1d4 points of cold damage and are numbed, giving them a -2 penalty to dexterity. A successful fortitude save halves the damage and negates the dexterity penalty.

When you expend the aura, you fatigue all enemies within its radius (fort negates).

Circle of Affliction
Abjuration [Black]
Level: Auramancer Lesser (3rd)
Effect: Intricate chalk design on ground at edge of aura
Saving Throw: Will negates (harmless)
Spell Resistance: No

A magical black ward protects your allies an punishes your enemies.

When you project this aura, you must choose an alignment (Good, Evil, Law, Chaos). This aura's sub-type is the opposite of the alignment chosen. You and your allies receive the benefits of a Protection From spell matching the alignment chosen. In addition, outsiders and summoned creatures of the alignment take 2d6 points of damage every round they remain within your aura (no save).

When you expend this aura, it deals 1d6 points of unholy damage per two auramancer levels (max 5d6) to each enemy of the chosen alignment within your aura.

Coalition Flag
Enchantment [White, Compulsion, Mind-Affecting]
Level: Auramancer Least (1st)
Saving Throw: Will negates
Spell Resistance: No

You now bear a spectral flag, complete with your seal. Your enemies appear to focus on you.

Enemies within your aura that fail their saving throw are compelled to attack you. They may use spells and special attacks, even those that target multiple enemies, as long as you are one of those targets. Foes so compelled will not take obviously harmful means of attempting to hurt you (such as moving through fire or drawing attacks of opportunity), unless they would normally do so.

When you expend this aura, you gain a +2 sacred bonus to armor class for one round, and enemies that were compelled to attack you still continue to do so. At fifth level and every five levels therafter, this bonus increases by 2.

Crippling Blight
Necromancy [Black]
Level: Auramancer Least (1st)
Saving Throw: Fort negates
Spell Resistance: Yes

Your enemies' muscles and bones ache, causing them to open their defenses more often.

Enemies within your aura take a -1 penalty to armor class and -4 penalty on attacks of opportunity. At 10th level, the penalties increase to -2 on armor class and -8 on attacks of opportunity.

When you expend this aura, the penalty doubles until the start of your next turn.

Crown of Suspicion
Transmutation [Black]
Level: Auramancer Lesser (3rd)
Effect: Smoky black crowns floating over allies' heads
Saving Throw: Will negates (harmless)
Spell Resistance: No

A pale black crown made of smoking ice floats just above your allies' heads. They are much more adept at picking out openings in your enemies' defenses.

All allies within your aura gain the benefits of the Combat Reflexes feat, whether or not they meet the prerequisites.

When you expend the aura, each ally gains +10 on their next sense motive check made within the round.

Crumbling Ashes
Evocation [Black, Fire]
Level: Auramancer Greater (5th)
Effect: Columns of black ash scorching foes
Saving Throw: Reflex half and reflex half
Spell Resistance: Yes

Pillars of ashes rain down upon your foes, scorching them alive.

Each round as a standard action that draws attacks of opportunity, you may call down a pillar of ashes to scorch a foe. The pillar does 1d6 points of damage per two auramancer levels (reflex half), half of which is unholy damage, and the other half is fire damage.

When you expend the aura, you call down two empowered columns on two separate enemies.

Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

Decomposition
Necromancy [Good, Green]
Level: Auramancer Least (1st)
Saving Throw: Fortitude half and fortitude negates (Object)
Spell Resistance: Yes

Unnatural beings begin to turn to dust before your eyes.

When you project this aura, all aberrations, constructs, and undead start to decompose within your aura. Each creature with the aberration, construct or undead type that ends their turn within your aura takes 1d4 damage, +1/2 levels (fortitude half).

When you expend this aura, creatures within your aura of those creature types that are normally immune to critical hits or sneak attacks must succeed on a fortitude save or lose that immunity for one round per caster level.

Diabolic Servitude
Necromancy [Black, Evil]
Level: Auramancer Lesser (3rd)
Saving Throw: None
Spell Resistance: No

The bones of your fallen foes start to reform and rise to aid you.

This aura turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. Whenever a creature is slain within your aura, you may choose to take 1 damage per hit die of the slain foe to raise it for a number of rounds equal to twice the damage you took.

The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated for a number of minutes equal to your charisma bonus or until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)

Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead become uncontrolled. (You choose which creatures are released.) When you create an undead, you take damage equal to its Hit Dice. Created undead cannot leave your aura or they become uncontrolled.


Skeletons:
A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.

Zombies:
A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.

When you expend this aura, the undead creatures explode into a 10 ft. radius cloud of choking dust. Each enemy within those areas must succeed on a fortitude save or be stunned until the start of your next turn as they are coughing in the dust.

Elephant Guide
Conjuration [Green, Summoning]
Level: Auramancer Least (1st)
Saving Throw: None
Spell Resistance: No

An incorporeal elephant appears to guide you to your goal.

