• “Magic” Skill for GURPS

    GURPS was long funny in that it offered skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage’s overall understanding of magic itself. Such a skill – name it Magic for simplicity – both fills that gap and lets you fine-tune magic in your campaign, in at least 10 fun ways. This old article was written for GURPS 3e; its Magic skill is at least partially covered now by the Thaumatology skill that later appeared in GURPS Grimoire and then 4e Basic Set. Still, the notes may hold a new idea or two for your 4e games. History v1.0: 1997 v1.1: 01/08/01 v1.2: 09/10/24. Minor updates,…

  • Magical Languages for GURPS

    This old (originally 3e-era) article sought to drop a bit of spice into the standard GURPS magic system. The addition of distinct languages for spellcasting lets you create as many unique magical traditions as you like, distinguishing Druids from witches from court wizards in strengths, weaknesses, and special effects. Side benefits including new paths of useful study for mages and prevention of “Johnny One-Spell” over-specialization. Go magically multilingual! History v1.0: 1997 v1.1: 2001 v2.0: 09/04/14 v2.1: 10/03/27: Fixed broken link to additional magical languages by Yuath.   The tongues of magic What if, instead of one “language of magic” used by all mages, the tongues used to cast spells were…