Tuesday, 31 January 2017

Magic: Assorted Spells

Magic: Assorted Spells

Continuing on with the D&D spells conversion. Here we have Clone that isn't quite Simulacrum or Doppelganger. Status allows the caster to know the condition of his friends across long distance. Ventriloquism allows the caster to displace the origin point of his vocal sounds.

Monday, 30 January 2017

Magic: Light and Darkness Spells

Magic: Light and Darkness Spells

These spells expand the college of Light and Darkness. Faerie Fire, Glitterdust, and Invisibility Purge are good countermeasures to invisibility, which is very good, especially if you do not use the DF version of Invisibility.

Sunday, 29 January 2017

Magic: Necromantic Spells

Magic: Necromantic Spells

Here are some necromantic D&D spells that do not seem to have analogues in GURPS Magic. I feel like these spells will make necromancy significantly more diverse.

Saturday, 28 January 2017

Magic: Water Spells

Magic: Water Spells

And here are some water spells. Most of the ice spells deal impaling or crushing damage, so I've decided to convert some cold spells that deal burning (no incendiary) damage to make cold resistance of some creatures more useful.

Friday, 27 January 2017

Magic: Plant Spells

Magic: Plant Spells

GURPS Magic - Plant Spells significantly expands the Plant College, but even with this amazing supplement I've managed to find some unrepresented spells from D&D 3.5 Player's Handbook.

Thursday, 26 January 2017

Magic: Fire and Mind Control Spells

Magic: Fire and Mind Control Spells

Wall of Fire feels like such an iconic spell, but I was surprised to not find it in GURPS Magic. Fire Seeds is a useful spell for unarmed druids. Hideous Laughter and Irresistible Dance apply irritant conditions to the victims. Useful for parties.

Wednesday, 25 January 2017

Magic: Earth and Metal Spells

Magic: Earth and Metal Spells

And here are some D&D earth and metal spells! Meld into Stone is good for hiding, spying, ambushing, or sometimes even escaping, if you have 5 spare seconds to cast the spell. Spike Stones can give you time to run away. Repel Stone and Repel Metal can hinder armored opponents. Wall of Stone can hinder unarmored opponents as well. Stoneskin is a good defensive spell, if you have no access to the Protection & Warning College. And Stone Tell is a useful spell for information gathering. If you're not using the Metal college from Pyramid #3-91, then you may integrate the function of repelling metal into Repel Stone but with a 1 energy = 1 ST ratio.