When you project this aura, an elephant spirit appears to guide you. The spirit is incorporeal, large sized, and is bound to you and must stay within your aura. Though, as an incorporeal being it can move through solid objects. While you have the guidance of the elephant, you and your allies get a +5 bonus on survival checks. At 10th level this bonus increases to +10.

When you expend the aura, the elephant guide may attack any foe within your aura with its trunk. At 5th level, you may instruct your elephant guide to make two such attacks before the aura is expended, and at 15th you may instruct it to make three attacks.

Spectral Elephant:

N Large Undead
Init +3; Senses Darkvision 60 ft.; Perception +5
DEFENSE: AC 17, touch 9, flat-footed 17; (-1 size, +8 deflection)
hp 13 (2d12)
Fort +2, Ref +0, Will +6
Defensive Abilities: Deflective hide, immunities, incorporeal
OFFENSE: Speed fly 30 ft.
Melee -
Space 5 ft.; Reach 5 ft.
Special Attacks: Trunk Slam
STATISTICS:Str -, Dex 11, Con -, Int 2, Wis 16, Cha 15
Base Atk +1
Skills: Listen +5, Spot +5, Survival +5
Feats: Alertness
SQ Damage reduction 5/slashing
SPECIAL ABILITIES
Trunk Slam (Su): The spectral elephant may make a special slam attack that counts as a force effect. The attack bonus is equal to the summoner's Base Attack bonus plus their charisma modifier. If this attack hits, it deals 2d6 points of force damage.
Deflective Hide (Su): The spectral elephant has a deflection bonus to AC equal to 6 + its charisma modifier.
Immunities (Ex): All mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, and death effects. As an undead creature, the spectral elephant is not subject to critical hits or extra damage from sneak attack.
Incorporeal (Ex): As an incorporeal creature, the spectral elephant gains a deflection bonus to AC equal to its charisma modifier. It is not subject to attacks from non-magic weapons. Magic weapons have a 50% miss chance when striking the elephant. Incorporeal creatures are subject to force effects.


Endless Whispers
Illusion [Black, Figment]
Level: Auramancer Lesser (3rd)
Saving Throw: Will negates
Spell Resistance: Will negates

Ghostly whisper fill the ears of your enemies, interrupting them at the least opportune times.

Enemies within your aura are distracted by the whispers around them, giving them a -5 penalty on listen checks and concentration checks. Arcane spellcasters have their arcane spell failure chance increased by 25% while within your aura. At 10th level these penalties worsen to -10 and 40% respectively.

When you expend this aura, one enemy within it must succeed on a will save or become confused as the spell for 1d6 rounds.

Dying Wish
Evocation [Black]
Level: Auramancer Least (1st)
Saving Throw: Reflex half
Spell Resistance: No

A small shard of magical energy is implanted into allies while within your aura. When they are felled in battle, the spark ignites, striking your enemies with vengeance.

Whenever an ally that is within your aura is knocked unconscious or outright killed (whether through damage or an death effect, sleep effect, or some other method), all enemies within your aura take 1d10 points of force damage per two auramancer levels.

You may expend the aura to stabilize all unconscious allies within your aura and returning them to -1 hit points (if they were below -1 hit points), and also waking allies that are sleeping within your aura.

Feebleness
Necromancy [Black]
Level: Auramancer Least (1st)
Saving Throw: Fortitude negates and fortitude negates
Spell Resistance: Yes

Your opponents' muscles are eaten away and torn, causing them to weaken significantly.

Enemies within your aura that fail a fortitude save take a -2 penalty on all opposed bullrush, grapple, trip, disarm, and strength checks. For each five auramancer levels you possess, the penalties increase by two.

When you expend this aura, enemies within it take a 1d6+1 per four auramancer levels (maximum 1d6+5) penalty to strength until the start of your next turn (fortitude negates).

Ferocity
Enchantment [Green]
Level: Auramancer Least (1st)
Saving Throw: Will negates (harmless)
Spell Resistance: No

You awaken the inner bloodlust in yourself and your companions.

Your allies are filled with a bloodlust and are always ready for a fight. Allies within your aura gain a +4 morale bonus to initiative.

At the start of any combat, as an immediate action, you may expend this aura to give all allies within your aura's radius a +2 bonus on all damage rolls with natural and manufactured weapons for the entirety of the round.


Aura Descriptions, G-P

[B]Ghoul Flesh
Necromancy
Level: Auramancer Least (1st)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

[I]The skin of your allies turns leathery, hardening and providing greater protection.

Allies within your aura gain the benefits of light fortification, as the magic armor ability. At 10th level this aura instead grants moderate fortification, and at 15th level it grants heavy fortification.

When you expend this aura, allies within it gain DR/- equal to your auramancer level until the end of your next turn.


[B]Gravity Well
Evocation [Green]
Level: Auramancer Least (1st)
Saving Throw: Reflex negates and reflex negates
Spell Resistance: No

Gravity within your aura seems to double, causing those flying around you to plummet.

