Armor Enchantment, Armorskin, Adamantine Charm OR Fool’s Defense

Uranus-images

Art: Enchantment, Sorcery, Naming

Ruling Planet: Neptune

Sphere: Common

Positive Pole Effect: Armor

This magic infuses a mundane substance with protective qualities. Depending on the Art, it can be used to enchant living flesh, cloth, armor & shields, gates, doors; anything that the practitioner thinks can benefit from being Armored.

Adds POT of the casting to DR
Total DR = Armor DR + POT
As usual, this charm can only be resisted when applied directly to a creature or being.

Opposite Pole: Fool’s Defense

The Fool’s Defense lowers the DR of the armor to which it is applied by up to (POT) for the DUR. It can be used to Oppose or dispel the Armor Enchantment. While this charm can reduce the effective protection provided by armor to zero (0), reducing it further by the use of greater POT than the DR yields no additional effect except for extending the DUR. It has no power to enhance the damage suffered by the bearer of the armor so reduced, only eliminate the protection it provides. When applied to bearers of the various –Skin permutations, Fool’s Defense may be resisted normally, as those are worn directly upon the skin of the creatures and beings bearing it.

Subtracts POT of the casting from the DR
Total DR = Armor DR - POT (minumum = 0)
EnchantmentSorcery: ArmorskinEnchantment: Adamantine CharmNaming: TreeskinNaming: DragonskinNaming: StoneskinNaming: Skin of Adamant

The “Armor Enchantment” is an Enchantment or Naming magick that can be applied to any shield and/or formal piece of armor, but also to everyday clothing no matter how light or sheer, or to any object at all, to grant protection equal to (POT) in DR, which acts in exactly the same manner as that of mundane armors. When applied to true mundane armors, the POT is added to the DR. Unlike mundane armors, however, the DR granted by this charm is NOT subject to normal wear and diminishment through use until the DUR has expired, except when struck by weapons or objects that are enhanced in some manner magickally designed to increase the damage inflicted. In these cases, only the magickal portion of any damage inflicted can wear down the magickal protection provided by this charm. For every (magickal damage) points of magickal damage inflicted on the charm, one (1) point of the magickal DR bestowed is worn away.

This charm is especially useful in application to a dueling cape, allowing it to be wrapped around a hand/forearm like a buckler, or on a cloak so it can be grasped by its edge and hauled up to interpose in the same manner as a larger shield. Applied to common clothing, the charm is sometimes referred to as the “Silken Shield”. This allows a character to walk about completely armored without appearing to be. When applied to clothing, its appearance and physical properties do not change in the least – UNTIL an occasion of need arises. At the moment of impact of a blow of any kind, regardless of the type of weapon, naked or armored fist, missile, etc., the dweomer manifests to harden and stiffen the fabric in the shape of the moment to the degree indicated by the DR bestowed, but only long enough to accept (block) or deflect (parry) the stroke that threatens.

Clothing so enchanted can be worn over formal armors to provide an additional layer of protection beyond the limits placed on wearing layers of formal armor, or underneath to the same effect. One may wear several layers of clothing so treated, each piece bearing its own Armor Enchantment, BUT the sum of the DR’s (POT) may never exceed the caster’s [(MGA) + (Armor SL)], regardless of what the total of the individual pieces would otherwise bestow. The caster’s magick can only provide protection commensurate to his talent and skill.

Fire or frost damage and any other non-physical damage such as that sustained from lightning, acid, etc., whether mundane or magickal in origin, interacts normally with the DR provided by the dweomer. The bearer of the charm suffers from the cold or heat, lightning, acid, etc., only after the DR is eliminated, so the damage gets through to affect him.

 Total DR = Armor DR + POT (maximum = MGA + Armor SL)

Detectability

There is no way an opponent can know or suspect the presence of the dweomer, even after it has been employed, for it changes nothing about the appearance of the item of clothing. Only the touch of another practitioner can reveal its presence.

The “Armorskin” aspect of the charm belongs to the arts of Sorcery and Naming, and magickally enhances the recipient creature or being’s own skin, increasing it in toughness and density to the point where it serves as armor, bestowing an effective DR equal to its POT while still allowing it to retain its natural flexibility and mobility. Because the Armorskin provides living protection it doesn’t bind or restrict the recipient’s movements and may be worn freely and without restriction in conjunction with mundane armors. Due to its nature, essentially enhanced living flesh, the resulting protection must share the armor vulnerabilities of any common padded armor (not enhanced in any way).

The “Weapon Hand” aspect of the Armorskin charm hardens the bearer’s hand or foot, or knee or elbow or head for that matter by Sorcery, in such a manner that he may use it to hit opponents with the force of mace or quarterstaff, or some similar bludgeoning weapon, delivering wounds of equal POT. This renders the limb(s) affected able to deal up to (magickal damage) in full normal impact damage (maximum equal to the bearer’s normal physical limitations) when a foe is struck, without suffering the normal (1/10th damage inflicted) according to the standard rules for Brawling. Thus, it can make Brawling as deadly as normal weaponed combat.

The “Thimble” is a lesser application of this set of charms, hardening the end of the recipient’s finger, as designated by the caster, to the point where it can stand up to the harsh demands of working with small hard tools, such as pushing needles through heavy fabrics, after the fashion of any mundane thimble.

Fire or frost damage and any other non-physical damage such as that sustained from lightning, acid, etc., whether mundane or magickal in origin, interacts normally with the DR provided by the dweomer. The bearer of the charm suffers from the cold or heat, lightning, acid, etc., only after the DR is eliminated, so the damage gets through to affect him.

This charm can be resisted normally.

