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Old 03-22-2023, 08:49 AM   #18
ehrbar
 
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Join Date: Aug 2004
Default Re: [Magic] Loophole in the “Tickle” spell

Quote:
Originally Posted by VIVIT View Post
Incapacitating conditions are pretty severe in the first place, so this may not be quite as unbalancing as it seems, but it still feels kind of abusive. And while it's trivial to say, "No, it doesn't work that way," it's not so trivial say how it's supposed to work instead. How long does a seizure have to be before it fatigues you? Do shorter seizures inflict less fatigue? Do longer seizures inflict more fatigue? The seizure condition as described in Basic Set doesn't seem to be intended for a maintainable, variable-length effect like this.
So, while it is not specified in the Affliction rules under Hazards in the Basic Set, over on the Fright Check table on p.361, a seizure lasts 1d minutes and costs 1d fatigue, for an average rate of 1 fatigue/minute.

Accordingly, for the Tickle spell rules I'm planning on adding to my "Unofficial Errata", ending concentration on the spell terminates it entirely (on the logic that it's, uniquely, a cost that isn't being paid), and that the FP loss is 1 per full minute. Which seems to me in both parts to leave the spell useful while not abusable.
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GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023.
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