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Old 04-05-2016, 09:59 AM   #1
Anders
 
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Default Detect Enhancement: Excludes known sources

I'm making a "detect water" spell and I keep finding my own waterskin! Can I add a +10% enhancement to exclude known sources?
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Old 04-05-2016, 10:09 AM   #2
Anaraxes
 
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Default Re: Detect Enhancement: Excludes known sources

PU4 files that under Selective Effect (+20%) on page 16.
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Old 04-05-2016, 10:16 AM   #3
Anders
 
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Default Re: Detect Enhancement: Excludes known sources

Looks that way. Thanks!
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Old 04-05-2016, 11:09 AM   #4
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Default Re: Detect Enhancement: Excludes known sources

I'm building spells as powers. More specifically, I'm using the fantastic supplement Sorcery.

You know you want it.
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Old 04-05-2016, 11:16 AM   #5
David Johnston2
 
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Default Re: Detect Enhancement: Excludes known sources

Quote:
Originally Posted by Hellboy View Post
How do modifiers work when it comes to spells though? Do you pay more energy for it? Or do you have to spend 2 skill points to learn Detect Water +20% at 1 point?
Actual spells usually contain that kind of capability cooked in the mix in the first place.
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Old 04-05-2016, 11:42 AM   #6
johndallman
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Default Re: Detect Enhancement: Excludes known sources

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Originally Posted by Hellboy View Post
How do modifiers work when it comes to spells though?
With the basic spell system, they don't. It is not integrated with the powers-design system, and it would seem to be easier to design a new magic system than to rewrite the spell system in terms of the powers system and get vaguely compatible results.

The spell system was quite sophisticated in the 1980s when it was created, but it hasn't fundamentally changed since. It's fairly easy to build things on top of it, such as decanic modifiers, threshold magic or magical styles, but it lacks a designed core to upgrade.
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Old 04-05-2016, 11:55 AM   #7
Anaraxes
 
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Default Re: Detect Enhancement: Excludes known sources

Thaumatology includes a system for adding Enhancements to spells at the cost of more energy to cast.

The spells in Magic generally allow you to exclude known sources as specified in the spell description (as has been noted).
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Old 04-05-2016, 12:11 PM   #8
Varyon
 
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Default Re: Detect Enhancement: Excludes known sources

I always assumed Detect already has this - it doesn't stop at the nearest source, but rather tells you about all detectable (as determined by your Sense roll) sources within the area. I could maybe see justification for this applying with Vague ("I'm picking up that there's some water nearby!" "Err, isn't that a full waterskin in your hand?" "Oh, right."), but not so much for any of the others - those give you amounts and/or locations, so you can exclude known sources on your own (if you pick up more water than you're carrying around, you know there's water somewhere nearby). If you've Limited Detect to only be able to pick up the nearest source, adding in the ability to exclude known sources is simply going to reduce the value of the Limitation.
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Old 04-05-2016, 12:46 PM   #9
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Default Re: Detect Enhancement: Excludes known sources

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Originally Posted by Varyon View Post
I always assumed Detect already has this - it doesn't stop at the nearest source, but rather tells you about all detectable (as determined by your Sense roll) sources within the area.
Kromm's talked about this before, and this is the way it works.

Otherwise the wider the category, the more useless it is (Detect Life stops at one random bacteria living on or in you every time you use it). Since wider categories cost more, this is patently wrong.

See this uFAQ post.
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Old 04-05-2016, 12:51 PM   #10
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Default Re: Detect Enhancement: Excludes known sources

*steeples fingers*

Excellent.
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