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D&D Spell Conversion Guidelines
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
Air
Elemental Air
Animal
Alteration [1]
Body Control
Alteration [1]
Divination?
Earth
Elemental Earth
Enchantment
Conjuration/Summoning?
Fire
Elemental Fire
Food
Invocation/Evocation [2]
Gate
Alteration
Healing
Alteration [3]
Illusion/Phantasm [4]
Knowledge
Divination
Alteration [1]
Invocation/Evocation
Meta
Conjuration/Summoning
Mind Control
Enchantment/Charm
Movement
Alteration
Necromantic
Necromantic
Plant
Alteration [1]
Abjuration
Sound
Invocation/Evocation
Technological
[5]
Water
Elemental Water
Weather
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
SR
Spell Resistance
Magic Resistance.
Range
Area
Duration
Saves
HT
Reflex Save
Will Save=
Will/IQ
Alternative Saves
PR vs Illusions.
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
Duration: Permanent
Cost: 6
Time to Cast: Special
Prerequisites: Magery 1, plus 3 spells in Earth and Making & Breaking collages each.
Item: ?