Tier Level: 
5
Spell Type: 
💫 Aura
Stat Cost: 
10 Soul
Spell Cast Speed: 
10
Range & Area: 
1 target or self
Duration: 
1d8 rounds
Cast Roll: 
Hard Arcana
Effects: 

This spell is a part of the Synergy spell chain and is found in the Synergy rune stone.

It is often believed throughout many mythologies that the aura of the Seraphim is so full of energy to come to near one means death. With the casting of this spell, the mystic invokes this idea and makes it a reality. Calling upon the pure electrical power of the Seraphim, the navitamancer envelops it either around themself or a chosen ally. The target becomes wreathed in a crackling aura of brilliant electrical energy, beautiful and terrifying in equal measure. The aura hums with barely contained power, arcing between the target and the ground beneath them, warning anyone foolish enough to consider striking them in melee what awaits. The warning is not an idle threat but a violent promise. Any target that strikes the protected target with a melee attack is immediately struck by the aura's electrical discharge. The attacker receives 3d20 magical damage and is dazed for 1 round. While dazed the affected immediately loses 1 attack and movement action for their next active round. If the affected only had 1 attack or movement action they will be unable to attack or move for that round entirely. Furthermore the dazed target must make a Hard Focus check to use any magic spell during their next active round. This effect triggers automatically with no action required from the protected target.

The protected target may choose at any point during the spell's duration to increase the intensity of the aura's retaliation. By spending 6 Vitality when attacked, the attacking target gets stunned instead of dazed, unable to act at all for 1 round. The protected target may also choose to expand the aura's reach beyond their immediate surrounding spaces. By spending 6 Vitality at the start of their turn per space of expansion the aura grows outward to threaten anyone within that range, not just those who directly strike the protected target but anyone who moves into or remains within the expanded area. The expansion is limited to a maximum of 2 spaces beyond the base aura. Anyone within the expanded area who attacks any target, not just the protected target, triggers the aura's full effect. This expansion must be re-purchased each round. Any spent Vitality cannot be recovered during the time it is being used. 

Rune Stone Effect: 

Armor Effect: Electrified Aura (Body Armor Only)

Any target that critically hits the wearer with a melee attack receives 1d20 electrical damage and must make a Hard Endure check or be dazed for 1 round.

Requirements: 
Mystical Armor