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Old 10-25-2011, 04:14 AM   #6
Kuroshima
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Default Re: Stats for D&D Prayer & Spiritual Weapon spells in GURPS?

Quote:
Originally Posted by thom View Post
Hi all.

I'm prepping to DM a group of D&Ders in GURPS, since I've come to love the system. To make it easier for them, I'm converting some 'classic' D&D spells for them to feel more comfortable with. The only ones I'm having trouble with are the Clerical spells of Prayer and Spiritual Weapon. What I've come up with so far is:

Prayer (cleric spell only)
probably requires Power Investiture 2 or 3
Area spell
Duration: 1 minute?
Cost: 2? (for a 1 hex, so 4 for 2 hex, etc.) Cannot be maintained.
Time to cast: 2 rounds?

To avoid the whole mess of being Resisted, I'm limiting the effects to:

This spell affects all allies within the area by adding +1 to all attack skill rolls with weapons, and +1 on all damage rolls with weapons.

Sooo...how does that sound? Is the cost reasonable for what the spell accomplishes? Too much? Too little?
Any advice would be greatly appreciated!

As for the Spiritual Weapon spell-yoicks! I can't even begin to decide how it would work in GURPS! Any ideas? ::sheepish grin::


Thanks for any help!
First, it is not a good idea to conver the mechanics from one system to another. Specially in D&D, the mechanics are often slightly (or completelly) abstract, and GURPS is a concrete system. Convert the concept, ditch the flavour.

As for prayer, that looks like either Grace and Might, Grace and Orichalcum Edge (Pyramid #3/35), or Bless. Bless is probably the closest you can get to the original spirit of the idea. It's more limited than bless, since it doesn't last until triggered, but instead lasts for a short duration, and probably shouldn't have the finish early to save your bacon aspect, but it can affect the caster, so you could have it at base cost 8 or so.
Quote:
Originally Posted by Refplace View Post
Been a long time (almost 30 years) since i played D&D, so what does Spiritual Weapon do?
Imbuements and Divine Favor are kind of nice things to look at for Clerics.
The basic magic system is nice but makes them too similar to mages if you use that for spells for both groups.
I hear that someone took Divine Favor, adapted it to Dungeon Fantasy, and wrote a Pyramid article on it...
Quote:
Originally Posted by thom View Post
Basically, the spell gives the caster his deity's favored weapon as an independent, ranged attack-at the caster's ability. So if the god's favored weapon was a mace, and the cleric had Mace-12, the spell would invoke a vaguely spectral 'mace' that would attack the chosen target at that skill level for the duration of the spell. The cleric could take a 'concentrate' round to move the spell to new target...

I'll have to look at imbuements to see if they can help with Prayer...
Option 1: Distant Blow spell
Option 2: Project Blow Imbuement
Option 3: Build it with Innate Attack, ST based

In all cases, you might need extra traits to make it independent.
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