I wrote about auras recently in a post titled, “Auras R Us.” It was supposed to be the first in a series of several related posts but I got bogged down in other stuff and it’s taken me a bit to get back to it. Like, a day. I know, right? I get so off-track sometimes. I’ve been yammering to cookiemonger about this a lot, ’cause it’s cool.

It goes like this: remember when I “Updated Status Effects For March?” Well, there are two specific categories of effect which aren’t immediately obvious to anyone except me, if only because I’ve been staring at them for weeks and weeks. First, you have the effects that key off a character’s current health: bloodied, wounded, and helpless.

Now, if you’re familiar with the game concept of “denial,” then you’ll get this next bit, when I say the second category is denial. But first, a bit about denial. Denial sucks. I mean, it’s fun to inflict on others but you never, ever want to be on the receiving end. Silenced? Blinded? Asleep? Paralyzed? Turned to stone? A frog?

Action denial is hands-down the harshest form of denial. Damage resistance or immunity can be ways of reducing the effectiveness of an enemy, but preventing them from attacking at all is the best way of ruining someone’s day. Dungeons & Dragons has “Daze” and “Stun,” which are two of the nastiest conditions, period.

Now, setting aside the Daze and Stun conditions that my game features, there is a sprinkling of lesser denial effects from Crippled that prevents you from landing attacks, to Staggered that prevents you from gaining temporary health. Not counting Bloodied, Wounded, Helpless, Dazed, and Stunned, there are seven status effects.

Do you see what I did there?

There are seven States of magic, and each one will have one special aura devoted to removing and preventing a specific status effect from harming the user. I’ve already taken the time to divvy up the status effects amongst the States, and each has a defensive aura dedicated to the purpose of protection. Etymologists rejoice!

Status is the Latin word for posture, and it is from that word we derive (via French) the word state, which alternatively means condition, form, structure, composition, political body, and so forth. Each State of magic is based upon a state of being, and has an associated status effect. But these aren’t effects like “poisoned” or “burning.”

Oh no, they’re much better than that. They’re control effects.