Thread: Viking magic
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Old 05-24-2018, 12:47 PM   #20
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Viking magic

So it took a perusal of the first edition of GURPS Vikings to figure out what to really do.

I'd forgotten how GURPS was created, before the modern obsession with templates and alternative systems and "toolkit-iness." When GURPS Vikings was first written, GURPS books each had a section in which various character "types" were discussed. Traits were mentioned, roles were described. But it was always kept vague because these are not classes. You're not expected to be restricted to these character types. That's not how these books were written.

So when GURPS Vikings comes along and gives you a bunch of character types like mystic and skald and priest of Thor and so on, it's not telling you to pick one of these and then build your character. Your choice of traits is generally as wide open as the setting allows, and you can construct your character to conform to one of those types... or not.

This is why the description of spells seems so vague. It's not telling you "these are the spells allowed a hedge-wizard; these are the spells allowed a mystic," and so on; it's telling you that if you construct your character along the lines of a hedge-wizard, mystic, or whatever, these are the sorts of spells you'll want to pick. You can pick ANY available spells, and it's up to you which spells you think make sense. A decent GM will ask the player to justify his spell selection according to his background, and the player might reasonably come up with a background that doesn't conform to one of the spellcasting types, yet makes sense. And if a player chooses a fireball/illusion/flying selection of spells, he's obviously automatically a dangerous enchanter that should be shunned. The GM must force a Social Stigma, or any other disadvantages, on such a character.

This is what I forgot by reading the second edition of GURPS Vikings, with its templates and references to late-published books and dropped information. The spellcaster player isn't any more limited in character-creation choices than the warrior with an eclectic mix of skills.

With that in mind, here's my solution, based on the restrictions mentioned in GURPS Vikings, some of which only show up in the first edition:

The Norse lands have normal mana. Magery above level 1 must be approved by the GM (have a good background ready).

All spells from GURPS Magic are allowed except:
  • The various Elemental Spirit spells (Summon, Control, Create)
  • Enchantment spells, but Enchant, Staff, and Talisman are allowed
  • Movement spells that deal with teleportation
  • Necromantic spells, but Death Vision, Sense Spirit, the Steal spells, Age, Pestilence, and other spells that harm the health of living beings are allowed

If a spell appears in an allowed and a disallowed college, it is allowed and counts as being in both colleges.

Spells should be chosen according to where you learned to use magic. For instance, if you learned magic from a wise woman, you should only choose spells appropriate to the rural spellcaster. If you know any spells, you must take Social Stigma 2 (Spellcaster) [-10] or else a Secret (Spellcaster) [-10]. Spells that only an enchanter would know will be rejected if they can't be justified.

In addition to standard magic, Norsemen may also use the Futhark for symbol magic, as per GURPS Magic. It does not carry the usual Social Stigma for being a spellcaster.

Last edited by Stormcrow; 05-24-2018 at 12:51 PM.
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