07-18-2018, 01:27 AM | #1 | ||||
Join Date: Jul 2013
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Converting some Shadowrun Spells
I recently converted a long running campaign from Shadowrun to GURPS, and while we’ve managed to fix almost everything the Mage wants a few of his standby spells, and I would like some help converting them.
I’m hoping to get prerequisites and costs, and use the descriptions as close to what they were, We’re using standard magic. Quote:
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07-18-2018, 01:32 AM | #2 | |||
Join Date: Jul 2013
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Re: Converting some Shadowrun Spells
And the last two.
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My GURPS Blog: https://omniversalmess.blogspot.com/ Last edited by Kesendeja; 07-18-2018 at 01:41 AM. |
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07-18-2018, 08:55 AM | #3 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting some Shadowrun Spells
Body Control Spells
Healthy Glow -- Regular Increases the HT of the subject by 1, and improves their Appearance by one level to a maximum of Beautiful. The HT increase does not stack with HT increases provided by Vigor or Boost HT. High skill does not reduce cost to cast this spell. Duration 24 hours. Cost: 10. Cannot be maintained. Time to cast: 1 minute. Prerequisites: Vigor, 6 Body Control Spells, and Shapeshifting or Perfect Illusion. Notes: Basically a combination of Vigor and Alter Visage with a long duration balanced by a high cost. Makeover This is Alter Visage under a new name. Healing Spells Hibernation This is Suspend Animation under a new name. Sterilize Base Cost: 4. Minimum size of 2. Time to cast: Equal to cost, in seconds. Prerequisites: Cleansing. This is Remove Contagion under a new name. Hat tip: FredBrackin Illusion and Creation Spells Trid Phantasm This is Perfect Illusion under a new name. Making and Breaking Spells Fashion -- Regular Changes the color, fit, and style of a piece or set of clothing. Duration: 1 hour. Cost: 3 for a shirt, pair of pants, or similar garment, 6 for all the clothes on an SM+0 person. Time to cast: Equal to cost, in seconds. Prerequisites: Dye and Reshape. Notes: See also Transform Object for a more powerful version of this spell. Fashion is fairly powerful, because Transform Object isn't much harder to learn and is much more powerful. Meta-Spells Summon Watcher Spirit -- Regular Summons a watcher spirit, a creation of raw mana, capable of performing minimal actions in the physical world. A watcher spirit will always obey its creator, but the number of tasks it will perform is strictly limited when the watcher spirit is summoner. Watcher spirits always use the fixed watcher spirit template, unlike other elements. Duration: 1 hour. Cost: 5, +1 per task the watcher will perform. Time to cast: 30 seconds. The watcher spirit may take up to 2d minutes to appear. Prerequisites: Magery 2, Lend Spell, and 7 other Meta-Magic spells, or Magery 2, Lend Spell, 3 other Meta-Magic spells, and a Summon Elemental spell. Notes: Technically should be Create Watcher Spirit, but whatever. I'm not going to come up with the template for a Watcher Spirit; it's too dependent on the power level of your game and how you're treating the Astral plane. The existing Small Air Elemental template from Magic p. 28 is a good place to start; alternately, the small Void/Sound/Ether Elemental from DF: Summoners p 30 is also appropriate.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com Last edited by mlangsdorf; 07-18-2018 at 06:06 PM. Reason: Striking out Sterilize text and replacing it with Remove Contagion |
07-18-2018, 09:41 AM | #4 | |
Join Date: Aug 2007
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Re: Converting some Shadowrun Spells
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If you really don't think Remove Contagion is enough the add-on is Clean rather than Cleansing.
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Fred Brackin |
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07-18-2018, 10:01 AM | #5 |
Join Date: Feb 2016
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Re: Converting some Shadowrun Spells
Healthy Glow is a really minor spell in Shadowrun, so I really do not understand it costing 10 FP.
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07-18-2018, 10:14 AM | #6 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting some Shadowrun Spells
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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07-18-2018, 10:16 AM | #7 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting some Shadowrun Spells
Because +1 HT normally costs 2 FP per minute as a GURPS spell. You're getting +1 HT for 24 hours. My GURPS version is a reasonably powerful spell.
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07-18-2018, 12:34 PM | #8 |
Join Date: Feb 2016
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Re: Converting some Shadowrun Spells
I also think that the maintenance cost of sustained spells in GURPS is excessive for a Shadowrun campaign. I can sustained a spell in Shadowrun, regardless of initial cost, for nothing as long as I accept the skill penalty to my actions. Just converting the spells to the nearest GURPS Magic equivalent tends to weaken Shadowrun magic to a tremendous degree (remember, magic is supposed to be equal to tech in Shadowrun, not tech's 'special' sibling).
For example, if I am willing to take physical drain, I can have a beginning mage cast a Force 10 Flamethrower spell. Since it is a normal combat spell, it possesses LOS range (if I can see it, I can hit it). Since it is an elemental spell, it halves any armor that it encounters. Since it is an indirect combat spell, I use Spellcasting plus Magic as my accuracy pool, so I boost the base damage by one for every success on my 10 dice pool to hit. In effect, I can snipe anyone in my LOS, at no speed/range penalty, with enough dice of damage to kill the average runner with a beginning character. Just another reason why I think that Shadowrun characters start at 500 points. |
07-18-2018, 01:13 PM | #9 |
Join Date: Jul 2013
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Re: Converting some Shadowrun Spells
Considering we made the move after about eight years, you don't even want to know how many points they ended up being. But I agree that 500 is a good starting point.
On another note, Sterilize is the one spell that was giving me a problem. The wanted design of the spell is that it will destroy any biological samples connected to the targets aura. He also wants to use this as an enchantment on a weapon. As a note we're running 2121 as a setting and cloning is a real threat.
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07-18-2018, 01:45 PM | #10 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Converting some Shadowrun Spells
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I may have gone overboard with Healthy Glow. Here's an alternate version: Healthy Glow -- Regular Gives a minor boost to the HT of the subject. During the duration of the spell, any magical or mundane healing performed on the subject heals 1 extra HP. The subject also gets a +1 on HT based Sex Appeal and Carousing rolls. Duration: 24 hours. Cost: 5. Cannot be maintained. Time to cast: 1 minute. Prerequisites: Lend Vitality.
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