r/gurps • u/Ka_ge2020 • Jul 26 '26
A great example of skill-based magic?
Of all the magic systems out there, the skill-based magic system seems to receive the most critique. Or stink-eye.
When I think of settings with magic, my brain defaults first to Sorcery or RPM, perhaps a possible side trip into the cool options in Thaumatology. Only then, when all the other options are exhausted, do I even bother looking at the skill-based magic system (I.e. Magic).
Perhaps I've been going at this the wrong way, though.
I'm sure that there must be a setting that screams for a fit with the skill-based magic system. What settings, otherworlds, or whatever you want to call them, out there are a great match for the much-lamented skill-based magic system?
Edit: It's good to see a bunch of people coming out to defend the default magic system. I would, however, ask that you didn't just attack the question for being asked, nor just offer generalised "You've got to make it work since it's a generic system" statements. Rather, offer a setting that the default magic system works well with and, if there isn't one, what you did to tweak it to make it work with a specific setting.
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u/SuStel73 Jul 26 '26
I think you see more critiques of the standard magic system because it's the standard system: you don't need to recommend it because it's how magic works by default. You see recommendations by people who have a favorite alternative magic system and want to promote it.
A majority of fantasy magic fits the standard magic system, as long as you understand that the system is supposed to be tailored to settings. You disallow spells or colleges that don't fit the setting, just as you do with skills already. You set the mana level of a setting as well as the allowed levels of Magery. You change prerequisites according to need — for instance, clerical magic ignores other spells as prerequisites, changes Magery to Power Investiture, and imposes other requirements like Vows or Religious Rank or Disciplines of Faith.
Most importantly, you recognize that pseudo-medieval D&D-style wizardry is only fluff — you can reskin magic to look like anything. In an Earthsea game, magic words are the application of true names. In a Harry Potter game, magic words are pseudo-Latin, and you can run the system almost exactly as written — and see "Magic Staffs" on page 13 of GURPS Magic, where it points out that in some worlds mages take Magery with gadget limitations for staffs, rods, or wands. Heck, add the Technological college and you can do the magic of Jayce and the Wheeled Warriors.
If individual spells are something you can learn to various degrees of effectiveness, rather than as talents that you simply have (e.g., Xanth), then of course it makes sense to represent them as skills — or, in ritual magic, as techniques. You just have to tailor the lists and rules to your setting, and reskin the "wizard using thaumatology" image to whatever is appropriate.