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Expedition: general discussions.

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ideas for the aura mechanic
Perhaps I'll elaborate a bit more to provide some kind of illustration. In total, 7 aura colors are planned, each of which (possibly) will increase certain parameters, and 6 of which will unlock a corresponding type of "magic." The white aura will have a different, more modest bonus so that people who want to play as ordinary characters won't feel too bad. In fact, most people in the lore will be white-aura users, while mages will be relatively rare. But players are special snowflakes and will be given the opportunity to choose.

Magical auras will be divided into two conditional groups: pure and hybrid. The pure ones include red, blue, and yellow, while the hybrid ones, as you can guess, include purple, orange, and green. As for the concepts of the directions:
Red - physical and destructive aura, directed outwards.
Blue - "spiritual-mental" aura, directed at internal control.
Yellow - pure healing aura, without any special complications.
Purple - partly antimagic, partly affecting the mind.
Orange - an aura for those who heal and maim. Probably the least interesting of all on paper, being the most direct of the hybrids.
Green - the aura of cultured people. First of all, it involves all sorts of health transfer, creating chimeras, and creating homunculi. In other words, more complex and less direct manipulations than the other two healing auras.