Sunday, 12 November 2017

Sorcery: Armor Buffs

Sorcery: Armor Buffs

Imbuement are not limited to weapons, armor gets some fun stuff too in Pyramid #3-4. Blinding Armor blinds the attackers. Thunderous Armor deafens the attackes. Ghost Touch Armor protects against spirits. Invisible Armor makes armor difficult to spot.

Blinding Armor
Keywords: Armor Buff.
Full Cost: 36 points or 76 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Enchanted armor or shield flares brilliantly when struck, momentarily blinding attackers. Treat this as Obscure (p. B40) directed at vision. The Vision penalty equals half the damage stopped (round down), to a maximum of -10.
Against a melee attack, this affects everyone within a two-yard radius of the wearer after he is struck. Against a ranged attack, it affects a two-yard radius around the distant foe instead. These effects last until the wearer’s next turn.
The basic (36-point) version penalizes the wearer’s Vision as well. The improved (76-point) version does not affect the wearer.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Blinding Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Blinding Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved removes a -5 penalty [+40]. This spell is based on the Blinding Defense imbuement skill from Pyramid #3-4.
    
Ghost Touch Armor
Keywords: Armor Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Gives the armor or shield the Affects Insubstantial enhancement (p. B102), allowing it affect insubstantial beings. Mostly, this is useful only for slams.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, 20%; Advantage, Ghost Touch Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [32]. Notes: “Ghost Touch Armor” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Spiritual Defense imbuement skill from Pyramid #3-4.

Invisible Armor
Keywords: Armor Buff.
Full Cost: 32 points for level 1 + 8 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell makes armor or shield difficult to spot. Observers must make a Perception roll at -2 per level of this spell even to notice that it’s there. Maximum level is 5, as -10 to Perception rolls makes armor effectively invisible.
Even if an attacker makes his roll to see the armor or shield, the concealment may help the wearer. If a shield was enchanted, increase its Defense Bonus by 50% (round down) or +1, whichever is better. If an armor was enchanted, attackers must add half the Per penalty above to the usual penalty to target chinks in armor.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Invisible Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Invisible Armor” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Subtle Defense imbuement skill from Pyramid #3-4.

Thunderous Armor
Keywords: Armor Buff.
Full Cost: 36 points or 76 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Enchanted armor or shield rings loudly when struck, momentarily deafening attackers. Treat this as Obscure (p. B40) directed at hearing. The Hearing penalty equals half the damage stopped (round down), to a maximum of -10.
Against a melee attack, this affects everyone within a two-yard radius of the wearer after he is struck. Against a ranged attack, it affects a two-yard radius around the distant foe instead. These effects last until the wearer’s next turn.
The basic (36-point) version penalizes the wearer’s Hearing as well. The improved (76-point) version does not affect the wearer.
Statistics: Affliction 1 (HT; Accessibility, Only on arnor, -20%; Advantage, Thunderous Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Thunderous Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved removes a -5 penalty [+40]. This spell is based on the Thunderous Defense imbuement skill from Pyramid #3-4.

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