Permission granted for strictly non-comercial use and distribution. ADnD is a reference to AD&D which is a trademark of TSR, inc. A while back someone asked me if I knew how to convert the AD&D magic system to GURPS. While I don't have any personal plans to use the result, the idea did spark enough of an interest to give it a stab. I thought I would post what I came up with to see what people think (note: I haven't tried these and don't have an currently plans to try it) ************************* [Note: These rules are probably most suitable for a high magic campaign] - For fatigue cost, use the AD&D level of the spell (eg, Level 3 spells would require 3 fatigue to cast). - Replace saving throws with resistance rolls (all spells, even ones without resistance, require either a resistance roll or must be thrown and can be blocked or dodged). - All spells are skills (Mental Very Hard). - Before you can learn spells at a level (other than first) you need to learn 5 spells at the previous level. - GM should require players to start with spells at a certan level or below (probably only 1 st level spells for starting 100 point characters). - Magery is 5/points per level (This may be a bit low, I think 10 points/level would also be reasonable). To cast spells at a certain level, you need the same number of levels of magery (for example 5 levels of magery to use level 5 spells). Magery provides no bonus to spell casting. (GM will have to decide about adding levels after character creation. A suggestion, allow the player to add [At double cost?], as many levels as he/she started with. For example, if a player starts with 2 levels he/she can add 2 more levels after creation.) - It is suggested that damage from attack spells be reduced (perhaps to one or two dice per level of the spell). -- ________________________ (Disclaimer: If NASA had any postion on any of this do you think they would have ME give it?) David Summers - Summers@Ethyl-the-Frog.ARC.NASA.gov