> ## Documentation Index
> Fetch the complete documentation index at: https://entities.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Auras

> Timed effects on an entity: buffs and debuffs, event auras, stuns, glows, cast bars and speech.

An aura is a timed effect **placed on** an entity. It can run skills when it starts, every tick, and when it ends, and the event auras (`onAttack`, `onDamaged`, …) react to what the entity does while it lasts.

```yaml theme={null}
- aura{auraName=burning_brand;onTick=brand_tick;interval=20;duration=200} +onAttack @trigger
- onDamaged{onDamaged=reflect;damageMultiplier=0.5;duration=100} +onHurt <30% @self
- stun{duration=2s} @playersInRadius{r=4}
- cast{onCast=meteor;duration=60;cancelOnMove=true} +onTimer:200 @target
```

| Mechanic | Usage | What it does |
| :- | :- | :- |
| `aura` <sub>also `buff`, `debuff`</sub> | `aura{auraName=<name>;onStart=<skill>;onTick=<skill>;onEnd=<skill>;interval=1;duration=200}` | A timed effect on the target with `onStart`, `onTick` and `onEnd` skills. The caster stays `@self`. |
| `auraremove` <sub>also `removeaura`, `removebuff`, `removedebuff`</sub> | `auraRemove{aura=<name>;stacks=<n>}` | Removes an aura (or some of its stacks) from the target. |
| `bouncy` | `bouncy{onBounce=<skill>;cancelDamage=false}` | Makes the target bounce off things it lands on, running a skill on each bounce. |
| `cast` | `cast{onCast=<skill>;onInterrupted=<skill>;duration=40;cancelOnMove=false;showCastBar=true}` | A cast bar: runs a skill after a wind-up that moving or being hit can interrupt. |
| `effect:glow` <sub>also `e:glow`</sub> | `effect:glow{color=WHITE;duration=200}` | A timed, coloured glow on the target. |
| `effect:spin` <sub>also `spin`, `e:spin`</sub> | `effect:spin{velocity=18;duration=200}` | Spins the target in place for a while. |
| `fly` | `fly` | Lets the target fly while active. |
| `followpath` <sub>also `path`, `formline`, `lineup`</sub> | `followPath{path=<x,y,z;x,y,z>;speed=1;onGoal=<skill>}` | Walks the caster along a list of points. |
| `hidefromplayers` <sub>also `hidefromplayer`, `hide`</sub> | `hideFromPlayers{duration=200}` | Hides the caster from the targeted players for a while. |
| `onattack` <sub>also `onhit`</sub> | `onAttack{onAttack=<skill>;cancelEvent=false;damageMultiplier=1;damageAdd=0}` | While active, runs a skill whenever the target deals damage. |
| `onblockbreak` <sub>also `onbreakblock`</sub> | `onBlockBreak{onBreak=<skill>;blocktypes=<blocks>;cancelEvent=false}` | While active, runs a skill whenever the target breaks a block. |
| `onblockplace` <sub>also `onplaceblock`</sub> | `onBlockPlace{onPlace=<skill>;cancelEvent=false}` | While active, runs a skill whenever the target places a block. |
| `onbowshoot` <sub>also `onshoot`</sub> | `onBowShoot{onShoot=<skill>;cancelEvent=false}` | While active, runs a skill whenever the target shoots a bow. |
| `onchat` <sub>also `chatprompt`</sub> | `onChat{onChat=<skill>;conditions=<conditions>}` | While active, runs a skill whenever the target player chats. |
| `ondamaged` | `onDamaged{onDamaged=<skill>;cancelEvent=false;damageMultiplier=1;damageSub=0}` | While active, runs a skill whenever the target takes damage. |
| `ondeath` | `onDeath{onDeath=<skill>}` | Runs a skill if the target dies while it is active. |
| `oninteract` | `onInteract{onInteract=<skill>}` | While active, runs a skill whenever the target is right-clicked. |
| `onjump` | `onJump{onJump=<skill>;cancelEvent=false}` | While active, runs a skill whenever the target jumps. |
| `onkeypress` <sub>also `keypress`, `kp`</sub> | `onKeyPress{onPress=<skill>;key=<key>}` | Accepted for compatibility; key presses need a client mod and never fire. |
| `onkeyrelease` <sub>also `keyrelease`, `kr`</sub> | `onKeyRelease{onRelease=<skill>;key=<key>}` | Accepted for compatibility; key presses need a client mod and never fire. |
| `onswing` <sub>also `onleftclick`</sub> | `onSwing{onSwing=<skill>}` | While active, runs a skill whenever the target swings. |
| `speak` <sub>also `speech`</sub> | `speak{message=<text>;duration=60;radius=16;sendchatmessage=true}` | Makes the caster speak in chat and in a speech bubble above it. |
| `stataura` <sub>also `statbuff`, `statdebuff`</sub> | `statAura{stat=<attribute>;value=<n>}` | Changes an attribute on the target while active. |
| `stun` | `stun{duration=2s;stopai=true;gravity=true;noknockback=false}` | Roots the target: mobs stop thinking, players can't move or jump. |
| `terminable` <sub>also `stoppable`, `cancelable`, `exit`, `terminatable`</sub> | `terminable{conditions=<conditions>;onTerminate=<skill>}` | An aura that ends early, running a skill, when its conditions are met. |

## Shared aura options

Every aura takes a name and lifetime: `auraName` (to remove or test it later), `duration` in ticks, `interval` between ticks, `charges` (how many times it can fire before ending), `stacks`/`maxStacks`, and `refreshDuration` to restart the clock when it is applied again. The [`hasAura`](conditions) and `hasAuraStacks` conditions read them.

## `aura` or `repeat`?

Both run a skill on a timer. They differ in **who `@self` is**:

* In an `aura`, the **caster** stays `@self` and the entity wearing the aura is the inherited target. That is MythicMobs' behaviour, so imported skills work unchanged.
* In LodeEntities' own [`repeat` and `pulse`](timers-auras), the **entity it runs on** is `@self`, so radius targeters resolve around it.

Use `aura` for buffs and debuffs placed on others; use `repeat` for a mob's own recurring attacks.

> [!NOTE]
>
> `onKeyPress` and `onKeyRelease` need a client mod to report key presses. They load, so imported skills don't fail, but never fire.


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