04-16-2012, 09:31 PM | #1 |
Join Date: Feb 2005
Location: Berkeley, CA
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GURPS Magic: perm spells that should be instant
Since this came up in another thread, I thought I'd open a thread about which spells in GURPS Magic are permanent and should be instant. The following is a complete list of permanent non-enchantments, color coded for why they should probably be instant (feel free to dispute particular points here. In particular, there is an argument for making certain creations so they are automatically dispelled if separated from the original form, rather than instant).
Boil Water Charge Powerstone Clean Cleansing Condense Steam Control Illusion Control Zombie Copy Create Acid Create Air Create Earth Create Elemental (creates a magical creature; arguably should use creature rules rather than permanent spell rules) Create Food Create Fuel Create Ice Create Plant Create Spring (the water it creates, however, should be Instant) Create Water Cure Radiation Decay Dehydrate Destroy Water Disintegrate Dispel Magic Distill Drain Magery Drain Mana (specially illogical, since it's actually internally inconsistent: permanent spells are suspended in no mana zones, so this spell suspends itself...) Earth to Air Earth to Stone Earth to Water Enslave Essential Acid Essential Air Essential Earth Essential Food Essential Fuel Essential Water Essential Wood Exchange Bodies Extinguish Fire Extinguish Radiation Final Rest Flesh to Ice Flesh to Stone Foul Water Freeze Frostbite Great Geas Great Healing Heal Plant Ice Slick Icy Touch Inspired Creation Instant Regeneration Instant Restoration Lend Energy Lend Spell Lesser Geas Major Healing Mass Zombie (creates a magical creature; arguably should use creature rules rather than permanent spell rules) Mature Melt Ice Minor Healing Neutralize Poison Oath Partial Petrifaction Permanent Forgetfulness Permanent Madness Pestilence Poison Food Prepare Game Purify Air Purify Earth Purify Food Purify Water Rebuild Rejuvenate Plant Remove Aura Remove Enchantment (yes, it's an enchantment; should still be inst). Repair Restoration Restore Mana Restore Memory Resurrection Season (could be an illusion) Share Vitality Soul Jar Steal Energy Steal Spell Steal Vitality Steal Youth Stone to Earth Stone to Flesh Stop Bleeding Stop Paralysis Strike Barren Water to Wine Weaken Wither Limb Wither Plant Zombie (creates a magical creature; arguably should use creature rules rather than permanent spell rules) Last edited by Anthony; 04-17-2012 at 12:10 PM. |
04-16-2012, 10:51 PM | #2 |
Join Date: Jan 2006
Location: Central Europe
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Re: GURPS Magic: perm spells that should be instant
I don't have time to compare them, but another list is here.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 04-16-2012 at 11:03 PM. |
04-16-2012, 11:05 PM | #4 |
Join Date: Jan 2006
Location: Central Europe
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Re: GURPS Magic: perm spells that should be instant
Fixed link. If its still wrong, just google "unofficial GURPS Magic errata."
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
04-16-2012, 11:56 PM | #5 |
Join Date: Sep 2007
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Re: GURPS Magic: perm spells that should be instant
I created my own list of spells whose duration needed to be changed. I'm glad you started this thread however as I'd missed a few.
Here are the spells that you've listed that I feel differently. These spells don't have a duration listed, as such I would assume that the duration implied is already instaneous, though I suppose stating such never hurts: Charge Powerstone Cleansing Create Elemental Decay Foul Water Great Healing Lend Energy Major Healing Minor Healing Poison Food Purify Food Stop Paralysis These spells I actually agree with the permanent duration as listed on the spell: Create Spring (I don't have a problem with this one as permanent, the water itself is not mentioned as being enchanted just the spring) Enslave (actually has no duration listed but should be permanent) Drain Magery (there is no reason this shouldn't be permanent and perhaps be considered a curse) Final Rest (should be permanent, no reason you couldn't dispel the final rest and then do whatever to the body) Flesh to Ice Great Geas Mass Zombie (should be permanent, magic animating zombies can be disrupted) Oath Partial Petrifaction Permanent Forgetfulness (should be permanent as it can be reversed and resists Restore Memory) Permanent Madness Soul Jar Strike Barren Zombie Flesh to Stone is actually listed as Instantaneous in the book but should actually be permanent Stone to Flesh is already listed as an Instantaneous duration Icy Touch should have a duration of 10 minutes Mature should have a duration of 1 hour during which time the spell could be disrupted [or 1 minute as specified by the spell description]) The following spells I give a duration of indefinite and include the circumstances that cause the duration to end: Inspired Creation (the duration ends when the creation is finished, up until that time the spell could be disrupted) Lesser Geas (the spell ends when the geas is fulfilled, spell could be removed before that) Pestilence (the spell ends when the disease runs it course naturally, assuming it's not removed by remove curse or such before that time) Rebuild (the spell duration is equal to the time it takes for the item to rebuild itself, during which time the spell can be disrupted) These spells should have a duration of 1 month (which is the time the healing takes) Regeneration (this one wasn't in your list, though Instant Regeneration was) Restoration |
04-17-2012, 12:01 AM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic: perm spells that should be instant
For reference, the ones I left in black are ones I'm fine with being permanent. I got the durations from the spell charts in the back; there are some minor differences with the text in the main book (and there's purify air, whose duration is listed as Works instantly. Purification is permanent. WTF duration is that?).
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04-17-2012, 11:48 AM | #7 | |
Join Date: Aug 2004
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Re: GURPS Magic: perm spells that should be instant
Quote:
You left off Create Air. Even though the breeze has a fixed duration, the created air should have the same duration class as the other Create element spells. Your list is pretty big... I see a couple of spells I'd like to comment on, but I'll go over the whole and get back to you tomorrow, to try and cut down on multiple replies. |
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04-17-2012, 12:11 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic: perm spells that should be instant
Added create and purify air to the list. As a side note, create or transform spells can also be solved by a requirement that 'this spell only lasts as long as the material remains a part of the original block; any pieces removed revert to their original material', but doing so makes create food and create water mostly useless, makes it quite unclear what happens when you plant plants in created (or essential) earth, and is nonsensical for anything that creates air.
Last edited by Anthony; 04-17-2012 at 12:15 PM. |
04-17-2012, 02:53 PM | #9 |
Join Date: Oct 2005
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Re: GURPS Magic: perm spells that should be instant
Anthony, I think you are confusing duration with effect.
Create spells last only for an instant, that is how long it takes to create the material. The material is permanent bring some method of destroying it. When you cast the age spell the spell lasts only for an instant but the subject ages 10 years permanently baring some method of reversing the aging process. When you charge a powerstone with a spell you put a point of mana into the stone just as if you had left it "out" to recharge so the spell last only for an instant but the effect is a created point of mana that lasts until used. Drain Mana works in an instant but creates a permanent effect. The same with healing spells and so forth. If a spell does not require Concentration to maintain nor has a specific listed duration then the effect of the spell is permanent but the spell lasts only an instant. Mundane world example: It would take a second to spray paint the Mona Lisa but the effect would be permanent (so to speak).
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The World's Tallest Dwarf Last edited by gruundehn; 04-17-2012 at 02:54 PM. Reason: Edited to correct a typo |
04-17-2012, 03:03 PM | #10 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Magic: perm spells that should be instant
Nope, spell duration is defined on page M10, and permanent effects are suspended in a no mana zone and can be dispelled with dispel magic, remove curse, or counterspell, whereas instant effects can leave behind a persistent but nonmagical effect.
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