arms-armor-enchanting

Hvordan buffe combat-stats, på våpen, rustninger og groggs!


Hud og kropp-enchanting…

Guidelines og spells

Muto-Corpus Guidelines
  • Level 5: Make a body resistant to damage (+1 Soak).
  • Level 10: Make a body resistant to damage (+2 Soak).
  • Level 15: Make a body resistant to damage (+3 Soak).
  • Level 20: Make a body resistant to damage (+4 Soak).
  • Level 25: Make a body resistant to damage (+5 Soak).

Spells:

Gift of the Bear’s Fortitude (Offisielt spell – ARM5: 131)
MuCo25
R: Per, D: Sun, T: Ind
Your flesh becomes resistant to physical damage. You get +3 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –1.
(Base 15, +2 Sun)

Gift of the Dragon’s Fortitude (Forslag, men ok)
MuCo35
R: Per, D: Sun, T: Ind
Your flesh becomes resistant to physical damage. You get +5 to your Soak. Your flesh is tough and insensitive; any rolls that involve a sensitive touch (such as for picking a lock) are at –2.
(Base 25, +2 Sun)


Våpen og armor-enchanting…(Bøff)

Guidelines og spells

RAW’s: Muto-Terram Guidelines
  • Level 3: Change dirt so that it is slightly unnatural (requisites may be required).
  • Level 4: Change dirt so that it is highly unnatural (requisites will often be required).

Edge of the Razor (Offisielt spell – ARM5: pg. 154)
MuTe20
R: Touch, D: Sun, T: Ind
Sharpens any metal edge to a degree unequaled by manual methods. An edged or pointed weapon gains a +2 bonus to Damage. Good-natured magi reward grogs by enchanting their weapons in this way, although since the resulting sword is resisted by Magic Resistance they rarely do this for all their grogs.
(Base 3, +1 Touch, +2 Sun, +2 metal)

Hardness of Adamadite (Offisielt spell – ARM5: Houses of Hermes – Societates pg. 37)
MuTe 25
R: Touch, D: Sun, T: Individual
This spell instills a metal object with supernatural strength and hardness. Even metals like gold or lead can be affected. The object becomes nearly unbreakable by mundane means.
If used on chain mail or metal scale armor, the Protection value of the armor is increased by +2. If uesd on an edged weapon, the weapon gains +1 to damage. This bonus can be combined with that from Edge of the Razor or other spells.
(B:4 :, R: Touch +1, D: Sun +2, T: Individual, Metal +2)




Våpen og armor-enchanting…(Vekt og bulk)

Guidelines og spells

RAW’s: Muto-Terram Guidelines
  • Level 3: Change dirt so that it is slightly unnatural (requisites may be required).
  • Level 4: Change dirt so that it is highly unnatural (requisites will often be required).
RAW’s: New Perdo-Terram Guidelines (Houses of Hermes – Societates pg. 37)
  • Level 5: Destroy one aspect of dirt, such asits weight or its cohesiveness


Hauberk of Sublime Lightness (Offisielt spell – ARM5: Houses of Hermes – Societates pg. 38)
PeTe 30
R: Touch, D: Sun, T: Individual
Render a suit of metal armor nearly weightless. Armor made from metal-reinforced leather, metal scale or chain mail has its Load reduced to 1 for a partial suit or 2 for a full suit. The spell eliminates the weight of the armor, but not its bulk.
(B:5 :, R: Touch +1, D: Sun +2, T: Individual, Metal +2)
(New PeTe Guideline – Level 5: Destroy one aspect of dirt, such as its weight or its cohesiveness.)


