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Old 01-30-2015, 06:44 PM   #19
robertsconley
 
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Join Date: Jul 2006
Default Re: [RPM] Adapting Ars Magica into GURPS

Quote:
Originally Posted by Qhaysh View Post
Ars Magica is a great game: it has a wonderful system for spellcasting and spell-design, and the setting is interesting and quite well-written. The problem is that the rest of the system is kind of low-resolution. So, being the GURPS fundamentalist that I am, I decided I'd try to convert the AM's magic.
The strength and wonder of Ars Magica is not the magic system but in the society they built around being a mage. GURPS Magic is close enough in the broad concepts that it function as a replacement. Ritual Path Magic is a even a better fit although I never used it.

(what you can do, the limits, the length of time it takes to make magic items)

This is how I adapted it for my campaign.

http://www.batintheattic.com/wilderlands/magic.html

These are the rules

http://www.batintheattic.com/wilderl...agicRules.html

Granted they are for 3rd edition but they worked for 4th edition as well.

Magery grants Parma Magica at +5 modified magic resistance per level. So a Mage with Magery 3 has the equivalent of +15 Magic Resistance against any spell against them. Doesn't effect the Mage's own spell.

The magery for Mages outside of the order is at a reduced cost of 10 initial and 8 per level afterwards.

This effectively replicated one of the defining aspect of the Order of Hermes in relation to the magical world of Mythic Europe. The rest what I did was background material and roleplaying.
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