Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-15-2010, 07:19 PM   #1
pjason
 
pjason's Avatar
 
Join Date: Mar 2005
Location: Tucson AZ
Default Re: Holding Magic

I agree that Hang Spell is one of the best to do this for missile spells. Counts as one spell on, and costs mana per hour equal to the spells cost. Its activated as a free action, and then the caster pays for the spell and rolls to cast it. As I run a world where artilary mages are common (Elementalists), this spell is used a LOT.

Another alternative that is especially handy for Regular spells cast on yourself or others is Delay (which is a prereq for Hang Spell anyway). Counts as 2 spells on, costs 3 mana every 2 hours. It takes affect the turn after activation, but the spell cost and roll are made up front when the spell is delayed so they can be recovered after casting it in the morning. Very handy for DF mages to delay a Great Haste on the fighter at the beginning of the day and set the trigger to having the fighter say someting (and with my group... its usually an embarassing phase that must be shouted).

Other alternatives may exist... but in my games Hang Spell and Delay is pretty much a prerequisite for blaster mages to keep up with the fighters.
pjason is offline   Reply With Quote
Reply

Tags
holding spells, magic, spell


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:40 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.