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Augmentations

Augmentations are bonuses that a character gets by investing mana. This is the main
use of mana among non-mage characters. They can also be given to others, as long as the
target is willing (and the Enchantment school of High Magic allows it on unwilling
targets), and even to inanimate objects. The investment can be detected as normal in the
augmented object. Making an augmentation permanent requires expending 1000 times its
cost rather than 100.
Points can be transferred to and from augmentations at a rate of (ten times character
level) per round. To increase augmentations in a hurry, you can expend as much as you
want into them, but this lasts only one round. You cannot speed up the rate at which the
investment returns to you, and investments that are not fully paid for do nothing (so if
you take 1 mana back from your internalized sight, for example, the remaining 9 mana is
useless because it’s not enough to pay for its effect). If anything would reduce you to less
than zero mana, you can instead have it draw from your augmentations.

Increase stats
Physical attributes cost 3 points for Empowered, 2 points for Half-mortals, and 1
point for Immortals onward. Charisma costs 3 points; Intelligence and Wisdom
cannot be Augmented.
Increasing concentration number by 1 costs 10 mana.
Increasing max health by 1 costs 1.
Increasing attack or defense modifier by 1 costs 5.
Increasing max mana by 1 costs 1. Note: this is useless on yourself.
Increasing a skill by 1 costs 1. Note: this may be removed or nerfed.
Increase regeneration
1 point of health per hour costs 1 mana. 1 point of mana per hour costs 2 mana. This
does not allow you to surpass your normal limits.
Increase speed
Increasing your maximum distance covered per round on foot by 5 feet costs 1 point.
Increasing your maximum number of actions taken per round by one costs 100 points
for Empowered, 50 points for Half-mortals, and 25 points for Immortals onward.
Augment senses
Internalizing sight costs one mana. This makes sight immune to physical impairment
and allows line-of-sight to pass through any nonmagical material. It also gives a +5
bonus to Perception checks involving sight. However, anything seen can detect the
invested mana as if it was expended, and anything seen through can detect it as if
ten mana was expended.
Internalizing other senses works the same way, with no extra penalty for being “seen
through.”
Presence (effects upon [touch, eye contact, or hearing voice]) (per round, if applicable)
(these may be turned off at will)
One damage (Fortitude (CHA) negates) costs 1 point. Increasing DC by 1 costs 5
points. For x% of this damage to be transferred to the character, multiply the total
cost (including DC) by 2x. To make the effect selective, double the cost.
One point of healing costs 1 point. If the health comes from nowhere, square the cost.
If only one point is healed, it still costs 4. To make the effect selective, double the
cost.
Transmutation (Fortitude (CHA) negates) requires the Transmutation cost to be
invested. Increasing the DC by one costs 10. This DC overrides the normal
Transmutation DC. To make the effect selective, double the cost.
Provoking [emotion] (Will (CHA) negates) costs 1 point for negligible, 5 points for
strong, and 25 points for stronger than a mortal can naturally feel them. The DM
decides what the effects of this are and whether the feeling the player chooses is
generic enough to be an emotion and not a thought. Increasing DC by 1 costs 10
points and non-mortals get a +50 bonus on their save. To make the effect selective,
double the cost.
Casting a Charm (DC is CHA) costs 10 times the Charm’s cost. Increasing the DC by
1 costs 10 points. Non-mortals get a +50 bonus on saves against these charms. To
make the effect selective, double the cost.
Concealment/deception
Increasing or decreasing apparent mana by 11 costs 1 point.
Increasing or decreasing apparent investment by 12 costs 2 points.
Increasing or decreasing apparent expenditure per round by 20 costs 10 points. Even
if enough mana is spent on this, the augmented individual never appears to be
expending negative mana.
Invisibility costs 10 points. Without internalized sight, invisible characters are blind
(this is a side effect of true invisibility). Characters with internalized sight can see
inbisible.
Concealment from other senses (silence, lack of smell, etc.) also cost 10 points, but it
still does not affect internalized senses. Also, concealment from touch is
intangibility, which along with having some interesting side effects, causes the
character to fall through the ground unless they can fly. They also cannot physically
carry anything.
Focus (these bonuses do not apply to the object itself, but to its holder. Characters
augmented with a Focus can bestow the bonus on one character within sight but not on
themselves; they can take the same augmentation multiple times to give the Focus to
more than one target.)
1000
Allowing holder of the object to cast spells for x% cheaper costs points.
100 − 2 x
This augmentation cannot be made permanent.
Increasing the maximum number of things the holder can concentrate on by 1 costs 5
points.
Immunities
Immunity to a disease you know (meaning that you know exactly how the its mana
was spent) is one one-hundredth the disease’s cost.

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