Wizardry: Enchantment Spells II
The enchantment college in GURPS has some spells that do not fit anywhere else, such as Wish. How do you make a D&D Wish/Limited Wish/Miracle in GURPS? I thought a lot about it - you could go with Super Luck, Wild Talent, Cosmic Power, and even Ultrapower. The latter seems to be the most appropriate option to me. However, I just don't want to have to deal with such spells in my games, so I will simply ignore them, at least for now. There was another D&D spell that I assigned to the enchantment college - Magic Vestment. I will ignore it for now, as armor buffing is something I want to explore in more detail later, and I will probably change the spell. But anyway, what's left? Sepia Snake Sigil creates something like a magical trap that is triggered by reading. If you fail to resist, you enter a state of suspended animation for several days. Spellstaff became a completely different spell - now it grants a staff a perk to let it use some cool staff rules from GURPS Magic. Simulacrum animates a duplicate of another creature. Golem animates a golem, obviously. This isn't a D&D spell, but I might as well include it, as it is very similar to Simulacrum.