d20 Magic & Gurps Magic combined?

Kor

First Post
I am planning to run a Shadowrun-like d20 Modern campaign. My first goal is to create a new magic system. (Because re-inventing the wheel inspires me).

I have always admired the GURPS spell tree system. (I.e. if you want to learn fireball, you must first learn the other pre-requisite spells within the "Fire" Spell tree.)

I have also preferred spell point systems, which fortunately enough publishers have devised so I won't need to start from scratch here.

Before I sit down and begin converting all the Gurps spells into a d20 format, and then figure out how I wish to re-structure spell progression & advancement, I thought I would first inquire if anyone is aware of anyone else who has perhaps already done this? (Okay, I only like re-inventing the wheel if someone hasn't already created the same new wheel *grins* )

If you know of someone who has done this and posted it on the web, please advise me of the link. Thanks.
 

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Shadowrun Magic Conversion

I really got excited and had some free time on my hands so I went and converted most of the Shadowrun magic system into the d20 system. I tried to do as much as I could before my summer break ended. It really hasn't been playtested fully so I can't comment on any balance issues. In the end I haven't gotten into the astral space, in fact I eliminated it altogether. I personally didn't find it all that interesting, in fact somewhat game imbalancing in my opinion. But take a look and let me know what you think.:)
 

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RangerWickett said:
It's not quite GURPS, but the Elements of Magic system has characters learn spell lists, so that once you learn Evoke Lightning, you can cast ever-improving lightning attack spells as your skill level improves.

I wrote it, and it's been well reviewed.

That sounds like Rune Magic from Bastion Press' Spells and Magic. Each rune is tied to a certain sphere of magic (fire, protection, etc), and learning a rune gives you one spell of each level 0-9 dealing with that sphere. Of course you have to get to higher levels before you are able to use each rune's full power.

Yours sound sort of like that without having the runes. Is that right? I'd be interested in seeing that.
 

EOM is a build-your-own-spells magic system. Different effects have different costs, and the spell lists you know determine which effects you can use. So if you know Evoke Lightning, you can shoot lightning bolts, create a sphere of lightning, zap someone with a lightning touch attack, create a wall of lightning, stun people temporarily by jolting them but dealing minimal damage, and so on.
 

I would plug the hermetic system in GURPS Cabal, which provides magical correspondences and bonuses to use when casting spells. They can be used as modifiers for spell rolls or what have you without any conversion.
 

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