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D&D Spell Conversion Guidelines:

Most spell effects in D&D will require little conversion. Some conversion guidelines:
AD&D

GURPS

Spell name

Spell Name

(School)

Collage

Level:

Cost / Prerequisites

Range:

spell class / ?

Components:

Casting Time:

Time to Cast

Duration:

Duration

Area of Effect:

spell class

Saving Throw:

resisted by

Description:

Description

Notes:

Spell Frequency

Restricted spells to a race is = to the Spell


Frequency all others is one level higher.
GURPS College

Corresponding AD&D College

Air

Elemental Air

Animal

Alteration [1]

Body Control

Alteration [1]

Communication & Empathy

Divination?

Earth

Elemental Earth

Enchantment

Conjuration/Summoning?

Fire

Elemental Fire

Food

Invocation/Evocation [2]

Gate

Alteration

Healing

Alteration [3]

Illusion and Creation

Illusion/Phantasm [4]

Knowledge

Divination

Light & Darkness

Alteration [1]

Making & Breaking

Invocation/Evocation

Meta

Conjuration/Summoning

Mind Control

Enchantment/Charm

Movement

Alteration

Necromantic

Necromantic

Plant

Alteration [1]

Protection & Warning

Abjuration

Sound

Invocation/Evocation

Technological

[5]

Water

Elemental Water

Weather

Elemental Air or Water

Notes:
1. "Alteration" is a more general category than some of the GURPS colleges which have been mapped
to it. A GM should pay attention to the specific college and plane in question (e.g. the Beastlands in
particular might have some bearing on the effectiveness of Animal Control spells). Some Light &
Darkness spells might better be considered Illusion/Phatasm spells.
2. Some spells are more appropriately Alteration, some are more appropriately Invocation/Evocation.
The GM should use his judgment with respect to individual spells and their effects.
3. The GM may wish to ponder the effects of the planes on Clerical magic when considering the
Healing college. Note that some spells might rightfully be more Necromantic than Alteration.
4. Creation spells are more rightfully Invocation/Evocation. The GM should use judgement in each
individual case.
5. Most of the Tech college is not appropriate in the Planescape setting. The GM can optionally get rid
of it altogether, or consider spells on a case by case basis.
D&D

Gurps

Notes

Casting Time

Round/ Standard/
Swift/Free

6 seconds/3 seconds/1
second/Instantaneous

Normal GURPS rules for "time


taken" should be employed.

SR

Spell Resistance

Magic Resistance.

Range

convert feet into yards (round down)

Area

Convert feet to yards (round down)

Duration

Convert Rounds to seconds

Saves

Defenders should use normal situational


GURPS mechanics for defending against
spells. Some examples
Fortitude Save

HT

Reflex Save

Active Defense (or


sometimes DX)

angles for cones should require


no translation

Will Save=

Will/IQ

Alternative Saves

PR vs Illusions.

AD&D Spell Level

GURPS Cost to cast

GURPS Prerequisites

Magery 0, 1 spell

Magery 0, 2 spells

Magery 0, 3 spells

Magery 1, 4 spells

Magery 1, 5 spells

Magery 1, 6 spells

Magery 2, 7 spells

Magery 2, 8 spells

Magery 3, 9 spells

10

10

Magery 3, 10 spells

11

11

Magery 4, 11 spells

12

12

Magery 4, 12 spells

Damage conversion for these purposes is based on a comparison of "killing power" between the two
systems. As such, damage for Spells could be converted as follows: Convert the base die-type to
GURPS d6s as follows:
D&D GURPS
d3

1d6-3.

d4

1d6-2.

d6

1d6.

d8

1d6+2.

d10

2d6-2.

d12

2d6.

Add 3 points (~die) per additional die of damage. Add points per additional point of
damage. Minimum of 1 point. Convert bonus damage points to "dice" if using that rule.
AD&D
Construction Elf
(Alteration)
Level: 6
Range: Touch
Components: V, S, M

Casting Time: Special


Duration: Permanent
Area of Effect: Special
Saving Throw: None
The buildings and structures of Evermeet are constructed using this spell. With it, natural
materials such as stone, crystal, and wood can be transformed into sculptures, shelters, buildings, or
even great palaces.
The building material must maintain contact with the earth at all times and still be in contact at
the end of the spell. The material being effected must be within a radius equal to 10 feet times the
level of the caster.
The caster can create any object with a volume equal to 1,000 cubic feet (10 x 10 x 10 feet) per
level. Each 1,000 cubic feet so created takes one entire day. Once created, the object can be added to
at the same rate (1,000 cubic feet per day) for as long as the caster wishes.
The DM should work with the player to deter-mine the exact nature of the object or structure
created. It can be subdivided with rooms, walls, hallways, or chambers as the caster wishes, but the
creation of complex areas such as vaulted ceilings, columns, or galleries will add to the overall
construction time. Once construction is complete, the structure is permanent and needs no further
magical enhancement or maintenance. The building is not subject to dispel magic, though it is subject
to dispel enchantment.
Buildings constructed using this technique will maintain the appearance and texture of the
substance they were created from.
These structures are also much stronger than those constructed using nonmagical techniques. If
besieged or attacked, they receive a +5 bonus to all saving throws (DMG, Chapter 9).
Notes: Restricted to elves; common.
GURPS
Construction
Area
The buildings and structures are constructed using this spell. With it, natural materials such as
stone, crystal, and wood can be transformed into sculptures, shelters, buildings, or even great palaces.
The building material must maintain contact with the earth at all times and still be in contact at
the end of the spell. The material being effected must be within a radius equal to 10 feet times the cost
(x2/x4/x8 the cost, x2/x3/x4 the volume etc.... ).
The caster can create any object with a volume equal to 1,000 cubic feet (10 x 10 x 10 feet). For
each casting takes one entire day (8 hours). Once created, the object can be added to at the same rate
for as long as the caster wishes.
The DM should work with the player to determine the exact nature of the object or structure
created. It can be subdivided with rooms, walls, hallways, or chambers as the caster wishes, but the
creation of complex areas such as vaulted ceilings, columns, or galleries will add to the overall
construction time. Once construction is complete, the structure is permanent and needs no further
magical enhancement or maintenance. The building is not subject to dispel magic.
Buildings constructed using this technique will maintain the appearance and texture of the
substance they were created from.
Notes: Common to elves all others are uncommon.
This is also a Earth spell.
Collage: Making & Breaking

Duration: Permanent
Cost: 6
Time to Cast: Special
Prerequisites: Magery 1, plus 3 spells in Earth and Making & Breaking collages each.
Item: ?

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