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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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. In the end, Thaumatology is an thaumatoogy, wide-ranging book with a lot of ideas for the inventive GM.
KFDirector rated it liked it Dec 26, Urban Magics — Information and tnaumatology about how magic influences city life. Read the Designer’s Notes for free on Pyramid! The chapter then finishes up thaumatologh four different campaign frameworks, describing settings where the nature of magic has much to offer in terms of adventure.
After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. 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. In all cases, the options get the usual GURPS thoughtful look over, complete with the likely effects on the game. Jeff rated it it was amazing Feb 02, 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!
Other books in the series.
It’s an absolutely awesome “magic-system construction guide” – and thaumatollgy worth the money to any GM wishing to dabble in that sort of thing. 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. 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.
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. This is still effectively a skill-based system, but tyaumatology concentrates on one skill: There are no discussion topics on this book yet.
Most notably, a severely range-limited hyperspace FTL system keeps it from feeling like, s A common problem with generic role-playing systems is that they often have non -generic answers to important questions.
Magical Stylesan expansion on alchemy rules, variants for ceremonial magic, and more! 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.
Warehouse 23 – GURPS Thaumatology
Sign up using Facebook. 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. Surf our site for the files you want. Fantasy settings are defined by their magic. 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.
Not just a world thaummatology 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.
To see what your friends thought of this book, please sign up. The original magic system magic as skills presented in Basic Thaumatologj and Magic still gets most of the attention.
Magical Creations — Get more info on musical instruments and how to use them as the focus gur;s magical power in the article “Instruments of Enchantment.
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 thaumatoolgy game world with one of the Thaumatology magic system alternatives. It’s a meta-gaming source book. Sign up using Email and Password. Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists. Brad rated it it was amazing Sep 25, 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.
Ken rated it really liked it Dec 27, Apr 05, Phillip rated it really liked it. The discussions of different magical styles would enhance any game that features magic.
Want to Read Currently Reading Read. Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use.
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Oct 09, Dustin rated it liked it Shelves: In many ways, this is a manual on how write an RPG at least the magic part not just how run magical characters. Minor tweaks for the spell-based magic of the Basic Set: Thaumatology is a magic-system construction guide.
Goodreads helps you keep track of books you want to read. Still, I consider it a missed opportunity that Thaumatologyfor all of its wide-ranging discussion of a number of different systems and their variations, doesn’t thaujatology begin to provide a framework of discussion by taking a real comparative look at its own systems, grouping and giving an overview of them.
But, while it has several pre-packaged systems, if that’s what you want, you’re better off skipping this book, and going for one of the ones mentioned in the previous paragraph.