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Originally Posted by Obirandiath
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Just out of curiosity, why wouldn't you allow them? I'm asking as someone who's never GM'd GURPS before.
They just felt out of balance for the kind of game I like to run. For instance, the Slow Consumption spell combines the effects of two other spells: Monk's Banquet and Recover Energy, for the same energy cost as just Monk's Banquet. Though I realize Recover Energy has no cost, the caster would effectively be getting that spell free for 1 day - and doubled if he already has Recover Energy. Add to that the debilitating effects and damage to the target and I felt that it was a bit too much. The Bestow Wounds likewise effectively combined two spells: Deathtouch and Minor Healing. Although the energy cost is roughly the same (depending on the damage roll), you get two effects with one casting instead of having to cast two seperate spells - most likely while in combat, when time is at a premium. Also, the healing provided does not suffer the cumulative -3 penalty for healing the same being repeatedly. That alone is worth a significant increase in the enrgy cost, though it could be mitigated by the fact that the caster can only heal himself (though the use of Share Vitality can easily overcome this limitation). Third is the Hurl Weapon spell which, upon a second reading I think that perhaps it is fine as written. I misread it initially as both launching the weapon and returning it, though I see now that it simply returns a weapon after it has been thrown. A 1 minute duration that is expended after a single return for that cost seems fair to me. One thing I would change in that spell description: the words "this cannot be prevented." I think it would be better to avoid absolutes. Make things very difficult if you like, with large penalties and such, but not impossible. I applied the stats for Loyal Sword when I wrote my suggested changes, as I think they are appropriate here. Only if a divine entity or something of that caliber is taking a direct hand will I make something flat-out impossible. As in, "Thor's hammer returns to his hand, this cannot be prevented." That's just my opinion, though, and I reiterate, if the GM allows the spells because he (or you, if you're the GM) feels they don't unbalance the game, go for it.
Also, as a note regarding the use of spells as a threat to Dependents, some spells come to mind immediately. Specifically I'd look at Malefice, Ensorcel, Lesser Geas, Great Geas and Enslave - all in Magic - since it seems you were looking for a slow, subtle threat rather than an overt one. Certainly there are creative uses for other spells that will fit the bill, too.
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I feel you are missing some of the requirements and counting them as additional bonuses with regard to the first spell. The victim must be defenseless and restrained for ten minutes- more then 'if I wanted them dead they'd be dead' or 'if I wanted them injured, even in very specific ways, they'd be injured' time, so looking at the damage done as a penalty is not correct- it's an additional requirement consideration that prevents the spell from being used on the same victim indefinitely- it means that the necromancer who uses this magic is going to have a few victims in chains in their basement; with my version it could literally be dozens (so that the necromancer can float 4 extra death checks at once on days they are feeling extra paranoid). The issue with all of the alternative spells you have listed is- they end when the caster dies, likely the exact sort of scenario that a caster might want to avoid when they have access to a hero's loved one, but not the hero- it basically becomes a spell that allows you to effect another indirectly through proxy. Of course it's actual effectiveness SHOULD be compared to those spells, and outside of the specific situation outlined any of those spells would be a superior choice to cast on your bound captive victim.
The second spell already cost twice as much as deathtouch (which costs 1 point per die of damage) and on most die rolls will heal less efficiently and severely then a major healing, but better then a minor one. It is also much more obvious then deathtouch (which does not wreath the caster's hand in black flames).
The third spell is basically winged knife+one shot loyal sword- which is to say; the same effect COULD be achieved with an enchantment, this is just a 'cast on the fly version'; the cost may be a bit low but it does not seem to break anything outright.