Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 05-07-2022, 11:30 PM   #1
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Authentic medieval/Renaissance European magic, more or less

I am trying to figure out how to implement "authentic" magic for Europe of the late middle ages and early Renaissance in GURPS. This is a bit ofa place holder post, because it's quite late, but I don't want to lose the thought.

I don't think classic spell magic is a thing, and the classic rational magic models GURPS is used to probably won't work tricky well either. Forms of magical arts I'm considering: astrology, alchemy, goetia, calling on divine power, "folk magic"... What am I missing?
Apollonian is online now   Reply With Quote
 

Tags
alchemy, astrology, europe, magic

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:32 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.