03-18-2022, 01:32 PM | #41 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: [Path Magic] What happens if you Banish a Spirit of Place?
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03-18-2022, 04:02 PM | #42 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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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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03-18-2022, 04:31 PM | #43 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Path Magic] What happens if you Banish a Spirit of Place?
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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03-18-2022, 07:53 PM | #44 |
Join Date: Dec 2007
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Re: [Path Magic] What happens if you Banish a Spirit of Place?
In a Horror setting there are liable to be plenty of things that only affect or target living persons.
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03-18-2022, 11:19 PM | #45 | ||
Join Date: Aug 2018
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Re: [Path Magic] What happens if you Banish a Spirit of Place?
Quote:
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No other aspects of spiritual magic were mentioned. |
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Tags |
path magic, repel spirits, spirit of place, thaumatology, turn spirit |
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