Spell Scrolls and System Bridges: Converting D&D Magic to GURPS Part 1
Converting D&D Spells to GURPS: A Comprehensive Guide
One of the most exciting aspects of tabletop RPGs is adapting content between different systems. Today, I'm sharing my work converting classic D&D spells to their GURPS 3rd Edition equivalents. This project aims to maintain the flavor and functionality of each spell while respecting GURPS's more detailed magic system.The Challenge of Cross-System Conversion
D&D and GURPS approach magic very differently. D&D uses discrete spell levels with Vancian casting, while GURPS employs energy costs, prerequisites, and college-based organization. The key is finding GURPS spells that capture the essence of each D&D spell while fitting naturally into GURPS's framework.
## 1st Level Mage SpellsAffect Normal Fires → Control Fire (requires Ignite)
Burning Hands → Flame Jet (requires Ignite)
Charm Person → Charm (requires Magery, Loyalty + 7 Mind Control spells)
Comprehend Languages → Borrow Language (requires Lend Language)
Dancing Lights → Continual Light (requires Light)
Detect Magic → Detect Magic (requires Magery)
Enlarge → Enlarge (requires Magery 2, Alter Body)
Feather Fall → Slow Fall (requires Apportation)
Find Familiar → Handled with advantages in GURPS
Friends → Persuasion (requires Sense Emotion)
Identify → Analyze Magic (requires Detect Magic)
Jump → Jump (requires Apportation)
Light → Light
Mending → Repair (requires Magery 2, Rejoin)
Nystul's Magic Aura → False Aura (requires Simple Illusion)
Push → Poltergeist (requires Apportation)
Shield → Shield (requires Magery 2)
Sleep → Sleep (requires Daze)
Spider Climb → Wallwalker (requires Apportation)
Tenser's Floating Disc → Levitation (requires Apportation)
Unseen Servant → Invisible Servant (requires Apportation)
Ventriloquism → Voices (requires Sound)
Write → Scribe (requires Voices, Literacy, Air-Golem)
## 2nd Level Mage SpellsAudible Glamer → Sound
Continual Light → Continual Light (requires Light)
Darkness 15′ Radius → Darkness (requires Continual Light, Light)
Detect Invisibility → See Invisible (requires Light)
ESP → Mind Reading (requires Truthsayer)
Fool's Gold → Complex Illusion (requires Simple Illusion)
Forget → Forgetfulness (requires Daze)
Invisibility → Invisibility (requires Blur)
Knock → Lockmaster (requires Lock)
Levitate → Levitation (requires Apportation)
Locate Object → Seeker (requires Magery, IQ 12+, 2 Seek spells)
Mirror Image → Mirror Image (requires Simple Illusion)
Pyrotechnics → Fireworks (requires Ignite)
Ray of Enfeeblement → Weaken (requires Lend Strength)
Scare → Fear (requires Sense Emotion)
Shatter → Shatter (requires Magery, Weaken)
Stinking Cloud → Stench (requires Purify Air)
Strength → Might (requires Lend Strength)
Web → Web (requires Spidersilk)
## 3rd Level Mage SpellsBlink → Blink (requires Teleport)
Clairaudience → Far-Hearing (requires Magery, not deaf, 4 Sound spells)
Dispel Magic → Dispel Magic (requires Counterspell)
Feign Death → Suspended Animation (requires Alter Body)
Fireball → Fireball (requires Ignite Fire)
Flame Arrow → Flaming Weapon (requires Ignite Fire)
Fly → Flight (requires Levitate)
Gust of Wind → Wind (requires Air Jet)
Haste → Great Haste (requires Magery, Haste, IQ 12+)
Hold Person → Paralyze (requires Spasm)
Infravision → Infravision (requires Dark Vision)
Invisibility 10′ Radius → Mass Invisibility (requires Invisibility, Blur)
Lightning Bolt → Lightning (requires 6 Air spells)
Monster Summoning I → Beast Summoning (requires Beast Soother)
Phantasmal Force → Complex Illusion (requires Simple Illusion)
Protection From Normal Missiles → Missile Shield (requires Apportation or Shield)
Slow → Slow (requires Haste)
Suggestion → Suggestion (requires Charm)
Tongues → Gift of Tongues (requires Comprehend Languages)
Water Breathing → Breathe Water (requires Hold Breath)
## Custom GURPS SpellsSome D&D spells don't have direct GURPS equivalents, so I've created custom versions that fit GURPS's magic system:
### Detect Evil (Knowledge College)
**Information spell**
This spell allows the caster to sense the presence of evil intent, malevolent creatures, or cursed objects in the area.
**Duration:** 1 minute
**Cost:** 2 energy to cast, 1 energy to maintain
**Time to cast:** 3 seconds
**Prerequisites:** Sense Life, Aura
**Effect:** The caster can sense evil within a 20-yard radius. This detects creatures with genuinely malevolent intent, undead, demons, cursed magical items, and areas tainted by dark magic. The spell provides general direction and relative strength but not specific details.
**Modifiers:** +1 energy for double range
### Hold Portal (Making & Breaking College)
**Regular spell**
This spell magically reinforces and secures a door, gate, or similar portal.
**Duration:** 10 minutes
**Cost:** 2 energy to cast, 1 energy to maintain
**Time to cast:** 2 seconds
**Prerequisites:** Repair, Magelock
**Effect:** The targeted portal gains +10 HP for breaking attempts and requires either dispelling, the correct key, or Lockpicking at -6. Affects doors up to 10 feet wide.
**Range:** Touch
### Erase (Knowledge College)
**Regular spell**
This spell removes writing, drawings, or other markings from paper or parchment.
**Duration:** Permanent
**Cost:** 1 energy
**Time to cast:** 2 seconds
**Prerequisites:** None
**Effect:** Removes all writing or markings from up to one page of material. Affects only applied substances like ink or charcoal, not carved or embossed markings.
**Range:** Touch
### Magic Missile (Force/Making & Breaking College)
**Regular spell**
This spell creates glowing darts of pure magical force that unerringly strike their targets.
**Duration:** Instantaneous
**Cost:** 2 energy per missile (maximum 3 missiles)
**Time to cast:** 2 seconds
**Prerequisites:** Apportation, Poltergeist
**Effect:** Creates 1-3 glowing force darts that automatically strike their targets. Roll against Spell Skill to cast; success means all missiles hit automatically for 1d-2 crushing damage each. Missiles can target multiple enemies but each target can only be hit by one missile per casting.
**Special:** Cannot be dodged but can be stopped by Shield spell or solid barriers
**Range:** 50 yards
**Modifiers:** -1 to skill for each missile beyond the first
## Conversion Philosophy
When converting spells, I follow several key principles:
1. **Maintain the spell's core function** - A fireball should still be an explosive ranged attack
2. **Respect GURPS prerequisites** - Spells should fit logically into the college system
3. **Balance energy costs** - More powerful effects require more energy or higher prerequisites
4. **Preserve iconic elements** - Magic Missile should never miss, Charm Person should affect loyalty
## Conclusion
Converting between game systems is both an art and a science. The goal isn't perfect mechanical translation but rather capturing the feel and function of each spell within the GURPS framework. Some spells have been left out and I may go back and work on adding them in over time, however I feel a good majority of the classic spells can be found here and will be helpful when converting mages from D&D over to GURPS. I am certain there may be errors in the above and feel free to make corrections and suggestions in the comments page below. Also where should I go with this next? More Magic user spells or maybe start working through the cleric or druid lists? Get your vote in now.
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