[gurps] Delay spells question

rekres rekres at gmail.com
Tue Feb 24 16:12:46 CST 2009


On Tue, Feb 24, 2009 at 3:45 PM, Zan Lynx <zlynx at acm.org> wrote:
> midnightwind at comcast.net wrote:
>>
>> Soliciting opinions on a ruling regarding Delay spell:
>>
>>
>> A mage wants to cast Explosive Fireball with the Delay spell linked
>> to it on a small amount of clay.  The conditions of the Delay spell
>> are that a dolphin (either via Create Animal or Control Mammals)
>> swims the clay to an oncoming ship some distance away, leaps,
>> attaches it to the (wooden) hull just above the waterline and swims
>> away.  The explosive fireball detonates five seconds after
>> attachment.
>
> As others have said, Missile spells aren't allowed.  However, my mage
> characters often use Create Fire or Glue and Delay for a very similar
> effect.
>
> In fact, a mage with good skill levels and good mana regeneration abilities
> can cast several useful Delayed spells at the beginning of his day and
> maintain them all day long with short periods of rest each hour.
>
> This results in something almost like D&D memorized spells and is
> *extremely* useful in combat.  For example, a mage is able to spend 9
> fatigue points at the beginning of the day for a large area Glue spell cast
> on a pebble with the condition "When it hits the ground."

Until he rolls a critical fumble, falls down, and all his pebbles go
off at once... :)


-- 
Chris J. Whitcomb
"I try to keep an open mind, but my brain keep falling out!"


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