Magical Augmentation

Magical Augmentation

'''For all of Magical Augmentation there is a money cost of 1 sliver per mana to build. In addition they all take 24 hours to build.'''

Class 1

Cursed

(Cursed items give off an aura which can be detected with sensitivity checks)

Identify Attribute: 2 mana. Able to identify the attributes present in one target, one animal beast or being, which may potentially be embedded into an item. When used upon an item, you learn which embedded attributes (if any) are within it. You also learn the approximate power level of one of the attributes specified.

Enchant I: 4 mana. You prepare an item to receive one attribute. This item must be enchanted before the attribute can be housed within it. When an attribute is embedded, it will only remain within the item as long as the enchant effect exists. The item contains the attribute even if the enchantment is gone, but will have no effect without it. Enchant I lasts 1 minute/level that it is done.

Animal Attribute Imbedding I: 6 mana. Allows the alchemist to imbed a specific attribute from a targeted animal into an object for use as a magic item. Target’s body and soul rank may not be higher than 1st level. The item’s imbedded effects are determined by the GM and generally do not exceed the first level spell-like effects. Only bonuses up to +5 and one skill rank may be embedded. Only one imbedding can exist in a given item.

Being Attribute Imbedding I: 8 mana. As animal attribute imbedding, except the attribute is from an intelligent race or creature. Other attributes which may also be imbedded are memories, thoughts, emotions, personality traits, mental states, and so on. For example the berserker rage of a madman can be imbedded into an article of clothing which would drive the wearer into a frenzy.

Beast Attribute Imbedding I: 10 mana. As Being attribute Imbedding except for beasts, up to rank 1. A beast is a monster, unnatural monster or a plant or suchlike. Other unique attributes which may be imbedded include spell like effects up to first level, as heat resistance or telekinesis, a +5 resistance to poison resistance or stun, special attacks such as ambush or multiple attack, and so on. For example a beast which is unaffected by bleeding damage can grant an effect like Clot I.

Blessed

(Sigils: When you put a sigil into an item it looks like you carve a symbol into an item which glows when used.)

Temper: 2 mana. Prepares an item to receive a world spirit sigil. This affects the Capacity Level, which is the maximum number of sigils that can be imbedded. If an item has a capacity level equal to X, then casting temper once a day for X+1 days will increase the tolerance level to X+1, and requires X+1 mana per day. If caster fails the tempering spell you must restart the process from day 1, but it keeps its previous tolerance level.

Sigil of Striking: 4 mana. Raises offensive bonus of a weapon +5. Each additional sigil of striking engraved on the weapon increases the level of the tempering needed by NxN, where N = the number of runes.

Sigil of Shielding: 6 mana. Raises defensive bonus of an item +5. Each additional sigil of shielding engraved on the item increases the level of the tempering needed by NxN, where N = the number of runes. If the item is not a defensive item (a non-defensive item being a thing like a sword or ring) then the Capacity level consumed by the shielding is increased by 50%.

Calibrate Tempering: 8 mana. Caster can determine the capacity level on an item. He may also determine if the item is inruned and to what world spirit. He does not gain access to what sigils are in the item, or what world spirit properties it has.

Hand Sigil: 10 mana. An item that is engraved with this sigil may be summoned to either hand of someone who is wearing or wielding the item. This effect is so quick the item may be used in the round it is summoned. The wearer or wielder must know that the item has this characteristic. Naturally the item may not be such an item that is currently worn around the casters body, such as a breastplate.

M.A.D. 

(MADS give off the aura of the major runes used in them which can be identified by sensitivity checks)

Research MAD: 4 mana. Allows alchemist to research the special imbedding spells to be used in creating an item.

Create Imbedding Device II: 8 mana. Allows you to create imbedding device which can store a 2-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Mana Battery I: 10 mana. Stores 1 mana/level that is is created at. The size of this is 1 square inch/level.

Class 2

Blessed

Identify Sigil: 12 mana.You learn the type and effects of all sigils on an insigiled item.

Sigil of Parry: 16 mana. Or a being wielding an item with this rune, they may add +50 to their defensive bonus for any round in which they perform only defensive actions. No attacks, no spells, no maneuvers.

Minor spirit Sigil:20 mana. Allows an alchemist to implant any minor spirit sigil he knows into a properly tempered item. To gain access to the sigil you must perform a quest. Usually for a minor spirit sigil it is an easy quick quest that the world spirit wants. Then you gain knowledge of the sigil permanantly to put into a tempered item.

Cursed

Enchant II: 12 mana. Duration is 1 hour/level. Otherwise the same as enchant I.

Animal Attribute Imbedding III: 14 mana. Up to 3rd level bonus, bonuses no greater than +15, 3 skill ranks, or 3rd level spell effects.

Being Attribute Imbedding III: 16 mana. Up to 3rd level bonus, bonuses no greater than +15, 3 skill ranks, or 3rd level spell effects.