When an enemy enters your aura while airborne, they must succeed on a reflex save or immediately drop 5 feet per caster level. If this would knock the enemy to the ground, they take falling damage appropriate for the distance fallen. The saving throw is repeated at the beginning of each of your turns. When you expend the aura, any foe on the ground within your aura must succeed on a reflex save or be knocked prone.

Greener Pastures
Conjuration [Green, Summoning]
Level: Auramancer Lesser (3rd)
Saving Throw: None and reflex partial
Spell Resistance: See text

Fungi claw their way through the ground to do your bidding.

When you project this aura, 1d4+1 per four auramancer level saprolings are summoned within your aura. The saprolings must stay within your aura, or they are destroyed. When the last saproling is destroyed, the aura is expended. If you expend the aura before the saprolings die, you cast an entangle spell that stays within the aura's bounds for 2d6 rounds.

The saprolings are completely loyal and have a mental link with you. Commanding them to attack enemies is a free action, but anything else requires a move action. Having a low intelligence, the saprolings can't carry out complex orders.

Saproling:

N Small Plant
Init +3; Senses Blindsight 60 ft.; Perception +6
DEFENSE: AC 15, touch 14, flat-footed 11; (+1 size, +3 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +4, Will +3
Defensive Abilities: -
OFFENSE: Speed 20 ft., burrow 20 ft.
Melee slam +6 (1d4+1 plus spores)
Space 5 ft.; Reach 5 ft.
Special Attacks: Spores
STATISTICS:Str 13, Dex 16, Con 15, Int 2, Wis 15, Cha 10
Base Atk +2
Skills: Hide +8*, Listen +6, Spot +6; racial bonuses +6 to hide in forested areas
Feats: Alertness, Weapon Finesse
SQ Damage reduction 5/slashing
SPECIAL ABILITIES
Spores (Ex):Whenever a saprolings hits with its slam attack, its target must succeed on a fortitude save (DC 13) or have spores burrow into them, causing intense pain and giving the target a -1 penalty to attack rolls, armor class, and skill checks for 1d4 rounds.


Keen Sense
Transmutation [Green]
Level: Auramancer Least (1st)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

Your allies' sense of smell is greatly improved, allowing them to track by scent.

Allies within your aura gain the scent extraordinary ability, allowing them to detect the presence of creatures within 30 ft. and able to pinpoint the location of even hidden and invisible creatures within 5 ft. Particularly strong scents, such as that of a troglodyte or an otyugh can be sensed at twice the distance.

When you expend this aura, allies within it gain blindsense out to 60 ft. for one round.

Maddening Wind
Evocation [Green]
Level: Auramancer Least (1st)
Saving Throw: None and reflex partial
Spell Resistance: No

A howling wind blows around you, deflecting normal ranged weapons.

Allies within your aura are protected from normal ranged weapons. Manufactured or natural ranged attacks of creatures large or smaller made against allies within the aura suffer a -2 penalty due to the high winds. This does not affect ranged spells, siege weapons, or attacks made from weapons or natural attacks of creatures huge sized or larger.

When you expend the aura, you create a wind wall, as the spell. The wall lasts for one round.

Maggot Therapy
Transmutation [Black]
Level: Auramancer Lesser (3rd)
Effect: Coat of maggots on allies
Saving Throw: Reflex negates (harmless)
Spell Resistance: No

A slimy coat of maggots covers your allies, protecting them from blows.

Allies within your aura gain a +1 natural armor bonus or their existing natural armor is increased by two. They receive a +5 bonus on intimidate checks, and an equal penalty on diplomacy checks. At level 10, these bonuses increase to +4 natural armor and +10 on intimidate checks.

Allies are coated in a slimy goo and get a +10 bonus on escape artist checks and grapple checks made to resist a grapple. At level 10, this bonus is doubled to +20.

When you expend the aura, each ally is healed 2d8 points of damage, +1 per caster level (maximum +10).

Predatory Hunger
Transmutation [Green]
Level: Auramancer Least (1st)
Saving Throw: None and reflex partial
Spell Resistance: See text

You and your allies' jaws elongate, and your teeth grow into sharp fangs.

Allies that are within the bounds of your aura when you project it gain a bite attack. They need not stay within the bounds of your aura to maintain this natural attack. The bite attack deals 1d4 points of damage, plus one-and-a-half times their strength bonus (if any). The bite may be used as a secondary attack at a -5 penalty if the subject attacks with another weapon in the round.

When you expend the aura, the bite attacks gain the keen property for one round, threatening a critical on a roll of 19-20, after which the bite attacks are lost.

Forrestfire
2013-08-22, 04:43 PM
Here's the aura ability I made for you:

Auras (Su or Sp, see text): An auramancer's art is that of enchanting allies or enemies. He can learn to produce different effects, or auras, over the course of his career. The auramancer may project one aura at a time.

