Tuesday, 31 October 2023

Wizardry: Fire Spells I

Wizardry: Fire Spells I

Burning Hands is an iconic D&D fire spell. Continual Flame is a weird one. In D&D, despite being called Continual Flame, it is a light spell, not a fire one. However, here I decided to move it to the college of Fire to give it a bit more utility than to simply set things ablaze. Also, it has a somewhat expensive material component since it lasts permanently and basically creates a magic item. Fireball is another iconic spell, and unlike in GURPS, this is an area effect by default. Since I'd like to keep area damage spells in check, I increased the FP cost and casting time. Delayed Blast Fireball is basically the same, but with a delay.

Monday, 30 October 2023

Wizardry: Meta-Spells II

Wizardry: Meta-Spells II

Break Enchantment is the D&D analogue of Remove Curse. It can remove magical effects that are immune to Dispel Magic, but only targets one spell, and takes a long time to cast. Arcane Mark was a difficult one. I decide to go with a very limited Illusion advantage. Remove Curse is a bit different from the GURPS version. Basically, it's a curse-specific version of Dispelling Touch. Finally, Protection from Spells is a Magic Resistance buff. Doesn't scale!

Sunday, 29 October 2023

Wizardry: Ice Spells I

Wizardry: Ice Spells I

Chill Touch got a complete rework. Instead of a necromantic spell that channels negative energy to damage and weaken, this is a cyclic freezing spell. I like this approach more. Cone of Cold is the first proper cone (not a line/1-yard cone) spell that deals non-incendiary cold damage instead of fatigue damage. Ice Storm creates a localized hailstorm that deals crushing damage and impairs hearing, vision, and infravision. Otiluke's Freezing Sphere creates an icy explosion that also freezes victims standing in water.

Saturday, 28 October 2023

Wizardry: Making and Breaking Spells I

Wizardry: Making and Breaking Spells I

There aren't that many D&D spells that would belong to the college of Making and Breaking in GURPS, which is a shame. I do not like how Disintegrate works in D&D, so I decided to crossbreed the D&D and GURPS versions. If you look at its statblock, you will see some weird stuff. I wanted to make it so the object affected does not add its DR to its resistance, because that would make the spell way too unreliable. Normally, that would require me to apply Cosmic, Irresistible Attack, +300% to Affliction, but it is very expensive and it would also ignore Magic Resistance and similar traits, which isn't something that I want. Instead, I had to stretch RAW by turning it into a proper Malediction spell and then unmaledict it by applying Weaponized, -50%. Thus, now it's a visible beam that requires an uncontested HT roll to resist, DR does not apply, but other traits that may affect resistance do. Also, now it's ~20 points cheaper. Perfect! Erase curiously doesn't have an equivalent in GURPS. I decided to base it on Create with Writing being a 20-point category, as it also includes script-based spells. Animate Objects in D&D is strictly a combat spell. In GURPS, I made it affect a single object, but now it's much more universal. Animate Rope is a more limited version of the previous spell.

Friday, 27 October 2023

Wizardry: Force Spells II

Wizardry: Force Spells II

Let's do more force spells. Magic Missile is an iconic D&D spell that I already converted in the first ever wizardry post, but it is repeated here for convenience. Blade Barrier creates a wall of force blades. Explosive Runes is yet another iconic spells that created a magical explosive trap. Wall of Force is closer to the GURPS Utter Wall in effect, but still is quite different. All the additional limitations also make it much more affordable.

Thursday, 26 October 2023

Wizardry: Sound Spells I

Wizardry: Sound Spells I

Ah, sound spells. Ghost Sound is quite dissimilar from the GURPS Sound spell, as it is not limited to meaningless sounds, and is a "fire and forget" spell, unlike certain illusion spells. Sound Burst is a short-range small area-effect damaging spell that can also deafen. Unlike many other spells, this one requires a musical instrument in the caster's hands. Silence from GURPS Sorcery: Sound Spells is very expensive. Here, I decided to make the basic version only affect normal hearing, and the most expensive improved version to extend to other forms of hearing. This makes the spell more affordable, but also makes traits, such as Ultrahearing and Subsonic Hearing more valuable. Wail of the Banshee from D&D is pretty boring, so I decided to base this spell on its GURPS version. Still, it is quite different from the version from GURPS Sorcery: Sounds Spells. Zone of Silence is similar to the GURPS Wall of Silence spell, but has been reworked into a maintained spell centered on the caster. Just like Silence, it now has an improved version.

Wednesday, 25 October 2023

Wizardry: Enchantment Spells I

Wizardry: Enchantment Spells I

Enchantment means two different things in D&D and GURPS. In D&D, it's a school of magic that controls minds. In GURPS, it's a school of magic that deals with enchanted items and some effects that don't fit anywhere else. Enchant doesn't exist as a spell in D&D, but I have to include it here, as it is crucial. Basically, it's almost identical to the eponymous Sorcery spell, but now is based on the casting skill, not IQ, which is actually beneficial to devoted enchanters. Magic Weapon is completely different from its D&D counterpart - it simply makes the weapon count as magical, which may be useful when circumventing certain limited defenses. Nystul's Magic Aura received a casting time downgrade compared to its D&D version. The effect is the same. Secret Page is a similar spell that changes the contents of one page until a command word is spoken.