Difference between revisions of "Ice Armour"

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(Heavily revised version, now more flexible and easier to learn and cast)
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<b>[[Ability]] Type:</b> [[Spell]], Difficulty 20<br />
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<b>[[Ability]] Type:</b> [[Spell]], Difficulty 17<br />
<b>Provided By:</b> [[Advanced Aquakinetics]]
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<b>Provided By:</b> [[Common Aquakinetics]]
  
 
<b>Spell Type:</b> [[Elemental Magic|Elemental]], [[Aquakinetics|Water]]<br />
 
<b>Spell Type:</b> [[Elemental Magic|Elemental]], [[Aquakinetics|Water]]<br />
 
<b>[[Spell Attributes|Form]]:</b> [[Aura]]<br />
 
<b>[[Spell Attributes|Form]]:</b> [[Aura]]<br />
 
<b>Function:</b> Defensive, Offensive<br />
 
<b>Function:</b> Defensive, Offensive<br />
<b>[[Power Cost]]:</b> 3 to 6<br />
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<b>[[Power Cost]]:</b> 1 to 4<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br />
 
<b>[[Spell Duration|Duration]]:</b> [[Maintainable]]<br />
  
  
Effective at both offence and defence, Ice Armour is perhaps the most iconic form of Aquakinetic battle-magic. When cast it condenses a tough, jointed shell of ice around its caster that moves with him, protecting him from both [[Physical Damage|Physical]] and [[Energy Damage]] and inflicting [[Cold Damage]] on anyone that gets too close. Ice Armour also makes its caster more resistant to freezing temperatures, boosting his [[Stats|Physique]] when resisting the effects of cold (including Cold Damage).
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Effective at both offence and defence, Ice Armour is perhaps the most iconic form of Aquakinetic battle-magic. When cast it condenses a thin layer of supernaturally hard ice on top of its caster's clothing or armour (or directly on his body, where skin is exposed) which protects him from damage and cold and inflicts [[Cold Damage]] on his enemies in melee. Rather than being constant in its density, Ice Armour adapts to mimic the surface that it condenses on – becoming stronger and thicker when layered on top of hard armour, for example.
  
While using Ice Armour anything the caster touches, or that touches him (with the exception of anything he is wearing or carrying), receives Cold Damage. This damage is applied as secondary damage to any melee attacks that he makes, and is likewise applied to anyone who strikes him in melee – with frost instantly condensing along the length of their weapon. The caster may choose to disable this frost effect briefly if he wishes, allowing him to pick up items, shake hands, open doors and the like without causing damage.
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Although the caster himself is immune to his armour's intense cold, anything he touches, or that touches him (with the exception of anything he is wearing or carrying), receives Cold Damage from it. This damage is applied as secondary damage to any melee attacks that he makes, and is likewise applied to anyone who strikes him in melee – with frost instantly condensing along the length of their weapon. The caster may choose to disable this frost effect briefly if he wishes, allowing him to pick up items, shake hands, open doors and the like without causing damage.
  
Although less encumbering than most mundane suits of armour, Ice Armour does weigh down its caster slightly and its visored ice-helm reduces its wearer's field of vision somewhat.
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As well as its combat effects, Ice Armour also attunes its caster somewhat to snow and ice, allowing him to balance and move more easily on frozen terrain and so negating any [[Athletics]] penalties he might normally suffer in those conditions. Ice Armour also makes its caster more resistant to freezing temperatures, boosting his [[Stats|Physique]] when resisting the effects of cold (including Cold Damage).
  
<b>[[Armour]] Type:</b> [[Rigid Armour|Rigid]]<br />
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<b>Ice Attunement Effect:</b> Negates any Athletics penalties due to icy footing<br />
<b>Armour Coverage:</b> All except Face (visor open), All except Eyes (visor closed)<br />
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<b>Bonus Armour (on skin):</b> +0.5 x [[Power]] (round down)<br />
<b>Armour:</b> 2 x [[Power]]<br />
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<b>Bonus Armour (on Armour 1-5):</b> +1 x Power<br />
<b>[[Encumbrance]]:</b> 4<br />
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<b>Bonus Armour (on Armour 6-9):</b> +1.5 x Power (round down)<br />
<b>[[Awareness]] Penalty:</b> 0 (visor open), -3 (visor closed)<br />
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<b>Bonus Armour (on Armour 10+):</b> +2 x Power<br />
<b>Notes:</b> Attacks aiming for [[Hit Locations|Eyes]] suffer an extra -2 AM (with visor closed)<br />
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<b>Physique Bonus vs Cold (including Cold Damage):</b> +100% (round up)<br />
<b>Physique Bonus vs Cold (including [[Cold Damage]]):</b> +20% (round up)<br />
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<b>Melee Frost Damage:</b> Power x 4 [[Delayed Effect]] [[Cold Damage|Cold]]<br />
<b>Frost Damage:</b> Power x 4 [[DE]] Cold
 
  
 
[[Category: System]][[Category: Character Generation]][[Category: Magic]][[Category: Spells]]
 
[[Category: System]][[Category: Character Generation]][[Category: Magic]][[Category: Spells]]

Revision as of 17:53, 20 July 2009

Ability Type: Spell, Difficulty 17
Provided By: Common Aquakinetics

Spell Type: Elemental, Water
Form: Aura
Function: Defensive, Offensive
Power Cost: 1 to 4
Duration: Maintainable


Effective at both offence and defence, Ice Armour is perhaps the most iconic form of Aquakinetic battle-magic. When cast it condenses a thin layer of supernaturally hard ice on top of its caster's clothing or armour (or directly on his body, where skin is exposed) which protects him from damage and cold and inflicts Cold Damage on his enemies in melee. Rather than being constant in its density, Ice Armour adapts to mimic the surface that it condenses on – becoming stronger and thicker when layered on top of hard armour, for example.

Although the caster himself is immune to his armour's intense cold, anything he touches, or that touches him (with the exception of anything he is wearing or carrying), receives Cold Damage from it. This damage is applied as secondary damage to any melee attacks that he makes, and is likewise applied to anyone who strikes him in melee – with frost instantly condensing along the length of their weapon. The caster may choose to disable this frost effect briefly if he wishes, allowing him to pick up items, shake hands, open doors and the like without causing damage.

As well as its combat effects, Ice Armour also attunes its caster somewhat to snow and ice, allowing him to balance and move more easily on frozen terrain and so negating any Athletics penalties he might normally suffer in those conditions. Ice Armour also makes its caster more resistant to freezing temperatures, boosting his Physique when resisting the effects of cold (including Cold Damage).

Ice Attunement Effect: Negates any Athletics penalties due to icy footing
Bonus Armour (on skin): +0.5 x Power (round down)
Bonus Armour (on Armour 1-5): +1 x Power
Bonus Armour (on Armour 6-9): +1.5 x Power (round down)
Bonus Armour (on Armour 10+): +2 x Power
Physique Bonus vs Cold (including Cold Damage): +100% (round up)
Melee Frost Damage: Power x 4 Delayed Effect Cold