The Hero's Armor of Ice

Theseus of Flambeaux was named after a great hero, and was confident he would be one too. He desired to be a monster hunter, and his natural affinity for ice and frost magics made his path to glory clear. He had spears of ice, he could summon a ship of ice, could conjure weapons of ice and could throw javelins of ice. His path was clear for what he needed last: Armor of ice. Well, that part was tricky, but he finally managed to make it work with a lot of experimentation.

(Design notes: I decided on Metal Scale protection and then took out a bit of theLoad because... I wanted magic to be cool. For your own sagas, use numbers that feel right.)

Hero's Armor of Ice (Creo Aquam [Terram] 20

R: Touch, D: Sun, T: Individual

The caster or another they touch is encased in armor of thick ice, segmented at the wearer's joints. The armor takes a few seconds to form and solidify, allowing it to mold to the wearer's body. It actually coats the individual's clothing, soaking into it before freezing solid, using existing clothing as a basis for its final form. Once the ice is fully hardened, it is as protective as a a suit of metal armor, adding 7 Protection and 4 Load. Unfortunately, being pressed against the protective ice will cause damage to those unprepared, doing a stress die +1 damage every round. Due to Theseus's sigil, the ice forming is a slight sea-green color.

(Base 4(slightly unnatural, spread over surface), +1 Touch, +2 Sun, +1 magnitude for Terram adding strength)

Side Effects table (1d10)

1 Exaggerated Sigil: The frozen armor drips with sea-green liquid, leaving oozing footsteps of sea-green, and refracting light makes the wearer look entirely limned in a faint green glow.

2-3 Minor Flaw: The frost armor cracks at the joints rather than interlocks, leaving significant gaps in the armor. It counts as a partial suit of armor instead of a full suit. (Protection 4, load 3)

4-5 Minor Side Effect:

6 Minor Benefit: The armor formed from the freezing water tends to freeze in sharp points and shards, giving them the look of a spikey daemon. They can attack with the spikes on shoulder, limb, or gauntlet or boot using Brawl, with +2 attack, +1 defense, and +2 damage.

7 Major Flaw:

8 Major Side Effect: The ice armor is summoned up from the very waters of the deep sea. In addition to having surprisingly stylish decorations reminiscent of waves and sea-foam, it has small fish trapped in its waters, which will often flop out and die as the water solidifies into the armor.

9 Major Benefit: The armor's formation is so well-crafted, as if an armor beyond the quality of mortal men. Its Protection value is 9.

10 Fatal Flaw: After the first few minutes of wearing the armor, it begins to melt in the sun. In hot climates, this will weaken the armor by 1 protection every 10 minutes - faster in extreme circumstances. In more temperate climates, its melting water will re-freeze rapidly, ruining any articulation. Every 10 minutes, the effective load increases by one as the joints melt and refreeze in unfortunate positions.