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Old 11-28-2023, 11:58 PM   #18
Prince Charon
 
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Join Date: Dec 2012
Default Re: [Thaumatology] Divination as the Core of Magic

Quote:
Originally Posted by dataweaver View Post
I'd be wary of the Insubstantial one, because it isn't just about not getting hit; there's the whole “I can't affect anything that's not also Insubstantial” thing going on. And the +100% Affects Substantial enhancement doesn't actually let you affect substantial things on its own; it merely gives you permission to buy and use abilities that do. Even with severe limitations on it, the result is unlikely to be cost-effective.
It's something I vaguely thought about, but not in enough detail. I pretty much put it in as an afterthought because the idea was there. I'm sure there's a better option for 'things tend to miss you, even if you don't know they're coming and they're not being aimed' (other than just using the Path/Book Magic system) but I'm not sure what. I recall someone writing up a variant of Obscure that instead of having Anti-Targeting or being Obscure to any sense was 'Obscure to projectiles,' which I found jarring.

Quote:
Originally Posted by dataweaver View Post
Other than that, this looks pretty solid. The only thing I'd add is that you might want to look at the optional rules for Spirit powers found in GURPS Powers — not because this is a spiritual power, but because those modifiers are designed with the sort of feel that a GURPS Horror “mancy” ought to have. I'm referring specifically to the Ritual Modifiers found on Powers page 178: Affecting Others, Consecration, Regalia, and Ritual Length.
Thanks. I'll try to look in Powers when getting to my copy is less inconvenient... or I'll just get it anyway.
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