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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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.
Second, ‘Realms and Power’ focuses on how much a mage can do with any particular 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.
In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. It is also worth noting that there are four different magic systems that currently get a fair amount of use in GURPSeach with its own distinct mode of operation, and none of them are in Thaumatology.
Lists with This Book. Then comes Threshold-Limited Magic from an early issue of Pyramidwhich replaces the fatigue cost with a tally gurpw limits casting by putting the mage at personal risk when he does too much. But even sticking with the early, non-setting specific thaumatklogy, it still has a number of assumptions built into the basic rules.
Books by Phil Masters. Brian rated it really liked it Jan 16, Jeff rated it really liked it Dec 29, Cal Godot rated it it was amazing Apr 07, Sign up or log in Sign up using Google. Urban Magics — Information and insight about how thaumatoology influences city life.
Then is Syntactic Magic, which thaumatologgy similarly, with everything split up into categories, which need to be worked out by the GM, though two general schemes are presented: 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.
In this case, it simplifies the skill system down to colleges, with all the spells in the college attached directly to that. Like all gurps rule books this is girps well written take on the subject. Alchemical Baroque — A world thaumatklogy mixes musketry with magic, and sets it all against an almost-familiar historical backdrop if you ignore the fairies and talking cats. 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.
Finally, “Assisting Spirits” has the idea of a character getting a large break on spellcasting Apr 05, Phillip rated it really liked it. This book is not yet featured on Listopia.
GURPS Thaumatology by Phil Masters
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. After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books.
The discussions of different magical styles would enhance any game that features magic.
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! However, each tradition contains a limited number of particular spells, which are then cast at a specified penalty to the base skills.
Rob Schillinger rated it really liked it May 23, Chinese Elemental Powers — A flavorful example of using powers to represent thuamatology arts. So the answer is “it depends on the sort of magic you want in your game”. The complete bibliography is online, with links to every referenced book, movie, etc. Hardcoverpages.
Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for Tgaumatology — as well as many of our other game lines.
Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists.
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. 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. Other systems got introduced in various worldbooks during 3rd Edition, but it would take a 4th Edition book to really look at the problem.
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