An aura, also known as a dweomer,[1] was a magical emanation from a person or object that was supernaturally detectable. Many divination spells functioned by recognizing auras. Undead,[2] liars,[3] secret doors,[2] magical persons and items,[4] and lawful, chaotic, good, and evil creatures[4] all emitted auras that could be detected by the right magic. The aura of magical items and spells usually revealed the school of magic to which the magical effect belonged.[5]
Clerics always had particularly powerful auras that matched the alignment of their deity.[6] Many paladins were surrounded by auras of courage.[7]
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- ↑ Victor Milán (October 1995). War in Tethyr. (TSR, Inc), p. 135. ISBN 0-7869-0184-5.
- ↑ 2.0 2.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 220. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 222. ISBN 0-7869-2886-7.
- ↑ 4.0 4.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 219. ISBN 0-7869-2886-7.
- ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), pp. 213, 215. ISBN 0-7869-2889-1.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 32. ISBN 0-7869-2886-7.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 44. ISBN 0-7869-2886-7.