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#1 |
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Join Date: Nov 2006
Location: CT
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I know there was some discussion a while ago about someone possibly taking the GURPS spells and spell charts, and adding new paths a converting D&D spells for GURPS use...
But I don't know if anyone actually did this? Did anyone? If so, please contact via my email
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-- In Service to the cause: Ethan T. Platt MiB Agent 0102 New England Regional Director http://www.sjgames.com/mib/ ShadowAgent@GMail.com |
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#2 |
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Join Date: Nov 2006
Location: CT
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hmmm... anyone?
__________________
-- In Service to the cause: Ethan T. Platt MiB Agent 0102 New England Regional Director http://www.sjgames.com/mib/ ShadowAgent@GMail.com |
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#3 | |
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Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Quote:
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#4 | |
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Join Date: Jan 2007
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Quote:
I haven't, but I do have a copy of the Codex Arcana, which has several D&D spells in it (I don't have a list of which ones). I can zip it and send you the archive if you're interested. You can furrow thru it and see what it has to offer.
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
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#5 | |
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Join Date: Nov 2006
Location: CT
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Quote:
Well... of course. But in the end you would have to redo some of the spell flow charts, and add a bunch of spells like Prismatic Sprat, the Bigby's spells, and the D&D Fireball would be much higher on the spell flow chart than the GURPS Fireball...
__________________
-- In Service to the cause: Ethan T. Platt MiB Agent 0102 New England Regional Director http://www.sjgames.com/mib/ ShadowAgent@GMail.com |
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#6 |
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Join Date: Feb 2005
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Many could simply be one addition to the chain, from a prerequisite spell. Or more than one as a prereq giving a new chain after a point.
I'd see D&D Fireball needing Explosive Fireball, with adjustments to make it fully area effect rather than explosive. Others, like Prismatic Spray, would need all of the various effects as prereqs, plus perhaps a core chain prereq. However, there are a lot of spells I see in D&D that are valued much differently than GURPS. Low level spells that take quite a few prereqs in GURPS. |
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#7 |
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Join Date: Nov 2006
Location: CT
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You would need all new flow charts to add in all of the GURPS 3ed Spells from New Sun and Technomancer...
Plus create some new "Bridge" spells to logically connect the GURPS spells with the more powerful & dramatic D&D spells... Plus add a few new colleges...
__________________
-- In Service to the cause: Ethan T. Platt MiB Agent 0102 New England Regional Director http://www.sjgames.com/mib/ ShadowAgent@GMail.com |
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#8 | |
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Join Date: Jan 2008
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Quote:
My notes aren't very organized as of yet. -Max |
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#9 |
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Join Date: Aug 2005
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I did few D&D (2nd ed) spells as powers once when I was bored. Here's what I got:
Code:
Killing Cloud: Toxic Attack 1D (Area Effect 8 Yards +150%, Persistent +40, Drifting +20%, Respiratory Agent +50%, Extented Duration x3 +20%, Symptoms: Coughing 2/3HP +20%) (Takes Extra Time 1 -10%, Costs ER 5 -30%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%) [5] + Affliction 1 (Heart attack +300%)(Follow-up -10%) [36] = [41] Magic Missiles: Crushing Attack 1D+1 (Cosmic: Ignores DR +300%, Cosmic: No Attack Roll +100%, Cosmic: No Active Defense +300%, Rapid Fire 5 +70%) (Costs ER 1 -10%, Magic -10%, Requires Gestures -10%, Requires Incantations -10%) [40] Fireball: Burning Attack 20D (Explosion 2 +100%, Increased ½D Range x5 +10%, Accurate +6 +30%) (Takes Extra Time 1 -10%, Costs ER 3 -20%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%) [96] Lightning Bolt: Burning Attack 20D (Surge +20%, Accurate +6 +30%, Increased ½D Range x10 +15%, Increased Max Range x2 +5%, Side Effect: Stunning +50%) (Takes Extra Time 1 -10%, Costs ER 3 -20%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%) [88] Cone Of Cold: Crushing Attack 10D+10 (Cone 5 Yards +100%, Side Effect: Paralysis +200%) (Costs ER 3 -20%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%, Reduced Range x1/5 -20%, No KB -10%) [60] Meteor Storm: Crushing Attack 10D (Area Effect 16 Yards +200%, Persistent +40%, Overhead +30%, Incendiary +10%) (Bombardment (12) -10%, Takes Extra Time 1 -10%, Costs ER 5 -30%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%) [38] Ghostly Armor: DR 30 (Force Field +20%) (Costs ER 3 -20%, Requires Gestures -10%, Requires Incantations -10%, Takes Extra Time 1 -10%, Magic -10%) [72] Iron Skin: DR 20 (Force Field +20%) (Activation Costs ER 3 -10%, Requires Gestures -10%, Requires Incantations -10%, Magic -10%, Semi-Ablative -20%) [48]
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Tsuru-Sennin a.k.a. The Crane Hermit a.k.a. Kurki-vanhus Violence is the last refuge of the incompetent, and empty threats the final sanctuary of the terminally inept. |
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#10 |
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Join Date: Feb 2008
Location: Virginia, USA
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I'm not really sure if all that effort is actually needed. Most D&D type spells are easilly simulated by either boosting the power of GURPS spells in one or more ways, or linking two spells together so they cast as one spell. Here's one example of each type:
Stoneskin: Adds DR to the subject of the spell for a duration of 5 hours. Costs 6 FP per DR; 3 FP per DR to maintain. Solid Fog: The area covered by the spell is covered in a dense fog and anyone attempting to walk through the area must resist the spell by ST in order to walk through each hex. (Fog + Glue) Duration: 10 minutes. Base Cost 7 to cast, 5 to maintain. Casting time: 2 sec. Determining the prerequisites for these spells (and their college(s)) is left as an exercise for the reader. -- The Bearded One |
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