Monday 20 February 2017

Magic: Armor Enchantments

Magic: Armor Enchantments

There are very few armor enchantments in GURPS Magic, so I made some new ones, based on D&D special armor qualities.

Arrow Catcher
Enchantment

The piece of armor or shield enchanted attracts projectiles. An attacker gets a bonus to hit skill to hit the body part covered by the enchanted armor.
Cost: See table below.
Bonus
Cost
+1
70
+2
350
+3
1,400
+4
6,000
+5
14,000
This spell can be recast to strengthen it, as per Accuracy (p. 65).
Prerequisite: Enchant, Deflect.

Blinding Shield
Enchantment

The enchanted shield constantly emits light in the direction it is pointed as per the Light Jet (M112) spell. To use the blinding quality of the spell in combat, use the Shield skill instead of Innate Attack (Beam).
Cost: 200.
Prerequisite: Enchant, Light Jet.

Ethereal Armor (VH)
Enchantment

The enchanted armor allows the user to turn ethereal for 10 seconds as per the Ethereal Body (M146) spell, except that the armor does not fall off during the effect. The wearer activates this effect by taking a Concentrate maneuver. The effect activates for all armor the wearer is wearing with this enchantment at once, he cannot, for example, activate the etherealness of his right gauntlet and helmet, while keeping the other body parts corporeal (provided he has ethereal armor on those body parts).
Cost: 8,000.
Prerequisite: Magery 3, Enchant, Ethereal Body.

Glamered Armor
Enchantment

A piece of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal piece of clothing. The armor retains all its properties (including weight) when glamered. Spells that reveal illusions reveal the true form of the glamered armor.
Cost: 500.
Prerequisite: Magery 1, Enchant, Illusion Shell.

Invulnerable Armor
Enchantment

Increases the DR of clothing or a suit of armor, but the DR granted does not work against magic.
Cost: See table below.
DR Bonus
Cost
+1
43
+2
170
+3
680
+4
2,550
+5
6,800
This spell can be recast to strengthen it, as per Accuracy (p. 65).
Prerequisite: Enchant.

Reflecting Shield
Enchantment

This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the Reflect (M122) spell at a skill of 15.
Cost: 400.
Prerequisite: Magery 1, Enchant, Mirror, Reflect.

Slick Armor
Enchantment

Slick armor seems coated at all times with a slightly greasy oil. The body parts covered in slick armor are hard to hold, as if they were affected by the Slippery advantage (B85).
Cost: See table below.
Silppery Bonus
Cost
+1
43
+2
170
+3
680
+4
2,550
+5
6,800
This spell can be recast to strengthen it, as per Accuracy (p. 65).
Prerequisite: Enchant, Grease.

1 comment:

  1. The invulnerable armor are exist in basic Magic. It's on M66 it's called fortify. I really like your work keep it up. ☺

    ReplyDelete