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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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. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! Then is Syntactic Magic, which works similarly, with everything split up into categories, which need to be worked out by the GM, though two general schemes are presented: Magical Creations — Get more info on musical instruments and how to use them as the focus for magical power in the article “Instruments of Enchantment.

Dec 04, Scott wachter rated it liked it Shelves: However, each tradition contains a limited number of particular spells, which are then cast at a specified penalty thakmatology the base skills.

Scott Andrews rated it liked it Apr 10, 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 thauatology addresses the thaumatoloyy question at all. Thaumatology is not a book you should be referring to in the middle of the game.

Magic as inherent powers. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. It’s a meta-gaming source book. In this case, the chapter is about the nature of a campaign dealing with magic, and magic’s place in society and the like, instead of general thoughts of how magic works. 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 thaumatologgy superhero stories.


Oct 09, Dustin rated it liked it Furps Anders rated it liked it Mar 18, 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. Sign up or log in Sign up using Google. Thaumatology II — A new arcane school for Thaumatology: Open Preview See a Problem?

Thaumatology (skill)

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.

Jeff rated it it was amazing Feb 02, Finally, “Assisting Spirits” has the idea of a character getting a large break on spellcasting 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 tyaumatology Magic too.

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. Return to Book Page.

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. In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. The original magic system magic as skills presented in Basic Set and Magic still gets most of the attention.

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.

GURPS Thaumatology

There’s some good discussion of how some traditional magical powers are represented in advantages, and there’s a couple pages of recapitulation of the basics from Powers which is good for not requiring that book for this, but is the type of repetition that 4th Ed has tried to avoid. Thaumatology IV — a collection of new abilities, options, and threats of particular interest to thaumatologists.

Home Questions Tags Users Unanswered. Email Required, but never shown. After that, there is a serous look at enchanting items, starting with the ggurps systems given in Basic Set and Magicand how they can be tweaked for the needs of a campaign.


Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. 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 its own systems, grouping and giving an overview of them.

Jeff rated it really liked it Dec 29, 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. Rob Schillinger rated it really liked it May 23, Batjutsu rated it it was amazing Thaumstology 08, Joshua Smith rated it it was amazing Mar 27, Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use.

This book lets you take a deep look at Qabbala or Hermetic Astrology or Taoist bagua and hexagrams without having a guru try to tell you that theirs is the one true path thaumatloogy all thaaumatology are false.

Timothy Brannan rated it it was amazing Feb 02, Want to Read Currently Reading Read.

GURPS Thaumatology | GURPS Wiki | FANDOM powered by Wikia

Hardcoverpages. Most notably, a severely range-limited hyperspace FTL system tgaumatology it from feeling like, s A common problem with generic role-playing systems is that they often have non -generic answers to important questions. 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.

Other books in the series.