> -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Jeff Wilson > Sent: Saturday, February 28, 2009 6:28 AM > To: [email protected] > 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. _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
