Magignosis isn’t really done, but it is basically fully drafted, so I’ll expand the Infusions page to contain all of its house rules. First the ones we are actually using, followed by the ones we are not but may be soon.
To begin with, Infusions are a replacement for standard +2 to whatever style magic items. It is seriously not that interesting to go from a +2 sword to a +3 sword, so instead Magignosis gives you an Infusion of Mercury and then any weapon you are holding is a magic weapon with a bonus equal to 1/3 your character level, rounded up. Likewise with other infusions. These always scale up with your level (though at different rates), so you’ll never need to replace them. You can only ever have 8 magical infusions ongoing. Since magic items all do things like launch firebolts, let you fly, turn you invisible, or whatever, there’s no limit on the number you can have. All the numerical bonuses are in the more limited Infusions, and most magic items that have significant abilities are plot-based things.
Only the wealthiest and most well-stocked of quest ATMs/magic shops is going to have all of these. On Poten, powerful nobles and kings are basically the only ones who can be relied on to have even one or two lying around. Anything really good, like an infusion of gold, they’ll have quaffed for themselves already.
Also, I went back and added a bunch of infusions a bit ago, and some of the older ones were changed. If you had an infusion of copper, you might want to switch it.
You can have eight infusions at once. A new infusion can replace an old one if you’ve already hit the limit. Obviously, you don’t get the old infusion back, though.
Infusion of Mercury: +1/3 enhancement bonus to any weapon wielded.
Infusion of Iron: +1/3 enhancement bonus to any armor worn.
Infusion of Copper: +1/2 competence bonus to any skill. You can take this infusion multiple times. Each time you must select a different skill to enhance.
Infusion of Lead: +1/3 natural armor bonus.
Infusion of Tin: +1/3 resistance bonus to any save. You can take this infusion up to three times. Each time you must select a different save to enhance.
Infusion of Silver: +1 bonus to resist a single energy type. You can take this infusion multiple times. Each time you must select a different energy resistance to enhance.
Infusion of Gold: +1/3 enhancement bonus to an attribute. You can take this infusion multiple times. Each time you must select a different attribute to enhance.
Infusion of Orichalcum: +1/3 enhancement bonus to spell resistance.
Infusion of Adamantine: +1/4 deflection bonus to AC.
Infusion of Mithral: +1/3 enhancement bonus to damage resistance.
This idea is already present in the game mechanically, but I have added a bit of fluff to help justify it and clarify how it works a bit.
When a population center grows, you start to put up fortifications. You put up a wall, you start a city guard, and you create a nexus. A nexus is a powerful pool of magical energy. It takes years to construct one, but that’s no different from any other piece of infrastructure. Thus, most fortified locations, including major cities and fortresses, will have a nexus. A nexus dramatically accelerates natural healing and also allows for casters to refresh spells at a pace other than “glacial.” When within range of a nexus, your spells refresh completely with an 8-hour rest (just like it works everywhere in Core) and your natural healing rate is equal to your BAB plus your CON modifier. When outside of the range of a nexus, you heal at the rate of 1 HP per day plus your CON modifier, and even then only if you take an entire day off to rest, without walking or even keeping watch. Since you typically need at least three people to hold the watch per day, assuming your shifts last eight hours(!), this means that you can heal at best half your party per day, and even then only at a torturously slow pace. Casters refresh spells at a rate of one night per spell level, which means a single third-level spell would take three nights to refresh. During this time, they cannot be disturbed, which means they cannot be posted to the watch.
A nexus can have a varying range. A nexus in a fortification will typically have a very limited range, with a radius of perhaps 15 meters. The wounded and casters in need of refreshing spells spend the night in the nexus room, and meanwhile enemy attackers cannot benefit from the nexus if they barricade themselves in somewhere on the upper levels. A nexus in a major population center, however, will often cover a solid half of the city, sometimes more, so long as all is contained within the city limits (and, more importantly, the city wall, since you don’t want besieging forces to have access to a nexus). Though this does present a potential hazard, especially if a besieging army captures the city but castles hold out, it’s worth it in order for the economic boon of having casters able to cast spells on a daily basis (local inns also benefit from increased revenue since travelers would rather stay in an inn located within range of the restorative powers of a nexus). Occasionally a roadside inn, being an establishment which can last for decades, will put forth the effort to create a small nexus, in which case they’ll often be zealous in making sure nobody squats in the yard just outside the inn but within nexus range, leeching its power without paying for a night’s stay.
Staggered, Bloodied, Crippled, Dead
This rule is not yet in use in-game. It might be at some point in the future, and regardless it is certainly part of Magignosis.
