It's always so hard to predict. But possibly, quite possibly... (I'll see what I can do). 8)
It's not defined one way or the other, but most(?) Troupes go with the "thru barriers" interpretation. I've experimented with allowing both, with the "thru normal space" type* being 1 magnitude lower than the listed book values, and also with that being the default and the "instant change of location" being +1 higher than listed. Both work.
(When "thru normal space", it Distance becomes defined as if by a string thru open barriers - so to get 5' thru bars, one might have to "teleport" 500' - out the open door, down the hall, up the stairs, out the top of the tower and down again - and then only if all those doors/windows were open.)
I like it! And I think you have it right.
It's just a Rego effect, which (in this case) is simply controlling a thing's location. So the "stronger control" should win out. If two magi cast something like Base 5 "move the target slowly in any direction you please", it would be identical. However, with many "levitate/fly" effects, additional magnitudes are included for additional speed or lifting power (> Size +1), and I think that a "stronger spell" should automatically win out over "higher penetration" of a lesser version - the two forces are competing against each other, not against magic resistance.
It would be exactly as if two grogs had their Strength magically increased, and then had an arm-wrestling contest - no Penetration would be involved.
If they are identical (or equally Based) effects, then they could either cancel each other out, or higher Penetration could win - this is a classic "struggle of magical power" between two magi. However, if there are different spells and one spell is designed to be larger and stronger, I don't see why (or how) a weaker spell with higher penetration should dominate.
(It's also possible, esp w/ Rego, to kill/break the thing struggled for, like two children tearing a doll apart. Ugly, but certainly possible.)
No, I don't see this. Nothing implies that "Duration" is tied to the time it takes for a spell to take full effect.
No.
A spell almost never gives the Target the ability to control the effect, even if it has Duration. At best, the Caster would control the "hopping about" effect - they cast the spell, they control its effects. (There are counter-examples, but they tend to be far more complex, such as "fire breathing" or attaching wings to a target to let them fly. But Rego is controlled by the Caster, not the thing Rego'd.)
Zactly.
Adding Duration to some effects can create some odd end effects. I believe (that is, in my opinion) most spells invite an additional magnitude to change the parameters of the effect during the Duration. If either Target or target is to change, then at least +1 magnitude, with rare exceptions. The diff is a Pit of Gaping Earth (Dur:Sun) that sits in one location, or allows the Perdo effect to be moved around, eating up different dirt each round* - it should take more than "definition" to determine that difference. (Otherwise, every spell would automatically be "defined" as having this level of flexibility - and why not?)
(* With many effects, like CrIg, this would obviously take a Rego requisite, to move the effect around during the Duration. With Rego effects... it still needs +1 magnitude for a similar improvement in flexibility of location.)
However, once the spell was given an additional magnitude "for flexibility/complexity" (or just designed that way, depending on your interpretation), the mage could continually teleport the person, as an ongoing Rego effect to manipulate their location.
Knight to King Eight
ReCo 25
R: Touch, D: Diameter, T: Individual
This spell allows the caster to teleport the target of the spell (themself or another) 5 paces, as often as the caster wishes for the duration of the spell, so long as the caster can sense the target. Unless the mage is distracted, no Finesse roll is required for this short distance unless they wish to be facing in a new direction upon their arrival. 5 paces is just enough to move up on to (or down from) the next story in a building or one-story wall, but not much further. This spell can be quite useful in combat (until one's opponents begin to realize how to react appropriately whenever the target disappears), or to move quickly past a series of barriers, such as bars, windows or short gaps. Any velocity the target has at the moment of teleporting will remain after they teleport to their new location. If caster places this spell on someone else, the caster is the one who determines the when’s and where’s of the teleporting. Multiple castings would require Concentration rolls of 6 +3/additional target affected} for simultaneous manipulation, with similar penalties (-3/) for Finesse.
(Base 10, +1 Touch, +1 Diameter, +1 complexity)
(And that +1 complexity might not be necessary, but, as I've admitted before, I tend to be conservative in such, esp when suggesting spells on these boards.)
I know how that SG feels, but they have to get over it.
This Rego effect would be similar to a sort of "ward prison" - it traps the Target in one location for Duration. If your Rego mage is that powerful, they should not be arbitrarily limited in their ability. If the SG constantly explains "Shut up!", it will kill the game.
The SG - any SG who finds themselves in such a situation - should do 3 things:1) Remember that "having fun" is the goal. The Player wants to go there, let them.
2) Accept it, and plan for it, and create plots that either invite it or challenge it (or both). Get ahead of the curve and move above it.
3) Remember next time, and don't invite such power in the first place, if possible.
Good gaming.