False Aura
Regular, Area; Special Resistance; Resists Information spells
Replaces the magical emanations of a being, area, or object with false ones; the term “aura” is only literal for living things. For instance, a human could be made to have the aura of a Zombie, a sword could appear to be enchanted with Dancing Weapon, an area could appear to be under linked Create Fire and Glue spells, etc. Roll a Quick Contest between the False Aura and any spell (Information or Regular) that can see or detect the emanations (such as Aura, Mage Sight, or Analyze Magic). If the False Aura wins, the other spell is fooled. False Aura also works against equivalent senses some creatures may possess. Unwilling subjects resist with IQ. The chosen False Aura must be familiar to the caster – a mage could not put a False Aura of Golem (VH) on a statue unless he knew the Golem spell, for instance.
Duration: 10 hours.
Cost: 4 to cast. Half that to maintain. When cast on an area, the base cost is 4.
Time to cast: 10 seconds.
Prerequisites: Conceal Magic and Aura.
Item
- (a) Any. Only affects the holder.
Energy cost to create: 300. - (b) Any object or area may be given a permanent False Aura for 100 times casting cost.