Detectability

There is no way an opponent can know or suspect the presence of the dweomer, even after it has been employed, for it changes nothing about the appearance of the creature or being. Only the touch of another practitioner can reveal its presence.

The point of the “Adamantine Charm” is to enhance the physical characteristics of a material or object by Enchantment, multiplying its native STP’s by (POT). It can work on every thing or substance from ceramics or glass objects to wood or stone walls. In application to buildings it is commonly referred to as the “Buttressing Charm”. Applied to cloth, it renders it proof against cutting or tearing in the face of common mundane forces, implements or tools, but without affecting its native flexibility nor does the effect offer any protection whatsoever from bludgeoning or impact damage. An arrow can still be driven into the flesh, it simply takes the cloth, unharmed, with it.

Fire or frost damage and any other non-physical damage such as that sustained on exposure to lightning, acid, etc., whether mundane or magickal in origin, interacts normally with the DR provided by the dweomer. The bearer of the charm suffers from the cold or heat, lightning, acid, etc., only after the DR is eliminated, so the damage gets through to affect him.

Detectability

There is no way an opponent can know or suspect the presence of the dweomer, even after it has been employed, for it changes nothing about the appearance of the object or substance affected. Only the touch of another practitioner can reveal its presence.

 New STP = STP * POT

The form of the “Armorskin” charm performed by Druid and Witch practitioners is referred to as the “Treeskin” charm due to the fact that the bearer’s skin is actually infused with the essence of a tree’s skin, changed in color and texture to resemble tree bark. The greater the protection provided by (POT), the more deeply textured and gnarly the appearance.

The Treeskin charm belongs to the arts of Sorcery and Naming.

Treeskin bestows toughness and density on the bearer’s skin to the point where it serves as armor, bestowing an effective DR equal to its POT while still allowing it to retain its natural flexibility and mobility. Because the Treeskin provides living protection it doesn’t bind or restrict the recipient’s movements and may be worn freely and without restriction in conjunction with mundane armors. Due to its nature, essentially enhanced living flesh, the resulting protection must share the armor vulnerabilities of any common padded armor (not enhanced in any way).

Like the “Armorskin” charm, Treeskin allows the use of a “Weapon Hand” aspect, to harden the bearer’s hand or foot, or knee or elbow or head for that matter by Sorcery, in such a manner that he may use it to hit opponents with the force of mace or quarterstaff, or some similar bludgeoning weapon, delivering wounds of equal POT. This renders the limb(s) affected able to deal up to (magickal damage) in full normal impact damage (maximum equal to the bearer’s normal physical limitations) when a foe is struck, without suffering the normal (1/10th damage inflicted) according to the standard rules for Brawling. Thus, it can make Brawling as deadly as normal weaponed combat.

The “Thimble” is a lesser application of this set of charms, hardening the end of the recipient’s finger, as designated by the caster, to the point where it can stand up to the harsh demands of working with small hard tools, such as pushing needles through heavy fabrics, after the fashion of any mundane thimble.

Fire or frost damage and any other non-physical damage such as that sustained from lightning, acid, etc., whether mundane or magickal in origin, interacts normally with the DR provided by the dweomer. The bearer of the charm suffers from the cold or heat, lightning, acid, etc., only after the DR is eliminated, so the damage gets through to affect him.

The Druids’ and Witches’ “Treeskin” skill provides the practitioner with a bridge to the “Dragonskin” magick (as follows), giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

This charm can be resisted normally when applied directly to living creatures and/or beings.

The “Dragonskin” charm works in exactly the same manner as the Treeskin charm above, with the exception that it enhances the bearer’s skin in such a way that it actually takes on the appearance of iridescent mascled mail. As such, it is subject to the same weaknesses and strengths described for mascled mail in Appendix H., but the DR provided being determined by POT, normally, as described for Treeskin. Otherwise it conforms to the description of the “Treeskin” charm.

The Druids’ and Witches’ “Dragonskin” skill provides the practitioner with a bridge to the “Stoneskin” magick (as follows), giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

This charm can be resisted normally when applied directly to living creatures and/or beings.

The “Stoneskin” charm works in exactly the same manner as the Treeskin and Dragonskin charms above, with the exception that it enhances the bearer’s skin so that it actually takes on the appearance, the color and texture of stone. HOWEVER, this dweomer is stiffer than “Treeskin” or “Dragonskin” above, more smooth like jointed field plate or white armor in effect, and subject to the same weaknesses and strengths described for White Armor in Appendix H., but the DR provided being determined by POT, normally, as described for Treeskin. Otherwise it conforms to the description of the “Treeskin” charm.

The Druids’ and Witches’ “Stoneskin” skill provides the practitioner with a bridge to the “Skin of Adamant” magick (as follows), giving him the means and background to research it and develop a treatise on it and learn it by virtue of his own studies and practice.

This charm can be resisted normally when applied directly to living creatures and/or beings.

The Armorskin charm called “Skin of Adamant” doesn’t change the appearance of the bearer’s skin at all and doesn’t have even the limited vulnerability to piercing attacks of White Armor. The DR is again determined by POT, normally, as described for Treeskin. Otherwise it conforms to the description of the “Treeskin” charm. Unlike the other incarnations, this charm leaves no visible clue to its nature and existence and is completely undetectable to the eye. Only the touch of another practitioner can reveal its presence.

This charm can be resisted normally when applied directly to living creatures and/or beings.

Detectability

There is no way an opponent can know or suspect the presence of the dweomer, even after it has been employed, for it changes nothing about the appearance of the creature or being. Only the touch of another practitioner can reveal its presence.