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. 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 . “Thaumatology was originally the description and discussion of the miraculous, but some modern stories and games (including GURPS) use the term for the.
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This book is not yet featured on Listopia. The downsides of Magic are mostly that the text wasn’t sufficiently proofed before publication, so much of it is the same as in the 3e magic books with some of the old bugs still present, and the artwork is a bit naff.
GURPS Thaumatology by Phil Masters
Post as a guest Name. Fantasy settings are defined by their magic. In this case, the chapter is about the nature of a campaign dealing with magic, and magic’s place in society and the like, instead of general thoughts of how magic works.
Gurp a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention.
There, it got about half a page, and here it gets four, which goes much more in-depth as to how to make it work. At the end of the book, Thaumatology returns to the discussion of magic instead of magic systems it began with. Other systems got introduced in various worldbooks during 3rd Edition, but gups would take a 4th Edition book to really look at the problem.
There’s discussion thaumatolgoy 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.
Mark rated it really liked it Jul 01, An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic.
Surf our site for the files you want. If you want subtle magic that takes a while as in the old Voodoo and Spirits booksor if you you want potentially world-altering magic like the sort of thing you’d meet in a Mage campaign, you won’t need Magic too.
Dan Gabrielson rated it really liked it Nov 03, Want to Read Currently Reading Read. Dec 04, Scott wachter rated thaumatlogy liked it Shelves: Ken rated it really liked it Dec 27, Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. Jay Bryant rated it it was ok Nov 23, A common problem with generic role-playing systems is that they often have non -generic answers to important questions.
Jeffrywith1e 1, 1 8 Conclusion One of the brilliant moments of GURPS Space was boiling every form of FTL travel down to one of three general types and then showing how to vary them to produce anything ever seen in science fiction. Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals.
It would have been best to present that advice up front, before going through two hundred pages of just that. Brian rated it really liked it Jan 16, Joshua Smith rated it it was amazing Mar 27, These are also more general spells than the standard ones, with the area of thaumztology, duration, or number of targets being decided by the caster, which modifies the skill, energy, and time needed.
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. This ranges from different tweaks to the advantage that allows spell-casting, to the possibility of basing spell casting on something other than intelligence say, willpower.
This mighty tome includes: Frank Mitchell rated it really liked it Oct 07, The book presents alternatives to the spell system provided in the Thajmatology Set, as well as some modifications of the default spell system.
Hardcoverpages. 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.
To see what your friends thought of this book, please sign up. Chinese Elemental Powers — A flavorful example of using powers to represent magical arts. Fantasy settings are defined by their magic. It’s mentioned that mages can potentially leave some normal parameters like duration undefined, and let his margin of success determine it.
Thaumatology is not a book you should be referring to in the middle of the game. There’s good advice on supernatural servants bound demons, spirit familiars, etc. This mighty tome includes: One of the first sections notes that it probably not worth the GM’s time to work on an elaborate magic system unless magic is going to be a central pillar of the campaign.
Finally, Sorcery magic as Powers just recently came out, and perhaps won’t see that much use, but so far seems to have a lot of people wanting to use it, and is based off a popular idea. KFDirector rated it liked it Dec 26, Refresh and try again. Brad rated it it was amazing Sep 25, View all 4 comments.
Gutps book lets you take a deep look at Qabbala or Hermetic Astrology or Taoist bagua and hexagrams without having a guru try to tell you that theirs is the one true path and all others are false.
Thaumatology is a magic-system construction guide. Anders rated it liked it Mar 18, The Path of the Book After this Gurp finally starts going further afield. 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.