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Old 03-07-2018, 08:37 AM   #42
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default Re: Buried alive - Need Help

Quote:
Originally Posted by gudmo View Post
The main problem is that once this cy of stone is move the mage needs to cast the spell again (Unless the GM allows for a new target).
Even 100m of travel will require 100 rolls.
It'll require 122 rolls, actually, because you need to cast Purify Air twice every 10 minutes to provide breathable air, and you can expect to fail 2% of all your skill tests.

The mage has skill-17+ in all spells, and should only critically fail on a natural 18. That's one critical failure every 216 rolls, on average, so you should be able to make it ~150m before seeing one. The average critical failure just wastes the spell or stuns the mage, which isn't a problem here. Unless your GM is being really vindictive with critical failures - in which case you may want to have a discussion with the GM about expectations and play styles.

If you want to minimize spellcasting rolls, the Force Dome solution requires 1/10th as many, though it's a lot slower.

It's probably worthwhile to cast Seek Air and Seek Earth a couple of times - they're cheap! - to see if there are any veins of earth or other submerged caves in the vicinity. You don't have Earth Vision on your list, but if your wizard has Wild Talent that would be a good spell to cast. Tunneling from cave to cave, especially through veins of earth, would be faster and require less rolls and would give the GM an opportunity to provide encounters that are less crazy overwhelming.
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