Re: GURPS Magic: Death Spells
In a campaign where Magery 5, or 9, or even higher shows up regularly, and where wizards have 15+ or even 30+ energy points to burn on a single spell that might take out one foe, insta-death magic is not the most overpowered use of all those character points and energy points. I'd simply allow a wizard with those resources to prorate energy cost as suggested by Magery and Effect. Such a campaign almost certainly has Resurrection available for hire, not to mention gods who intervene in mortal affairs.
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