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Old 01-23-2017, 01:29 PM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Re: GURPS Thaumatology: Sorcery

Quote:
Originally Posted by Rindis View Post
I'm not sure offhand why a spell can't be turned off normally, but there's probably a reason.
Because those abilities are (for the most part) built with some combination of Persistent + Extended Duration, or with Affliction, neither of which offer the user a way to turn them off before their duration expires.

So that left two options: (A) add Cancellation (+10%) to every Affliction and also come up with a similar enhancement for Persistent abilities (and the handful of spells that use a third fixed-duration build), or (B) come up with a very inexpensive spell that amounts to a 2-point surcharge for flexibility.

Since (B) was both simpler and (in nearly all situations) cheaper, I went with it.
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