Aura Alteration
IllusionIllusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one object or willing creatureHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 day/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (harmless, object)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You mask and manipulate the target creature’s or object’s aura, confounding those who would attempt to discern helpful information from it using the read aura occult skill unlock (see page 197) or the analyze aura spell. You can change each of the following four auras with one casting of aura alteration.
Alignment Aura: You can change the target’s apparent alignment to thwart spells that detect alignment, such as detect evil. You can alter the alignment by up to one step on each alignment axis, but can’t make the creature appear to have a diametrically opposed alignment. For instance, you couldn’t make a lawful evil character appear to be chaotic or good. You can also adjust the power of the alignment aura up or down in level by a number of steps equal to 1/2 your level or fewer.
Emotion Aura: Your manipulations mask the true emotions of the target, instead depicting any combination of colors on the emotional spectrum that you wish. Creatures attempting Bluff, Diplomacy, Intimidate, or Sense Motive checks against the target receive no bonuses on their checks based on information gleaned from the target’s aura.
Health Aura: You adulterate the target’s aura to mask the condition of its physical body, revealing instead a wounded status, poison or disease status, and conditions of your choice. You likewise mask the target’s available ki points or similar resources, manipulating its aura to suggest any number within the range normally available to the target.
Magic Aura: You alter a creature or item’s magic aura so that it registers to detect magic (and spells with similar capabilities, like analyze aura) as though it were nonmagical, a magic item of a kind you specify, or the subject of a spell you specify. A single casting of aura alteration is sufficient to mask all of the magic auras on the target. If an object bearing aura alteration has identify cast on it or is similarly examined, the examiner recognizes the aura is false and detects the object’s actual qualities if he succeeds at a Will save. If a targeted item’s own aura is overwhelming, aura alteration can’t alter it.
Alignment Aura: You can change the target’s apparent alignment to thwart spells that detect alignment, such as detect evil. You can alter the alignment by up to one step on each alignment axis, but can’t make the creature appear to have a diametrically opposed alignment. For instance, you couldn’t make a lawful evil character appear to be chaotic or good. You can also adjust the power of the alignment aura up or down in level by a number of steps equal to 1/2 your level or fewer.
Emotion Aura: Your manipulations mask the true emotions of the target, instead depicting any combination of colors on the emotional spectrum that you wish. Creatures attempting Bluff, Diplomacy, Intimidate, or Sense Motive checks against the target receive no bonuses on their checks based on information gleaned from the target’s aura.
Health Aura: You adulterate the target’s aura to mask the condition of its physical body, revealing instead a wounded status, poison or disease status, and conditions of your choice. You likewise mask the target’s available ki points or similar resources, manipulating its aura to suggest any number within the range normally available to the target.
Magic Aura: You alter a creature or item’s magic aura so that it registers to detect magic (and spells with similar capabilities, like analyze aura) as though it were nonmagical, a magic item of a kind you specify, or the subject of a spell you specify. A single casting of aura alteration is sufficient to mask all of the magic auras on the target. If an object bearing aura alteration has identify cast on it or is similarly examined, the examiner recognizes the aura is false and detects the object’s actual qualities if he succeeds at a Will save. If a targeted item’s own aura is overwhelming, aura alteration can’t alter it.