[gurps] RE: Entombment spell question
Hal
alaconius at roadrunner.com
Sat Feb 28 09:08:46 CST 2009
> -----Original Message-----
> From: gurpsnet-l-bounces at sjgames.com
> [mailto:gurpsnet-l-bounces at sjgames.com] On Behalf Of Jeff Wilson
> Sent: Saturday, February 28, 2009 6:28 AM
> To: gurpsnet-l at sjgames.com
> Subject: [gurps] RE: Entombment spell question
>
> > From: "Eric Funk"
> >> > ensnare the offending thing that is in the air. One GM
> could state
> >> > that the spell suffers a -1 penalty for each yard the
> thing in the
> >> > air is above the ground itself - this in addition to the penalty
> >> > for the spell caster attempting to nail a target that is
> 10 yards
> >> > away from him on the level plane of the earth.
> >
> > So a high jumper might be resistant (or immune) if he sees
> the caster
> > casting and jumps in time -- easily over two yards...
>
> I believe that combat turn phasing would prevent this from working.
The way GURPS is structured, the only way to defeat a mage about to cast a
spell is to use the Wait option.
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