11-27-2020, 11:38 PM | #1 |
Join Date: Aug 2018
Location: Dallas, TX
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Great Haste at Level 25
According to Spells page 10, having a spell with a skill of 25 allows you to cast a spell in a quarter of the time (minimum 1 second) with the cost reduced by 3.
So if my Wizard casts Great Haste at a skill of 25, then the casting time is 1 second (3/4 rounded up) and the cost would be 2 FP. According to Great Haste (P 57), "The subject gets to perform two immediate maneuvers, one immediately after the other." So would I get to take a second action on the turn I cast it? |
11-28-2020, 05:24 AM | #2 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Great Haste at Level 25
I would rule that the spell takes effect at the end of the turn. So no.
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11-28-2020, 08:11 AM | #3 |
Join Date: Feb 2009
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Re: Great Haste at Level 25
I would say no, you have to wait until next turn to benefit
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11-30-2020, 11:57 PM | #4 |
Join Date: Feb 2005
Location: Panama
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Re: Great Haste at Level 25
you still need the full second of casting time (minimum of 1 stated above) just to cast the spell.
so no. But I would agree that at the very end of your turn the spell is running and you get any advantage of the spell for defenses or reactions during others turns. |
12-01-2020, 05:53 AM | #5 |
Join Date: Dec 2005
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Re: Great Haste at Level 25
I thought spells took effect at the start of the turn after you cast them. Or was that a first edition thing?
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12-01-2020, 07:53 AM | #6 | |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: Great Haste at Level 25
Quote:
Regardless, in practical terms, if the caster is the subject of the spell, they won't receive their extra maneuver until their next turn. |
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12-01-2020, 01:58 PM | #7 |
Join Date: Feb 2005
Location: Panama
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Re: Great Haste at Level 25
even in basic GURPS, you cast a 1 second spell and it will start immediately, but your turn is consumed completely by casting.
So, if it is some armor spell you will get the benefit of the armor, but these are extra actions and you use actions in your turn, as your turn is consumed you have no benefit for extra action because your turn is already ended at the moment the dice are rolled. Technically you get the extra action, but you can't use it because you have no longer a turn. |
12-05-2020, 03:12 PM | #8 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Great Haste at Level 25
Quote:
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12-05-2020, 10:20 PM | #9 |
Join Date: Aug 2018
Location: Dallas, TX
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Re: Great Haste at Level 25
Well, I was just considering what a blaster mage would look like. For this example, one that tosses high damage fireballs at you.
Fireball / Explosive Fireball requires a turn to cast the spell and then a next action to toss the death weapon. If you take damage while holding it, it explodes on you. Haste allows you to avoid the nastiness by casting, then immediately throwing. So you don't need to worry for anything except specific reserved actions. Just an idea. But it seems like if I wanted to rain down many fireballs of death, I would open with a Great Haste. |
12-06-2020, 01:11 AM | #10 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Great Haste at Level 25
I'm playing a hybrid Wizard/Scout so I usually open with GH then most of the rest of the fight is with a bow my GM let me get the Staff spell on with the occasional Stun or dehydrate for things made of water or ice (of which there are many in this campaign). Stun + shot to the eye is a nice combo. Not much energy for spells until now so I might look for an area missile spell now.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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