Projecting an aura is a swift action. The aura remains in effect until the auramancer uses a free action to dismiss it or activates another aura of the same kind (major or minor). an auramancer can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the auramancer takes his first turn.

Each auras has two parts, a passive and an activated ability. When an aura is in effect, the passive ability is applied to each target in range, and at any time as a standard action (unless otherwise noted), the auramancer may use the activated ability as a spell-like ability. This action ends the aura and puts it on a cooldown, and the auramancer cannot use the aura again for [time].

An auramancer is entitled to a Concentration check to successfully activate an aura if he is hit by an attack while activating, just as a spellcaster would be. an auramancer can choose to activate an aura's activated ability defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. an auramancer’s auras are subject to spell resistance unless an aura’s description specifically states otherwise. an auramancer’s caster level with his auras is equal to his auramancer level.

The save DC for an aura (if it allows a save) is 10 + equivalent spell level + the auramancer’s Charisma modifier. Since spell-like abilities are not actually spells, an auramancer cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual), but such feats only apply to the activated ability.

Unless otherwise noted, an auramancer's aura affects all targets within 60 feet (including himself) that are within line of effect. Unlike other supernatural abilities, an aura can be dispelled. If an aura is dispelled, it is put on cooldown as if its activated ability had been used.

The four grades of auras, in order of their relative power, are least, lesser, greater, and master. an auramancer begins with knowledge of two auras, which must be of the lowest grade (least) and of his primary color. As an auramancer gains levels, he learns new auras, as summarized on the class Table. A list of available auras can be found following this class description.

At any level when an auramancer learns a new auras, he can also replace an auras he already knows with another auras of the same or a lower grade. At 6th level, an auramancer can replace a least auras he knows with a different least auras (in addition to learning a new auras, which could be either least or lesser). At 11th level, an auramancer can replace a least or lesser auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, or greater). At 16th level, an auramancer can replace a least, lesser, or greater auras he knows with another auras of the same or a lower grade (in addition to learning a new auras, which could be least, lesser, greater, or master).



And the capstone I had proposed:


Mana Incarnate: A level 20 auramancer becomes a creature of pure, unbridled magic whose very existence affects the world around him. His type changes to Elemental, and he gains a +2 inherent bonus to three abilities scores of his choice. Unlike other elementals, the auramancer can still be brought back from the dead as if she were a member of her previous creature type.

Additionally, he gains other abilities based on his primary color:

White: the auramancer gains the Armageddon aura and a fly speed equal to his base land speed with good maneuverability.

Blue: the auramancer gains the Time Spiral aura and a fly speed equal to twice his base land speed with perfect maneuverability.

Black: the auramancer gains the Yawgmoth's Will aura and (something)

Red: the auramancer gains the Obliterate aura and immunity to fire, electricity, and sonic damage.

Green: the auramancer gains the Hurricane aura and immunity to natural hazards such as storms, lava, or the effects of being on another plane.


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Incarnate Auras
Unlike other auramancer auras, incarnate auras can be in effect while another aura is active. Once per week, the auramancer can activate the secondary ability of the aura as a free action. When the activated ability is on cooldown, the incarnate aura's passive effect still remains available, unlike with normal auras.


Armageddon
"I will show you fear in a handful of dust."

Passive Effect: The auramancer's presence disperses magical energies around him. Whenever another creature within 120 feet of the auramancer uses a spell-like ability, casts a spell, or activates a psionic power, that creature must succeed at a caster or manifester level check (DC 10 + the auramancer's level + the auramancer's charisma modifier) or the ability, spell, or power is countered.

Activated Ability: The auramancer releases a pulse of white magic, causing indiscriminate destruction in a 120-foot radius circle. Each creature and object in the area of Armageddon's active effect takes 1d6 points of force damage per two auramancer levels, and the area is treated as if on a plane with the dead magic trait (http://www.d20srd.org/srd/planes.htm) for 24 hours.

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Time Spiral
"Any oaf can conquer a kingdom. It takes true power to conquer time."


Passive Effect: The auramancer gains mastery over short-term events, allowing him to rewind and redo actions in his favor. This aura grants the auramancer and his allies within 120 feet an insight bonus on all rolls equal to the auramancer's charisma modifier.

Activated Ability: Seizing control of time itself, the auramancer revitalizes himself and targets of his choice in his aura. Creatures affected by the Time Spiral regain hit points and heal ability damage as if they had rested for the night, and all spent power points, abilities, and spell slots are returned to them. Objects affected by the Time Spiral are returned to the state they were in 24 hours previous, repairing damage or breaking newly-repaired items.

However, each creature affected by the Time Spiral must make a will save (DC 10 + the auramancer's level + the auramancer's charisma modifier) or be dazed for one round, as they readjust to the new time frame.

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Yawgmoth's Will
"The essence of every world, every spell, and every thought is power. Nothing else matters, because nothing else exists."


Passive Effect: The auramancer's power is so great that he can ignore some of the laws of magic and regain energy already returned to the world. Once per round as a free action, the auramancer may instantly recover an aura that he has previously activated and placed on cooldown. His active changes to that one.

