> -----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. 

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