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