From: Scentweaver’s Elixir
Lore: The recipe for Shielding Aura is rooted in the ancient traditions of protective magic. It is said to have originated from a group of mages who sought to enhance their defensive capabilities against magical threats. Through their knowledge of warding and enchantment, they discovered that by infusing the elixir with powdered amethyst, essence of sage, and a fragment of a protective ward, they could create an aromatic blend that generates a subtle aura of protection. This aura acts as a shield, warding off minor magical attacks and bolstering the user’s resistance against harmful spells.
Use: When the Shielding Aura is activated, it envelops the user in a faint, shimmering aura that offers protection against magical assaults. The aromatic blend resonates with the user’s magical energy, creating a subtle barrier that deflects minor magical attacks and grants increased resistance against harmful spells. While it does not provide complete immunity, it offers a valuable layer of defense, especially against low-level magical threats.
Stats, Skills, and Tags:
- Level: 1
- Magical Defense Bonus: +2
- Duration: 1 hour
Preparation and Cost — To create Shielding Aura, the following ingredients are required:
- Powdered amethyst (a small quantity)
- Essence of sage (a few drops)
- Fragment of a protective ward
- The preparation process involves infusing the Scentweaver’s Elixir with the essence of powdered amethyst and sage. The powdered amethyst is carefully ground into a fine powder, while the essence of sage is extracted from sacred sage plants known for their protective properties. A fragment of a protective ward, imbued with defensive magic, is added to the elixir. The ingredients are blended and allowed to harmonize, empowering the elixir with the properties of protection. Once the process is complete, Shielding Aura is ready to be used.
- In terms of cost, Shielding Aura is considered a moderately priced magical item. The Scentweaver’s Elixir serves as the base, which is relatively accessible. Powdered amethyst may require obtaining amethyst crystals and grinding them into a fine powder, which could have varying costs depending on the availability and quality of the crystals. Essence of sage can be obtained from reputable herbalists or alchemists, usually at a reasonable price. Acquiring a fragment of a protective ward might involve seeking out skilled enchanters or specialized magical artisans, which could incur higher costs. Overall, the cost can range from 60 to 80 gold pieces.
Tags: Protection, Defense, Magical Warding, Resistance, Aromatic Shield, Amethyst Infusion, Sage Essence, Warding Fragment, Enchantment Blend, Subtle Barrier, Low-Level Defense, Magical Resonance, Aromatic Protection, Spell Resistance, Mystical Aura
Note: The effectiveness of Shielding Aura may vary depending on the user’s skill in defensive magic and their ability to channel protective energy. Higher-level mages or individuals with specialized training in warding and enchantment may experience more pronounced effects. Novice users may observe a milder increase in resistance. It is important to note that Shielding Aura should not be relied upon as the sole means of defense and should be used in conjunction with other protective measures and strategies.

Above is the container before use – below in the effect on a person.

Perception of Activation: When the Shielding Aura from Scentweaver’s Elixir is activated, it engages the senses and extends beyond them into extra-sensory realms, creating a multifaceted experience for both the user and those nearby. Below is a detailed breakdown of what is perceived through the five senses and additional extra-sensory perceptions, from the user’s perspective and an observer’s perspective, along with the positives and negatives of these perceptions.
- User’s Perspective (Five Senses):
- Sight: Upon activation, the user perceives a faint, shimmering aura enveloping their body. It appears as a soft, translucent glow, like a thin veil of light with delicate violet and silver hues rippling across it. The effect is subtle, not blinding, and seems to pulse gently in rhythm with the user’s breathing or heartbeat.
- Sound: A low, resonant hum fills the user’s ears, akin to the distant vibration of a tuning fork or the soft murmur of wind passing through crystal chimes. It’s barely audible but constant, providing a soothing undertone to the experience.
- Smell: The aromatic blend of the elixir floods the user’s nostrils with a potent yet pleasant scent. The earthy, herbaceous fragrance of sage dominates, laced with a faint mineral sharpness from the powdered amethyst. It’s invigorating, like standing in a sacred grove after a cleansing rain.
- Taste: A subtle aftertaste lingers on the tongue, as if the air itself carries traces of the elixir’s components. It’s mildly bitter from the sage, with a chalky, crystalline undertone from the amethyst—dry but not unpleasant, reminiscent of herbal tea sipped too quickly.
