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Originally Posted by Clockwork_Virus
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.
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First thing to remember that raw abilities are more expensive than spells. To bring down the cost you should use modular slots or alternate abilities so that only some of your abilities can be active at a single time.
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Healing - buying it as the Healing advantage is very expensive compared to it's cost in Magic.
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Major healing is about
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Healing - Injuries Only, -20%; Capped (4 FP), -20%; PM: magic, -10%. 15 points (3 as alternate)
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Flash - how do I model the "absolute" -3 to DX? IIRC, "unresistable" Afflictions are not allowed by RAW.
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You get close enough by adding enough levels to force the enemy to roll against 5 or less to resist. But it does get really expensive.
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Recover Energy - buying a similar level of Regeneration (Fatigue Only) is far too expensive. Is there any other way?
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Regeneration is the best way to do it. A slightly better version than the spell would be:
Regeneration - Fast (You recover 1 HP per minute), +50; Fatigue Only, +0%; PM:magic, -10%; Require skill roll, -10%. 40 points(8 as alternate)
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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.
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In powers you cannot buy unlimited power defense. You should buy enough DR with ranged only to stop the expected levels of attack.
Something like:
Damage Resistance - Limited (Ranged only), -20%; PM:magic, -10%; Cost FP 1, -5%. cost: 3.3/point of DR(0.66/point as alternate)
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Suspend Time and Time Out - I have no idea where to begin.
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Suspend Time: as said by Anaraxes above
Timeout cannot really be built as closest thing is unlimited levels of ATR..