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Arcanist's Magic Aura

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Arcanist's Magic Aura
  • Level: 2
  • School: Illusion
  • Class: Wizard
  • Casting Time: Action
  • Range: Touch
  • Components: V, S, M (a small square of silk)
  • Duration: 24 hours

With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.

Mask (Creature). Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.

False Aura (Object). You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.


Tactical Usage

When to Choose Arcanist's Magic Aura:

  • Essential for infiltration missions requiring magical disguise
  • Excellent for protecting valuable magical items from detection
  • Strong choice for deceiving enemies about party capabilities
  • Valuable for social encounters involving magical authentication

Application Strategy:

  • Creature Masking: Disguise race-specific weaknesses or abilities
  • Item Concealment: Hide magical equipment from thieves or authorities
  • False Signatures: Create misleading magical evidence
  • Long-term Deception: Build permanent false identities with 30-day casting

Target Selection:

  • Willing creatures only for mask effects
  • Unattended objects for false aura applications
  • Consider detection methods enemies are likely to use
  • Plan for both short-term and permanent applications

Spell Combinations

Infiltration Synergies:

  • Disguise Self: Visual appearance changes complement magical aura
  • Alter Self: Physical transformation with magical deception
  • Pass Without Trace: Combine with stealth for complete concealment
  • Nondetection: Additional protection against divination magic

Deception Enhancement:

  • Zone of Truth: Create false magical evidence for interrogation
  • Suggestion: Influence behavior while concealing magical nature
  • Charm Person: Social manipulation with hidden magical aura
  • Detect Thoughts: Gather information while concealing casting

Material Component Details

Small Square of Silk:

  • Quality: Fine silk enhances the illusion's believability
  • Availability: Common in cities, expensive in rural areas
  • Preparation: Clean, unmarked silk works best
  • Symbolism: Represents the delicate nature of magical deception

Roleplay Opportunities:

  • Describe the silk dissolving into magical threads
  • Reference the spell's connection to subtle manipulation
  • Use component preparation as meditation on deception
  • Emphasize the ephemeral nature of illusion magic

Creator Notes

Adjudication Guidance:

  • Effects only fool magical detection, not physical examination
  • 30-day permanent version requires daily casting commitment
  • Creature type change affects spell targeting but not fundamental nature
  • False aura can be completely different from actual magical properties

Encounter Design Considerations:

  • Allows players to create sophisticated deception schemes
  • NPCs can use this to create plot twists and hidden identities
  • Enables complex social and political storylines
  • Creates opportunities for revelation and discovery moments

Balancing Notes:

  • 2nd-level slot cost appropriate for utility magic
  • 24-hour duration provides significant value
  • Requires willing targets for creature effects
  • Permanent version requires substantial time investment

Environmental Interactions

Detection Methods:

  • Fools Detect Magic and similar magical identification
  • Does not affect True Seeing or other illusion-piercing effects
  • Passive magical senses are deceived by the aura
  • Active investigation may reveal inconsistencies

Social Implications:

  • Can affect access to locations restricted by creature type
  • Influences magical authentication systems
  • May trigger or avoid magical wards and protections
  • Affects spell targeting based on creature type

Long-term Consequences:

  • Permanent versions create lasting false identities
  • May influence regional politics or social structures
  • Can establish cover identities for long-term operations
  • Requires careful management to maintain consistency

Common Rulings & Clarifications

Frequently Asked Questions:

Q: Does masking change how spells affect the creature? A: Yes, spells that target specific creature types will use the false type.

Q: Can I make a magical item appear to be a different magical item? A: Yes, you can change the apparent school and magical properties.

Q: Does the permanent version require the same target each day? A: Yes, must be cast on the same target 30 consecutive days.

Q: Can True Seeing see through this illusion? A: True Seeing reveals illusions, so it would show the true aura.

Alternative Applications

Non-Combat Uses:

  • Identity Protection: Hide heritage or magical nature in hostile regions
  • Treasure Security: Make valuable items appear mundane
  • Social Engineering: Gain access to restricted magical areas
  • Academic Research: Study effects of different magical auras

Creative Problem-Solving:

  • Bypass magical wards keyed to specific creature types
  • Create false evidence for investigations
  • Protect party members with problematic heritage
  • Deceive magical authentication systems

Illusion Magic:

  • Disguise Self: Visual appearance alteration
  • Alter Self: Physical transformation magic
  • Major Image: Complex illusion creation
  • Seeming: Group appearance alteration

Detection and Deception:

  • Detect Magic: The primary spell this counters
  • Nondetection: Protection from divination magic
  • Misdirection: Redirect divination attempts
  • Pass Without Trace: Enhanced stealth capabilities

2nd-Level Alternatives:

  • Invisibility: Physical concealment magic
  • Suggestion: Behavioral manipulation
  • Hold Person: Direct control option
  • Misty Step: Tactical positioning magic

Scaling Analysis

Level Progression:

  • Early Game (Levels 3-6): Valuable for infiltration and protection
  • Mid Game (Levels 7-12): Essential for complex social scenarios
  • Late Game (Levels 13+): Useful for high-stakes political intrigue

Utility Evolution:

  • Early Use: Simple concealment of magical items
  • Advanced Applications: Complex identity deception schemes
  • Master Level: Permanent false identities and long-term operations

Long-Term Viability:

  • Deception and concealment remain valuable at all levels
  • Higher-level detection magic may pierce the illusion
  • Social applications become more sophisticated over time
  • Essential tool for characters focused on subterfuge

Narrative Flavor

Extended Description: As you draw the square of silk across the target's surface, the fabric seems to dissolve into countless invisible threads that weave themselves into the very essence of magical perception. The spell reaches deep into the target's magical signature, carefully rewriting the story that detection magic would normally read. What was once clearly visible to magical sight becomes shrouded in deliberate deception, presenting a false face to any who would peer beyond the veil of mundane perception.

Sensory Details:

  • Visual: Shimmering distortion as magical aura shifts
  • Magical: Sense of rewritten magical signature
  • Tactile: Silk dissolving into ethereal threads
  • Temporal: Awareness of deception lasting through time

Cultural Context: Arcanist's Magic Aura represents the sophisticated art of magical subterfuge, demonstrating the wizard's mastery over the very foundations of magical detection. Different schools of magic may view such deception differently—some seeing it as necessary protection, others as dangerous manipulation of fundamental magical principles.