Activated Ability: Until the end of the auramancer's turn, he can use any of the activated abilities of auras he's already placed on cooldown as free actions.

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Obliterate
For his family, Barrin made a funeral pyre of Tolaria.

Passive Effect: The sheer raw energies produced by the auramancer's body rends the world asunder. At the beginning of the auramancer's turn, every object and enemy within 120 feet takes 1d6 points of damage per five auramancer levels each of sonic, fire, and electricity.

Activated Ability: The auramancer focuses his power and casts a forbidden spell, destroying everything in a large radius. Obliterate deals 5d6 points of damage each of sonic, fire, and electricity to every creature and object within one mile per five auramancer levels. This damage is half raw magic, overcoming 50% of resistances and immunities, including the auramancer's own.

1

Hurricane
"Let nothing own the skies but the wind."

Passive Effect: Calling on the forces of nature and infusing the air with Green magic, the auramancer creates an area of inclement weather within 120 feet of him. Inside the cylinder, the auramancer can control the wind's speed up to a windstorm level. His allies are immune to the effects of the Hurricane aura unless he specifically targets them.

Activated Ability: Increasing the power of the magic, the auramancer enhances his storm into a widespread force of destruction. For one minute per auramancer level, the radius of the Hurricane aura increases to one mile, and the auramancer may increase the winds to speeds of up to 10 mph per auramancer level, and may call down and control one tornado per auramancer level for the duration of the activated ability.


At this point the capstone is mostly pseudo-balanced, strong abilities based on what I thought would be a cool, powerful capstone using the flavor the the spells I pulled from Magic. Thoughts?


Some red least auras:
Red Least Auras:



Agility: Allies gain +1 to dexterity-based checks, including ranged attacks and initiative checks. You may activate this aura’s secondary ability to double this bonus for one round.

Curse of the Pierced Heart: At the beginning of your turn, each enemy takes one point of piercing damage. You may activate this aura’s secondary ability to deal 1d6 points of piercing damage to each enemy in range.

Flaming Sword: Allies deal an extra 1 point of fire damage on each melee attack. You may activate this aura’s secondary ability to grant the weapons of each ally in range the flaming property for one round.

Seal of Fire (Sp): Instead of affecting everything in range like a normal aura, this aura allows you to place an explosive seal in a square within your aura radius as a standard action. As a free action, you may activate this aura’s secondary ability to detonate every seal you’ve placed, dealing 1d6 damage per two auramancer levels (max 5d6) to each creature in or adjacent to a square with a seal.

Malicious Intent: Enemies in range do not gain shield bonuses to armor class. When you activate this aura’s secondary ability, enemies in range lose their dexterity bonuses to armor class for one round.

Racecourse Fury: Each ally in range increases their land speed by 10 feet. This is an enchantment bonus. You may activate this aura’s secondary ability to increase this bonus to 30 feet for one round.

Dizzying Gaze: Enemies in range with flying reduce their flight speed by 10 feet. You may activate this aura’s secondary ability to double this penalty for one round. If the enemy’s fly speed is reduced to zero by this aura, they fall, taking damage based on how high they were in the air.

Eternal Warrior: Allies in range get +1 to armor class. You may activate this aura’s secondary ability as an immediate action to grant all allies in range an additional +2 to armor class for one round (total +3 bonus).

EDIT: And I was bored, so here's a banner for the top:
http://i.imgur.com/PoW9HKm.png

WyvernLord
2013-08-23, 08:23 PM
This is a cool class. I want Moar.


Bump.

redfeline
2013-08-25, 12:47 PM
I would say I am impressed with the balance of this class, I would play it, but don't consider it Over powered in the least. Ofcoarse depending on higher level auras that may very well change.

Sapreaver
2013-08-25, 01:11 PM
Idea's for the capstone

Personal Aura
An aura is always emanating from you to a radius of 60' the effect of which is based upon your chosen colours. THis aura can be suppressed with a dc 30 concentration check reactivate as a swift action
All damage and healing done by this aura is untyped.
White:
Primary(Nurture): Every ally in your aura's radius heals 2d6 damage on each of your turns
Secondary(Sanctioning): Each creature in the aura's radius can no long take free actions and instead must use a swift to preform a free action. Including talking
Tertiairy(Teamwork): Each ally in your aura's radius gains double benefit when when effected by another ally's effect including your own.

