|It's so intense.|
So, what kind of powers are needed to defeat magic? We need a combination of Damage Resistance (Magic Only) and Static (Magic). Damage Resistance for a single power source are explained in Powers on p.45, and the rules for Static are on p. 98. For both, I think a 4 yard radius is pretty good. The DR probably needs to be about 18 for Dungeon Fantasy Edge cases of fireballs and other missiles that aren't stopped by static, which is a lot, but who cares!
|I mostly use this book for the|
enhancements and limitations.
Nethicite Force Field (+200%): Damage Resistance 18 (Cosmic Source, +50%; Magic Defense Only, -20%; Force Field, +20%; Area Effect 3, 4 yards, +150%) 
Nethicite Static (+200%): Static (Magic) (Cosmic, Some Wacky Power Source that's almost like Magic, +50%, Area Effect 3, 4 yards, +150%) 
Yay! Nigh invulnerability is expensive! Next we put those two together, which comes to 360 with no rounding. Looking at the form multipliers in Thaumatology: Sorcery on p. 28, the closest to a small chunk of precious rock is the amulet for 0.50, which makes this 180 Enchantment Points, which also happens to be off the scale in the book. That's ok, the book gives rules for extending the table indefinitely in the paragraph right above the table on p.30, doo doo doo... This rock costs $20,000,000.00 GURPS BUCKS! The labor adds another $115,220!
|I like using this book for |
statting magical enchantments.