Beast Attribute Imbedding III: 18 mana. Up to 3rd level bonus, bonuses no greater than +15, 3 skill ranks, or 3rd level spell effects.

Fallen Attribute Imbedding III: 20 mana. As beast attribute imbedding except it works on fallen. Up to 3rd level bonus, bonuses no greater than +15, 3 skill ranks, or 3rd level spell effects.

M.A.D.

Charge Mana Battery I: 12 mana. Allows a person to charge a mana battery with their own mana. Costs 12 mana to start the charge, but is a 1 to 1 ratio after that. 1 round per mana charged.

Create Imbedding Device III: 14 mana. Allows you to create imbedding device which can store a 3-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Targeting Device I - Touch: 16 mana. Creates a device which allows the spell effect of the MAD to be imbued through touch. For example a wand shaped MAD would cast its spell by touching a target with its tip. The device has to touch the thing, not you. The size of this device is 4 square inches.

Create Imbedding Device IV: 18 mana. Allows you to create imbedding device which can store a 4-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Mana Collector I:20 mana. This collects mana from the surrounding environment to charge the attached device. Collects mana at the rate of 1/hour. This rate can be changed based on the density of the mana of the environment, increasing or decreasing the rate. The size of this device is 5 square inches.

Class 3

Blessed

Major Spirit Sigil: 24 mana. You can place a spirit sigil. As Minor Spirit Sigil but the Sigils are from the major list, rather than the minor.

Erase Sigil: 28 mana. Takes 1 turn to do. You may attempt to permanently erase any sigil from an item that is not a spirit sigil. If the alchemist did not originally engrave the sigil into the item, the item receives a +30 resistance against the attempt.

Bestow Name: 30 mana. Allows you to name an item. The item has a name officially recognized by the world spirits. Named items then gain a reputation in the spirit world and will obtain attributes based on that (such as gaining elemental damage types, or no negatives for being used underwater, or bonus to sneak attack). Bonus is usually associated with the way the item is used, and often offsets negatives in the situation the weapon is used.

Cursed

Animal Attribute Imbedding V: 22 mana. Up to 5 th level bonus, bonuses no greater than +25, 5 skill ranks, or 5rd level spell effects.

Being Attribute Imbedding V: 24 mana. Up to 5 th level bonus, bonuses no greater than +25, 5 skill ranks, or 5rd level spell effects.

Beast Attribute Imbedding V: 26 mana. Up to 5th level bonus, bonuses no greater than +25, 5 skill ranks, or 5rd level spell effects.

Fallen Attribute Imbedding IV: 28 mana. Up to 5rd level bonus, bonuses no greater than +25, 5 skill ranks, or 5rd level spell effects.

Enchant III: 30 mana. Duration is 1 day/level. Otherwise as enchant I.

M.A.D.

Create Imbedding Device V: 22 mana. Allows you to create imbedding device which can store a 5-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Targeting Device II - Bolt: 24 mana. Creates a device which allows the spell effect of the MAD to be imbued through a fired bolt. The distance for the bolt is 25 ft + 10ft/level. The base mana cost of the spell effect goes up by +1/level. The size of this device is 6 square inches.

Create Imbedding Device VI: 26 mana. Allows you to create imbedding device which can store a 6-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Charge Mana Battery II: 28 mana. Allows a person to charge a mana battery with their own mana. Costs 28 mana to start the charge, but is a 1 to 1 ratio after that. 1 round per 2 mana charged.

Targeting Device III - Area Effect: 30 mana. Creates a device which allows the spell effect of the MAD to be imbued from a radius from the last target or the device. For example if you use both a bolt and an Area Effect, the bolt target would explode into an Area Effect. AOE is 5ft/level. The base mana cost of the spell effect goes up by  10% and +1/level. Device is 12 square inches.

Class 4

Blessed

Hide Sigil: 32 mana.Allows you to hide the magic aura that comes off of any sigil. This does not diminish the sigil carvings. Prevents the use of identify sigil. This effect does not count towards the temper cost.

Dismiss Spirit Sigil: 36 mana. As erase rune, but for spirit sigils. The spirit rune always recieves the +30 resistance bonus. If the item succeeds resisting then the caster suffers an attack spell failure. Adding not only the level of the spell (temper level), but also by the amount by which the item succeeded the resistance.

Lord Spirit Sigil: 40 mana. Allows you to select a bonus from the Lord Sigil list.

Cursed

Animal Attribute Imbedding VII: 32 mana. Up to 7th level bonus, bonuses no greater than +35, 7 skill ranks, or 5rd level spell effects.

Being Attribute Imbedding VII: 34 mana. Up to 7th level bonus, bonuses no greater than +35, 7 skill ranks, or 5rd level spell effects.

Beast Attribute Imbedding VII: 36 mana. Up to 7th level bonus, bonuses no greater than +35, 7 skill ranks, or 5rd level spell effects.

Enchant IV: 38 mana. Duration is 1 week/level. Otherwise as enchant I.

