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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Apr 22, Christopher rated it really liked it Shelves: Thanks for telling us about the problem. Justin rated it it was amazing Dec 07, Jay Bryant rated it it was yurps Nov 23, Surf our site for the files you want.
Books by Phil Masters. 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. To that end, there’s also options as to whether certain effects take more energy or more skill to pull gups, and lots of advice and tables for modifiers, depending on which way the GM goes.
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 thaummatology own systems, grouping and giving an overview of them.
GURPS Thaumatology by Phil Masters
If you want subtle magic that takes a while as in the old Voodoo and Spirits booksor if you you want potentially world-altering magic like the sort of thing you’d meet in a Mage campaign, you won’t need Magic too. Similarly, for some time GURPS had a single magic system, that while very good in its own right, had its own flavor. Thaumatology II — A new arcane school for Thaumatology: Magical Styles — Detailed instructions for how to organize skills, spells, and abilities into guprs and interesting arcane arts.
The discussions of different magical styles would enhance any game that features magic. Trentin rated it it was amazing Jan 24, One of the first sections notes that it probably not worth the GM’s time to work thaumatilogy an elaborate magic system unless magic is going to be a central pillar of the campaign. Timothy Brannan rated it it was amazing Feb 02, A common problem with generic role-playing systems is that they often have non -generic answers to important questions. There’s good advice on supernatural servants bound demons, spirit familiars, etc.
Fantasy settings are defined by their magic.
Does GURPS Thaumatology require GURPS Magic? – Role-playing Games Stack Exchange
RogerBW 1 2. Finally, “Assisting Spirits” has the idea of a character getting a large break on spellcasting The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention.
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. It is also worth noting that there are four different magic systems that currently get a fair amount thaumatolpgy use in GURPSeach with its own distinct mode of operation, and none of them are in Thaumatology.
Chinese Elemental Powers — A flavorful example of using powers to represent magical arts. Also covered are all of the possibilities of great deeds, regular use and the like causing an item to become magical thaumtology its own.
To see what thaumatoogy friends thought of this book, please sign up. Jeff rated it it was amazing Feb 02, Goodreads helps you keep track of books you want to read. Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use.
Urban Magics — Information and insight about how magic influences city life. My Kingdom For a Mage! Just doing that provides a lot of food for thought, with a vast array of options.