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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Just doing that provides a lot thaumatollogy food for thought, with a vast array of options. Ken rated it really liked it Dec 27, Magical Advantage The last ‘crunchy’ chapter points out that many of the advantages presented in Basic Set could easily have a magical origin. This book is not yet featured on Listopia.
Second, ‘Realms and Power’ focuses on how much a mage can do with any particular realm as defined by leveled advantages one side box also discusses the possibility of recasting this entire idea as a power structure from GURPS Powerswhich would be mechanically much more complex to work out, but would tighten up the mechanics and definitions—which is great for consistency, and horrible for letting the GM insert plot-appropriate easing and tightening of restrictions.
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. Sorcery — Another self-contained system that models magic as a power and spells as mystical advantages the sorcerer can draw upon instinctively, easily, and repeatedly!
Goodreads helps you keep track of books you want to read. 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.
Email Required, but never shown. A detailed, fully worked example: In many ways, this is a manual on how write an RPG at least the magic part not just how run magical characters.
KFDirector rated it liked it Dec 26, Magic Perks — new perks for wizards only! Books by Phil Masters. Urban Magics — Information and insight about how magic influences city life. If you don’t play GURPSbut want to tinker around with a different magic system, this isn’t as good at cross-system inspiration as some other GURPS supplements, but it does have a lot to say, and there’s very little out there that addresses the the question at all.
Just as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles.
Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital gups, for GURPS — as well as many of our other game lines. After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set.
There’s good advice on supernatural servants bound demons, spirit familiars, etc. Then comes Threshold-Limited Magic from 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. Sean Punch black-and-white pages, softcover. 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.
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. I spent a summer taking a sabbatical from working, and decided to write myself a version of Mage the Ascension for GURPS 4th edition, using the rules from Thaumatology. Trentin rated it it was amazing Jan 24, At the end of the book, Thaumatology returns to the discussion of magic instead of magic systems it gurs with.
Academy, fraternity, guild, order, school, society.
My Kingdom For a Mage! Oct 09, Dustin rated it liked it Shelves: Frank Mitchell rated it really liked it Oct 07, Mullin rated it really liked it Mar 09, Victor Sanchez rated it liked it Jul turps, In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM.
This mighty tome includes: The eldritch forces that empowered Merlin and Circe have emerged anew. The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention. But even sticking with the early, non-setting specific materials, it still has a number of assumptions built into the basic rules.
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.
GURPS Thaumatology: Magical Styles
The more social discussion 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. In this case, it simplifies the skill system down to colleges, with all the spells in the college attached directly to that.
No trivia or quizzes yet. Advice on extending all of these things to clerics and other non-wizardly spellcasters.