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Old 03-18-2022, 12:32 PM   #41
maximara
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Default Re: [Path Magic] What happens if you Banish a Spirit of Place?

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Originally Posted by Anders View Post
Not in Path magic. There it removes the spirit permanently (or at least for a very long time). Looked up the Spirit of Place in Summoners. Using those stats, Banishing the spirit would be at -14 and resisted with Will 16, so it won't be easy. But it can be done if a large group of very angry magicians decide to do it.
It should be mentioned that GURPS Fantasy p 45 and GURPS Horror pg 78 (under Ghost) have their own take on Spirit of Place.
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Old 03-18-2022, 03:02 PM   #42
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Default Re: [Path Magic] What happens if you Banish a Spirit of Place?

Sonofagun, so they do.

Summoners is around 1,000, Horror is around 350 (although you can make it more powerful if it's ancient). Fantasy doesn't have a template, but has some useful information around genii locorum.
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Old 03-18-2022, 03:31 PM   #43
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Default Re: [Path Magic] What happens if you Banish a Spirit of Place?

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Horror by way of some features seems to imply that you define being able to be affected by these spells as a 0pt feature (even though it seems like all downsides so maybe it should be a quirk?).
What it really is is that GURPS treats classes of being as zero point feature: many abilities only work on specific classes of being, and you're immune to any abilities that don't work on your class of being. Whether this should be a net benefit or penalty is setting dependent so it should really be handled by unusual background (which should have a disadvantage form, but doesn't) rather than assigning a point value to class of being itself.
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Old 03-18-2022, 06:53 PM   #44
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Default Re: [Path Magic] What happens if you Banish a Spirit of Place?

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Horror by way of some features seems to imply that you define being able to be affected by these spells as a 0pt feature (even though it seems like all downsides so maybe it should be a quirk?) t.
In a Horror setting there are liable to be plenty of things that only affect or target living persons.
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Old 03-18-2022, 10:19 PM   #45
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Default Re: [Path Magic] What happens if you Banish a Spirit of Place?

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Maybe think of it as an Unusual Background that allows you to buy spirit abilities, but with a cost of zero because it also makes you vulnerable to counter-spirit magics??
The issue is we have separate creatures in Horror affected by separate collections of these spells.

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Originally Posted by Anthony View Post
What it really is is that GURPS treats classes of being as zero point feature: many abilities only work on specific classes of being, and you're immune to any abilities that don't work on your class of being. Whether this should be a net benefit or penalty is setting dependent so it should really be handled by unusual background (which should have a disadvantage form, but doesn't) rather than assigning a point value to class of being itself.
The only thing defined as a feature is being able to be hurt by those spells though.

No other aspects of spiritual magic were mentioned.
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