The caster intentionally stuns themselves. Any attack that is centred on the caster has the potential to be reflected. On each attack made against the attack, roll 1d12 and refer to the table below:

The caster can cause the physical manifestation of their aura to protect themselves increasing their AC by their Constitution modifier.

The caster channels their aura into their weapon, dealing an additional 1d4 psychic damage. Expending a higher spell spot adds an additional 1d4 per level above 1st.

The caster is able to contain their aura for a short period. During this time their aura is completely undetectable. Though the caster is still detectable by sight, smell, sound, and touch, their are additionally allowed to add their Constitution Modifier to any Stealth Check made during the duration of the spell. Also any insight checks against the caster have disadvantage.

The caster attempts to alter their aura. Any creature that encounters the caster for the duration of spell perceives the caster to be as they wish. This could range from friendly to aggressive, smart to naive, or any emotion up to the DM’s discretion. Any Charisma Checks relating to the aura portrayed gains advantage.

The user channels their aura into the most basic of expressions, and releases a blast of their aura towards their target. On a hit, the target takes 1d10 psychic damage. This increases to 2d10 upon reaching level 5, and an extra d10 on levels 10 and 15.

The user can sense the aura of all creatures within 120 feet. This ability causes all creatures who give off aura, to glow bright to the caster’s eyes, and can be used to see creatures hidden by regular arcane magic, or behind (up to) 1 foot of stone.

Aura is defined as one's energy which powers one's consciousness. These spells draw upon those whose strength of soul, outways the strength of mind, and strength of physic. As the body fades, the consciousness heightens and grows in power, thus leading to more powerful spells.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each spell slot level above 3rd.

When the wall appears, each creature of the caster’s choosing, within its area must make a Wisdom saving throw. On a failed save, a creature takes 3d6 psychic damage and is frightened, or half as much damage on a successful save. A creature makes the same save when it enters the wall for the first time on a turn or ends its turn there.

You create a wall of aura on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, shimmering between purple and pink, and lasts for the duration.

Sense Aura Divination Cantrip The shadow can sense the aura of of all creatures within 120 feet. This ability causes all creatures who give off aura, to glow bright to the creature’s, and therefore the caster’s eyes, and can be used to see creatures hidden by regular arcane magic, or behind (up to) 1 foot of stone.

Aura Bolt Evocation Cantrip The user channels their aura into the most basic of expressions, and releases a blast of their aura towards their target. On a hit, the target takes 1d10 psychic damage.

The caster is able to conjure their aura into a humanoid form, which will act according to the caster’s control.

You touch a willing creature and tap into their aura. Once connected the caster can remove one of several effects, affecting the target. One effects from: Charmed, Cursed (that is one curse, including the target's attunement to a cursed magic item), Frightened, Poisoned, and up to two levels of exhaustion. If the creature is unwilling the target must make a Constitution saving throw to attempt to resist to effects. On a successful save, the spell fails.

Focusing their aura into a projectile sphere, the caster hurls a ball of pure aura at its target. The power of the attack increases, as the caster’s health is less.

It is up to the DM to determine whether the deflects attacks hit other targets, such as an ally, or a different enemy. If that is the case, the attack must make a new attack roll, plus the Constitution modifier of the caster of Reflective Aura as the Attack Bonus.

A sphere of element-infused aura ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 4d8 elemental damage (Your choice), plus 4d8 psychic damage on a failed save, or half as much psychic damage on a successful one.

The caster freezes a portion of their aura in time and space for 1 + 1d6 turns. At any point after the spell has been cast, as a bonus action, the caster can choose to teleport back to their separated portion of aura, causing everyone in the path of the caster to take, 4d6 psychic damage after failing on a Dexterity Saving Throw.

The caster can cause the physical manifestation of their aura, and the aura’s of their nearby allies (within 30 feet), to protect themselves increasing their AC by their Constitution modifier.

