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At this moment I only have the rules that I've used to create characters with magic in FUDGE-AD&D, both clerical or scholastic magic (sorcery). I will try to advance a little with spells converted to FUDGE as soon as I have time.
ABOUT FUDGE
Fudge is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
DISCLAIMER
The following materials based on Fudge, entitled Variant of GURPS Magic described in Five Point FUDGE, are created by, made available by, and Copyright (C) 2000 by Jorge Arredondo, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.
We'll use the schools or spheres of magic of AD&D like their equivalents in GURPS (e.g. Abjuration, Illusion, Alteration, Necromancy).
| Character points | Magic points |
| Magic points | Competence |
| Spell level (AD&D) | |
The characters with magic spheres or magic schools will only be able to know at the beginning spells from the immediately superior level to which they are able to cast given their competence in the same ones. For example, at normal Level (level 2), they will be able to cast spells of level 3 with Good difficulty, as maximum.
In the case of the wizards, it is necessary to learn the incantations; you don't know all the spells of the school, only those that you have learned.
In the case of the clerics, the spells that they know automatically given the spheres that they dominate will include those of the immediately superior level exclusively. On the contrary any magician will be able to learn spells of any level. Another thing is that if they'll able to cast them given the cost of fatigue that they require origheir high difficulty.
| Competence | Fatigue points |
An X level spell requires X fatigue points to be cast. If the spell is failed the points are lost like if the spell had been succesful. In a critical failure the magician migh even lose more fatigue points than normal...
The fatigue points are relative to each school or sphere, that is to say, they cannot be passed over from one to another. Those you have in one of them can only be used to cast magic of that school or sphere.
Every 3 hours, 1 point of fatigue is recovered, automatically.
As the competence in the spheres/schools increases, so does the reserve of avalaible fatigue points.
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