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 as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles. Rob Schillinger rated it really liked it May 23, Then “Mandatory and Significant Modifiers”, are more of a tool kit again. 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.
Jeremy rated it it was ok Jan 03, 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!
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.
GURPS Thaumatology: Magical Styles
After that, there is a serous look at enchanting items, starting with the standard systems given in Thaumstology Set and Magicand how they can be tweaked for the needs of a campaign. Sean Punch black-and-white pages, softcover. Ritual Path Magic with Magical Styles. Post as a guest Name.
yhaumatology Brad rated it it was amazing Sep 25, Dan Gabrielson rated it really liked it Nov 03, It’s a meta-gaming source book. Email Required, but never shown.
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Hardcoverpages. Jeff rated it really liked it Dec 29, For players, it presents detailed gjrps and all-new abilities for creating memorable wizards with meaningful differences in training and philosophy.
The eldritch forces that empowered Merlin and Circe have emerged anew. Magical Styles — Detailed instructions for how to organize skills, guurps, and abilities into unique and interesting arcane arts. In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM.
After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set. First, ‘Verb-Noun’ magic, where every spell consists of what is being done to whom.
It’s an absolutely awesome “magic-system construction guide” – and well worth the money to any GM wishing to dabble in that sort of thing.
Jeffrywith1e 1, 1 8 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. One of the first sections notes that it probably not worth the GM’s time to work on an elaborate vurps system unless thaumatloogy is going to be a central pillar of the campaign.
The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. To that end, there’s also options as to whether certain effects take more energy or more skill to pull off, and lots of advice and tables for modifiers, depending on which way the GM goes. Gyrps course, how FTL drives work doesn’t really have any real influence on game mechanics the way the intensely personal nature of spellcasting does.
Other books in the series. Ken rated it really liked it Dec 27, Like all gurps rule books this is a well written take on thaumatoology subject.
I’m not advocating a Church of Steve Jackson here, but it was still a fascinating if freaking slow read. Ritual Path Magic — A standalone magic system that lets you do anything.
The discussions of different magical styles would enhance any game that features magic.