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Join Date: Oct 2011
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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! Last edited by thom; 10-24-2011 at 08:37 PM. |
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| Tags |
| conversion, conversions |
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