Fallen Attribute Imbedding V: 40 mana. Up to 5th level bonus, bonuses no greater than +25, 5 skill ranks, or 5rd level spell effects.

M.A.D.

Mana Collector II:34 mana. This collects mana from the surrounding environment to charge the attached device. Collects mana at the rate of 1 mana/30 minutes. This rate can be changed based on the density of the mana of the environment, increasing or decreasing the rate. The size of this device is 10 square inches.

Compact I: 36 mana. Allows you to prepare any of these other devices at a size equal to 1/2 its size. Does not work on mana batteries. For every part of the MAD you compact, it increases the base price of the spell by 1 mana.

Mana Linking Device I: 38 mana. Increases the cost of the spell by 50%. Allows you to cast the spell from your own mana pool, as opposed to a mana battery. This device is 3 square inches.

Create Imbedding Device IX: 40 mana. Allows you to create imbedding device which can store a 9-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Class 5

Blessed

Spirit Sigil of Might: 50 mana. Allows you to choose a power from the Spirit Sigil of Might List.

Divine Rite: 55 mana. Allows you to seal the name of a named item. All of the bonuses associated with the item stay regardless of its temper or anything else.

Cursed

Attribute Imbedding X: 45 mana. Works for all manner of creature except fallen. Up to 10th level bonus, bonuses no greater than +50, 10 skill ranks, or 10th level spell effects.

Enchant V: 48 mana. Duration is 1 month/level. Otherwise as enchant I.

Fallen Attribute Imbedding VII: 50 mana. Up to 7th level bonus, bonuses no greater than +35, 7 skill ranks, or 7th level spell effects.

M.A.D.

Create Imbedding Device XII: 50 mana. Allows you to create imbedding device which can store a 12-rune spell effect. Level modifier: The level that the imbed is made at is the level that the spell is used at for the purposes of overcoming resistances or fumble/success charts, as well as any effects of the spell which look at caster level. The size of this is 1 square inch/level + 1 square inch per rune used.

Targeting Device IV - Charge: 55 mana. Increases the base cost of a spell by 100% + and additional 20% per level of charge that you are making this at. Also adds +10 to the base spell cost. The charge can be associated to a single sub-magic rune and a targeting rune determined at the time of creation. Use as per the charge algorithm. Increases the effective level of a targeting rune and the spell effect by 1 rune of the sub rune, per round of charging. The size of the device is 12 square inches + 1 square inch per level of the device.

Class 6

Blessed

Spirit Sigil of Magic: 60 mana. Allows you to choose a power from the Spirit Sigil of Magic List.

Cursed

Attribute Imbedding XV: 55 mana. Works for all manner of creature except fallen. Up to 15th level bonus, bonuses no greater than +75, 15 skill ranks, or 15th level spell effects.

Enchant VI: 60 mana. Duration is 1 year/level. Otherwise as enchant I.

Fallen Attribute Imbedding X: 65 mana. Up to 10th level bonus, bonuses no greater than +50, 10 skill ranks, or 10th level spell effects.

M.A.D.

Arcane Library Transmitter: 60 mana. Allows for the casting point of a spell to be transmitted to a receiver (IR device) that is created alongside this device. The size of an ALT is 1 squarefoot/level. The receiver is 1 square inch per level of the spell effect that it can receive. You can build one receiver per level of the transmitter and whatever level the transmitter is at determines the distance the spell effect can travel. 100 +15ft per level transmission distance. Cannot pass through an antimagic field if it completely blocks all space between the receiver and transmitter.

Imbed True: 100 mana. Allows you to create imbedding device which can store 1 rune per level of the device. Level modifier: For the purposes of overcoming resistances or fumble/success charts or any effects that look at caster level it has a base of +120 with +1/level that the imbed is made at. Has a base cost of 100 gold and costs 2 silver per level instead of 1. The size of this is 1 cubic foot + 1 square inch/level per rune used.

Arcane Matrix: 150 mana. Allows you to weave the components of a MAD together to overlap the size. The total size of the MAD is equal to the single largest component. Level of the Arcane Matrix is the number of components in it.

Class 7

Blessed

Spirit Sigil of Power: 100 mana. Allows you to choose a power from the Spirit Sigil of Power List.

Divinity: 150 mana. Allows whichever world spirit the item was made with to possess sentience from within the item. Weapon is considered a divine weapon.

Cursed

Attribute Imbedding True: 100 mana. Any creature up to any level, any ability, any power, any magic.

Enchant True: 120 mana. Allows the item to be active permanently. The item can be turned off and on at will as a free action.

M.A.D.

Constant: 120 mana. Allows for the spell effect of the MAD to be constantly cast, so it's always happening. Some spell effects do not qualify for this. Size is 2 cubic feet. Number of effects that can be under the constant is equal to its level. Size increases by 1 cubic foot per level of the effect.

The Daily Component: 150 mana. Allows for a mana battery to recharge at midnight. Size is a cubic inch/level and the level must be equal to the level of the mana battery it is attached to.