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Old 08-17-2015, 11:15 AM   #1
Clockwork_Virus
 
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Join Date: Aug 2015
Default Converting "Problematic" Spells to Powers

Hey, all. Long-time lurker here, made an account so I could ask for some advice.

I'm trying to convert some spells from GURPS: Magic to use within the Sorcery framework (Magic as Powers). It's fairly straightforward for most spells, but I'm having difficulty with others. I'm trying to keep relative point costs and effects as consistent as possible.

Healing - buying it as the Healing advantage is very expensive compared to it's cost in Magic.

Flash - how do I model the "absolute" -3 to DX? IIRC, "unresistable" Afflictions are not allowed by RAW.

Recover Energy - buying a similar level of Regeneration (Fatigue Only) is far too expensive. Is there any other way?

Missile Shield - it makes the subject immune to most missile attacks (Physical, Ranged), and it's a passive effect, so Enhanced Defenses wouldn't be appropriate.

Suspend Time and Time Out - I have no idea where to begin.

Thanks in advance!
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