As for being able to nail a flying creature - any given GM has to
decide whether or not it can or can not. If for example, the GM were
to state that the spell can ensnare any creature or object within X
feet of the ground, then for that particular game world, the earth
shall rise up like a living extention of the earth, and attempt to
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...
http://en.wikipedia.org/wiki/High_jump
-
Eric Funk
"Knowledge Brings Fear" -- Motto of Mars University, Futurama
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