- Touch: The user feels a gentle warmth spreading across their skin, as though wrapped in a lightweight, invisible cloak. The aura tingles faintly where it contacts the body, a sensation akin to static electricity or the brush of a soft breeze, signaling its protective presence.
- User’s Perspective (Extra-Sensory Perceptions):
- Mind’s Eye: Through the metaphysical lens of the Mind’s Eye, the user visualizes the aura as a lattice of protective energy, interwoven with shimmering threads of violet and silver. Basic stats reveal its nature: a Level 1 defensive enhancement with a +2 Magical Defense Bonus, lasting 1 hour. If the user concentrates further with active activation, they might discern the aura’s limits, sensing its fragility against stronger magical forces.
- Magical Resonance: The user feels a subtle harmony between their own magical energy and the aura, as if their inner power amplifies its effect. It’s a sensation of alignment, like two notes in a chord resonating together, boosting their confidence in its protective capabilities.
- Temporal Awareness: There’s a faint perception of the aura’s duration ticking down, an intuitive countdown that grows more pronounced as the hour nears its end. It’s not precise like a clock but a nagging instinct, urging preparation for its eventual fade.
- Observer’s Perspective (Five Senses):
- Sight: To an observer, the shimmering aura is visible but understated—a soft glow outlining the user’s form, flickering like heat rising off pavement on a warm day. The violet-silver hues are more apparent in dim light, giving the user an ethereal, almost ghostly appearance.
- Sound: Observers might catch the edges of the low hum emanating from the aura, though it’s fainter to them, like a whisper carried on the wind. It’s easily dismissed as background noise unless they focus intently on the user.
- Smell: The scent of sage and amethyst wafts outward in a gentle radius, detectable within a few feet of the user. It’s less intense than what the user experiences but still noticeable, evoking curiosity or recognition among those familiar with protective herbs and minerals.
- Taste: Observers don’t directly taste the aura, but those standing close might feel a dryness in the air, as if the elixir’s essence subtly alters the atmosphere. It’s fleeting and easily ignored.
- Touch: There’s no direct tactile sensation for observers unless they brush against the aura’s edge, where they might feel a faint resistance, like pushing through a thin layer of warm water. It’s not solid but perceptible enough to hint at its protective nature.
- Observer’s Perspective (Extra-Sensory Perceptions):
- Mind’s Eye: An observer with the Mind’s Eye might passively perceive the aura as a protective field, registering its basic purpose (defense against minor magical threats) and its Level 1 status. With active concentration, they could identify its +2 Magical Defense Bonus and 1-hour duration, though this requires focus and proximity.
- Emotional Echo: The aura projects a subtle sense of calm and security to those nearby, a ripple of its warding intent. Sensitive observers might feel reassured or, conversely, wary, suspecting the user anticipates danger.
- Magical Disturbance: Observers attuned to magic might sense a faint ripple in the ambient magical flow, as the aura interacts with surrounding energies. It’s like a pebble dropped in a still pond—small but detectable to those paying attention.
- Positives:
- The visual shimmer and aromatic scent enhance the user’s mystique, potentially intimidating foes or impressing allies in magical settings like duels or battlefields.
- The soothing hum and warm touch provide psychological comfort, boosting the user’s morale and focus during tense situations, such as exploring ruins or facing magical hotspots.
- The Mind’s Eye integration offers tactical clarity, allowing the user to assess threats and adjust strategies with confidence in the aura’s capabilities.
- The scent and glow serve as a subtle signal to allies, marking the user as protected and possibly encouraging teamwork or trust in dangerous environments.
- The extra-sensory alignment with magical resonance strengthens the user’s connection to their own power, potentially improving their overall magical performance while the aura is active.
- Negatives:
- The noticeable scent and glow, while subtle, could betray the user’s position to perceptive enemies, especially in stealth-reliant scenarios like ambushes or hidden ruins exploration.
- The hum, though quiet, might distract the user or observers in situations requiring absolute silence, such as evading a predator or listening for faint clues.
- The tingling sensation and warmth, while pleasant, could become irritating over the hour-long duration, particularly for users unaccustomed to magical effects or those sensitive to constant stimulation.
