Thursday, 25 May 2017

Sorcery: Armor Enchantments

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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