Date: Wed, 18 Mar 1998 13:32:49 +0200 From: Kai Saarto To: GURPSnet-L@lists.io.com Subject: Ars Gurpsica (long) This is my idea about using Ars Magica's magic system with GURPS. Its rather long but I thought it would be better to let you people comment to it, before I post it to ftp-site. --------- An idea for using Ars Magica's great magic system in GURPS: Since English is not my native language, the text below might be awkward or plain hard to understand. My apologies. I've used 3rd edition of Ars Magica when making these rules. Other editions might work a bit differently. This system uses Ars Magica's magic rules almost as they are. Only when the effects contact with the 'mundane world' (i.e. damage from spells etc.) then GURPS is used. BASICS General Stuff ------------- When creating character use CP's for purchasing also those abilities that are specific for Ars Magica. Attributes and Characteristics ------------------------------ When rules from AM uses Intelligence or Stamina use the following simple table to determine AIQ or AHT (short for Ars Magica IQ and Ars Magica HT) from the GURPS attribute: GURPS AM 5 -5 6 -4 7 -3 8 -2 9 -1 10 0 11 +1 12 +2 13 +3 14 +4 15 +5 This is quick and dirty way, but should work on campaigns where 15 or 16 is the usual maximum for attributes. Example: Character has IQ 14, his AIQ is therefore 4. Abilities --------- These 'Abilities' are manifold in GURPS terms... some are best translated to Skills, others are more like Advantages - some are best left as they are. I'd suggest that following Abilities are bought just like in AM to make them work with magic system: Magic Theory, Penetration, Alchemy (if you want to use AM's Lab rules), Certámen and Parma Magica. CASTING SPELLS Original Ars Magica uses following formula when casting Formulaic Spells: Die + Technique + Form + Stamina - Encumbrance Use the AM's standard 10-sided dice for magic. Technique and Form are just as they are in AM. Stamina is based on GURPS's HT (AHT), as explained above. Encumbrance penalty is the same as in standard GURPS. So, spell casting would have the following formula: Die + Technique + Form + AHT - Encumbrance Penalty Spontaneus Magic would work like: Die + Technique + Form + AIQ - Encumbrance Penalty Targeting spells ---------------- This might be best done by using GURPS rules for hitting. AM uses a skill called Finesse. Replace this with Spell Throwing skill from GURPS. Fatigue ------- For every AM Fatigue Level lost, subtract 2 points of (GURPS)Fatigue. (This could probably be done better, but let's try this for a starters...) Magic Resistance ---------------- For Natural Resistance see the spell's description and determine the roll. A successful IQ or Will roll might do the trick in most cases. For Magical Resistance use the standard AM rules. Parma Magica ------------ Purchase and use this Arcane Skill just as in AM. SPELLS Some guidelines to play the spell effects: When spell affects Body Levels you can substitute one Body Level with 3 HP. Damaging spells: I came up with following formula to change the AM damage to GURPS. SOAK is included. Damage: (D+X-6)x0.17 D= number of dice x 5 X= damage bonus Rounding: 0.21-0.4=+1, 0.41-0.6=+2, O.61-0.8=next die-1, 0.81-=next die. Practically the formula is: (X-1)x0.17 Example: Creeping Oil-spell does 1d10+12 damage. To translate this to GURPS damage dice: D=5 (one die) X=12 Damage: (5+12-6) x 0.17 = 1.87 1.87 rounds up to 2d damage in GURPS. Following Table contains pre-calculated damages and an example of a spell: 1d10+5 = 1d-1 (Talons of the Wind) 1d10+12 = 2d 1d10+13 = 2d 1d10+14 = 2d+1 (Tower of Whirling Water) 1d10+15 = 2d+1 1d10+16 = 2d+2 (Curse of the Desert) 1d10+35 = 6d-1 (Infernal Smoke of Death) 1d10+45 = 7d+2 (The Incantation of Lightning) LABORATORY Basic Lab Total = Technique + Form + AIQ + Magic Theory CHARACTER CREATION For Virtues and Flaws use the closest GURPS equivalent. If you can't find one, try to re-create it with rules from Compendium I. If you are not converting existing characters this shouldn't be a problem. If these rules provide to be solid enough, I might later translate some Virtues and Flaws to GURPS terms. Character Points ---------------- Grogs are somewhere between 0-50 CPs. Companions should be made at 100-150 CPs. Magi have less points for mundane skills and abilities than Companions. Maybe they could have some 50 CPs less, allowing them 50-100 CPs in Attributes and Skills, after that give them the AM's standard 150 points to purchase Magic Arts with. And then the same amount to learn some Spells. So a starting Magus would effectively be a 350-400 points. Example Character: Magus of Tremere 400 points Attributes: ST 10, DX 10, IQ 13 [30], HT 11 [10] Advantages: Various [60] Disadvantages: Various [-40] Skills: Various [21] AM-Abilities: Parma Magica 2 [3], Certamen 1 [1], Magic Theory 5 [15] Techniques and Forms: Creo 6 [21], Intellego 6 [21], Muto 6 [21],Perdo 6 [21], Rego 6 [21], Corporem 5 [15], Ignem 5 [15], Vim 5 [15]. Spells: Incantation of Milky Eyes (PeCo20), Hornet Fire (MuIg15), Stone of Hundred Shards (CrTe15), Invisible Hand of the Thief (ReTe15), Wizard's Boost (MuVi20), The Sorcerer's Fork (MuVi20), Shroud Magic (MuVi15), Disenchant (PeVi10), Wind of Mundane Silence (PeVi20). EXAMPLE OF SPELL CASTING Magus of Tremere is being attacked by a group of 4 bandits. He concentrates for one second (as in basic GURPS rules), trying to cast the formulaic spell Stone of Hundred Shards (Creo Terram 15). His roll is: 1d10 + 6 (Creo) + 0 (Terram) + 1 (He has HT 11, so his AHT is 1) - 0 (no encumbrance) He rolls 4 with d10 making the total 4+6+1, which is 11. 11 is within ten Levels of spell (15), so he succeeds but loses 2 Fatigue (1 Fatigue Level in AM). If he had rolled an 8 he would have total of 15 and spell would have no Fatigue cost. In the beginning of the next turn the spell is ready and Magus has a magical stone in his hand. He throws it at the charging bandits. I use Ranged Attack with a Stone Missile -rule (GURPS Basic p.150 sidebar), SS13, Acc+2, 1/2D 40, Max 80. Tremere's Spell Throwing skill (P/E) is 13. He rolls 5 on 3d6, indicating a hit even with snap shot penalty. The stone hits to the chest of the leading bandit doing the basic Thrust-1 (1d-3) damage for rock and the additional "+15 damage" mentioned in spell's description. This +15 is (0+15-6)x0.17 = 1.53, meaning 1d+2 in GURPS terms. Damage dice are 5 and 3 adding up to total damage of 7 to the first bandit. Since Stone of Hundred Shards explodes I use Fragmentation damage rules from B121-122. Since the total damage is 2d-1, explosion throws fragments over a 10-yard radius. Proceed normally from hereon. ----------- Mail ksaarto@tuug.org for comments and suggestions. Ars Magica 3rd edition (c) 1992 by White Wolf. GURPS is registered trademark of Steve Jackson Games Incorporated. Kai Saarto ksaarto@tuug.org University of Turku, Finland Department of History