Sorcery: Armor Enchantments
And now it's time to make some armor enchantments. Dancing Shield animates a shield. Defending Shield makes it easier for the wielder to block. Deflect increases the wearer's active defenses. Fortify increases the armor's DR. Lighten reduces the armor's weight.
Dancing Shield
Keywords: Armor Buff.
Full Cost: 21 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.
Animates a shield that will fly and
fight on its own as if wielded by an invisible set of arms. The shield has ST
and Move equal to the 4*(spell level), and the caster’s Shield skill.
Statistics:
Telekinesis 4 (Independent, +40%; One Task, Wielding Shields, -20%; Sorcery,
-15%) [21]. Each additional level adds Telekinesis 4 [+21].
Defending Shield
Keywords: Armor Buff.
Full Cost: 15 points for level 1 + 4.5
points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject shield permits its wielder
to block more skillfully; each level of enchantment will give the wielder a +1
to Block, up to a maximum of +3.
Statistics:
Affliction 1 (HT; Accessibility, Only on shields, -30%; Advantage, Defending
Shield, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [14]. Each additional level adds further Defending Shield to the
Advantage enhancement [+4.5]. Note: “Defending
Shield” is Enhanced Block 1 (This shield only; Magical, -10%) [4.5].
* Calculate the total cost and round
down.
Deflect
Keywords: Armor Buff.
Full Cost: 37 points for level 1 + 27
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
Adds a Defense Bonus to armor,
clothing, or a shield. This adds to all active defense rolls made by the user;
each level of enchantment will give the wearer a +1 to active defenses, up to a
maximum of +3.
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Deflect 1, +270%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [37]. Each level adds additional Deflect to the Advantage enhancement (+270%)
[+27]. Note: Each level of “Deflect”
is Defense Bonus 1 (Magical, -10%) [27].
Fortify
Keywords: Armor Buff.
Full Cost: 15 points for level 1 +
4.5 points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
This spell increases the DR of
clothing or a suit of armor by 1 per level. The GM may impose a cap on the
maximum level of this spell.
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Fortify 1, +50%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [15]. Each level adds additional Fortify to the Advantage enhancement
(+50%) [+4.5*]. Note: Each level of “Fortify”
is DR 1 (Magical, -10%) [5].
* Calculate the total cost then
round down.
Lighten
Keywords: Armor Buff.
Full Cost: 32 points for level 1 +
16 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The armor’s effective weight for
encumbrance purposes is reduced. The degree of the effect depends on the spell
level:
Level
|
Weight Reduction
|
1
|
20%
|
2
|
40%
|
3
|
60%
|
4
|
80%
|
5
|
Weightless
|
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Lighten, +220%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [32]. Additional levels add further Lighten to the Advantage enhancement
(+160%) [+16]. Notes: “Lighten” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes
-2 in effect penalties. This spell is based on the Lighten Armor imbuement
skill from Pyramid #3-4.
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