Ice Armour

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Ability Type: Spell, Difficulty 20
Provided By: Advanced Aquakinetics

Spell Type: Elemental, Water
Form: Aura
Function: Defensive, Offensive
Power Cost: 3 to 6
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 tough, jointed shell of ice around its caster that moves with him, protecting him from both 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 Physique when resisting the effects of cold (including Cold Damage).

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.

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.

Armour Type: Rigid
Armour Coverage: All except Face (visor open), All except Eyes (visor closed)
Armour: 2 x Power
Encumbrance: 4
Awareness Penalty: 0 (visor open), -3 (visor closed)
Notes: Attacks aiming for Eyes suffer an extra -2 AM (with visor closed)
Physique Bonus vs Cold (including Cold Damage): +20% (round up)
Frost Damage: Power x 4 DE Cold