Back to the main page
Characters|Covenant|History|Library|Links|Maps|Misc|Plans|Rules|Troupe|New|Feedback
 

Rules for Enchanted Armour

N.B.! These rules are outdated. The real, working ones are in insula as well.

Thanks go to Mark Shirley and Malinbois Saga, on whose rules this page is heavily based on.

Armour

You can lighten armour with either Rego (based on the ReTe10 spell, the Unseen Porter) or Muto (changing the material itself). You can also strengthen the armour with Muto spells.

Strengthening

Armour can be strengthened with Muto XX spells, where XX represents different forms according to the armour material. It can be Herbam (padded/quilted armour), Animál (fur/leather) or Terram (all the metal armours).

Gift of Bear's Fortitude, MuCo25 grants the target +10 Soak. We are modifying armour, so I think that's a bit too much; we don't change the whole skin and bones underneath. Therefore MuXx25 should give a bit less to Soak. +6 is a lot. MuXx10 might give +1.

Lightening

Lightening the load of the armour can be done with Muto or Rego. The rules in Malinbois say that lightening and strengthening cannot both be done by Muto, which makes sense. To do both, one needs to lighten the armour by Rego and strengthen it with Muto.

The Muto Terram guidelines: Level 10 Change dirt so that it is slightly unnatural (requisites may be required). Change dirt to stone, or vice versa. Basic Range: Reach, Basic Duration: Sun, Basic Target: Small. To change metal or gemstone, add two levels of magnitude.

Modifications: Range: -1 mag, Duration: -1 mag, Target: +1 mag. What we get:
MuXx15, R: Touch, D: Conc., T: Ind.

Magical armour: Muto
Spell level Load Protection
10 0,5 +1
15 1 +2
20 2 +4
25 4 +6
30 6 +8

Lightening can be done via Rego as well. Spell effect is based on level 10 Rego Terram spell in Ars Magica 4th Edition, the Unseen Porter (Range: Near/Sight, Duration: Conc., Target: Ind).

When this is changed into more suitable version: ReTe10, R:Touch, D:Moon, T:Ind. Spell still provides the strength of +5, so in my opinion it should negate 5 points of load as well. Level 10 spell making almost all kinds of armour weightless is a bit too much though. It needs to be at least one magnitude higher because of difficultiness.

Magical armour: Rego
Spell level Load
10 3
15 5
20 7

Invested devices

Making enchanted armour is easy, although expensive. Armours are generally of the "large" size, so their multiplier is x4. They can be made of cloth (padded/quilted), leather or metal.

Vis costs
Material Base points Cost
cloth 1 4
leather 2 8
metal 5 20

Generally this leaves a lot of space for other enchantments in the armours. Since we want the armour to be better/lighter all the time, we make the spell effect constant and add +5 to the effective level. Creating an effect that strengthens or lightens the armour concerns the item only, so the spell effect is divided by two. One should also remember form and effect bonuses: e.g. armour gives +7 protect wearer (ArM4), iron +2 Protect Wearer (WG) and +3 Strength (WG).

03/01/04