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Originally Posted by maximara
Even magic has is rules....
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That's true, but the rules and definitions of magic do not need to match the definitions of modern science.
Quote:
Originally Posted by maximara
It is definitely more potent — you can cure arthritis, gallstones, cancer, IBS, GERD, and a host of other diseases. That is insane for a spell with a Prerequisite Count of 5
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Prerequisite counts were determined arbitrarily by Steve Jackson and (IIRC) Eric Blankenship; they are by no means a balance tool or a measure of spell power. Lightning Armor is almost the same spell as Flaming Armor but has a prerequisite count of 12 to Flaming Armor's 7. Grease is a more powerful spell than Ice Slick with very similar effects, but Grease has a prerequisite count of 1 and Ice Slick has a count of 4. Great Haste is generally considered a much more powerful spell than Light Tread, but has a lower prerequisite count. And so on and so forth.
In an adventuring context, a Cure Disease spell that can cure GERD or cancer is not especially more powerful than a Cure Disease spell that cannot. I suppose if your game is Fantasy House, MD about the antics of a genius mage healer and his apprentices, then it would be too powerful, but running any kind of serious medicine/physicians game with RAW GURPS Magic would be a huge headache anyway.
As a side note, if someone has run a Fantasy House, MD game, I'd love to know the details.