Easing the Knight’s Burden (from Net’s Wizard’s Grimore)
MuTe 25 (Req: An)
R: Touch, D: Sun, T: Individual
This alters a suit of armor, shifting and redistributing its weight. None of the weight is eliminated, just the bulkiness is reduced. Lower the Load Value by 1 for a partial suit or by two for a full suit. If combined with Hauberk of Sublime Lightness [Arm5 HoH:S pg. 38], the result is a negligible load value (zero).
(B:4 :, R: Touch +1, D: Sun +2, T: Individual, Metal +2)



Ikke vedtatt forslag til Muto-Terram spell guidelines for å “bøffe” soak og skade

Muto-Terram Guidelines
  • Level 2 (+2 =Level 4): Improve a metal weapon, so that it does +1 additional damage.
  • Level 3 (+2 =Level 5): Improve a metal weapon, so that it does +2 additional damage.
    • Level 3 (+2 =Level 10): Improve a metal armor, with +1 additional Soak-Value.
  • Level 4 (+2 =Level 10): Improve a metal weapon, so that it does +3 additional damage.
    • Level 4 (+2 =Level 10): Improve a metal armor, with +2 additional Soak-Value.
  • Level 5 (+2 =Level 15): Improve a metal weapon, so that it does +4 additional damage.
    • Level 5 (+2 =Level 15): Improve a metal armor, with +3 additional Soak-Value.
  • Level 10 (+2 =Level 20): Improve a metal weapon, so that it does +5 additional damage.
    • Level 10 (+2 =Level 20): Improve a metal armor, with +4 additional Soak-Value.
  • Level 15 (+2 =Level 25): Improve a metal armor, with +5 additional Soak-Value.
  • NB! Herbam og Animal-guidelines bør være tilsvarende
  • NB! Sammenliknet med Muto-Corpus for økt soak, så sammenfaller levelene

Ikke vedtatt forslag til Rego-Form spell guidelines for å “bøffe” Attack, Defence og prosjektilskade

Rego-Animal Guidelines (for pressisjon i nærkampsvåpen og prosjektilvåpen av f.eks. Bein/lær)
  • Level 4: Improve a weapon made of animal products, with +1 additional attack or defence value.
  • Level 5: Improve a weapon made of animal products, with +2 additional attack or defence value.
  • Level 10: Improve a weapon made of animal products, with +3 additional attack or defence value.
  • Level 15: Improve a weapon made of animal products, with +4 additional attack or defence value.
  • Level 20: Improve a weapon made of animal products, with +5 additional attack or defence value.
Rego-Herbam Guidelines (for pressisjon i nærkampsvåpen og prosjektilvåpen av f.eks. tre )
  • Level 4: Improve a weapon made of plant products, with +1 additional attack or defence value.
  • Level 5: Improve a weapon made of plant products, with +2 additional attack or defence value.
  • Level 10: Improve a weapon made of plant products, with +3 additional attack or defence value.
  • Level 15: Improve a weapon made of plant products, with +4 additional attack or defence value.
  • Level 20: Improve a weapon made of plant products, with +5 additional attack or defence value.
  • NB! Will also affect shields!
Rego-Terram Guidelines (for pressisjon i nærkampsvåpen og prosjektilvåpen)
  • Level 2 (+2 =Level 4): Improve a metal weapon, with +1 additional attack or defence value.
  • Level 3 (+2 =Level 5): Improve a metal weapon, with +2 additional attack or defence value.
  • Level 4 (+2 =Level 10): Improve a metal weapon, with +3 additional attack or defence value.
  • Level 5 (+2 =Level 15): Improve a metal weapon, with +4 additional attack or defence value.
  • Level 10 (+2 =Level 20): Improve a metal weapon, with +5 additional attack or defence value.
Rego-Animal Guidelines (for prosjektilvåpen av f.eks. bein)
  • Level 4: Increase the speed and force of a projectile (+1 additional damage.)
  • Level 5: Increase the speed and force of a projectile (+2 additional damage.)
  • Level 10: Increase the speed and force of a projectile (+3 additional damage.)
  • Level 15: Increase the speed and force of a projectile (+4 additional damage.)
  • Level 20: Increase the speed and force of a projectile (+5 additional damage.)
Rego-Herbam Guidelines (for prosjektilvåpen av tre)
  • Level 4: Increase the speed and force of a projectile (+1 additional damage.)
  • Level 5: Increase the speed and force of a projectile (+2 additional damage.)
  • Level 10: Increase the speed and force of a projectile (+3 additional damage.)
  • Level 15: Increase the speed and force of a projectile (+4 additional damage.)
  • Level 20: Increase the speed and force of a projectile (+5 additional damage.)
Rego-Teram Guidelines (for prosjektilvåpen)
  • Level 2 (+2 =Level 4): Increase the speed and force of a projectile (+1 additional damage.)
  • Level 3 (+2 =Level 5): Increase the speed and force of a projectile (+2 additional damage.)
  • Level 4 (+2 =Level 10): Increase the speed and force of a projectile (+3 additional damage.)
  • Level 5 (+2 =Level 15): Increase the speed and force of a projectile (+4 additional damage.)
  • Level 10 (+2 =Level 20): Increase the speed and force of a projectile (+5 additional damage.)






