Re: Discussing Yrth History & Evolution of GURPS MAGIC
You know, it doesn't actually matter what spells or even what magic systems exist in the setting. What matters is what the GM permits PCs to learn, which is a personal decision at each gaming table. The mere existence of weird-and-wonderful magic needn't affect the setting at all if it isn't widely taught and used. Doubtless there are guild secrets, stuff researched by loner wizards in towers, stuff guarded by the dark elves, etc., but those amount to plot devices.
I've never understood the logic, "Well, if it exists then the genie is out of the bottle and everybody will do it." It's completely possible for hundreds of potent spells to be the one-off tricks of selfish people, and die with their discoverers. The basic magic system doesn't even require written grimoires . . . some weird theory in the mind of one person might never be reproduced.
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