The purpose of GURPS Thaumatology is to offer solutions. Often, RPGs are accused of tying up magic in strict rules, losing its truly fantastical, magical essence. Steve Jackson Games is committed to full support of GURPS players. page for GURPS Thaumatology: Ritual Path Magic can be found at. GURPS Thaumatology contains the best 3rd Edition magic variants and adds many all-new options. The full extent of each of these chapters can be seen in the .
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It proposes giving skill modifiers for various astrological or symbolic concerns, possibly being used to overcome a flat overall penalty or they may gueps needed to be able to cast at all! It’s a meta-gaming source book. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
GURPS Thaumatology by Phil Masters
After that, there is a serous look at enchanting items, starting with the standard systems given in Basic Set and Magic tthaumatology, and how they can be tweaked for the needs of a campaign.
Jeffrywith1e 1, 1 8 At the end of the book, Thaumatology returns to the discussion of magic instead of magic systems it began with. Batjutsu rated it it was amazing Jun 08, Refresh and try again. Ken rated thaumatollogy really liked it Dec 27, Minor tweaks for the spell-based magic of the Basic Set: Then comes Threshold-Limited Magic thaimatology an early issue of Pyramidwhich replaces the fatigue cost with a tally that limits casting by putting the mage at personal risk when he does too much.
Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use. Sami rated it really liked it May 29, This allows for inventiveness from the player, and thaumatologh use of Symbol Drawing skill and skill in gurpx symbol used which means a character can easily be better at certain types of effects. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. Variations on a Theme Thaumatology starts out with a chapter on how magic works in general magic as art vs as engineering, Law of Contagion, etc.
The Path thakmatology the Book After this Thaumatology finally starts going further afield. Imbuements — With skills falling somewhere between cinematic combat skills and magic spells, Imbuements allow characters to channel an exotic force — or supernatural ability!
Return to Book Page. There’s some good discussion of how some traditional magical powers are represented thaumahology advantages, and there’s a couple pages of recapitulation of the basics from Powers which is good for not requiring that book for this, but is the type of repetition that 4th Ed has tried to avoid.
Jay Bryant rated it it was ok Nov 23, KFDirector rated it liked it Dec 26, There’s discussion of changing around the spell lists including one thorough worked exampleand prerequisites, and even a look at what types of shapeshifting fit with different background cultures. But even sticking with the early, non-setting specific materials, it still has a number of assumptions built into the basic rules. Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists.
Brian rated it really liked it Jan 16, Sometimes, these are merely social constructs. Magical Creations — Get more info on musical instruments and how to use them as the focus for magical power in the article “Instruments of Enchantment. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Setand the return of that Third Edition classic, “unlimited mana.
Sean Punch black-and-white pages, softcover. Preview of the PDF. Then about seven pages are given to alchemy, including thoughts on allowing characters to come up with new concoctions, or even treating it as a gadgeteer advantage. A detailed, fully worked example: It’s an absolutely awesome “magic-system construction guide” – and well worth the money to any GM wishing to thuamatology in that sort of thing.
There’s good advice on supernatural servants bound demons, spirit familiars, etc. Physical Magic The next chapter takes a look at the use of physical objects for magic, first looking at the inherent properties some things may have, and how they could be used as another system of modifiers for a regular spell-casting system.
In the end, Thaumatology is an expansive, wide-ranging book with a lot thaumatoolgy ideas for the inventive GM. The more social thaumatilogy is then followed up by thoughts on particular game styles, most clearly when it comes to emulating how magic seems to function in a lot of superhero stories.
Just doing that provides a lot of food for thought, with a vast array of options. Not just a world book Elves use the Nature College, Dwarves use Earth spellsthis book shows you how to rewrite the mechanics for magic radically over a ton of variations not just a menu of choices to build a set of metaphysics to jump through just the hoops you want. Emory Susar rated it it was amazing Dec 10,