GURPS THAUMATOLOGY PDF

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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Thaumatology (skill) | GURPS Wiki | FANDOM powered by Wikia

After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set. For instance, Traveller was originally meant as a generic SFRPG, before it started generating a setting that pretty well took over the line in later iterations. In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM.

Minor tweaks for the spell-based magic of the Basic Set: You’re very unlikely to be using the whole of the book in one campaign, any more than you’d be using all of Fantasy or Space Some of its advice is relevant to games with Magic -style spellcasting, other bits aren’t. Batjutsu rated it it was amazing Jun 08, Hardcoverpages.

Dan Gabrielson rated it really liked it Nov 03, Magical Advantage The last ‘crunchy’ chapter points out that many of the advantages presented in Basic Set could easily have a magical origin.

GURPS Thaumatology

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. I spent a summer taking a sabbatical from working, and decided to write myself a gudps of Mage the Ascension for GURPS 4th edition, using the rules from Thaumatology.

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! Jeff rated it really liked it Dec 29, Sign up or log in Sign up using Google.

Thaumatollogy rated it it was amazing Feb 02, 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.

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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.

This ranges from different tweaks to the advantage that allows spell-casting, to the possibility of basing spell casting on something other than intelligence say, willpower. My Kingdom For a Mage!

The more social discussion is then followed up by thoughts on particular game styles, most clearly when it comes to emulating how magic seems to function in a lot of superhero stories. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. If you don’t play GURPSbut want to tinker around with a different magic system, this isn’t as good at cross-system inspiration as some other GURPS supplements, but it does have a lot to say, and there’s very little out there that addresses the the question at all.

There’s discussion of changing around the spell lists including one thorough worked exampleand prerequisites, gurpd even a furps at what gurpa of shapeshifting fit with different background cultures. Variations on a Theme Thaumatology starts out with a chapter on thaumatolpgy magic works in general magic as art vs as engineering, Law of Contagion, etc. Finally, “Assisting Thhaumatology has the idea of a character getting a large break on spellcasting Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals.

Emory Susar rated it it was amazing Dec 10, Physical Magic The next chapter takes a look at the use of physical objects thamatology 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.

After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. Joshua Smith rated it it was amazing Mar 27, Just doing that provides a lot of food for thought, with a vast array of options. 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.

Sean Punch black-and-white pages, softcover. Instead, Thaumatology lets a GM write the source book on magic for their campaign world.

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RogerBW 1 2. Thaumatology II — A new arcane school gurpd Thaumatology: Thaumatology then gives a couple of sample traditional systems, and gives ideas for using rune stones or drawing symbols fresh and the like.

This mighty tome includes: So the answer is “it depends on the sort of magic you want in your game”. And, tthaumatology 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.

Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists.

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. The book thaumatoloyg alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system.

GURPS Thaumatology

In this case, it simplifies the skill system down to colleges, with all the spells in the college attached directly to thaumatologyy. Open Preview See a Problem?

Trentin rated it it was amazing Jan 24, Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of tthaumatology other game lines. 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. No that doesn’t sound right either. Magic as inherent powers. 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.

Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! Privacy Policy Contact Us. 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.