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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Frank Mitchell rated it really liked it Oct 07, Cal Godot rated it it was amazing Apr 07, These are also more general spells than the standard ones, with the area of effect, duration, or number of targets being decided by the caster, which modifies the skill, energy, and time needed.
It proposes giving skill modifiers for various astrological or symbolic concerns, possibly being used to overcome a flat overall penalty or they may be needed to be able to cast at all!
Sign up using Facebook. Magical Stylesan expansion on alchemy rules, variants for ceremonial magic, and more! Thaumatology is a magic-system construction guide.
Jeff rated it it was amazing Feb 02, After that, there is a serous look at enchanting items, starting with the standard systems given in Basic Set and Magicand how they can be tweaked for the needs of a campaign.
Meant to act like a lot of real-world magic traditions, all ‘spellcasting’ is in the form of rituals that generally involve gathering energy, and then expending it for the particular effect. Thaumatology is not This is not a gaming source book.
Sign up using Email and Password. 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.
Warehouse 23 – GURPS Thaumatology
Like all gurps rule books this is a well written take on the subject. No that doesn’t sound right either. Scott Andrews rated it liked it Apr 10, It is also worth noting that gurp are four different magic systems that currently get a fair amount of use in GURPSeach with its own distinct mode of operation, and none of them are in Thaumatology. Thaumatology is not a book you should be referring to in the middle of the game. Finally, there is a discussion of items with a will of their own, from how they are created under the normal enchantment rules, to how to write them up as a character.
Alchemical Baroque — A world that mixes musketry with magic, and sets it all against an almost-familiar historical backdrop if you ignore the fairies and talking cats.
Fantasy settings are defined by their magic.
The first one is the idea of using the skill-based system for clerical magic as was presented in GURPS Religionwith a few more notes added. Fantasy settings are defined by their magic. There’s discussion of changing around the spell lists including one thorough worked exampleand gufps, and even a look at what types of shapeshifting fit with different background cultures.
Rob Schillinger rated it really liked it May 23, This mighty tome includes:. Timothy Brannan rated it it was amazing Feb 02, Mark rated it really liked it Jul 01, If you are using the spell-magic rules from the Basic Set, then GURPS Magic will be relevant though not neededbut you could easily turf the generic spell system entirely and implement magic in your game world with one of the Thaumatology magic system alternatives.
Instead, Thaumatology lets a GM write the source book on magic for thaumatologgy campaign world. Batjutsu rated it it was amazing Jun 08, Joshua Smith rated it it was amazing Mar 27, It’s a meta-gaming source book.
Also covered are all of the possibilities of great deeds, regular use and the like causing an item to become magical on its own. Then “Mandatory and Significant Modifiers”, are more of a tool kit again.
Thaumatology (skill) | GURPS Wiki | FANDOM powered by Wikia
Oct 09, Dustin rated it liked it Shelves: The first is the use of symbols, or runes, which give a set of concepts to work with, which are then combined into a spell. Radical thaunatology 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.
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Dan Gabrielson rated it really liked gyrps Nov 03, thaumatolgy So the answer is “it depends on the sort of magic you want in your game”. The eldritch forces that empowered Merlin and Circe have emerged anew. Chinese Elemental Powers — A flavorful example of using powers to represent magical arts. This mighty tome includes: 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.
Victor Sanchez rated it liked it Jul 08, It’s tbaumatology absolutely awesome “magic-system construction guide” – and well worth the money to any GM wishing to dabble in that sort of thing. Post as a guest Name. The discussions of different magical styles would enhance any game that features magic.
Similarly, for some time GURPS had a single magic system, that while very good in its own right, had its own flavor.
In the end, Thaumatology is an expansive, wide-ranging book with a thaumatolgoy of ideas for the inventive GM. And there’s a too-brief look at how to enforce the ‘mages wear robes’ trope the two methods looked at are skill penalties for encumbrance or for the amount of iron worn. If you want subtle magic that takes a while as in the old Voodoo and Spirits booksthaumatologu 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.
This allows for inventiveness from the player, and the use of Symbol Drawing skill and skill in each symbol used which means a character can easily be better at certain types of effects.