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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This mighty tome includes: Victor Sanchez rated it thqumatology it Jul 08, And there’s a too-brief look at how to enforce the ‘mages wear robes’ trope the two methods looked at are skill penalties for encumbrance or for the amount of iron worn.

So the answer is “it depends on the sort of magic you want in your game”. Post as a guest Name.

Thaumatology is not This is not a gaming source book. Scott Andrews rated it liked it Apr 10, Magic as inherent powers.

GURPS Thaumatology by Phil Masters

To see what your friends thought of this book, please sign up. Jeffrywith1e 1, 1 8 Thaumatology II — A new arcane school for Thaumatology: This book is not yet featured on Listopia.

The Path of the Book After this Thaumatology finally starts going further afield. In many ways, this is a manual on how write an RPG at least the magic part not just how run magical characters. Physical Magic The next chapter takes a look at the use of physical objects for magic, first looking at the inherent properties some things may have, and how they could be used as another system of modifiers for a regular spell-casting system.


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.

GURPS Thaumatology

Rob Schillinger rated it really liked it May 23, 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. Dan Gabrielson rated it really liked it Nov 03, Chinese Elemental Powers — A flavorful example of using powers to represent magical arts. Trentin rated it it was amazing Jan 24, 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 proposes giving skill modifiers for various astrological or symbolic concerns, possibly being used to overcome a flat overall penalty or they may be needed to be able to cast at all!

Surf our site for the files you want. Finally, there is a discussion of items with a will of their own, from how they are created under the normal enchantment rules, to how to write them up as a character. Most notably, a severely range-limited hyperspace FTL system keeps it from feeling like, say, Star Trekwithout going in and completely redoing that section.


Minor tweaks for the spell-based magic of the Basic Set: First, ‘Verb-Noun’ magic, where every spell consists of what is being done to whom. Sean Punch black-and-white pages, softcover. After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. Laws Goodreads Author Contributor.

GURPS Thaumatology | GURPS Wiki | FANDOM powered by Wikia

A common problem with generic role-playing systems is that they often have non -generic answers to important questions. Sign up or log in Sign up using Google.

Post Your Answer Discard By clicking “Post Your Answer”, you acknowledge that you have read our updated terms of serviceprivacy policy and cookie policyand that your continued use of the website is subject to these policies. The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system.

Magical Styles penned by Sean Punch, a radical revision of spell innovation, new ghoul-themed rituals, and other arcane amazements! Jay Bryant rated it it was ok Nov 23, 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.