- The Mind’s Eye’s temporal awareness might induce anxiety as the aura’s end approaches, pressuring the user to rush decisions or seek safety prematurely.
- For observers, the aura’s magical disturbance could draw unwanted attention from powerful spellcasters or creatures attuned to such shifts, potentially escalating minor encounters into greater threats.
The recipe for Shielding Aura is typically sold in magical supply stores, enchanted emporiums, and mystical academies that cater to mages, spellcasters, and those seeking magical protection. These establishments can be found in various locations, including bustling magical cities, hidden enclaves of arcane knowledge, or near magical hotspots.
In magical supply stores and enchanted emporiums, Shielding Aura is often displayed alongside other defensive magical items and protective spells. The stores are adorned with enchanted artifacts, shimmering crystals, and mystical sigils, creating an otherworldly ambiance. Knowledgeable shopkeepers, who possess expertise in defensive magic and enchantments, are available to assist customers in understanding the properties and applications of Shielding Aura.
Mystical academies and magical guilds also serve as important sources for acquiring Shielding Aura. These institutions are dedicated to the study and practice of magic, and they often have their own magical supply shops or provide access to skilled enchanters. Students and members of these organizations can purchase the recipe and the required ingredients, or they may learn how to create Shielding Aura as part of their magical education.
The end results of using Shielding Aura are primarily used in environments where magical threats are prevalent or anticipated. The protective aura generated by the fragrance is particularly useful in the following situations:
- Battlefields: In times of conflict or when facing magical adversaries, Shielding Aura can provide a valuable layer of defense against minor magical attacks, giving the user an increased chance of survival.
- Magical Duels: Mages and spellcasters participating in magical duels or competitions often use Shielding Aura to bolster their defenses and resist their opponents’ spells.
- Magical Hotspots: Locations with high concentrations of magical energy or mystical anomalies can be dangerous. Shielding Aura helps protect the user from unforeseen magical disturbances or unexpected spellcasting.
- Exploring Ancient Ruins: Adventurers and archaeologists exploring ancient ruins or tombs often encounter magical traps or enchantments. Shielding Aura can mitigate the effects of minor magical hazards and provide added protection.
It is important to note that Shielding Aura is most effective against low-level magical attacks and spells. While it offers increased resistance, it is not a substitute for advanced defensive magic or powerful magical artifacts. Users should still exercise caution and employ other defensive measures when facing significant magical threats.
The Tale of the Shimmering Veil
Long ago, in times when tongues of men twisted and words fell heavy with age, there lived mages of old who feared the wild magics that roamed free. These wise ones, cloaked in robes of dusk, sought a shield not of iron but of breath and stone. So begins the tale, passed through cracked tablets and faded scrolls, of the first making of that which we now call Shielding Aura, born from Scentweaver’s Elixir in days lost to shadow.
In a land where rivers ran with silver and the sky hummed with unseen power, these mages gathered beneath a great tree, its roots deep as mountains. They spoke of foes unseen—spells that crept like thieves, striking without form. Their leader, a woman named Elyra of the Silent Eyes, bore a vision from dreams: a shield woven not by hands but by the air itself. She called to her kin, voices rough with chants, and bade them seek treasures of the earth and herb.
First, they took the purple stone, amethyst, ground fine as dust by pestles older than their names. Its shimmer held secrets, they said, a strength to turn away the unseen. Then came sage, plucked from groves where spirits whispered, its leaves crushed until their soul bled green and sharp. Last, a shard of ward-stone, carved with marks no eye could read, was broken from a fallen tower, its power lingering like a ghost unwilling to fade. These they cast into a brew, the Scentweaver’s Elixir, a potion of old craft known to bind what cannot be held.
For days they stirred, beneath a moon that waxed and waned, until the liquid glowed faint as dawn. Elyra, with trembling hand, raised the vial and breathed its mist. Around her bloomed a veil, thin as spider’s thread yet alive with light—violet and silver dancing as one. The mages stood in awe, for when a stray spell, wild and sharp, flew from the dark woods, it struck the veil and shattered like glass on stone. Elyra stood unharmed, her breath steady, the scent of sage thick upon her.
