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Old 10-05-2017, 01:44 PM   #11
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Limitation for all spells to be missile?

Quote:
Originally Posted by Varyon View Post
With Powers, going from Short Range (-1/yard) to Standard Range (-1/SSR) is a single level of Long Range +50% (PU3:15). Becoming possible to Dodge is Weaponized -50% (PU8:19). The net change is +0%, implying the Ranged, Weaponized versions of standard spells should be the same difficulty and have the same casting cost, although they'd probably be their own spells.
That's not actually the change, though, it's much more drastic.

Regular spell in GURPS Magic: concentrate N turns, quick contest (spell vs resistance) at -1/yard. Can cast through barriers, though at -5 if barrier is opaque. Can only hit its declared target.
Your variant: concentrate N turns, quick contest (spell vs resistance) modified by standard range modifiers, additional defense roll (dodge) allowed. Can cast through barriers, though at -5 if barrier is opaque. Can only hit its declared target.
Missile spell: concentrate N turns, aim 0+ turns, ranged attack (spell throwing vs dodge), quick contest (spell vs resistance). Cannot cast through barriers. Can hit incidental targets.

If we assume that touch spells are still required to be cast by touch, and other spells are missiles, I'd call this a net penalty. If it allows casting touch spells at range, that's a harder call.
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