3 ed. D&D sorcery in GURPS

My GM is running a game in the Forgotten Realms setting for 3rd edition (or, if you will, set in the year 1372 DR, the Year of Wild Magic) – but with 3d6. As I’ve found our team lacking in area damage, and I had a magical ancestry, I decided to dabble into sorcery.

After some tinkering we have agreed on a powers-based system, below. The main goal was to have specific spells, which could be cast limited times a day, but interchangeably, and to have a loose power gradation system of spell levels, so my warrior cannot just pick up the Fireball without knowing how to light a candle. The Charisma bonus has been mostly left out.

Side note: it is not based on the official GURPS Sorcerythough I did look into the preview for some ideas.

Sorcery is based on abilities built with advantages. As they’re all pretty much same thing – spellcasting – they’re bought as Alternative Abilities. You could buy two or three abilities at full cost. It allows you to have more abilities “on” while switching (p. P11).

The abilities are divided into four spell levels based on their point cost (after modifiers, but before discount for Alternative Abilities): 1-10, 11-20, 21-30, and 31+. If a sorcerer has 1-4 abilities in a given level, they can only have fewer abilities of the next level. E.g. to have at least one ability of the fourth level, a sorcerer needs to have at least two abilities of the third level, three abilities of the second level and four abilities of the first level. But if you have 5+ abilities in a given level, you can have just as many (not more) of the next higher level.

Power Modifier

Each sorcery can be countered by anti-powers (-5%), requires a well articulated incantation (-10%), a firm gesture with one arm (-5%), and has an Energy Reserve cost (cannot use FP, -5%) equal to it’s spell level (-5% per level), for -30% at the first level to -45% at the fourth.

The common modifier for magic in GURPS, mana-dependent, is not in use, as mana, or the Weave, is pretty much everywhere in the world of Faerun.

The system has its quirk: an ability could cost e.g. 10 points if given Sorcery 2 (-35%) power modifier, which puts it in the first level, but more points if given Sorcery 1 (-30%), which puts it in the higher level. In those cases I suggest taking Sorcery 1 and some Nuissance Effect. This could give the sorcery some flavor!

Chosen sorceries can have the Trigger modifier to reflect material spell components. Other resource-management limitations (e.g. Limited Use, Maximum Duration, Preparation Required, Takes Recharge) are not allowed, as well as modifiers that would contradict the sorceries being own abilities of the sorcerer (like Pact or Fickle).

Metamagic

Unless the sorcerer bought ER with the Abilities Only modifier, they can use Trading Fatigue for Effect (p. P160) as spell empowerment, or Temporary Enhancements (p. P172) to increase the abilities range (simulating the Enlarge Spell feat) or area of effect (Widen Spell), or to temporarily get rid of limitations and cast it without words (Silent Spell) or gesture (Still Spell).

All sorceries are mental abilities and require a roll of Will-based Thaumatology to use those rules.

Power Talents

As sorcerers in D&D 3. ed. cannot specialize, no Talent for a specific Power, as described in GURPS Powers, is allowed, as well as ER (one power only) is off limits. In the game I’m playing, no supernatural power is allowed any Talent, and neither is sorcery. I would suggest allowing a Power Talent which encompasses all the spells for 10 points per level, or a Wildcard skill which would include ability-activation rolls, Innate Attack rolls, Thaumatology and Metamagic rolls. Even though the D&D sorcerers are charismatic, I’d advise against GURPS Charisma giving any bonus, as it’s just too cheap, and the sorcery too wide in scope. To prevent really uncharismatic sorcerers popping up, I’d say all the Disadvantages which give Influence Rolls penalty give the same penalty to activate sorcerous abilities and to sorcerous metamagic.

Sample abilities

Magic Missile [14], or [3] as AA

Emits a burst of magical energy which harms the target, including insubstantial foes, and ignoring DR – but it doesn’t harm inanimate objects. Roll Innate Attack (Projectile) to hit. As a special case, you can use metamagic to give this attack RoF 2-5 (treat RoF 4 as +60% enhancement), and you can use Spraying Fire (p. B409) even with RoF 2-4.

Magic Missile (Projectile), 1d-1 brn ninc, Acc 4, Range 25/50, RoF 1, Rcl 1.

Burning Attack 1d-1 (Sorcery 2, -35%; Accessibility, not on objects, -10%; Accurate +1, +5%; Affects Insubstantial, +20%; Cosmic, ignores DR, +300%; Increased 1/2D x5, +10%; No Incendiary Effect, -10%; Reduced Range /2, -10%), +270% [13] + Extra Option (Spraying Fire for RoF 2-4) [1].

Unrelenting Force [24], or [5] as AA

The sorcerer emits a loud shout, which knocks back everyone and everything in it’s path and could stun hit enemies. Roll Innate Attack (Breath) to hit. You can use this ability to parry other breath attacks (Power Parry, p. P168). This spell does not require gesture, but cannot be cast without incantation (the shout).

Unrelenting Force (Breath), 3d cr dkb nw, Acc 3, Range 5/10, Cone 1, RoF 1, Rcl 1, Side Effect: Stun.

Crushing Attack 3d (Sorcery 3, -40%; No Gesture, +5%; Double Knockback, +20%; No Wounding, -20%; Nuissance Effect, obvious, -5%; Side Effect, Stunning, +50%; Cone 1, +60%; Increased 1/2D x2, +10%; Reduced Range /10, -30%), +50% [23] + Extra Option (Power Parry) [1].

Balance note: Buying ER and inexpensive abilities with Costs ER is point-inefficient, compared to unmodified advantages, but the system is designed for a game where unmodified supernatural advantages are unavailable, and sorcerers compete with spell-based threshold magic. Thus, it’s still good, especially compared to slow missile spells.

Till the next time!
Gnomasz

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