Word of this spread, carried by wind and trader’s tongue, though the tale grew crooked with time. Some said Elyra faced a beast of flame, its breath turned aside by the veil. Others swore the aura sang with voices of the dead, guarding her soul. The truth, buried in ancient clay, spoke only of a shield for magic’s bite, a guard for those who walked where power roamed free. The mages, once frail, grew bold, stepping into ruins and duels with heads high, their elixirs at their belts.
Yet the tale warns, through its broken words, that the veil was no god’s gift. It waned with the hour, its shimmer fading as the sun climbed high. Those who leaned too hard upon it found silence where protection once stood, their cries lost to foes who waited. Elyra herself, it is said, ventured too far into a cave of whispering shadows, her vial spent, and returned not. The mages mourned, etching her name in stone, a lesson carved beside it.
Moral of the Story: A shield of breath and stone guards well, but trust not the veil alone, for fleeting gifts betray those who forget the strength within.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item Name: Shielding Aura Elixir
- Description: A small glass vial containing a shimmering, aromatic liquid infused with powdered amethyst, essence of sage, and a fragment of an ancient ward. When inhaled or splashed upon the skin, it generates a faint protective aura against mystical forces.
- Cost: 60-80 dollars (modern equivalent of gold pieces, adjusted for 1920s setting)
- Preparation Time: 1 hour (to craft, requiring Occult 40%+ and Craft 30%+)
- Sanity Cost: 0 (initial use); 1/1d4 if over-relied upon in a single session (GM discretion)
- Effect:
- Grants a bonus die to any roll to resist a magical effect (e.g., spells, Mythos entity powers) for 1 hour.
- Reduces damage from magical sources by 2 points per attack (minimum 0).
- Does not protect against physical damage or Sanity loss from Mythos entities.
- Mechanics:
- Activation requires 1 combat round (inhaling or applying the elixir).
- The user must succeed on a Luck roll (50% base) each time it’s used beyond the first in a session, or the aura fails to form due to depleted potency.
- Investigators with Occult skill can identify its properties with a successful roll; a Hard success reveals its limitations against stronger magic.
- Balance Notes: The bonus die aligns with CoC’s resistance mechanics, while the minor damage reduction reflects its low-level nature. Sanity cost discourages overuse, fitting the system’s tone of fragile humanity.
Blades in the Dark (v8.2)
Item Name: Shielding Aura
- (Load: 1)
- Type: Alchemical (Tier I)
- Description: A delicate vial of Scentweaver’s Elixir, swirling with violet mist, releasing a sage-scented aura when uncorked. Used by mystics and cutters to ward off minor supernatural threats in the haunted streets of Doskvol.
- Cost: 1 Coin to acquire (or craft with a Tinker roll, requiring powdered amethyst, sage essence, and a ward fragment)
- Effect:
- When activated (1 action), creates a subtle protective aura for 1 scene (roughly 1 hour).
- Grants +1d to resistance rolls against supernatural effects (e.g., ghost possession, arcane backlash).
- Reduces harm from Tier I supernatural sources by 1 level (e.g., Level 2 harm becomes Level 1). Ineffective against Tier II+ sources.
- Mechanics:
- Counts as 1 Load in a crew’s inventory.
- Can be crafted via a Tinker roll (1-3: flawed, 4-5: success, 6: enhanced duration, Critical: +1 use). Ingredients are Uncommon (1 Coin total).
- Overuse (more than once per score) imposes +1 Heat due to its noticeable scent and shimmer attracting attention.
- Balance Notes: The +1d to resistance fits Blades’ dice pool system, while the harm reduction keeps it useful but limited against higher-tier threats. Heat increase reflects the game’s focus on consequences.
Dungeons & Dragons (5th Edition)
Item Name: Shielding Aura
- (Wondrous Item, Uncommon)
- Description: This stoppered vial contains Scentweaver’s Elixir, a fragrant blend of powdered amethyst, sage essence, and a ward fragment. When uncorked and inhaled, it releases a shimmering aura of protection.
- Rarity: Uncommon
- Cost: 60-80 gp
- Attunement: Not required
- Effect:
- As an action, you uncork the vial and inhale its contents, gaining a +2 bonus to AC against spell attacks and a +2 bonus to saving throws against spells for 1 hour.
- The aura does not stack with other magical AC bonuses (e.g., shield of faith), taking the higher value instead.
- Mechanics:
- Single-use item; once uncorked, the elixir’s potency fades after 1 hour.
