Friday, 24 November 2017

Sorcery: Armor Buffs IV

Sorcery: Armor Buffs IV

Almost done with the armor buffs. Energizing Armor absorbs hits and heals the wearer. Solid Armor removes chinks. Vengeful Armor returns damage. Widen Shield provides cover in an area.

Energizing Armor
Keywords: Armor Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The caster enchants the armor or shield so that it absorbs the energy it stop and reinvigorates the wearer. Each point of damage that the armor’s DR stops – or the full damage of an attack that the wearer successfully blocks with his shield – becomes one character point that he can immediately use to improve his HP or FP. He can use points to heal lost FP (3 points per FP) or HP (2 points per HP); healing doesn’t drain away, but the points are immediately removed from the pool. The wearer cannot reallocate points once they’re spent. This effect cannot combined with Vengeful Armor.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Energizing Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Energizing Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Energizing Defense imbuement skill from Pyramid #3-4.
  
Solid Armor
Keywords: Armor Buff.
Full Cost: 56 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

This spell removes all chinks in the affected armor.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, 20%; Advantage, Solid Armor, +460%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [56]. Notes: “Solid Armor” is 46 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Expand Armor imbuement skill from Pyramid #3-4.

Vengeful Armor
Keywords: Armor Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

The enchanted armor creates a backlash of force that redirects some of the force of incoming blows back at the source. The armor or shield reflects the damage that it stops back on the attacker, exactly as per the Reflection enhancement (p. B47).
The attacker gets no active defense the first time this happens, but defends normally thereafter.
This spell cannot be combined with Energizing Armor.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Vengeful Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Vengeful Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Vengeful Defense imbuement skill from Pyramid #3-4.
  
Widen Shield
Keywords: Armor Buff.
Full Cost: 43 points for level 1 + 24 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell stretches the shield. This allows it to provide the wielder and possibly others cover from explosions, cones, and area-effect attacks. At level 1, the shield widens just enough to afford cover to the wielder and anybody within a step of him who successfully dives for cover (p. B377). The 2nd level allows the shield to cover a two-yard radius around the wielder, and each additional level doubles the radius.
A widened shield doesn’t absolutely require a successful block to be useful. When casting the spell, the caster chooses an initial facing for the cover it provides. Against attacks from that direction, the wielder is considered to be behind cover without requiring a defense roll! This makes Widen Shield useful against normally unblockable attacks, such as beams and bullets.
To change the facing in response to an attack from another direction, however, the wielder must make a Block roll. In either case, success at the block defense counts as a successful attempt to dive for cover. Those behind a shield affected by this spell enjoy cover DR; see p. B408. Work this out normally for the shield. It isn’t invulnerable!
Statistics: Affliction 1 (HT; Accessibility, Only on shields, -30%; Advantage, Widen Shield, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [43]. Notes: “Widen Shield” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -3 in penalties [+24]. This spell is based on the Widen Shield imbuement skill from Pyramid #3-4.

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