You're wrong. It has a Refresh cost of +1, which you add to the cost of the Power it modified. So Physical Immunity (Spell) would cost 7 before taking the Catch into account.
True, it doesn't say you can't. But it also doesn't say you can. And by default, the rules don't let you.
Nope. That's just not true. Armour is armour and Toughness is Toughness.
It is overpowered. You said so yourself in your first post.
And a shield spell of 8 is totally breakable. Not even close to Physical Immunity.
And of course it's important to keep in mind that PI-as-a-spell would have a much longer duration than the shield since you don't need to spend any shifts on power.
That's really only the case when the GM actually tries to make wizards overpowered. Which you shouldn't do, because the archetypal DFRPG party is neither wizard-less nor all wizards.
the +1 to the spell power for the power makes sense, it makes it less attractive and I would prefere a temp spell to actually having a wizard have it all the time.
Actually by default I always assume the opposite... that I can do it. So that would actually be a matter of opinion.
As with the difference between toughness and armor that is a matter of opinion as well. I see no difference between the two. They do the same thing reduce actual damage.They have different names is all. Physical immunity is the same as toughness, but toughness taken to the extreme and there is no reason we cant as wizards dupilcate the effect. You may think its OP I do not. If a power can be dupicated as a defensive spell I see no reason not to let a wizard do it. It is magic after all, and if i know a spell that makes me immune to damage mores the better for me and the worse for my enemies.
I have noticed over the course of reading many of your posts you seem to limit the power of wizards in the game. If you notice I always seek to increase their abilitys. We see the game different. I see dresden as a modern version of ars magica. The books and the game are about wizards, because they are the subject matter they should be the focus of the game. Essentially a dresden wizard can do anything he wants by act of will. In game we limit this with dice and numbers so we can play it out but in point of fact they are mortal gods. They create and destroy out of nothing with nothing but their wills. So in point of fact I do make my wizards stronger, if you played in my game that is the expereince you would have.
I have never understood why some would play a game about wizards and then seek to limit their abilites because it might be unbalancing for someone who plays a mortal. its akin to playing a Grog in ars magica and complaining that the wizards have all the fun. Now if you want you game to be that way cool, I think wizards are the focus and anything that makes the game better for wizards I am up for.
I noticed that many changes to the spell casting rules allow wizards to duplicate powers without actually having them, self transformations being one of them. The new rules make it much easier then any devised in these forums...that is any not devised by me. The new rules regarding personal transformation are pretty much what I use and have expressed on these forums. They added some drawbacks that I didn't but darn close.
Wizards are always supposed to be strong. Stronger then vamps and shapeshifters, demons nothing in the game aside from PD have the same "potential". Thats why I suggesed that if you don't want your other players overshadowed by a wizard and you dont want to run everyone as a knight of the courts dont include a wizard in the game. What wizards can do is OP compared to the other things you can play. I suggest the troupe style of role playing introduced by ars magica.
In Ars magica everyone makes a wizard, a companion and some Grogs(if you dont now what a grog is they are the red shirts of that game) and they rotate around depending what each player/troupe needs or wants to play that session. Its a good idea when one type of character clearly outshines the other playable type of characters. Its a better then nerfing the OP class when the class is supposed to be OP by game design. In this game and i think dresden the wizard does the heavy lifting the other type of characters add to the game by using abilites the wizard doesnt have or interacting with normal society that wizards in both games have trouble doing. But when it comes down to it the wizard is going to outshine anything you do it a given. You role play what it would be like serving and helping these guys out, you might oppose them with the help of other wizards but on your own against them you are toast. As in dresden.
I don't know how many times i've expressed this opinion. I hold it of course because I think its right and because it is an opinion consistent with the facts of the books and the game. Dresden wizards are meant to be the focus of this game. They are meant to be OP. We aren't playing Murphy files or the butter files but Dresden files. Now dresden gets into alot of trouble and his friends bail him out but thats cause he sucks as a wizard. And even then he outshines his friends on most occasions. He's getting better but when you read about what the other wizards can do with their abilites and a bit of foresight mortals have no business messing with them. The y are feared by the other supernaturals with good reason.
I wrote to much warcraft time