Andre kreative våpen-enchantments:

Through armor – as through butter (Forslag! Må enchantes i et sverd – da armor som blir slått blir targeted)
MuTe(An)(He)20
R: Touch, D: Momentary, T: Part
Req: Animal, Herbam
The armor (or other material weaker than metal) touched by this sword becomes becomes soft as butter, so that a determined blow will pass through it and damage the beeing inside as if the armor (or material) never existed. After a few moments the armor (or material) hardens again, leaving no evidence of the sword’s passing.
(Base 4, + Touch, +1 Part, +2 Affect Metal)

  • NB! Requisites må vurderes, øker de level?






Innspill til husregler…

Kilde:
http://germanitas.org/rpg/insula/rules-armour.html

Rules for Enchanted Armour

We are starting to use the armour rules in Parma Fabula, found on pages 5-7. Old rules are available for comparison.

Weapons

A magus can improve arms and armour with Rego and Muto -spells, using either Herbam or Terram forms – or both for some weapons, the other as a requisite.

If the effects use the same arts, they can be added together and instilled as just one effect, adding +5 for constant use.










Melee weapons

(Rego Terram -effects)

Effect Levels Notes
Increase Damage +1 per magnitude if more than +50%, must toughen weapon
Increase Accuracy +1 per magnitude if more than +1, Intellego requisite needed
Increase Defence +1 per magnitude if more than +1, Intellego requisite needed
Reduce Str required +1 per magnitude  
Reduce Load +0,5 per magnitude to minimum of 0

(Muto Terram -effects)

Effect Levels Notes
Increase Damage +1 per magnitude Max: +6 for edged, +3 for pointed.
Max double the base bonus.
Blunt weapons do not benefit from this.
Increase Toughness -1 botch die per 2 magnitudes 10th level requires double botch to break,
20th level requires triple and so on.
Used with ReTe-damage increasing-effect above.

Missile weapons

(Rego Herbam -effects)

Effect Levels Notes
Increase Damage of projectile +1 per magnitude  
Increase Damage of weapon +1 per magnitude  
Increase Accuracy of projectile +1 per magnitude Maximum positive modifier is +1.
Increase Accuracy of weapon +1 per magnitude Maximum positive modifier is +1.
Reduce Str required +1 per magnitude  

Armour

Effect Levels Notes
Reduce load (ReTe) +1 per magnitude Minimum loads: Hauberk -1
Half armor -2
Full armor -3
Increase Soak (MuTe) +1 per magnitude  

Shields

Most shields are wooden, but Terram should be used for metal shields an Animal for leather shields.

Effect Levels Notes
Reduce load (Rego) +1 per magnitude  
Increase Defence (Rego) +1 per magnitude  
Strengthen shield (Muto) -1 per 2 magnitudes Fewer botch dice, as in toughening weapons above.

arms-armor-enchanting

Ars Norsica Nightowl82