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Thursday, April 14, 2022

Mana Enhancer & No Mana Zones & Felltower

Gerald Tarrant now has Mana Enchancer 1. The game features No Mana Zones. What happens when Gerry is in on, and he personally is only in a Low Mana Zone?

We've already begun the "but what about?" hypotheticals and edge-case seeking.

Mostly that's interesting, but as always, I'm hestitent. I'm leery of a ruling that lets an innocuous use stand, which then logically justifies allowing an edge case, when eventually gets used as a wedge to allow an abusive case to follow.

This is especially true with magic, where edge cases abound and abuses can fundamentally change the way the game works.

This post will be a place to collect all of our rulings on the subject. I expect there to be a lot of them, as every edge case is explored.

Note

All of the following discussion assumes you've read, and are familiar with, and are looking at, the description of Mana Enchancer in GURPS Basic Set. It further assumes a level limit of 1, per Dungeon Fantasy 11: Power-Ups, and no implementation of additional advantage-specific or general enchancements or limitations.

All of this is subject to pre-play review and post-play revision. I can and will revise after problems arise in play, if they do.

Not Yet in Play:

Melee spells will probably work as written. You cast it on yourself, and finish the spell with a touch of a target. While the target is not carried, it seems logical that the spell effect can still transmit by touch. Possible concerns here: spells with positive permanent effects, like Lend Energy.

Caster as Subject spells will generally work, but only on the caster. Spells that effectively create something around the caster - Shield, Missile Shield, and so on - will still work since that effect is limited to the caster and items carried.

In Play:

Nothing yet.

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