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 01-31-2022, 03:09 PM   #1
Eric Funk
 
Join Date: Oct 2005
Location: Earth
Default GURPS 4e Magic: Area vs SM+1 +

Hello GURPS Masters

I am coming back to GM a campaign and with three spellcasters in the party they are just starting to get into larger area Resistable spells. As the subject hints I am wondering about how large Size Modifiers affects Area/Regular-Resist spells.

1) I can understand single-target Regular spells require increased costs* but for larger creatures (say even a horse **), if Mass Sleep is cast, are they

A) unaffected by default castings of Area spells?
B) affected if within the area, assuming larger SM creatures take up more hexes and thus are in effect consuming more spell energy, effectively fulfilling B239* ?


2) In either case my reading for Resistable spells they are unaffected if partly in the area. (B239, M11 say Area spells "affect everyone in the area of effect"... possibly read either way for partly in the area of effect, but they are not wholely so are not really IN...?) Recall for normal SM+0 humans a prone person occupies two hexes... (p.B385)


* B239, M11
** SM+1 3 hexes p.B459

Thoughts?

Thanks!

-
"Knowledge Brings Fear" -- Motto of Mars University, Futurama

Last edited by Eric Funk; 01-31-2022 at 09:41 PM.
Eric Funk is offline   Reply With Quote
Old 02-02-2022, 09:50 AM   #2
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: GURPS 4e Magic: Area vs SM+1 +

Hi Eric,
Because Area spells are effectively the same as Regular spells, but for their area of effect and the fact that you can target an area for spell casting instead of one specific target - this is how I understand the rules to mean...

Base cost is determined by the spell itself. If you have a larger sized "target" for the spell, you multiply the base cost of the spell in order to affect a given target. So, to cast a single spell of SLEEP for example, you have to multiply the base cost by SM modifiers. The same would hold true for area spells. First, determine the base cost for the spell as given (which is for SM + 0 targets) then multiply it by the SM+1 value (ie double the cost), then use that as the base cost for a 1 hex radius spell (ie one hex of effect). Since Minimum radius for Mass sleep is 2 hex radius, you pay the cost of x2 for affecting SM+1 targets, and then another x2 for a minimum 2 hex radius effect.

Note: if you cast a spell with a cost for a SM+0 target, it will not affect a target that is SM+1 or higher just because the spell lacks the "Oomph" required to affect the larger target.

Thus, if you want to cast the spell against a herd of horses within a 10 hex radius spell, you would have to do this:

Mass Sleep cost 3 x 2 (SM+1 targets) x 10 or 60 fatigue. Any and all creatures sized SM+1 and under, now have to resist the spell if they are within that area of effect. Even if only HALF of the creature's body is in the area of effect, they suffer the effects of the spell itself.

Per other rulings regarding spell casting and being able to control who/what the area spell WILL affect that the time of casting, you could in theory, cast the Mass Sleep for horses, and ignore all else inside the area. You could affect all horses and men, but not tigers (assuming one was within the area of effect). You could have it affect everything within a full circle save for a small wedge effect.

60 energy to cast a spell on that many hexes is a lot, but then again, the number of actual hexes contained within that area is rather sizable. A 2 hex radius spell affects 7 hexes or has a diameter in reality - of 3 hexes. So a 10 hex radius has a diamter is by measurement of (10-1)*2+1 yards or 19 yards in diameter.

Hope that helps.

Hal
hal is offline   Reply With Quote
Old 02-02-2022, 08:21 PM   #3
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: GURPS 4e Magic: Area vs SM+1 +

I’ve always just allowed area spells to work if the target was entirely contained within the area, keeping in mind the fact that area spells are usually four yards high. Something taller than four yards would require twice (or more) the area of its footprint to stack enough areas on to contain it. If a giant, however, curled up in a fetal position on the floor, it could be affected by a smaller area.
Dalin is offline   Reply With Quote
Reply

Tags
fourth, gurps, magic

Thread Tools
Display Modes

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 10:17 PM.


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