> -----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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