GURPS Lands of Legend

Here we touch upon the magic using professions of Dragon Warriors/Lands of Legend.

This conversion will recommend using a Powers-oriented approach to the abilities of the eldritch classes. DW classes tend to have rather few but relatively powerful abilities, and a Powers approach seems to mimic this most closely. I will also use the Multiplicative Modifiers option, and generally try to convert the features and spells of the DW classes. So Sorcerers will have Magic points that replenish at dawn, and Mystics will roll for burout whenever they use an ability.

All the spellcasting professions will use the concept of Power Level. This advantage costs 2½ points pr. level (3/5/8/10 etc. in practice) and can be bought to the 10th level. The Power level governs which level of spells may be purchased, and functions as Talent at half it’s level, rounded down.

Scources

In DW, the powers of the eldritch seems to stem from several scources. Sorcerers, Mystics and Elementalists seems to have different practices, and the after-thought class development of the DW community has has a focus on religious classes, especially True Faith-oriented ones. I count the following as relevant in a GURPS Lands of Legend game:

  • Wizardry – fuelling the powers associated with Sorcerers and Warlocks
  • Spiritualism – associated with Mystics. This one might be seen as Psionic or Chi, but that distiction may well be mostly cultural. Mind, Soul or Internal might also be overall terms.
  • Elementalism – associated with Elementalists. This might be seen as a variant on Wizardry, but it gets it’s own category here.
  • Divinity – for servants of the gods, like the non-core Priests