- Crafting requires proficiency in Alchemist’s Supplies or Herbalism Kit, 1 day of work, and 30 gp in materials (powdered amethyst, sage essence, ward fragment).
- The aura is visible as a faint violet-silver shimmer, granting advantage on Charisma (Intimidation) checks against creatures aware of its protective nature.
- Balance Notes: The +2 bonuses align with 5e’s bounded accuracy, limited to spells for specificity. Single-use and non-attunement keep it balanced for an Uncommon item, while crafting ties into downtime activities.
Knave (2nd Edition)
Item Name: Shielding Aura
- Description: A fragile clay vial holding Scentweaver’s Elixir, its contents faintly glowing with violet light and smelling of sage. When broken or poured out, it cloaks the user in a protective aura.
- Slots: 1
- Cost: 60-80 cp (copper pieces, reflecting Knave’s simpler economy)
- Effect:
- When used (1 action), grants +2 to Armor defense against magical attacks and +2 to saving throws against spells for 1 hour.
- Breaks after one use; cannot be reused or repaired.
- Mechanics:
- Occupies 1 inventory slot.
- Crafting requires a successful Intellect check (DC 10) and 1 day, using powdered amethyst (10 cp), sage essence (10 cp), and a ward fragment (40 cp).
- The aura’s shimmer imposes a -2 penalty to hiding attempts due to its visibility and scent, tracked as a Condition (“Shimmering”) for the duration.
- Balance Notes: The +2 bonuses fit Knave’s streamlined stats, limited to magical threats for niche utility. The slot cost and fragility align with the system’s inventory focus, while the hiding penalty adds a trade-off.
Fate Core System
Item Name: Shielding Aura Elixir
- Description: A small, ornate vial containing Scentweaver’s Elixir, infused with powdered amethyst, sage essence, and a ward fragment. When activated, it releases a shimmering, fragrant aura that wards off magical harm.
- Cost: 1 Fate Point to acquire or craft (via a Resources roll, Overcome difficulty +2)
- Aspects:
- Protective Shimmering Aura
- Fragile Magical Defense
- Aromatic Warding Scent
- Mechanics:
- Activation: As an action, the user uncorks and inhales the elixir, invoking the aspect Protective Shimmering Aura for one scene (roughly 1 hour).
- Effect: Grants a +2 bonus when defending against magical attacks or effects (e.g., Create Advantage or Defend rolls). Alternatively, the user can spend a Fate Point to automatically succeed on a defense roll against a minor magical threat once during the scene.
- Stunt (Optional): Subtle Ward – Once per session, gain a free invoke on Protective Shimmering Aura when resisting a magical effect, reflecting the elixir’s resonance with the user’s energy.
- Drawback: The aspect Aromatic Warding Scent can be compelled by the GM (e.g., “Your scent draws attention”), offering a Fate Point if the user accepts a complication like being noticed by enemies.
- Balance Notes: The +2 bonus and Fate Point mechanics align with Fate’s narrative flexibility, while aspects and compels reflect the item’s strengths and limitations, encouraging creative play without overpowering the system.
Numenera & Cypher System
Item Name: Shielding Aura
- (Cypher)
- Description: A crystalline vial etched with faint runes, holding a swirling, sage-scented elixir made from powdered amethyst and a ward fragment. When shattered or poured out, it cloaks the user in a protective aura.
- Level: 2
- Type: Anoetic Cypher
- Cost: 60-80 shins
- Effect:
- When used (1 action), the user gains an asset (easing the task by one step) on defense rolls against magical or energy-based attacks for 1 hour.
- Reduces damage from magical sources by 2 points per attack (minimum 0). Ineffective against physical damage.
- Mechanics:
- Single-use item; the vial breaks or the elixir evaporates after activation.
- Crafting requires an Intellect task (difficulty 4) and 1 day, using salvaged numenera parts (amethyst dust, sage extract, ward shard; 30 shins total).
- GM Intrusion: The aura’s shimmer or scent attracts a curious entity (e.g., a nano-spirit), complicating the situation.
- Balance Notes: The asset and damage reduction fit Cypher’s focus on easing tasks and mitigating harm, while the Level 2 status and single-use nature keep it balanced as a minor protective tool in a world of strange wonders.
