Converting AD&D® Magic to GURPS

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For players who like the AD&D® magic system and want to use it, I use the Variable Power Pool rules with the additions below.

+125%Variable Power Pool
-10%Configure Only when fully rested.
-45%Configure Only One Point per Minute with Personal Spellbooks or as allowed by personal diety.
-30%Only Magical Knacks from Personal Spellbooks or spells permitted by personal diety.
-40%Only one use of each knack before reconfiguring pool (may not take limited uses on knacks).
+0%Total (-15% maximum)

Note that knacks are 1/50 of the enchantment cost (1/25 for items requiring a mage) for a skill 15 spell, and may have the following modifiers: Verbal Component -5%, Somatic Component -5%, Material Component -5%, Expensive Material Component -10%, Weakened Without Holy Symbol -5%.

New Spells

These rules permit a mage to easily adapt and change existing spells and create the spells that he wants to cast. Once a mage understands an existing spell, he may use the Thaumatology skill and the Engineering rules in GURPS Basic to create variations.

Players who want their characters to start the game with new spells should be encouraged, but the GM should check all new spells to make sure that they aren't unbalancing.

Spell Lists

Below are a few of the AD&D® spells I have translated to this system. However, variation is the name of the game using this system, so feel free to develop your own variations.

Priest

Bless: 6
Bless [2], Area Effect +50%, Increased Area/8 +160%, VSM Components -15%
Charm Person or Mammal: 15
Loyalty [10], Ranged +20%, Extended Duration/3 +30%
Command: 10
Lesser Geas [40], Many Limitations -75%
Contact Other Plane: 18
Sanctity Enhancer/1 [25], 2 hours -30%
Cure Light Wounds: 5
Lend Health [5], VS Components -10%
Dispel Magic:
Locate Object:
Resist Fire/Resist Cold: 16
Resist Fire/Cold [16]

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