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Note (03/10/26): Three sample languages by Yuath in this online post.
What if, instead of one "language of magic" used by all mages, magical tongues were as diverse as their linguistic cousins?
Let each additional tongue be M/H or M/VH. If you use Magic/Thaumaturgy skill to represent basic understanding of magic, that skill should naturally include one M/H tongue (probably the "common" one).
You can cast a known spell in a choice of many magical languages, using the lower of spell and magical language skill. That places a damper on one-spell wonders, and adds a little flavor to wizardry too -- "hmm, what tongue is he casting in?"
But that alone isn't too interesting. So give each language its own unique abilities, benefits, quirks -- and drawbacks. Now things start getting fun!
In a campaign with multiple magical languages, players will be running around trying to find a mage who can decipher the Ancient Thaumaticus on that scroll; sweating to learn the only tongue that can cast a Resurrection; and scratching their singed heads over what dialect their rival used to cast such big fireballs.
Here's how some magical languages might work in a campaign. Together with Colleges, they help create separate, distict "Traditions" of wizards, akin to those from White Wolf's Mage.
Common Symbologia: M/H. The "basic" tongue, in which (some say) all other tongues have roots. All magical effects are as per GURPS.
Most mages learn the Symbologia, making it the "lingua franca" for ceremonial castings and the like. Many other languages can be understood or countered (if not necessarily used) at a -5 default from Symbologia.
Imperial Thaumas: M/H. This language is a jealously-guarded secret of court wizards; the difficulty of finding an experienced mage makes court magics hard to undo. It's rumored that the Thaumas reduce the energy needed for ceremonial magics, but are near-useless for individual castings -- perfect for a paranoid Emperor who knows that no two wizards are likely to agree on how to do in their ruler!
Druid's Brogue: M/H. A sing-song tongue that adds +3 to Plant, Animal, and Elemental spells but cannot be used to cast spells of other colleges. The language is also used as a secret spoken langauge among druids, and is rarely taught to non-believers.
Vox Magi: M/H. Spells are sung in this language; they never need hand or feet movement, but always require audible voice. Vox Magi level may not be higher than Singing skill. Any spell may be cast, but Sound, Mind Control and Making and Breaking (for breaking, not making!) spells can be cast at half fatigue if the caster sings for twice the normal casting time (min 2 seconds).
Ryutai-do: M/H. Mages skilled in the "way of the flowing body" focus their castings through the dramatic movements of a martial art. This "language" requires free movement, and at lower skill levels, loud shouts. Skill cannot be greater than that of a chosen Martial art (or at GM's discretion, Dancing or other activity).
Body Control and Mind Control spells can be cast at half speed or fatigue through this language. However, encumbrance subtracts from spell rolls, as does limited use of body (-2 for no use of legs or arms, no use if both are hampered. Minimal movement of hands, head etc. might allow casting at -6 or so.)
Ryutai-do cannot be witten: no scrolls or book learning! Ceremonial magic is also impossible.
Meta-DOS 2.X: M/VH. No one knows what the X stands for, but spells are cast through the mental "execution" of computer-like code with this language. Skill may not be higher than Computer Programming skill. Treat spell levels as 5 higher for purposes of determining movement/voice components necessary (but not for determining casting speed or cost.)
Meta-DOS allows the casting of Machine spells at +3 skill and at half fatigue; spells are also cast at half speed if they directly affect computers or electronic transmissions. The language can also be used to cast Electricity spells, other Technology spells, Knowledge spells, and Gate spells at +3; all other spells are cast at -3.
Decix: M/VH. These thaumas require keen mental visualization of certain mathematical concepts; language skill may never be higher than Mathematics skill. Spoken and written, Decix is totally incomprehensible to the unlearned, and is of no use in casting spells that directly affect living things, or spells of Enchantment or Meta-Magic. Most other spells can be cast normally.
But it is said that Decix makes certain astral travel and interplanar summoning spells frightfully powerful, and can even be used to invoke the power of unspeakable entities from beyond the farthest voids . . .
Tongue of the Damned One: The name says it all; for a classical feel, try Lingua Maleficium (sugg. by Basil Varian) or Vulgus Damnati (sugg. by Mario Roma).
The Tongue is an actual language -- for communication with horrific foul beings. When used to cast spells, daylight invokes a -6 skill penalty, dusk or dawn a -3, and night no penalty (but a moonless night grants a +3!). Necromancy spells or spells of pain, terror and harm receive an additional +3 and are cast at half fatigue.
The Tongue is versatile enough to cast any spell, but effects created through this obscene argot always turn corrupt, effectively negating "good" use. (The wandering warlock Thate once healed over the plague sores of a friar's dying daughter -- with tiny mouths that screamed blasphemies against the Savior . . . )
The Tongue eats away at the mind of the user, too, with critical failures adding a mental disadvantage. Certain Unholy nights add extreme power to Necromantic spells, but critical failure occurs on a a 15, shreds the caster's mind, and creates a localized apocalypse . . .
To really make this language nasty, let it be M/E! The dark side is the easy path . . .
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