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Old 03-10-2011, 12:12 PM   #91
David Johnston2
 
Join Date: Dec 2007
Default Re: Defense against Sunbolt?

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Originally Posted by BaHalus View Post



Some of these effects would require a limitation. And I got a doubt: Magical invisibility affects machines?

Yup. A version of magical invisibility that didn't affect machines would fit into Mind Control or Communication/Empathy. And yes some of those effects would be best represented with limitations or advantages. But that's because the difference between Advantages and spells, is that you have to pay for everything an Advantage does, whereas if you want a spell that does more, you need a whole new spell.

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I think it is the best way to handle this! I've seen a video with a kind of a prototype of an invisibility cloak that worked just like that! But that was not perfect, it was more like an chameleonic effect.
The GURPS Magic spell's specific prerequisites are Darkness-Blur. It doesn't produce light, it takes away the ability of anything in the influence of the spell to reflect it. A spell that operated by generating deceptive light would be a different spell with different prerequisites.
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Old 03-10-2011, 12:21 PM   #92
Grouchy Chris
 
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Default Re: Defense against Sunbolt?

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Originally Posted by ULFGARD View Post
Thank you kindly for the advice -- I normally delve into the realm of theoretical Thaumatology. This applied work -- and human subjects! -- is far, far messier. But, I believe, far swifter a test than applying a thorough 18 Tetragram analysis...

I will keep you posted as to my researches, but for the moment, I would find the notion of a Sunbolt passing through an invisible target a dubious proposition.
I'm as doubtful as you, on theoretical grounds, but these theoretical discussions can go on forever. And if the Word of Kromm is not convincing, then what is left but an empirical test?
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Old 03-10-2011, 12:25 PM   #93
David Johnston2
 
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Default Re: Defense against Sunbolt?

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Originally Posted by Not another shrubbery View Post
That does not seem to be a reason to expect them to be other than the same. Sources can be different, as well as special effects, without changing an underlying sameness. That the effects of the spell are not the same as the base advantage likewise seems of little importance. You can describe the differences in terms of modifiers.
But unless you have those modifiers, the right set of modifiers, they simply aren't the same.
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Old 03-10-2011, 02:57 PM   #94
BaHalus
 
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Default Re: Defense against Sunbolt?

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Originally Posted by David Johnston2 View Post
Yup. A version of magical invisibility that didn't affect machines would fit into Mind Control or Communication/Empathy. And yes some of those effects would be best represented with limitations or advantages. But that's because the difference between Advantages and spells, is that you have to pay for everything an Advantage does, whereas if you want a spell that does more, you need a whole new spell.



The GURPS Magic spell's specific prerequisites are Darkness-Blur. It doesn't produce light, it takes away the ability of anything in the influence of the spell to reflect it. A spell that operated by generating deceptive light would be a different spell with different prerequisites.
But it do not generate light, it take the light from one side and releases on the other side! Absorbing light is covered by darkness and displacing light is covered by blur. The prerequisites and game effects are totally coherent with this dark body interpretation.
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Old 03-10-2011, 03:04 PM   #95
Anthony
 
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Default Re: Defense against Sunbolt?

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Originally Posted by David Johnston2 View Post
The GURPS Magic spell's specific prerequisites are Darkness-Blur. It doesn't produce light, it takes away the ability of anything in the influence of the spell to reflect it. A spell that operated by generating deceptive light would be a different spell with different prerequisites.
Bear in mind that the Darkness spell has a prerequisite of Light.
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