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Old 05-10-2021, 03:54 PM   #40
Join Date: Dec 2020
Default Re: Discussing Yrth History & Evolution of GURPS MAGIC

Originally Posted by Polydamas View Post
Before we start, lets collect statements in those books and the setting books about which spells exist and are commonly known on Yrth. Because since GURPS Grimoire, the GURPS Magic spell list has never been intended to be a list of every spell which is common in a specific setting, Its more of a spice cabinet where you can search for ingredients and inspiration.

Kromm remembers that GURPS 4e Banestorm says that only the spells from the 4e Basic Set are common ... is that in the text of the book? What did earlier versions of the setting and the magic rules say?
Well you also need to take into account, unless SJG wants a reboot of Yrth, and since they literally wrote the story from Fantasy 3rd Ed forth, that didnīt make sense. Also there were publications that made the available spell list a lot bigger.

And if Dr. Kromm says common that means by his own words only that the knowledge is widespread enough that you can learn it openly and in a lot of places, it doesnīt mean that a eremite in the great desert or the whitehood mountains doesnīt knows spells otherwise unknown.

The 3rd Ed fantasy lists a number of PCs / NPCs with there spell list, as well the supplements Tredroy and Harkwood, also a location called orc town is given in one of the 3rd ed or older Pyramid / Roleplayer issues. If a spell is known also at least the prerequisites are canon too, there are of course different ways to fulfill the prereqs. Than there are some 4th Ed supplements that add to this spell lists a lot namely Abbydos. Also there are in the Pyramid a detailed picture of a arratere city and the surroundings, the last publication that list explicitely something about YRTH and not only magic was GURPS city stats. Or is there supplement Pyramid Iīm missing, if yes donīt hesitate to tell me.

Further the Banestrom book adds also some YRTH only spells to deal with and find newcomers.

There must be at least a spell/ magical artifact or gate nexus that allows to leave Yrth even if itīs a quantum saragossa. A patrol man escaped that way from Yrth.

The no go spells are of course all spells that deal with technolies that on Yrth not exitst radiation spells for example.

Anyway that this spells donīt exist on Yrth now doesnīt mean that the didnīt work there and thanks to the multiple worlds that brought beings to Yrth, some with magic itīs all ways a possibility that a mage knowing such spells is banestormed.

If you read between the lines there are hints in 4th Ed Banestorm that there are newcomers with fairly advanced knowledge like the centauer knowing more of metallurgie than he should.

So the first mission is to read every Yrth book supplement note the spells and search for the prereqs. Which is a lot of work.

Last edited by Willy; 05-10-2021 at 03:58 PM. Reason: spelling error
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