My Bad,
  I almost forgot to add a thought that ties in the question regarding
Essential Water and Mana null regions...

> of magic to some extent. Take for instance the concept of mana and mana
> null regions.  If there is no mana present, magical effects are not
> possible - correct?
>
> Riddle me this then:
>
> What is Essential Water?
>
> How does one produce Essential Water?  Is it teleported in from the
> Elemental Plane of Water?  Is it created from nothing?  Is it an
> enchantment process turning ordinary water into Elemental water?

So what does Essential Water become in a no mana zone?

The problem as I see it is that Essential Water creates something that
can't exist without mana.  As such, that either makes it an ongoing spell,
an instantaneous spell, or it makes it an enchantment.  If it is an
ongoing spell, it should take energy to maintain its status.  Clearly, the
rules do not state it is on ongoing spell.  So that makes it an
instantaneous spell, or it makes it an enchantment.  One would expect that
if you created a normal item, it would be an instantaneous spell and leave
it at that.  An apple created with a Create Food spell, exists as a
perfectly normal apple right?  Could I create a spell that made the
perfect ideal of apple that made three times more healthy, three times
more filling, and take three times more heat to cook?  (oops, strike that
last part, that would make it un-ideal <g>).  If it isn't natural, it
should take enchantments to make it more than natural.  Likewise,
Essential Water shouldn't be a simple creation spell in my opinion.

Don't believe me?  Take a look at the spell that was included in GURPS
MAGIC for 4e.  There, we have a spell called Essential Wood.  It produces
wood that has three times the normal DR of wood, three times the Hit
points of wood (that is, if I recall it correctly, my memory does play
tricks on me!), and it become resistant to fire.  But when it does burn? 
It burns (again, if I recall correctly) three times longer than ordinary
wood.  Any one of these things using the original GURPS MAGIC rules from
GURPS 3e would have required massive amounts of enchantment to accomplish.
 With the spell in a creation form however, it is amazingly cheap to
create.

All in all - I look at what GURPS MAGIC for 4e has become and I turn my
nose up at it.  Some concepts introduced in GURPS MAGIC 4e I like, others
I dislike intensely.  Give me the concepts such as duration type, the
spells from GURPS MAGIC for 3e, and SOME spells from GURPS GRIMOIRE - and
dump the rest and I will be happy ;)




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