- GURPS Magic
- GURPS Mass Combat
- GURPS Thaumatology: Magical Styles
- GURPS Power-Ups 1: Imbuements
The Society of Siege Sorcerers
The Vulture Squad
Magic and Naval Warfare
Our Wyrds at War
So what would the field of war look like if few people knew there was magic to be used – or if everyone could use it? What would the effect be if magic was reliant on demonic bargains, or if gods walked among the people? What would those societies be like outside the battlefield? And how would the long term effects of weaponizing magic affect the societies themselves?
Frankly, this article had little impact on me, neither positive nor negative. It didn't really get my attention the way anything else did. Nothing I read sounded bad, but I couldn't keep reading it.
Random Thought Table: Magic on the Battlefield (and Other Imponderables)This short bit, by Steven Marsh talks about dialing up and down the realism on respectively, battle and magic and what that might mean for a game hosted in one flavor or another. Of course, this creates four different possible variations if we read each of the two properties as a binary, and all four of the combinations are touched on in detail.
This is neither here nor there for me, but it did hold my attention.