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#1 |
Join Date: Nov 2016
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If you have a PC or NPC that does not employ magic, but knows magic and magic users exist, how can such character defend from magic?
Can this character for example, parry a fireball or deflect a lighting strike? Where do I find the guidelines to fight against magic if you are a melee fighter, or an archer or a gunner? Thanks! - Hide |
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#2 |
Join Date: Nov 2008
Location: Yukon, OK
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They can block some missile spells with a shield, cinematic could try Parry Missile Weapons, Mind Shield might be a Chi, psi or exotic training thing.
Mundane wards may be available and if they know how magic works they can use tactics like staying out of sight or at range to increase skill penalties.
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#3 |
Join Date: Aug 2005
Location: Denmark
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And you can always dodge.
... magic missile attacks are not treated different from mundane missiles. |
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#4 |
Join Date: Nov 2016
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But for example, parry missile weapons, does it work against fireballs? Basic book says you cannot parry liquids; how is a ball of fire different from that?
Are there advantages to absorb a magic attack? Some games have items to do so and they work as magic DR. - Hide |
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#5 | |
Join Date: May 2013
Location: Ellicott City, MD
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As for advantages for fighting mages, you can buy DR with Accessibility: Vs Magic Only, Magic Resistance helps your resistance against non-missile spells, anybody with Static: Magic is unaffected by all spells except missile spells, and, characters without Magery can still buy and use most enchanted gear. |
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#6 | |
Join Date: Sep 2007
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Missile spells in GURPS Magic are often considered as conjured things that you then physically throw (as opposed to being magically propagating energy). They're ranged missile attacks not very different from a bow or bullet, after they're cast, at least as far as how you defend against them. (Difficult, for mundane characters, just as it's hard to stop bullets and blasters unless you're a speedster or Jedi.)
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You could argue that Parrying Lightning with a metal weapon would be counter-productive, given the way it mostly ignores metal armor. (Or you could argue that the wooden, leather-wrapped grip is sufficient insulation, at least to count as DR. The point of tweaks like that is to lend some flavor so that not everything is just the same 3d6 Ranged Killing Attack, not to try to inject real physics.) |
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#7 |
Join Date: Aug 2018
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Even though you "throw" missile spells, they function more like a "shot" bow/crossbow weapon in terms of shields-only non-dodging options?
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#8 |
Join Date: May 2013
Location: Ellicott City, MD
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#9 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Fireball doesn't do Cr (inc) damage, it does burning damage. The Missile spells generally don't do "magic crushing damage", they use appropriate damage types.
Anyway, though, I'd still allow Parry Missile Weapon skill to parry a Fireball spell. The Missile spells are made up of "real" stuff of whatever they're shooting (that's why they work when thrown into no-mana areas), but there's clearly something holding them together in the missile shape, and that can be disrupted. Parry the fireball, and the fire contained in it will start behaving like normal fire - i.e., it will quickly rise away from you, and also go out with nothing to sustain it. Now, area-effect Missile spells would be a bit trickier. Explosive Fireball, for instance. I'd probably treat those as detonating at the point of impact - in other words, on your weapon's blade if you parried them, or on your shield if you blocked. The block might still be somewhat useful there, effectively giving you a bit of cover against the blast, but the parry probably won't help much. |
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#10 | ||
Join Date: May 2013
Location: Ellicott City, MD
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Last edited by Nereidalbel; 09-22-2018 at 11:21 AM. |
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Tags |
catch spell, parry missile weapons |
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