For the duration, you can visibly see the strength of any creature you can see within 60 feet of you. A creature's aura gives you crude information about its challenge rating and emotional state.
The size of a creature's aura reveals its strength. A creature's aura appears larger, brighter, and more vibrant the stronger its aura is. A creature's aura can be Weak (CR 1/2 or lower), Average (CR 1-4), Medium (CR 5-10), Strong (CR 11-16), or Very Strong (CR 17 or higher).
Color of Aura:
The color of the aura reflects the creature's current emotional state. You can discern the following moods and can potentially use it against them or bolster them.
Red: The creature is angry, hostile, or agitated. You can use your reaction to force the creature to make a Wisdom Saving Throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Blue: The creature is calm, contemplative, or relaxed. You can use your reaction to force another creature within 20 Ft. of it to become calm. A resisting creature may do a Wisdom Saving Throw to not be calmed.
Yellow: The creature is happy, excited, or optimistic. You can use your reaction to let the creature’s happiness glow. Yellow light illuminates in a 20 Ft. Radius and revealing invisible creatures in the glow.
Green: The creature is content, neutral, or at peace. As a reaction you can give the creature immunity to become charmed and frightened while concentrating on the spell.
Purple: The creature is afraid, anxious, or feeling threatened. You can use your reaction to give advantage on saving throws to end the frightened conditions.
Black: The creature is deeply sad, depressed, or hopeless. As a reaction, you can lift the spirits of the creature by giving them 1d6 to add to their next attack, check or saving throw
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range increases by 20 feet for each slot level above 2nd.
Previous Versions
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9/11/2024 3:10:27 AM
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Coming Soon
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