11-11-2016, 03:00 PM | #1 |
Join Date: May 2016
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The "Stop Teleporting!" Spell?
I was working on a sort of "Elder Thing Compendium" all about how to fight the Elder Things in GURPS: Dungeon Fantasy. I was thinking about the Watcher at the Edge of Time, and how they can teleport around--which makes it very hard for adventurers to hit it. Is there an anchoring spell that prevents teleportation?
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11-11-2016, 03:05 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: The "Stop Teleporting!" Spell?
Teleport Shield, GURPS Magic p. 170, and it's on the wizard list in Wizardry Redefined.
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11-11-2016, 03:23 PM | #3 |
Join Date: May 2016
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Re: The "Stop Teleporting!" Spell?
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11-11-2016, 03:27 PM | #4 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: The "Stop Teleporting!" Spell?
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11-12-2016, 04:53 PM | #5 |
Join Date: May 2016
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Re: The "Stop Teleporting!" Spell?
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11-12-2016, 05:07 PM | #6 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The "Stop Teleporting!" Spell?
Neither am I, I think he meant NNR, or the Perk: No Nuisance Rolls.
[EDIT] Never mind, found it: Cosmic (No Die Roll Required). Unfortunately the 'threshold" for NDRR is 3 and if the skill drops below 3 the skill simply fails. I think sir_pudding is conflating NDRR and NNR (NNR has a threshold of 16+). [/EDIT] Last edited by evileeyore; 11-12-2016 at 05:11 PM. |
11-12-2016, 05:09 PM | #7 |
Join Date: Jun 2013
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Re: The "Stop Teleporting!" Spell?
No Dice Roll Required. Note that requires you to drop the effective skill below 3 (IIRC), however. NNR - No Nuisance Rolls - only works at effective skill 16+, which would make things easier. DF monsters aren't truly built with GURPS traits, however, so you'll need to decide how it works. If you go with NDRR, you're looking at a binary situation - effective skill is either at or above 3 and the creature can use it freely or below 3 and the creature can't use it at all. If you go with NNR (and if the Warp would normally be below skill 16 for the blinks, boost skill to that level), you end up with more nuance, as even a small penalty changes things from a guaranteed success to needing a roll (if it's normally at skill 16 and you impose a -2 with your spell, success drops from 100% to around 91%, which can leave an opening at the right moment.
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11-12-2016, 06:23 PM | #8 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The "Stop Teleporting!" Spell?
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11-12-2016, 10:45 PM | #9 |
Join Date: Mar 2013
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Re: The "Stop Teleporting!" Spell?
I'd advise Mind Stab from DF14, those things have no defenses against Psi for some reason
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11-14-2016, 04:05 PM | #10 |
Join Date: May 2016
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Re: The "Stop Teleporting!" Spell?
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Tags |
anchor, dungen fantasy, teleport, teleportation |
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