Wizardry: Movement Spells I
Did you think that my previous post is merely a consolidation of rules? No, that was a start of another project of mine. One thing that the Sorcery book advocates for and that some GMs seem to ignore is that you have to curate your spell list. The GM must clearly define what spells are available in his game, and what spells are not. Otherwise, Sorcery really gets out of hand with its improvisation mechanics. I know that I bitch about RPM and magic-as-skills often (even though I still have a soft spot for the latter), but sorcery can be as abuseable as the other systems with a GM who doesn't limit the players. In the past, I did limit players to spells from my blog, but I still had to do some oversight, because I wouldn't allow many of the spells that I have here. Now, I'm going to create a grimoire of wizardly spells for my setting, taking into account the new system's limitations and interaction between the spells. This is the perfect time to rebalance some spells with different casting times, costs, durations, and components, and even include some countermeasures. For example, do you remember that lead blocks most divination spells in D&D? I'm definitely going to include things like that here.
While I'm not satisfied with D&D as a system, its assortment of spells is a treasure trove of ideas. For starters, I will go through the D&D 3.5 Player's Handbook, convert all the spells I want to wizardry, and add some spells from GURPS Magic to patch up the holes. You know that D&D is mostly combat-oriented, so GURPS Magic spells would be a great addition to create a more believable and worldly spell grimoire. Overall, while the entire sorcery conversion thing was both "for me" and "for others," this project is mostly "for me," but if anyone will find it useful, then that's great, isn't it?
I already went through the book and assigned all the spells to different GURPS magic colleges, and let's start by converting some movement spells.