From 791f80b45625aa9d60b4422067fb9ede395e8d4c Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 8 Jan 2023 08:15:18 +0100 Subject: [PATCH] clarify magic ontology --- gm.tex | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/gm.tex b/gm.tex index 83b852ed..ae21cfda 100644 --- a/gm.tex +++ b/gm.tex @@ -973,13 +973,19 @@ People who exist `in the game', know full well that different paths of magic can \subsection{Which Things are Things?} We know that enchantment spells target people, but others spells don't have such clear boundaries. +Players will inevitably ask if they can turn someone's blood into webbing with Conjuration, or target someone's left foot with a \textit{Sickness} spell. + +As a general rule, spells target whole entities only. Conjuration spells cannot transform a person's head without the rest -- whole people only. -\Glspl{miracleworker} cannot cast an illusion over a window; a spell must target the entire house or nothing. +Fate spells do not detect just someone's fate with water-related events -- the entire tapestry of someone's future reveals, or nothing. Whenever boundaries become unclear, think of a word for the largest continuous object. Houses make a town, but they have breaks between them. A wall, on the other hand, cannot gain the Mage Armour spell unless the entire wall receives it. +Illusion spells may appear to make exceptions to this rule, but in truth all illusions are shadows. +They do not \emph{target} someone's head, but create a shadow around their head. + \subsection{Magical Items} \noindent -- GitLab