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Old 05-16-2012, 01:38 PM   #21
RyanW
 
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Default Re: Noob Question {Combat/Dodge}

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Originally Posted by odizzle View Post
His skill level was 23
No, skill level never reduces time to cast to instant. Only Blocking spells can ever be used as a defense, except when combined with the "Turn normal spell into blocking spell" spell, whose name escapes me at the moment.
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Old 05-16-2012, 01:43 PM   #22
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Default Re: Noob Question {Combat/Dodge}

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Originally Posted by odizzle View Post
Exactly! That's what I always thought; however, one of players in the group was arguing that it could be used as so because his skill level was so high, it was now considered an instant.

His skill level was 23
Minimum casting time never goes below one second of concentration (GURPS Magic, p. 8-9). Only blocking spells require no concentration and can be used as active defenses.
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Old 05-16-2012, 01:43 PM   #23
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Default Re: Noob Question {Combat/Dodge}

In 3E you could get a reduction of casting time to instant but they removed that in 4E
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Old 05-16-2012, 01:52 PM   #24
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Default Re: Noob Question {Combat/Dodge}

Different question!

With Teleport - the Time to Cast: 1 sec

Let's say,

Turn 1

Mage 1 vs Mage 2 are fighting.

Technically, this is a combat.

So, during this turn, Mage 3 says Eff this and decides to teleport outta here. He cast teleport. The effect will happen at the beginning of the Turn 2, correct?
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Old 05-16-2012, 02:06 PM   #25
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Default Re: Noob Question {Combat/Dodge}

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So, during this turn, Mage 3 says Eff this and decides to teleport outta here. He cast teleport. The effect will happen at the beginning of the Turn 2, correct?
If he's got casting time down to 1 second, then it'll take effect on his second turn. While he's casting, mage 1 and mage 2 can attack him and the Teleport, which hasn't happened yet, isn't a defense, but on mage 3's turn, he vanishes, assuming he doesn't interrupt his spell with something defensive or doesn't otherwise fail.
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Old 05-16-2012, 03:16 PM   #26
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Default Re: Noob Question {Combat/Dodge}

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Originally Posted by Turhan's Bey Company View Post
If he's got casting time down to 1 second, then it'll take effect on his second turn. While he's casting, mage 1 and mage 2 can attack him and the Teleport, which hasn't happened yet, isn't a defense, but on mage 3's turn, he vanishes, assuming he doesn't interrupt his spell with something defensive or doesn't otherwise fail.
Didn't we have a thread on exactly this question about teleport a few months ago?

And unless I'm completely mistaken, isn't a 1-second-spell resolved immediately within your turn? The effect is triggered instantly after the roll is made, which happens in the same turn as the last (and only) Concentrate maneuver.

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Old 05-16-2012, 03:35 PM   #27
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Default Re: Noob Question {Combat/Dodge}

I'm with Ts_ on this one. If it is one second cast time then you concentrate on your turn, roll at the end of it, and the spell takes effect.

If Teleport has a 1 second cast time and the mage concentrates on it, he teleports right then. This doesn't necessarily help him dodge because it all happens on his turn; the evil mages can cast their fireballs at him wherever he pops up, they just might experience line of sight or range issues if the teleporting mage picks a good spot to pop up at.
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Old 05-16-2012, 05:04 PM   #28
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Default Re: Noob Question {Combat/Dodge}

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And unless I'm completely mistaken, isn't a 1-second-spell resolved immediately within your turn? The effect is triggered instantly after the roll is made, which happens in the same turn as the last (and only) Concentrate maneuver.
That's my understanding too. Most importantly, that means the only way to interrupt a 1-second spell is with a Wait maneuver. This is in between the 3e zero-turn spells (which could be cast in addition to another maneuver) and one-turn spells (which took effect at the beginning of your next turn).
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Old 05-16-2012, 05:29 PM   #29
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Default Re: Noob Question {Combat/Dodge}

All spells are rolled for and take effect at the end of the final Concentrate maneuver:
Casting time = 1 second. Concentrate on Turn 1 and cast at the end of Turn 1.

Casting time = N > 1 seconds. Concentrate on Turns 1 through N. Cast at the end of Turn N.
Thus, the only way to interrupt a one-second spell in combat is to have a Wait. Obviously, out of combat time, the GM can declare other preemptions ("Just before you finish, the house falls down.").
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Old 05-16-2012, 07:09 PM   #30
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Default Re: Noob Question {Combat/Dodge}

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So, during this turn, Mage 3 says Eff this and decides to teleport outta here. He cast teleport. The effect will happen at the beginning of the Turn 2, correct?
No. As DK said, it will take effect on turn 1. Saying it will take effect at the "end of" turn one is moot and one of the reasons there is so much confusion. A melee Attack maneuver takes effect just as much at "the end of" the turn as a one-second spell's Concentrate maneuver, game effects wise.

Page 7 of Magic answers this question: "Most spells take one second to cast. Take the Concentrate maneuver for one turn and attempt your skill roll at the end of your turn. If you succeed, the spell takes effect instantly."

Instead of underline, cross out that section. Just ignore what I underlined and read it again. It suddenly makes more sense!

So, the mage takes the concentrate maneuver for his one-second spell, which has the same in-game effect as just saying he casts it.

Two-second spell? Turn 1: Concentrate. Turn 2: Cast the spell by taking the Concentrate maneuver.

Clear? :)
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