Sorcery: Armor Buffs V
And the last armor buffs. Nullifying Armor makes armor resistant to magic. Reinforced Armor makes armor Hardened. Resilient Armor negates ablation. Restorative Armor makes armor resistant to fatigue damage. Emperor's New Clothes makes armor or clothes invisible to stupid people.
Emperor’s New Clothes
Keywords: Armor Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell makes a suit of armor or
clothes invisible to creatures with IQ lower than provided by their racial
template. For humans, this will affect humans with IQ 9 or lower.
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Emperor’s New
Clothes, +330%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [43]. Notes: “Emperor’s New Clothes” is 22 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p. 11)
with a bought off -4 penalty [+32] and the Accessibility, Only against low IQ
creatures, -40%. This spell is based on the Subtle Defense imbuement skill from
Pyramid #3-4.
Nullifying Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 +
40 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell makes armor more
resistant to magical damage. The armor’s DR is multiplied against magical
damage, as shown on the table below.
Level
|
DR
|
1
|
x2
|
2
|
x3
|
3
|
x4
|
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Nullifying
Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Nullifying Armor” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). Each additional level removes -5 in penalties [+40]. This spell is based
on the Nullifying Armor imbuement skill from Pyramid #3-4.
Reinforced Armor
Keywords: Armor Buff.
Full Cost: 36 points for level 1 + 16
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
The affected armor becomes
particularly hard, gaining an ability to resist armor divisors. This gives it
the Hardened enhancement (p. B47). At level 1, this spell grants Hardened 1,
but each additional level grants an extra level of Hardened.
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Reinforced
Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [36]. Notes: “Reinforced Armor” is 26 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). Each additional level removes -2 in penalties [+16]. This spell is based
on the Reinforce Armor imbuement skill from Pyramid
#3-4.
Resilient Armor
Keywords: Armor Buff.
Full Cost: 36 points or 60 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell makes the armor repair
its structural damage. The basic (36-point) version of this spell negates the
Semi-Ablative limitation (p. B47) and reduces the Ablative limitation to
Semi-Ablative. The improved (60-point) version removes the Ablative limitation
entirely. This won’t restore points of DR lost while the Resilient Armor skill
wasn’t active.
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Resilient
Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [36]. Notes: “Resilient Armor” is 26 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). The improved version removes -3 in penalties [+24]. This spell is based on
the Resilient Armor imbuement skill from Pyramid
#3-4.
Restorative Armor
Keywords: Armor Buff.
Full Cost: 44 points for level 1 +
40 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell makes the armor protect
the wearer from essence draining effects. The armor’s DR against fatigue damage
is multiplied, as shown on the table below, and the armor applies a part of its
DR even against fatigue attacks that usually bypass armor.
Level
|
DR
|
1
|
x2 (1/4, if damage bypasses armor)
|
2
|
x3 (1/2, if damage bypasses armor)
|
3
|
x4 (x1, if damage bypasses armor)
|
Statistics:
Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Restorative
Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [44]. Notes: “Restorative Armor” is 34 points, per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p.
11). Each additional level removes -5 in penalties [+40]. This spell is based
on the Restorative Armor imbuement skill from Pyramid #3-4.
No comments:
Post a Comment