This is a formal sub chapter title in GURPS Fantasy[1] and consolidates ideas from various GURPS books.
Magically Enhanced Technology[]
One side of the 'Magic & Technology Coexisting' idea presented in GURPS Steampunk page 12.
Among the ideas presented (and expanded on later) is Talent as Magic where "Superior ability to use a nonmagical skill can itself be an expression of magic." For example, a really well made sword can be sharper or well balanced.
Improved Materials[]
This can range from occurring in the natural environment ala orichalcum or Tolkienโs mithril, made by alchemy, or strengthened by enchantments or holy blessings.
Power Sources[]
Magic can replace other power sources either directly or indirectly; a fire elemental could heat water for a steam engine for example.
Automata[]
Magical creations or creatures can cause a huge leap forward in terms of understanding and technology. The knowledge of magical spirit could cause and Information Revolution centuries before it would have 'normally' happened. These spirits can also be the equivalent of an engine continually powering a machine.
Biotech[]
Spells can have a profound effect on the local environment if common enough. Per the example of Agrarian Magic just five spells (Bless Plants, Heal Plant, Predict Weather, Purify Earth, and Rain) known to a mage can, with the help of his fellow townspeople, ensure there is never a bad year and even allows the farmers to work less of the land.
When Magic Becomes Technology[]
Touched on in the Metro of Madness[2] and Steampunk[3]
This is effectively the converse of Clarke's Law (aka Niven's Law) where "Any sufficiently advanced magic is indistinguishable from technology."
If spells or enchanted items are common the TL is going to be hard to determine. In one area it may be on par with TL10 and in others not even to TL6. "Look at a number of commonly used spells, assign them to approximate TL equivalents, and see if these cluster around one or two TLs as usually defined; if so, use a rough equivalent TL in that range. If that doesnโt work, the TL concept may not fit the setting." It is advised that the GM should avoid assuming the setting will simply be 'just like TLx but with wizards'.[4]
Such settings are Divergent Technology due to their very nature though GURPS Fantasy uses the term Equivalent TL.
Technological Enhanced Magic[]
"Mages in a technological society may use various devices to enhance their own spellcasting or enchanting. The same may apply to other magical arts."
Precision Instruments[]
Greater precision can make anything magically related easier. Alchemy elixirs can be easier and/or faster to produce and spells can be less prone to failure.
Industrial Enchantment[]
Industrial Enchantment was introduced in Classic: Technomancer and magical enchantment done via an assembly line. GURPS Fantasy suggested an 4e alternative but the wording was confusing. The Technomancer method was updated for 4e in the 2014 Pyramid 3/66 article "Thoroughly Modern Magic".
Ideas not covered in the Magic and Technology subchapter[]
Magic vs Technology (Technology vs Magic)[]
Non magical technology and magic don't get along with each other or magic is fading causing the development of non magical technology as a replacement.
It should be mentioned that the idea that Science and Magic are opposed to each other is nonsense as there were sciences that dealt with the supernatural and magic that eventually went ad hoc in their theories or fell apart when they encountered observations that could not be explained. These include astrology, Alchemy, and Thaumaturgy
Additonal Information[]
- The Trappings of Technology: Enchantment for Low Fantasy and Techno-Magic for GURPS Fourth Edition
References[]
- โ GURPS Fantasy' pgs 64-67
- โ Metro of Madness pg 32
- โ Classic: Steampunk pg 13
- โ GURPS Fantasy 66