Depends. Armor, Shield and weapon boosting spells typically last 1 minute but can be maintained. Low level versions of these can still provide a huge boost and if you have enough skill can be maintained at zero energy cost, so you can keep them up and running.
Greater Haste can't be, but it only takes 3 seconds to cast and last for 10 seconds. Unless you start in touching distance of the Bad Guys, you are fine.
Jose Ward
Neat. I'll look into it. Anything in particular to look at? Is most of this in basic set/magic?
Cameron Adams
It's all in Basic Set: Characters.
Haste, Greater Haste, Blur, Armor, Shield, Icy Weapon all give a person an edge.
Brody Miller
Not sure about RPM but Sorcery can definitely do it, you can cast Growth, have some magical claws and boost your strength and be wolverine mage, although you might need a lot of points for that, i'm not really a fan of FP based magic.
Looks nice, what's the average speed of your encounters? I feel that those PC are too slow.
Caleb Jenkins
Basic Set Magic can be stacked but you take -1 per spell you have running to your skill. To keep Shield (+1 DB) and Armor (+1DR) running at the same time you'd need SL 15 in 1 and SL 16 in the other to keep them at 0 cost to maintain, ect. Self buffing can work, it's just that you are often better off buffing someone that is a combat specialist rather then buffing yourself. If you've got the points to be a half decent warrior and mage though, the magic/warrior thing can work well.
Nathan Brooks
>Bank Shot + Forceful Blow + Multi-Shot + Project Blow + Sudden Death + Supreme Control (No Wounding)
With the above combination of imbuements, ST 13, a maul (sw+4 cr, so 2d+4 at ST 14), Weapon Master, Power Blow, and Focused Fury, an imbuer could swing at a wall with Power Blow and AoA (Strong) in a non-combat situation and create two "attacks." This would cost 8 FP and take some time due to Power Blow. Each attack deals 5d+24 cr, but due to Forceful Blow and Supreme Control, is treated as 10d+48 for knockback purposes and deals no actual injury. These attacks would then bounce off the wall to strike the user. Both strikes hit as he does not attempt to dodge.
Assuming average rolls, the user takes 83 points of damage for knockback purposes per attack. This translates into six yards per attack, so 12 yards total. Due to Sudden Death, this can be triggered at any point (rules are unclear if it's a Concentrate, Ready, or free action to trigger), letting the user fly into foes, cross huge gaps, and generally "leap" further and faster than he or she should.
ITT: Post dumb, goofy, and fun GURPS tricks
David Williams
a character in my last game had a seizure from looking at an evil book and their HT permanently went down by 1 as a result. I'm giving everyone 5 char points for the session, but does he effectively get 10 additional points to spend from having his HT reduced, or does it not work like that?
Liam Morales
That's up to you. By default, lost attributes/advantages are not refunded, but you may want to throw him a bone. It depends on the tone of the game, and whether you want characters to degrade overall, or do you want the curse to merely make him weaker in a specific area?
Gavin Bailey
No points for disadvantages gained in game, but if you want to be generous and give him some way to compensate for it or give him some free points you can.
Wyatt Clark
You don't get points back if something bad happens to you. Your point total just drops. Your point total ultimately means nothing once the game has started. Characters may start with the same point total, but can and do diverge as their actions unfold.