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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Academy, fraternity, guild, order, school, society. Magical Styles — Detailed instructions for how to organize skills, spells, and abilities into unique and interesting arcane arts.

Magic Perks — new perks for wizards only!

The chapter after that presents bigger variations on the standard system; these are sections that deal with an overall rework of the system, instead of a bunch of little options. Chinese Elemental Powers — A flavorful example of using powers to represent magical arts. By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. This is not a gaming source book.

The discussions of different magical styles would enhance any game that features magic. Ritual Path Magic — A standalone magic system that lets you do anything. 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.

Nathan Bowerbank rated it really liked it May 17, Post as a guest Name. Carella Goodreads Author Contributor. Finally, “Assisting Spirits” has the idea of a character getting a large break on spellcasting 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. 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.


This one is a look at magic systems and how to best use them in your game.

Books by Phil Masters. Thaumatology is not This is not a gaming source book. Then is Syntactic Magic, which works similarly, with everything split up into categories, which need to be worked out by the GM, though two general schemes are presented: Lists with This Book. After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set.

It would have been best to present that advice up front, before gurpx through two hundred pages of just that. 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.

Surf our site for the files you want. Mark rated it really liked it Jul 01, Not just a world book 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. Just as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles.

Thaumatology is not a book you should be referring to in the middle thaumtology the game. Pirates and Swashbucklers — Featuring a magical style based on pirate mayhem, with three secret spells!

GURPS Thaumatology

Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists. 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. My Kingdom For a Mage! 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.

Jeff rated it really liked it Dec 29, The system is arranged around wider-ranging, and more subtle, effects than the usual ‘mage as artillery’ systems seen in many RPGs, though very high skill levels can allow a character to shortcut many limitations. It’s mentioned that mages can potentially leave some normal parameters like duration undefined, and let his margin of success determine it.


Advice on extending all of these things to clerics and other non-wizardly spellcasters. Return to Book Page. Goodreads helps you keep track of books you want to read. Dec 04, Scott wachter rated it liked it Shelves: 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.

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. Also covered are all of the possibilities of great deeds, regular use and the like causing an item to become magical on its own.

Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use. Magical Stylesan expansion on alchemy rules, variants for ceremonial magic, and more!

Does GURPS Thaumatology require GURPS Magic? – Role-playing Games Stack Exchange

Brian rated it really liked it Jan 16, Apr 05, Phillip rated tuaumatology really liked it. But even sticking with the early, non-setting specific materials, it still has a number of assumptions built into the basic rules. For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign.

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. Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals.