Malediction (enhancements)

Malediction is an enhancement whose value depends on the range modifiers it uses.Basic Set p 106 GURPS Powers simplified things by giving each its own number. Malediction cannot be combined with Reliable.
*Malediction 1 (+100%): Regular spell rangeGURPS Powers pg 54
*Malediction 2 (+150%): Size and Speed/Range Table, psionic abilities 
*Malediction 3 (+200%): Long-Distance ModifiersGURPS Powers pg 165
==ignoring DR==
It normally bypasses Damage Resistance, later GURPS Psionic Powers pg 14 introduces Malediction-Proof enhancement for DR to guard against this.
==Basic Mechanics==
"The value of Malediction depends on the range modifiers it uses." Because it has no Malfunction, 1/2D, Max, Acc, RoF, Shots, or Recoil it cannot have enhancements or limitations that modify those stats.
*Like a regular spell that takes -1 per yard of range: +100%
*Uses Size and Speed/Range Table: +150%
*Uses Long-Distance Modifiers: +200%.
required to make Leech into Ranged for some unexplained reason, something to do with ignoring the requirement to grapple.
It normally has unlimited range but has a functional range limit due to cumulative skill penalties based on range.
==Hit Locaitons==
PU4p16:
:Attacks with Malediction. Normally, such attacks cannot target hit locations, but combining Malediction and Selective Effect makes it possible
==Intervening space and Ricochets==
P166:
:Those that require only a resistance roll (like Maledictions) don’t cross the intervening space, and don’t need a ricochet to hit a target the user knows about.
==Powers==
GURPS Powers 100-101 says with Cone it does have a maximum range, when it reaches max width.
103:
:A Malediction affects substantial and insubstantial targets equally, whether the user is substantial or insubstantial. This makes Malediction especially suitable for divine, magical, psi, and spirit abilities. In some settings, it might only be available for abilities with supernatural power modifiers.
==Static problems==
Kromm in 2014 at http://forums.sjgames.com/showpost.php?p=1750291&postcount=61
:There are two exceptions where Static will make a difference against an Innate Attack:
#If the Innate Attack is generated within the target – as is usual for things that bypass DR by virtue of Malediction or Sense-Based – then Static blocks it.
#If the user of the Innate Attack is standing within the zone of Static enhanced with Area Effect, then Static prevents the attack from being generated in the first place.
This is a lesser-known drawback of maledictions, although it isn't a drawback for maledictions which aren't powers (don't have a source).
==Supers==
Pg 34 mentions:
:You have an attack or other ability that normally works on both substantial and insubstantial opponents, such as a Malediction.
This implies that Malediction has Affects Insubstantial built into it.
==Thaumatology==
GURPS Thaumatology 199
:Unless the GM rules otherwise, a Malediction can affect substantial and insubstantial targets equally, whether the user is substantial or insubstantial;
T228
:Advantages with the Malediction enhancement (p. B106, p. 199) generally let incorporeal users affect substantial targets, too – also at -3.
:Abilities enhanced with Affects Substantial (p. B102, p. 199) can cross into the material world at no penalty.
:Individuals capable of capitalizing on any of this must buy their Insubstantiality with a special enhancement: Affect Substantial, +100%.
*However, “psi abilities and magic spells” isn’t particularly definitive, is prone to misinterpretation, and doesn’t cover every possibility arising from different magic systems and powers.
*It’s better to say that insubstantial beings can use mentally resisted abilities (including spells, advantages, rituals, etc.) on substantial targets at -3.
*A “mentally resisted ability” is anything resisted by IQ, Will, or Per, whether with a simple roll or a Quick Contest.
*the GM could waive Affect Substantial on Insubstantiality for individuals whose mentally resisted abilities can’t enter the material world
==Resistance==
GURPS Psionic Powers 12 under Inanimate Objects and Resistance
:If the ability is normally resisted by an attribute the object does not have, it resists with HT instead
::the GM can assume that the psi automatically overcomes
the resistance of any inanimate object if his margin
of success is 3 or higher
:::For large, Homogenous objects, this becomes 3+SM or higher
==PK in 2015==
http://forums.sjgames.com/showpost.php?p=1896068&postcount=4
Emanation never requires an attack roll. You only bother rolling if your attack is dependent upon your margin of success (e.g., it's a Malediction) -- and even then, if you fail the roll, you're still considered to have succeeded with a margin of 0. (This last rule is a general-case one for any situation where you're guaranteed success but must still roll to determine your margin of success.)
==See also==
*touch-based Malediction
*Contact Agent is another penetration modifier which shouldn't be able to combine but GURPS Psionic Powers does it anyway (pg 49, sleep)
==References==
Category:Enhancements