USING THE ROLEMASTER SPELL LAW SYSTEM WITH GURPS ================================================ 1995 by Ken Walton (ken@kenjo.demon.co.uk) While _GURPS Magic_ provides a wide range of spells, they are generally not as powerful as those found in _Spell Law_ and are therefore not so suitable for using in campaigns such as _Shadow World_. These rules are intended to use the _Spell Law_ spell lists in the _GURPS_ system. New Advantages ============== CHANNELLING 15pts then 5pts per level up to 3 levels This is the ability to learn and cast spells of the realm of Channelling. You can channel spells from your god using this advantage. If your god is a local god, you may pay a lower point cost (GMs discretion). There may also be restrictions on spell lists, based on what god(s) you gain your powers from, which will also decrease point cost. This advantage *includes* the Clerical Investment advantage, since clerics, priests and the like are the only people who can do this. In all other ways, it works exactly like the Magical Aptitude advantage. ESSENCE 15pts then 5pts per level up to 3 levels This is the ability to learn and cast spells of the realm of Essence. It is otherwise identical to Magical Aptitude. MENTALISM 15pts then 5pts per level up to 3 levels This is the ability to learn and cast spells of the realm of Mentalism. It is otherwise identical to Magical Aptitude. POWER POINTS 1 point each These are points (usually called PPs) which are used to cast spells. Instead of using Stamina as a measure of magical power, characters have Power Points (PPs). Anyone with Magical Aptitude has PPs, which are bought at the rate of 1PP for each Character Point, up to a maximum not exceeding HT+IQ. These are used up in casting spells, and fully recharged after a full night's sleep (except in special circumstances). Once play has begun, PPs cannot be increased, except by artificial means (PP enhancers, etc). If a PCs PPs run out, he can use Stamina, but *only* when PPs are all used up. New Skills ========== (SPELL LIST)/POWER LEVEL M/VH Each spell list in the _Spell Law_ book is considered a separate skill which has to be learned. Spell lists can only be learned by someone with the right realm advantage. *Closed* lists can only be learned by someone who already has four or more open or specialist lists already learned. There are no profession limitations as there are in the _Spell Law_ system, except those enforced by the realm advantages. Power levels are bought at a cost of 2 points per level. Each level gives automatic knowledge of the spell at that level and all those below it in the spell list. Casting Spells ============== A spell is cast by rolling vs (Spell List) skill. The caster must put PPs into the spell equal to the level of the spell in the spell list. If the caster wants to try something new, he can cast spells above his normal level, at a penalty of -3 for each level that the spell is above his present level. E.g. Walboz the Warlock has the Essence Advantage and Fire Law-16/3 (i.e. the Fire Law list at a Skill level of 16 and a Power Level of 3). He can cast the spells Boil Liquid, Warm Solid and Woodfires at skill level 16, Wall of Fire at 13, Heat Solid at 10, Fire Bolt(100') at 7, and Call Flame (10') at 4. For all spells above Call Flame, he must roll a critical success in order to cast. Conversion of Spell Results =========================== The _Spell Law_ system is based on feet, but these can easily be converted into hex distances (i.e. yards) by dividing by 3. Where a figure is mentioned in terms of d100 rolls, it should be converted on the tables in _Shadow World Master Atlas_. Mentions of crits etc should be calculated on the following table: Critical Strike Conversion Table ================================ Crit Damage A 1d-2 B 1d C 1d+2 D 2d+1 E 3d