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Characters in the AD&D system to do not use the GURPS system of magic described in GURPS: Basic, GURPS: Magic and GURPS: Grimoire. The mechanics of magic are completely different in both systems. GURPS treats spell knowledge and ability in terms of skills where AD&D magic always works but is limited by memorization from a spellbook or access to a diety. AD&D mages and priests converted to GURPS keep the same magic system described in the AD&D books but gain their levels by spending character points as described below.
Arcane Magic (40 points)
This advantage allows the character to cast spells exactly like an AD&D mage. A mage must rest and memorize spells from his spell book and the number of spells that the mage can cast is dependent on the mage's Arcane Magic skill (listed below). Once a memorized spell is cast it is forgotten until memorized again.
The mage may choose any of the standard mage options. Among these options are generalist, specialist, wild and elemental mages.
Arcane Magic (Mental/Very Hard)
The Arcane Magic skill determines the level of the mage in AD&D terms. The mage's AD&D level is the Arcane magic skill minus 10 divided by two ( [skill - 10] / 2) rounded down.
Divine Magic (variable points)
This advantage allows the character to cast spells exactly like an AD&D priest. A priest must rest and memorize spells and the number of spells that the mage can cast is dependent on the priest's Divine Magic skill (listed below). Once a memorized spell is cast it is forgotten until memorized again.
Spheres may be bought individually as well. The costs of the minor and major access are as follows:
| Sphere | Minor | Major | |||
|---|---|---|---|---|---|
| All | 1 | 2 | |||
| Animal | 2 | 3 | |||
| Astral | 1 | 2 | |||
| Chaos | 1.5 | 3 | |||
| Charm | 1.5 | 3 | |||
| Combat | 1.5 | 3 | |||
| Creation | 1.5 | 3 | |||
| Divination | 1.5 | 3 | |||
| Elemental | 2.5 | 6.5 | |||
| Air | .5 | 1.5 | |||
| Earth | 1 | 2.5 | |||
| Fire | 1 | 2.5 | |||
| Water | 1 | 1.5 | |||
| Guardian | 1 | 1.5 | |||
| Healing | 1.5 | 3 | |||
| Law | 1.5 | 3 | |||
| Necromatic | 1.5 | 3 | |||
| Numbers | 1.5 | 3 | |||
| Plant | 1.5 | 3 | |||
| Protection | 1.5 | 3 | |||
| Summoning | 1.5 | 3 | |||
| Sun | 1 | 1.5 | |||
| Thought | 1.5 | 3 | |||
| Time | 1.5 | 3 | |||
| Travelers | 1 | 1.5 | |||
| War | 1 | 1.5 | |||
| Wards | 1.5 | 3 | |||
| Weather | 1.5 | 3 |
Most dieties require a clerical investiture as well. This cost is not included in the Divine Magic advantage.
Divine Magic (Mental/Very Hard)
The Divine Magic skill determines the level of the priest in AD&D terms. The priest's AD&D level is the Divine magic skill minus 10 divided by two ( [skill - 10] / 2) rounded down.
Magic Effects
Spells effects are handled like they are described in the AD&D rules. Range, area of effect, spell components, and damage are unchanged. Casting times over one AD&D round remain unchanged, otherwise they casting time is one GURPS round. Saving throws will depend on the effect. Effects that require dodging out of the way, such as with Fireball and Lightning Bolt, use DX as the save. Spells that affect the mind, such as Charm Person, use IQ. The GM will be the final arbiter of saves.