Blue:
Primary(Control): Any enemy casting a spell in your aura's radius must succeed a caster level check equal to you 10+ your auramancer level or have it fail, they don't lose the slot
Secondary(Time): For each turn a creature takes they must succeed a dc 25 will save or fall out of time, They disappear with out a trace and can not be effected by anything. they reappear on their next round and don't need to make a save
Tertiary(Knowledge): Once per round you may make a skill check using the skill total of another character in the aura's radius

Black:
Primary(Death): Every round spent in your aura causes a negative energy charge to build up When this charge reaches 10 you must make a fortitude save with a dc equal 10+number of charges or die, if you're immune to death effects you instead take one damage per charge
Secondary(Sacrifice): Each round you take 2d6 damage and deal twice that amount in damage damage to each creature within the aura's radius including allys
Tertiary(Abominations): Everytime a creature dies in your aura, they revive as a zombie with HD equal to their level. They attack the nearest target to them

Red:
Primary(Destruction):Everything including objects in your aura's radius takes 2 damage ignoring hardness and DR, This doesn't effect equipped items but does when the bearer dies
Secondary(Freedom): Every creature in your aura gets a +5 bonus to will saves and doesn't fail automatically on a 1. They are effected by freedom of movement while in said aura
Tertiary(Power): Deal 2d6 damage to eachecreature in your aura on each of your turns and each enemy takes 2d6 damage on their turn

Green
Primary(Strength):Each ally gets deals +1d6 damage for every 5 auramancer levels you have when they make a melee or ranged attack
Secondary(Life): Each creature in your aura's radius heals 2d6 damage on each of your turns and each ally heals another 2d6 on each of their turns
Tertiary(Nature): Every magic item that is activated in your aura loses its magical effects for 24 hours unless it's bearer makes a fortitude save dc 30. wands that fail this save are destroyed out right.

Forrestfire
2013-08-25, 02:00 PM
That is likely, once we get around to actually finishing the class itself.

Red Lesser Auras
Firebreathing: Allies in range deal an extra 1d6 points of fire damage per two auramancer levels (max 5d6) on melee attacks.

You may expend this aura to grant each ally in range a breath weapon for a number of rounds equal to your Charisma modifier, or until the ally in question uses it. This breath weapon is a 30ft cone or a 60ft line, and deals 1d6 points of fire damage per two auramancer levels (max 5d6).

Manabarbs: Whenever a creature in range uses a spell-like ability, casts a spell, or activates a psionic power, that creature takes one point of damage per auramancer level (reflex for half).

You may expend this aura as an immediate action to negate any number of successful saves.

Claws of Valakut: Allies in range gain a pair of stone claws. They gain two natural attacks, each dealing d8 points of damage (2d6 if they are Large, or 1d6[url=] (]1[/url) if they are Small) plus their Strength bonus. These claws do not interfere with held items, but a claw cannot be used in the same attack action as a weapon held in it.

You may expend this aura to wreath the claws in flame for a number of rounds equal to your Charisma modifier. During this time, the claws are treated as one size larger for the purposes of damage, and are treated as if they have the flaming and speed enchantments.

Curse of Stalked Prey: Enemies in range take a penalty to armor class equal to your Charisma modifier (will save negates), and allies in range deal extra damage to those enemies on each attack equal to your charisma modifier.

You may expend this aura as an immediate action to double these bonuses and penalties (a second will save can be taken to negate the doubling, in which case the enemy in question only has the normal penalty to armor class) for one round.

Destructive Urge: Whenever an ally in range strikes an enemy spellcaster or manifester in melee, that enemy must make a will save or lose one spell slot of their highest level (chosen at random) or an amount of power points equal to the cost of an unaugmented power of the manifester’s highest level known.

You may expend this aura to grant allies the ability to see how many spell slots or power points each enemy in range has left for a number of rounds equal to your Charisma modifier, during which the passive effect of this aura stays in effect.

Galvanic Arc: Mana-infused lightning arcs between creatures in range, dealing electricity damage equal to your Charisma modifier to enemies at the start of each round, and granting allies an enchantment bonus to initiative equal to your Charisma modifier.

You may expend this aura to coalesce these bolts of energy into a single blast, dealing 1d6 points of electricity damage per two auramancer levels (max 10d6) to each creature within a 60ft line. This bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other effect does.

Ion Storm: Unlike other auras, this one does not affect each creature in range. You create a small sphere of rippling electricity, fire, and mana in one 5ft square within range (this space can be occupied). Anything sharing its space with this sphere takes 1d6 points of damage per turn from the raw energies contained within (reflex for half). At the beginning of each of your turns, you may create another sphere in a location within your aura’s range.

You may expend this aura to gather and detonate the spheres, dealing 1d6 points of damage per two auramancer levels (max 10d6) to each creature within a 20ft spread, centered within 60ft. This damage is equally fire and electricity, and any resistances of immunities to either of them only apply to half of the damage (a creature immune to both types of damage takes no damage as normal).

Lust for War: Whenever an enemy within range makes an attack action, it takes 1d6 points of damage for every point of your Charisma modifier (fortitude negates). At the beginning of each enemy’s turn, they must make a will save or attack their nearest enemy instead of whatever they planned on doing. If they have no enemies within range, they will move towards their nearest enemy instead, then attack, charging if possible.

You may expend this aura to cause each enemy in range to charge the nearest creature (ally or enemy) on their next turn, taking damage as if the passive effect of the aura was still active (will negates).