Pathfinder (2nd Edition)
Item Name: Shielding Aura Elixir
- Level: 1
- Type: Consumable (Elixir, Magical, Abjuration)
- Price: 60-80 gp
- Bulk: L
- Activation: Single Action (Interact)
- Description: A stoppered vial filled with Scentweaver’s Elixir, a fragrant blend of powdered amethyst, sage essence, and a ward fragment. When consumed or splashed on, it generates a faint protective aura.
- Effect:
- After activation, you gain a +1 item bonus to AC against attacks from spells (e.g., magic missile, spiritual weapon) and a +1 item bonus to saving throws against spells and magical effects for 1 hour.
- The aura does not stack with other item bonuses to AC (e.g., bracers of armor), using the higher value.
- Mechanics:
- Single-use consumable; the elixir dissipates after 1 hour.
- Crafting requires Crafting skill (trained), 1 day, and 30 gp in materials (powdered amethyst, sage essence, ward fragment), with a DC 15 Crafting check.
- The aura’s shimmer grants a +1 circumstance bonus to Intimidation checks against creatures that recognize its magical nature.
- Balance Notes: The +1 bonuses align with Pathfinder 2e’s tight math, restricted to magical effects for specificity. The consumable nature and crafting requirements keep it balanced as a Level 1 item, enhancing defense without overshadowing higher-level options.
Savage Worlds (Adventure Edition)
Item Name: Shielding Aura Elixir
- Description: A sturdy glass vial containing Scentweaver’s Elixir, infused with powdered amethyst, sage essence, and a ward fragment. When uncorked and inhaled, it cloaks the user in a shimmering, aromatic aura.
- Cost: 60-80 dollars (equivalent to gold pieces in a fantasy setting)
- Weight: 1 lb
- Power Points: None (non-powered item)
- Effect:
- When activated (1 action), the user gains +2 Armor against damage from magical sources (e.g., arcane powers, enchanted weapons) and +2 to resist magical effects (e.g., Trait rolls against powers like bolt or fear) for 1 hour.
- Does not protect against mundane damage.
- Mechanics:
- Single-use item; the elixir’s effect fades after 1 hour.
- Crafting requires an Occult or Science roll (Target Number 4), 1 day, and materials worth 30 dollars (amethyst dust, sage essence, ward fragment).
- Bennie Drawback: The aura’s noticeable scent and glow impose a -2 penalty to Stealth rolls while active; the user can spend a Benny to negate this for one roll.
- Balance Notes: The +2 bonuses fit Savage Worlds’ fast-paced combat, limited to magical threats for balance. The Stealth penalty adds a situational trade-off, encouraging tactical use, while crafting integrates with the system’s skill framework.
Shadowrun (6th Edition)
Item Name: Shielding Aura Elixir
- Category: Magical Gear (Alchemical Preparation)
- Description: A reinforced vial containing Scentweaver’s Elixir, a faintly glowing concoction of powdered amethyst, sage essence, and a ward fragment. When uncorked and inhaled, it generates a shimmering aura that mitigates magical attacks in the Sixth World.
- Cost: 60-80 nuyen
- Availability: 8 (Restricted, requires magical contacts)
- Effect:
- When activated (Minor Action), the user gains +2 dice to Magical Resistance Tests (e.g., resisting spells or critter powers) for 1 hour.
- Reduces Damage Value (DV) from magical attacks (e.g., mana bolts, spirit powers) by 2 (minimum 0). Ineffective against physical damage.
- Mechanics:
- Single-use item; the elixir dissipates after 1 hour or when its potency is expended.
- Crafting requires Alchemy skill (Threshold 3), 1 hour, and 30 nuyen in reagents (amethyst dust, sage essence, ward fragment). Apply Edge if the crafter has the Alchemist quality.
- The aura’s shimmer imposes a -1 dice penalty to Stealth Tests due to its visibility and scent, detectable by astral perception or keen senses.
- Balance Notes: The +2 dice bonus aligns with Shadowrun’s dice pool system, limited to magical threats for specificity. The crafting and availability reflect its niche utility in a cyberpunk-magic setting, while the Stealth penalty adds a trade-off in a game of subterfuge.
