The TDE spell system is very dissimilar to that of GURPS Magic in that spells have no prerequisits, fancy names and knowlege of spells heaviely depends on who you are. On the other hand it is very similar in that it organizes in colleges, and has one skill per spell.
An other issue is the feeling: Is it realy the same whether the archmage throws an "Ignifaxus" or a "Flame Jet"?
To emulate different magical traditions and to ignore prerequisits one of the best solutions is probably to use the "Ritual Magic" system as discribed in the Basic Set (p. 242) and in more detail in GURPS Magic (p. ???).
Each magical tradition (magecraft, whitchcraft, druid lore, elven lore etc.) uses its own speciality of Ritual Magic. Rituals (mage's staff enchantments, elf's magic songs etc.) are hard techniques of Ritual Magic and default to it at at least -4. Colleges are Skills with Magic Ritual as its prerequisit and spells as their techniques.
To get more of the TDE flare one could rename GURPS spells:
This Wiki handles the conversion rules for the TheDarkEye setting.
![]() |

![]() |
Show Changes |
![]() |
|
![]() |
Recent Changes |
![]() |
Subscriptions |
![]() |
Lost and Found |
![]() |
Find References |
![]() |
Rename |

| 3/16/2006 3:07:33 PM |
| -134.96.197.173 |
| 3/16/2006 1:50:18 PM |
| -134.96.197.173 |
| 2/24/2006 3:27:02 AM |
| -69.3.213.2 |
| 2/24/2006 3:26:36 AM |
| -69.3.213.2 |
| 10/28/2005 2:22:28 PM |
| -134.96.196.218 |
![]() |
List all versions |
GURPS is a registered trademark of SteveJacksonGames, and the art here is copyrighted by SteveJacksonGames. All rights are reserved by SteveJacksonGames. This material is used here in accordance with the SteveJacksonGamesOnlinePolicy.