Undying Rage: Each ally in range gains the benefit of the Diehard feat.

You may expend this aura to cause each dying ally in range to stabilize.

Lix Lorn
2013-08-25, 08:38 PM
I like magic, and buff classes are surprisingly uncommon. Watching this!

Forrestfire
2013-09-07, 10:31 PM
The expend cooldowns writeup:


At level one, an auramancer may expend each least aura he has learned once per day.

At level 5, the auramancer's ability to refresh his auras improves, allowing him to expend each least aura once per encounter, and his newly-learned lesser auras once per day each.

At level 10, the auramancer's auras improve again, and he may expend least auras once every 1d4 rounds, lesser auras once per encounter, and greater auras once per day.

At level 15, the auramancer is a master of his craft, and may expend least auras at will, lesser auras once every 1d4 rounds, greater auras once per encounter, and master auras once per day.

Lhurgyof
2013-09-22, 04:20 PM
Planning on working on some auras tonight, if anyone has some suggestions, feel free. Remember to base them on actual magic cards. :P

Lhurgyof
2013-10-01, 09:46 PM
Woo, my DM is letting me playtest the class in a campaign!

I'll keep you guys posted on how it goes.

Forrestfire
2013-10-01, 09:49 PM
I wish you luck. I hope it plays as fun as it looks.

Lhurgyof
2013-10-01, 10:12 PM
I wish you luck. I hope it plays as fun as it looks.

Me too. It's starting at level nine, and I'm starting out Black, then going either Blue or Red. I'm going to be a grixis 'mancer.

Going to work on being a debuffer that uses Goad to get enemies close. Maybe be a tripper too?

Lhurgyof
2014-05-27, 12:53 PM
Noticed the class table was wonky, so I updated it, along with the class.

Added in the description of a few new auras, let me know what you think.

qazzquimby
2014-05-27, 02:09 PM
I'm unsure, but I think least auras will become redundant at mid to high levels. Little abilities like +1 ac become negligible. Could a meta-aura be made, doubling (or something) an aura's effects and making it an aura of the next level. I might look through my enchantments and make some auras tonight.

Loek
2014-05-27, 02:27 PM
yay, magic the gathering!

Boo, no "master" auras at all and 2 colors don't have greater aura's either.

Also, some minor stuff:

Add "this stacks with the increase from secondary color" to the tertiary color DC bonus segment.
And I'd say, give access only to lower level aura's for secondary and tertiary colors (one level lower for secondary and two levels lower for tertiary)


Might poke into the actual aura's later on... though I'd have to find some time somewhere to do so first...

Lhurgyof
2014-05-27, 02:30 PM
I'm unsure, but I think least auras will become redundant at mid to high levels. Little abilities like +1 ac become negligible. Could a meta-aura be made, doubling (or something) an aura's effects and making it an aura of the next level. I might look through my enchantments and make some auras tonight.

True, but by the time it wouldn't matter you should have double auras, so you can combine older ones with newer ones.

Please do, I'll give them a look-see when I can.

Lhurgyof
2014-05-27, 09:55 PM
yay, magic the gathering!

Boo, no "master" auras at all and 2 colors don't have greater aura's either.

Also, some minor stuff:

Add "this stacks with the increase from secondary color" to the tertiary color DC bonus segment.
And I'd say, give access only to lower level aura's for secondary and tertiary colors (one level lower for secondary and two levels lower for tertiary)


Might poke into the actual aura's later on... though I'd have to find some time somewhere to do so first...

Added some master auras, I'm pretty curious as to what people think of their power, I'm working on adding in some more auras as well.

ArcanistSupreme
2014-05-27, 11:37 PM
This is a really cool concept; I always love MtG-themed homebrew. Thematically, the class seems really solid. Mechanically, I would like to see fewer dead levels (levels 7 and 19 give +1 BAB and level 17 gives nothing) and have the auras scale better (maybe base numbers off of Cha and/or Auramancer level rather than just providing flat numbers).

Lhurgyof
2014-05-28, 08:51 AM
This is a really cool concept; I always love MtG-themed homebrew. Thematically, the class seems really solid. Mechanically, I would like to see fewer dead levels (levels 7 and 19 give +1 BAB and level 17 gives nothing) and have the auras scale better (maybe base numbers off of Cha and/or Auramancer level rather than just providing flat numbers).

I'm giving them a capstone and am going to fill dead levels with minor abilities like I did for level four.

Melayl
2014-05-28, 09:44 AM
Woo, my DM is letting me playtest the class in a campaign!

I'll keep you guys posted on how it goes.

An interesting class. How did it fare in the playtest?

Lhurgyof
2014-05-30, 09:29 AM
Alright, I have finished creating every aura of every grade for each color.

I'd like some feedback on the master auras if possible.

Lhurgyof
2016-06-02, 07:14 AM
Bump, currently playing this in a game to test it out.

