Fylgja
Damage prevention stored as a resource and spent in single points, on demand, at instant speed. Four healing counters come pre-loaded, and each one removed stops exactly one point of incoming damage, which is what separates this from a spell like Healing Salve that dumps its whole effect in a single block. The granularity is what the design is selling: you parcel prevention out across multiple combat steps and multiple sources, soaking a burn spell here and a chip of unblocked damage there until the well runs dry. The refill clause keeps the engine open, three mana to add another counter, which makes the enchanted creature resilient specifically against damage-based answers: burn, fight effects, combat trades. Against destroy or exile it does nothing; this is protection from points of damage, not removal in the broad sense. The catch lives in the rate. Spending one counter per point means a single large hit empties the Aura faster than it accomplishes anything, and the refill is far too slow to keep pace with real pressure. It functions as a slow leak rather than a wall, an early experiment in metering an effect through counters that the game would later fold into cleaner shells. The flavor lands cleanly: a fylgja is a guardian spirit in Norse belief, and the Aura behaves like one, attending a single creature and spending itself in small mercies to keep it alive.