The caster directly takes aim at the targets aura. In attempting to remove the target’s aura, the target takes 8d10 psychic damage, on a failed Constitution saving throw, half as much on a successful save. On a fail, the target’s aura is removed, and the caster is silenced on all spells requiring aura. Once targeted by this spell the target is immune to any other attempt of ‘Remove Aura’, for 5 days, the time it takes for aura to re-manifest.

The precise nature of the location is up to the DM’s discretion. It could just be the name of the city, town, village, or other, which the party can then investigate. Or it could be an exact measure of distance, which the party can then summarise as to the location.

Provided the caster has seen the creature’s aura, the caster can attempt to locate that creature. If an ally, the targetted creature can sense the caster’s aura, and can choose to automatically allow the caster their exact location. If not an ally, the creature must make a Constitution saving throw, or their location is revealed.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield emits a burst of psychic energy. The attacker takes 1d8 psychic damage and, if the caster’s so chooses, must make a Wisdom Saving Throw against being frightened, or 2d8 psychic damage if the caster chooses not to attempt to frighten.

Strengthening your aura, provides additional protection to your body for the duration, shedding bright coloured light in a 10-foot radius and dim coloured light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The caster reaches out, and focuses a powerful blow to the target’s aura. The power of the attack increases, as the caster’s health is less.

You attempt to overwhelm a creature’s aura that you can see within range. It must succeed on a Constitution saving throw or succumb to you for the duration. The target is then considered charmed. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have an aura link with it as long as the two of you are on the same plane of existence. You can use this link to issue commands to the creature while you are conscious (no action required), which it receives as though it was its own thought, want, and compulsion. You specify a simple want, such as "I want to attack this creature," "I want to move over there," or "I want to hand that object to the caster." If the creature completes its want, and doesn't receive further direction from you, it acts as an ally, though reverts back to its previous nature. For example, an aggressive creature will fight for the caster, a timid creature may scarper, all to the best of its ability.

After the spell ends, the creature is unaware that it was manipulated, finding some way of justifying their sudden change in aura, such as a sudden realisation of the caster’s point of view, potentially changing the aura of the creature permanently if the DM is so inclined.

Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

Trap Aura 6th-level necromancy Casting Time: 1 Action

1 Action Range: Touch

Touch Components: V, S, M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)

V, S, M (A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp) Duration: Until freed The target’s body is turned into aura, and placed within the material component used for the spell. If the creature is willing no saving throw need be made, however if unwilling the target must succeed on a Constitution Saving Throw, or the effect takes hold. Whilst ‘trapped,’ the target can only use it’s action to try and escape, by succeeding on another Constitution saving throw, to return to within 100 feet of its current location. It cannot use its reactions or bonus actions. If the target was willingly ‘trapped’, the same rules apply, though no saving throw needs to be made in order to escape. Whilst trapped the target’s body is frozen in time, its aura maintaining the sense of awareness.

Aura Double 7th-level conjuration Casting Time: 1 Minute

1 Minute Range: Self

Self Components: V, S

V, S Duration: Until Dispelled You focus and meditate on splitting your aura. You create a construct, made of pure aura. It appears to be the same as the original, taking on the caster’s stats, spells, and actions, but it has half the caster's hit point maximum and formed without any equipment. The Aura Double is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The Aura Double lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the Aura Double is damaged, you can sacrifice your own hit points to restore the Double’s. The Double lasts until it drops to 0 hit points, at which point it reverts to aura and dissipates, or until the caster wishes. If you cast this spell again, any duplicate you created with this spell is instantly destroyed, unless the spell is of a higher level.

Aura Storm 7th-level necromancy Casting Time: 1 Action

1 Action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous A storm made up of the caster’s aura appears in a location you choose within range. Each creature in a 30-foot-raduis sphere must make a Constitution saving throw. It takes the psychic damage on a failed save, or half as much damage on a successful one. Health (Greater than or equal to) Psychic Damage Dice 100% 4d10 75% 5d10 50% 7d10 25% 9d10 10% 10d10 1HP 10d12 If you choose, tiny creature and plants in the area are unaffected by this spell.