Classification: Union // Open
Classification: Union // Open Ref mage/power/rote/aura-alteration

Aura Alteration

Rote · Mage

Mage

Using an Effect similar to the Body of Light described in Mage 20 (Chapters Nine and Ten), your mage can also use Prime 2 to alter his aura: the corona of life-energy that reveals his true nature. Depending on his wishes, that character could either dampen the aura, enhance it, or shift the aura’s color and/ or texture to suit your mage’s preference.

Each success on the Arete roll removes one success from anyone who’s trying to scan the character’s aura, or from anyone who might try to do so. If the mage wants to deceive an observer, those successes might apply against her, working to convince that observer that she’s seeing what the mage wants her to see.

Mind 1 can also have the same Effect, thanks to the mental-shielding techniques that form part of basic Mind-magick training. And because the Masses cannot detect auras (much less note it if the colors change), aura alteration is always coincidental. An additional roll of Charisma + Subterfuge can lower the difficulty for an aura-alteration roll, but since the Effect is coincidental to begin with, that roll just provides icing on the cake. (The minimum difficulty is still 3.)

For more information about auras, see the Perceiving Auras entry under Enhanced Perceptions, following this section, pp. 53-54.

A miraculous benefit of manipulating the essential energies of Creation involves energizing objects and organisms so that they’re more “real” than they had been before. On the flipside, a mage who can do such things may also withdraw those energies and make her target even less real than it had been before. The latter approach inflicts aggravated damage, as shown on the Base Damage and Duration chart; the former allows the mage to perform a number of fantastic Effects:

See also 6

Abilities & Attributes

Rotes & Procedures

Rules

Spheres

  • Mind mage/power/sphere/mind
  • Prime mage/power/sphere/prime
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