Starfinder (1st Edition)
Item Name: Shielding Aura Serum
- Level: 1
- Type: Serum (Magic)
- Price: 60-80 credits
- Bulk: L
- Description: A sleek injector tube filled with Scentweaver’s Elixir, a violet-hued serum infused with powdered amethyst, sage essence, and a ward fragment. When injected or sprayed, it cloaks the user in a protective aura against mystical forces.
- Effect:
- When used (Standard Action), you gain a +1 enhancement bonus to AC against attacks from spells or spell-like abilities and a +1 enhancement bonus to saving throws against spells and magical effects for 1 hour.
- Does not stack with other enhancement bonuses to AC (e.g., armor upgrades), using the higher value.
- Mechanics:
- Single-use consumable; the serum’s effect fades after 1 hour.
- Crafting requires Mysticism skill (DC 15), 1 day, and 30 credits in materials (amethyst dust, sage essence, ward shard).
- The aura’s faint shimmer grants a +2 bonus to Intimidate checks against creatures aware of its magical properties, reflecting its otherworldly presence.
- Balance Notes: The +1 bonuses fit Starfinder’s progression curve, restricted to magical effects for balance at Level 1. The crafting ties into the system’s skill-based economy, and the Intimidate bonus adds situational flavor without overpowering combat.
Traveller (Mongoose 2nd Edition)
Item Name: Shielding Aura Ampoule
- Tech Level: 10 (Low Magic-Tech Hybrid)
- Cost: Cr60-80
- Weight: 0.1 kg
- Description: A sealed ampoule containing Scentweaver’s Elixir, a faintly aromatic blend of powdered amethyst, sage essence, and a ward fragment. When cracked open and inhaled, it generates a subtle psi-shielding aura, rare in the Third Imperium’s blend of science and psionics.
- Effect:
- When activated (1 Minor Action), the user gains DM+2 to resist psionic effects (e.g., Telepathy, Clairvoyance) and reduces damage from psionic attacks by 2 points (minimum 0) for 1 hour.
- Ineffective against physical or technological attacks.
- Mechanics:
- Single-use item; the ampoule’s contents evaporate after 1 hour.
- Crafting requires Psionics or Science (Chemistry) skill (8+), 1 day, and Cr30 in materials (amethyst dust, sage essence, ward shard).
- The aura’s scent and shimmer impose a DM-1 penalty to Stealth checks, noticeable to sensors or psionically sensitive beings.
- Balance Notes: The DM+2 aligns with Traveller’s 2d6 resolution, tailored to psionics rather than broad magic due to the setting’s focus. The low TL and crafting requirements make it a rare but plausible item, with the Stealth penalty reflecting its detectability.
Warhammer Fantasy Roleplay (4th Edition)
Item Name: Shielding Aura Phial
- Category: Trapping (Alchemical)
- Description: A fragile clay phial holding Scentweaver’s Elixir, a sage-scented brew infused with powdered amethyst and a ward fragment. When shattered or poured out, it cloaks the user in a shimmering aura to ward off minor Chaos magic.
- Cost: 60-80 silver shillings
- Encumbrance: 1
- Availability: Rare
- Effect:
- When used (1 Action), grants +10 to Tests to resist magical effects (e.g., Chaos spells, miscasts) and reduces damage from magical sources by 2 (minimum 0) for 1 hour.
- Does not protect against mundane damage or Corruption.
- Mechanics:
- Single-use item; the phial breaks or the elixir fades after 1 hour.
- Crafting requires Trade (Apothecary) or Lore (Magic) skill (TN 60), 1 day, and 30 ss in reagents (amethyst dust, sage essence, ward shard). Success on a Dramatic Test may enhance duration to 2 hours.
- Risk: The aura’s shimmer and scent impose a -10 penalty to Stealth Tests, attracting attention from Chaos-touched foes or witch hunters wary of sorcery. Gain 1 Suspicion point if used publicly.
- Balance Notes: The +10 bonus fits WFRP’s percentile system, limited to magical effects to avoid overpowering mundane combat. The crafting and Risk mechanics tie into the game’s gritty tone, where even minor magic carries consequences.

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[…] Shielding Aura: Infuse the elixir with powdered amethyst, essence of sage, and a fragment of a protective ward. This aromatic blend generates a subtle aura that shields the user from minor magical attacks and offers increased resistance against harmful spells. […]