GURPS Witch World is a supplement published by Steve Jackson Games in 1989 for use with the GURPS {Generic Universal Role-Playing System) game rules that describes how to set a role-playing campaign in Andre Norton's Witch World. Contents GURPS Witch World is a GURPS supplement and campaign setting describing play in Andre Norton's fantastic Witch World. The book includes a history of the world, a guide and maps to its various lands, character creation rules, Witch World magic and psionics, magic items, and creatures. It covers both the western and eastern continents where the book stories had taken place. The book is divided into eight chapters and an appendix, covering the history, geography, the creation of GURPS characters, and the system of color-based magic used in those lands. It also gives a description of various magic items; psionic abilities; the use and properties of herbs, and a bestiary of Witch World creatures, most of which were mentioned in Andre Norton's books. The appendix gives details of the main characters from the books, and a bibliography of the Witch World novels. The Witch World setting includes several different non-human races which were detailed in the novels. These are fully detailed in the book, as well as several NPC races that are not suitable for player characters. The various human cultures and peoples are also detailed, along with their general characteristics and skills. An example of the non-human races is the Old Race, a telepathically gifted people with strong wills who did not grow old until they reached 400 years of age. The magic system of Witch World divides the spells into colors, rather than using the system of colleges as in the standard GURPS Magic system. The cultural bias of this world setting only allows females to receive magic instructions. Males can also possess magical aptitude, but they find it difficult to receive instruction in the arts. Characters can be trained in spells from multiple different colors of magic. The colors correspond to the GURPS Magic spells as follows: Red — Healing, restoring strength, war, and fire. Orange — Move, break, and repair objects; teleport, time travel, and gate between worlds. Yellow — Illusion, telepathy, and thought control. Green — Earth and nature. Blue — Emotions and foretelling. Indigo — Air and water. Purple — Control and enslave the minds of others. Violet — Summon spirits, demons, and other beings; detect,