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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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. Finally, “Assisting Spirits” has the idea of a character getting a large break on spellcasting 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.

Academy, fraternity, guild, order, school, society. Brad rated it it was amazing Sep 25, Practical tools for restructuring colleges and prerequisites.

GURPS Thaumatology

Ritual Path Magic — A standalone gyrps system that lets you do anything. Surf our site for the files you want. Thaumatology is not a book you should be referring to in the middle of the game.

It’s a meta-gaming source book. 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. 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.

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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, thaumatokogy.


A detailed, fully worked example: Joshua Smith rated it it was amazing Mar 27, By clicking “Post Your Answer”, you acknowledge that you have read our updated terms 4r serviceprivacy policy and cookie policyand that your continued use of the website is subject to these policies. Home Questions Tags Users Unanswered. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

One of the first sections notes that it probably not worth the GM’s time to work on an elaborate magic system unless magic is going to be a central pillar of the campaign. Privacy Policy Contact Us. Magical Stylesan expansion on alchemy rules, variants for ceremonial magic, and more! First, ‘Verb-Noun’ magic, where every spell consists of what is being done to whom.

Return to Book Page. In this case, it simplifies the skill system down to colleges, with all the spells in the college attached directly to that. But even sticking with the early, non-setting specific materials, it still has a number of assumptions built into the basic rules.

Apr 22, Christopher rated it really liked it Shelves: Thanks for telling us about the problem. It’s an absolutely awesome “magic-system construction guide” – and well worth the money to any GM wishing to dabble in that thaumatloogy of thing.

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. RogerBW 1 2. Of course, how FTL drives work doesn’t really have any real influence on game mechanics the way the intensely personal nature of spellcasting does. Sean Punch 38 pages.

An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; thaumatolovy for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic. Other books in the series. Instead, Thaumatology lets a GM write the source book on magic for their campaign world. Preview of the PDF.


GURPS Thaumatology by Phil Masters

Rob Schillinger rated it really liked tnaumatology May 23, 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. To see what your friends thought of this book, please sign up.

Second, ‘Realms and Power’ focuses on how much a mage can do with any thaumztology 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.

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 even begin to provide a framework of discussion by taking a real comparative look at its own systems, grouping and giving an overview of them.

GURPS Thaumatology

The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention. Advice on extending all of these things to clerics and other gurpx spellcasters. For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign.

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