03-22-2018, 10:38 AM | #1 |
Join Date: Oct 2012
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Spells: moving out of range
Suppose you cast a spell that has an effect on an object or area. And either you or the object move away from each other. What happens to the spell?
For subjects you cast a spell on if they move away from you, the spell should continue. This assume that spell doesn't require your concentration. But what if the spell requires concentration? Suppose you shape water on a success by 3, then move that water 10 yards from you while you remain stationary. Can you still control that water? Or if you form the water into a long, narrow puddle extending from you by dozens of yards? Does the distance/range only apply at the time the spell is cast? |
03-22-2018, 11:06 AM | #2 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Spells: moving out of range
Quote:
Yes. |
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03-22-2018, 09:41 PM | #3 |
Join Date: Oct 2012
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Re: Spells: moving out of range
So the very wealthy can pay a bunch of mage circles to maintain a bunch of spells on them regardless of how far they travel from that circle.
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03-22-2018, 09:57 PM | #4 | |
Join Date: Nov 2016
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Re: Spells: moving out of range
Quote:
Hmm, now I want to play a "kill the mages whose spells are protecting the castle" mission... |
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03-22-2018, 09:58 PM | #5 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Spells: moving out of range
Yep. Your typical emperor probably has half a dozen circles maintaining redundant Missile Shield spells, for instance.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-23-2018, 12:03 AM | #6 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Spells: moving out of range
Fictional example: Morolan, in Steven Brust's Dragaera books, keeps his flying castle up in the air via a circle of magicians. Yes, he's very confident.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
03-23-2018, 12:09 AM | #7 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Spells: moving out of range
Quote:
Eastern magic is Book/Path
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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03-23-2018, 12:12 AM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Spells: moving out of range
In one of the early books it was noted that flying castles had been much more common before the interregnum (a period of time when empire sorcery stopped working) and there were still some wrecks about.
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03-23-2018, 12:13 AM | #9 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Spells: moving out of range
Ritual Path Magic, but if you buy a spell as a Technique, you can pull all the power you need for it from the Orb in one turn?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
03-23-2018, 12:29 AM | #10 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Spells: moving out of range
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Tags |
gnomasz, kromm replies, range, spell |
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