[gurps] Regular vs Melee type spells question

Eric Funk eric_funk_anti_spam_this_is_a_real_email_address at r3d.net
Wed Oct 8 20:03:24 CDT 2008


> Thanks for your insight.

a pleasure to exercise.



>> Assuming gurps 4e
>
> Correct.

Note that most of what we're discussing is also in BASIC pp. 235-241.


> Got it: so if I'm close--within a yard--but not touching, then I have
> no penalty.  Touching confers no bonus.

Right. Regular spells /immediately/ affect a space, with whatever's in that 
space possibly resisting.


>> read M11, right column, paragraph 2:
>> cast the spell, then "On your /next/ turn, hold the spell or attack
>> with it."
>
> Right, for Melee type spells.  But, for a Regular type spell, I don't
> think you can have have you spell go off *and* attack in the same
> round.  Am I wrong about that?

incorrect. yes, I'm afraid that you are mistaken.


Regular are the most common, with effects activating /immedately/ after 
casting is complete. (see "Casting Spells" paragraph 4  p. B235) This also 
applies to Area, Information, and Enchantment spells.

A Melee or Missile spell is special in that its effect is created in hand, 
possibly enlarged, and then released at an unspecified subsequent turn. The 
spell is not being Maintained (see the box Dissipating Held Melee and 
Missile Spells). A STAFF*-enchanted staff can be used to both injure an 
opponent (by hitting them with the staff) and convey touch-based spells, 
such as Melee spells (see the box).


Blocking spells are a special type that take an Active Defense action (see 
the section on Blocking spells), and thus technically allow a wizard to cast 
a second spell in a turn.


* You can also place two powerstones, one at each end of a 6' staff, and 
both recharge at full rate, and the caster is effectively touching both.

-
Eric Funk
"Knowledge Brings Fear" -- Motto of Mars University, Futurama 



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