I'm playing a Green auramancer: Nigel Cliffton (https://docs.google.com/spreadsheets/d/1OJ0iaVSGkpJ9EX_JivUy0b2BHcQhZsUYahHvuRSQedA/edit?usp=sharing)

I'm currently working on the aura descriptions whenever I get a chance. I could add more auras as more magic sets come out, but that is a goal for another time.

Lhurgyof
2018-12-28, 05:23 PM
Should've reserved a third post, since the descriptions are running a bit long. :x

Aura Descriptions, Q-Z

Relic Bane
Abjuration [Black]
Level: Auramancer Least (1st)
Saving Throw: Reflex half and reflex negates (see text)
Spell Resistance: No

The very magical trinkets that your enemies use turn on them, shocking them with magical energies.

Whenever an enemy within your aura attempts to activate a magic item, they take 1d6 points of electricity damage, +1 per auramancer level (reflex half)

When you expend this aura, enemies within it must succeed on a reflex save or drop any held items.

Seizures
Necromancy [Black]
Level: Auramancer Least (1st)
Effect: Convulsions in enemies
Saving Throw: Fortitude negates and reflex negates
Spell Resistance: Yes

Your enemies are wracked with horrible seizures, causing convulsions.

Enemies within your aura must succeed on a fortitude save or take a -2 penalty to dexterity and initiative checks. At level 10, this penalty is doubled to -4.

When you expend the aura, each enemy within your aura must succeed on a reflex save or be knocked prone.

Skeletal Grimace
Illusion [Black]
Level: Auramancer Least (1st)
Effect: Skeletal visages on your allies
Saving Throw: None and Will negates, see text
Spell Resistance: No

Ghostly skeletal visages form upon the faces of your allies, disturbing those around you.

Allies within your aura gain an illusory skeletal guise over their face. This mask grants you and your allies a +4 competence bonus on intimidate checks, and any fear spells or abilities that cause fear have their saving throw DCs increased by 1. At level 5, the intimidate bonus increases to +6 and the saving throw DCs increase by 2. At 10th level, the bonuses further increase to a +8 bonus to intimidate checks and a +3 bonus on saving throw DCs. Finally at 15th level, the intimidate bonus increases to +10 and the saving throw DCs are increased by 4.

When you expend this aura, the visages disappear from your faces and form a large skeletal head that strikes fear into your enemies. Enemies within sight of the illusion must succeed on a Will save (including the increase to DCs that the aura provided) or be shaken for 1d4 rounds.

Torment
Enchantment [Black]
Level: Auramancer Least (1st)
Saving Throw: Will negates and fortitude negates
Spell Resistance: Yes

Creeping thoughts and doubts creep into the minds of your enemies, causing them to stay their hand and weakening their blows.

Enemies within your aura that fail a will save have damage they deal with natural and manufactured weapons reduced by 2. This bonus increases by one for every five auramancer levels you have, up to a maximum of 5 at 15th level.

When you expend this aura, enemies within it are wracked with pain, nauseating them for a round unless they succeed on a fortitude save.


Underworld Connections
Transmutation [Black]
Level: Auramancer Lesser (3rd)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No

A dark gray aura exudes from you and your allies, who fight with wicked vigor.

When you project this aura, each ally within gains the fiendish template until you expend it.

You may expend this aura to recover any one other aura that you have expended.

Unholy Strength
Enchantment [Black, Compulsion, Mind-affecting]
Level: Auramancer Least (1st)
Saving Throw: Will negates (harmless)
Spell Resistance: No

You fill your allies with confidence and strength, allowing them to fight much better than before.

Allies within your aura gain a +1 morale bonus to attack and damage rolls per five auramancer levels.

When you expend the aura, allies deal an additional 1d6 points of unholy damage with weapon attacks until the start of your next turn.

Witch's Mist
Conjuration [Black]
Level: Auramancer Greater (5th)
Effect: Purplish Mist
Saving Throw: None
Spell Resistance: None

A macabre haze descends around you, amplifying the pain and wounds of enemies around you.

The area within your aura is filled with an Obscuring Mist, as the spell but with the following differences: You and your allies can see within the mist as though it weren't there, whenever an enemy suffers hit point damage from any source while within the mist, they take an additional 1d4 points of damage. The damage is only applied once per subject per attack or spell. For example, if an enemy within your Witch's Mist is targeted by an allies magic missile, apply the bonus damage only to the first missile, not to each one. You may chose to suppress the mist as a free action each round, but doing so stops the additional damage from occurring and prevents you from expending it as well.

When you expend the aura, you may cast a charm monster spell on each creature in your aura.


Wreath of Geists
Divination [Green]
Level: Auramancer Least (1st)
Saving Throw: None
Spell Resistance: None

Your ancestors offer guidance to your allies.

When you project this aura, choose a knowledge. You and your allies within the aura gain a +5 competence bonus on all knowledge checks made of that type. When you expend this aura you cast Speak with Dead at your caster level.