> -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Eric Funk > Sent: Thursday, February 26, 2009 5:32 PM > To: [email protected] > Subject: [gurps] RE: Entombment spell question > > > 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 That would be one way ;) However, he'd have to be up in the air as the spell hits, and even then, all he's doing is taking a defensive manuever in the hopes to thwart the spell. Of course, if the spell is a shape earth, he may be jumping into a pit instead of avoiding an entombment.
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