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Old 10-28-2010, 11:55 AM   #3
rosignol
 
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Join Date: Sep 2006
Location: Seattle, Washington, USA
Default Re: GURPS Magic: "Special" spells

Quote:
Originally Posted by Bruno View Post
I've been going with a houserule where in circumstances where it matters and the Special Spell doesn't explicitly provide rules to cover it, I treat it as Regular. It nicely simplifies all the cases, but it DOES require wizards to get dangerously close to Banish horrible Things (as an example).
...which gives the meat-shields an important job to do.

I also default to 'treat as regular unless spell description specifies otherwise or the logical result makes my head hurt' for the 'Special' spells.
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