In Core 3.X, if a Fighter whittles a monster down from 200 HP to 1, and then a caster smacks it with a save-or-die that instantly kills it, the Fighter may as well have not shown up at all. Staggered/Bloodied/Crippled/Dead introduces some new status effects that make the Fighter’s hit point depletion make a difference to the caster’s most effective spells.
Staggered is a condition that particularly encyclopedic readers might note is already a condition in D&D 3.X. Specifically, if your non-lethal damage equals your hit points, you are staggered, and can take a move action or a standard action but not both. This is enough of an edge case that I’m willing to throw it out. If your non-lethal damage equals your hit points, you’re unconscious. In Magignosis, being staggered means you’re below 3/4s hit points. In Magignosis you get a +6 bonus to all saves when healthy. When staggered, this is reduced to +3. Bloodied, a term we’re familiar with thanks to 4e, is at half your health, and brings your saves down to +0. Finally, crippled is at 1/4 of your health, and gives you a -3 penalty to your saves. When you run out of health, you are dead, which gives you a -6 penalty to saves. Also, you are dead, so it doesn’t really matter. Every PC and NPC should write down when they’re staggered, bloodied, or crippled alongside their maximum health so that you don’t have to calculate it in the middle of combat.
Any time a creature is unaware, they take a -6 penalty to all their saves, entirely cancelling out their bonus for being healthy. A creature that is unaware is either caught in a surprise round (including if initiative is never actually rolled because the spell used is something like Charm Person, so long as the creature would be surprised if you started combat) or if they are for some reason mentally helpless, such as being in a drunken stupor (not just drunk, but black-out drunk) or being unconscious. A creature who is confused or panicked is automatically unaware. A creature who is cowering, exhausted, fascinated, or frightened is partially unaware and takes only a -3 penalty to their saves. If a creature is partially unaware due to another condition, they can still be completely unaware if they’re surprised.
Illusions, when observed, automatically appear to be bizarre and unreal because they’re magic and people can tell with what is basically a sixth sense and also because magic. This means that an illusions spell immediately gives a will save. You are considered to be “interacting with it” if you are looking at it, hearing it, smelling it, or in any other way observing it. On top of this, creatures without an Intelligence score automatically detect the unreal nature of an illusion. Further, image spells will flicker and waver every time something solid comes into contact with them, which means “toss some pebbles at it” is a great way to see through an illusion, so long as you think to do that.
A minor note is that an illusion of an enemy can flank so long as they haven’t been disbelieved by a successful will save. This is true even if the target should logically know that it’s an illusion, like, for example, if you know the caster you’re facing is an illusionist and therefore the dire bear he summmoned must be an illusion, that still doesn’t necessarily mean you won’t flinch when it makes a lunge at you. Likewise, things like a wall of fire might still prevent someone from passing through because they’re instinctively scared of being burned even if they logically know that the fire is an illusion and won’t hurt them. Creatures who have passed their will saves to disbelieve are never affected by illusions like this. Additionally, illusions like that of a wall of stone are automatically disbelieved by putting your hand on it and pushing. There’s no instinctive reaction telling you not to do this, and seeing your hand pass harmlessly through a solid stone wall will immediately make the wall’s illusory nature obvious.
In Gnosis, charm just means someone thinks you’re pretty neat. This doesn’t mean they won’t hit you with an axe if they’re being paid to, they face punishment if it’s found out they failed their duty, they are personally committed to duty, you’re threatening some of their other friends, their other friends want them to kill you, or they’ve been driven to homicidal fury. Almost any reason an enemy has for starting a fight in the first place is not alleviated by a charm effect, and at best you might convince them to take a round to try to convince you to surrender, or avoid attacking you in favor of other targets for as long as possible. You will not remove them as a threat to your entire party unless their grounds for attacking you were pretty shaky in the first place. Even bandits and the like, who might want to let you go because you charmed them, might only end up letting you off easy rather than letting you off entirely, because they can’t afford to be seen as soft by their men or else they’ll get gutted.
Rather than being able to force someone to do anything not immediately self-destructive, Suggestion can be used to make someone do anything that doesn’t immediately make them feel bad. Essentially, it’s a real-world hypnotic suggestion, except you can force it on the subject against their will, does not require a trance, and thus the subject doesn’t appear to be in any sort of daze. However, any command the subject would feel a powerful and emotional reluctance to obey will be ignored automatically. A Suggestion along the lines of “these aren’t the constructs you’re looking for” would work. A suggestion along the lines of “murder your loved ones” would fail. A Suggestion to murder strangers would work on people like soldiers or adventurers who murder a lot, but would fail on peasants and blacksmiths who have never killed before. Dominate has no special limitations past what’s in the SRD; go crazy with it.