Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-12-2016, 01:50 PM   #8
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: The D&D/d20 Spell Conversion Thread

Here's my "magic missile"

Force Missile
Missile
Prerequisites: Magery 1.
College: Meta-Magic (for want of a better college)

This spell creates a single projectile made of solid magical energy, which is then fired at its target, up to a range of 50 yards. In all other respects, it follows the standard missile spell rules.

Cost: 1-3, can be held for up to Magery seconds. Double cost to create a second missile, triple cost to create three missiles, etc., up to a total of five missiles. The missiles do 1d burn damage per point of energy.

Item
Wand, staff, or rod: 200 energy.


Basically, it's a missile of pure magical energy, which is why I put it in Meta-Magic. Part of me wants to put it in the Energy sub-college, but that didn't seem to properly fit. If you can find a better college for it, I'm open to suggestions.
__________________
"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting

Last edited by Phantasm; 08-25-2020 at 06:03 AM. Reason: fixed a typo
Phantasm is offline   Reply With Quote
 

Tags
d&d conversion, gurps magic


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:05 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.