Eldritch Blast with good damage? I approve. I'm slightly disappointed that there aren't more non-damaging effects like Tremors to slap onto your Blasts, unlike with Eldritch Essences.
To confirm, a basic Blast deals 1d6 for 1 mote, and the only way to raise the damage and cost is through augmentations, which must be known and readied. Is that right?
What type of ability are blasts? I don't see it mentioned anywhere, but I may have missed it. I expect they (and all other illuminations) are supernatural.
Overall, the lack of secondary effects limits Blasts to, well, blasting. I expect this will change as more augments are added. I'd love to see some of Surges' offensive augments brought over here.
Prism: How do you resolve the most advantageous energy type when different types produce different effects? For example, a fire/cold Prism Blast against a Troll with fire resistance (more damage, or bypass regeneration). Feel free to crib notes from (or straight out use) my
Alamlgam Damage rules.
Assuming that Blasts are supernatural abilities, they already bypass DR, and as untyped damage they are unaffected by resistances. Other than bypassing regeneration and taking advantage of energy weaknesses, I'm having trouble seeing when you'd want to use this augmentation. I guess it's mostly there for use with Primal costumes?
Assault: Here's what I was originally going to say:
Spoiler
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Eldritch Glaive works for Warlocks, although the fact that this adds on to every existing attack instead of replacing them is potentially troubling. As in, twice as good as Sneak Attack with half the limitations troubling. Having this illumination means that starting at level 3, you basically add 3d6 damage to all weapon attacks, plus another 1d6 per level thereafter, possibly with additional effects on top. You may wish to reconsider this augment's implementation.
Rereading it, I see that you have to pay the mote cost for every attack, so you're limited to 2x your evoker level, and that still takes away from your other options and costume augments. Seems fair.
Explosion: Fireball at 2/3 the damage. Might be a little low on the damage, ultimately, especially with the low range and area. You're also giving up the opportunity to use different augments, and accuracy is already a bit lower against individual targets as saves are usually easier to boost than touch AC, while attack bonuses are plentiful and save DC boosters are few and far between.
Chains: Neato. A good alternative to Explosion to striking multiple opponents, and you don't risk hitting your allies, even without another 5 motes for Tactics.
Clinging: Make it a DoT. Cool.
Dissonance: Odd that this lets you go around healing undead (and Tomb-Tainted Souls) at will, despite the fluff of the classes being at odds with that, and with absolutely no healing of any sort for non-fallen evokers to run around using. It's not a bad thing, it just feels out of place.
Sharpshooting: Accuracy, cool. I take it the Empath and Zodiac won't be full BaB classes, then? What happens if you use this augmentation as a multiclassed evoker such that your BaB is higher than your evoker level? It would lower your attack bonus, wouldn't it? If you combine Sharpshooting with Assault or other effects that let your Blast in a full-attack, would this also grant you extra attacks for a "higher" BAB?
Horizon: Extra range. Important as always.
Tactics: Odd how this has absolutely no effect on its own. The nature of the AoE augments means that there's no way to even take this until 9th level (1 base + 3 Explosion + 5 Tactics), despite its apparent 5 mote cost. Not a problem, just an oddity.
Volatility: Great Cleave for Blasts? Alright. Seems a little on the expensive side, compared to Chain (assure yourself of one extra attack at -2d6 damage for 3 fewer motes, or 2 extra attacks at -2d6 and -4d6 for only 1 mote more). How would this interact with Assault (under the hypothetical situation where you could merge different classes' augment lists)?
Eruption: See Explosive.
Storms: See Explosive.
Tremors: This and Dissonance are the only augments that add non-damage-related effects to the Blast. Bring me more!