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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Cal Godot rated it it was amazing Apr 07, Lists with This Book. Scott Andrews rated it liked it Apr 10, In many ways, this is a manual on how write an RPG at least the magic part not just how run magical characters. This is not a gaming htaumatology book. Surf our site for the files you want. This is still effectively a skill-based system, but it concentrates on one skill: 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.

It’s a meta-gaming gurpe book. However, each tradition contains a limited number of particular spells, which are then cast at a specified penalty to the base skills.

There, it got about half a page, and here it gets four, which goes much more in-depth as to how to make it work.

An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic. 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.


Gutps Elemental Powers — A flavorful example of using powers to represent magical arts.

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. Preview of the PDF.

GURPS Thaumatology by Phil Masters

Then “Mandatory and Significant Modifiers”, are more of a tool kit again. The first one is the idea of using the skill-based system for clerical magic as was presented in GURPS Religionwith a few more notes added.

Sign up using Facebook. Some more serious alternatives are looked at with the idea of age granting power to items after all, all the most powerful items in fiction are immeasurably old Read the Designer’s Notes for free on Pyramid! Detailed instructions for grouping skills, spells, and other abilities into cohesive styles. 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.

Home Questions Tags Users Unanswered. Victor Sanchez rated it liked it Jul 08, 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.

Just doing that provides a lot of food for thought, with a vast array of options. Emory Susar rated it it was amazing Dec 10, Refresh and try again.

By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. A detailed, fully worked example: The Path of the Book After this Thaumatology finally starts going further afield. In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. Dec 04, Scott wachter rated it liked it Shelves: So the answer is “it depends on the sort of magic you want in your game”.


GURPS Thaumatology

Post as a guest Name. Similarly, for some time GURPS had a single magic system, that while very good in its own right, had its own flavor. Sami rated it really liked it May 29, Batjutsu rated it it was amazing Jun 08, Trentin rated it it was amazing Jan 24, The chapter then finishes up with four different campaign frameworks, describing settings where the nature of magic has much to offer in terms of adventure. And, because the book goes so deeply into different metaphysics for different conceptions of magic in gaming and fantasy fiction, you end up with a surprisingly effective treatise on the nature of magic in our world as well or at least magic as perceived by a whole slew of cultures over the ages.

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.

This mighty tome includes: Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals.

Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. No trivia or quizzes yet.