Sometimes I get an urge to make some GURPS content, be it something original, or something converted from another system/media. Maybe if I post it here, it will be useful not only to me. Keep in mind that I'm not a native English speaker and please forgive any mistakes.
Sunday, 31 May 2026
Wizardry: Shining South Spells II
Friday, 29 May 2026
Wizardry: Shining South Spells I
Wizardry: Shining South Spells I
Wednesday, 8 April 2026
Sorcerous Enchantment Gripes
Sorcerous Enchantment Gripes
Sunday, 22 February 2026
Chaos Shaping in Limbo
Chaos Shaping in Limbo
Sunday, 11 January 2026
Wizardry: New Summoning Spells
Wizardry: New Summoning Spells
Wednesday, 7 January 2026
Summoning in D&D and GURPS
Summoning in D&D and GURPS
Summoning is an iconic area of magic that is present in many TTRPG systems and fantasy stories. Evil cultists summon fiends, priests call upon extraplanar divine allies, wizards summon spirits of the dead to learn forbidden knowledge, and adventuring spellcasters summon things like… celestial badgers to fight off goblins. While I do not have experience with many different TTRPG systems, the experience I have with D&D 3.0/3.5/PF tells me that people often considered summoning wonky and/or broken, usually referring to “breaking” action economy and allowing the summoner to gain access to certain spells and abilities he wasn’t supposed to have. Right now, I’m running a test GURPS game where the only player character is a summoner with the various wizardry summoning spells (and teleportation too, but that’s another topic). Even though there has been barely any action, the game raised lots of questions in terms of game mechanics, in-universe metaphysics, and game design. This calls for an in-depth analysis of summoning in D&D, GURPS, and possibly even other systems to untangle this mess.