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. Steve Jackson Games is committed to full support of GURPS players. page for GURPS Thaumatology: Ritual Path Magic can be found at. 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 .

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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. Want to Read saving…. I spent a summer taking a sabbatical from thaumatoogy, and decided to write myself a version of Mage the Ascension for GURPS 4th edition, using the rules from Thaumatology.

GURPS Thaumatology

Batjutsu rated it it was amazing Jun 08, Privacy Policy Contact Us. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at thaimatology the Basic Setand the return of that Third Edition classic, “unlimited mana.

Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use. Jay Bryant rated it it was ok Nov 23, Magical Styles — Detailed instructions for how to organize skills, spells, and abilities into unique and interesting arcane arts.

Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! It’s mentioned that mages can potentially leave some normal parameters like duration undefined, and let his margin of success determine it.

View all 4 comments. Jeff rated it really liked it Dec 29, Those who would rather not use styles will still find both Magic Perks and the advice for magicians on choosing skills and spells valuable in any GURPS fantasy campaign. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. After that, there is a serous look at enchanting items, starting with the standard systems given in Basic Set and Magicand how they can be tweaked for the needs of a campaign.


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. Just as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles. By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

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 4r magic has much to offer in terms of adventure.

GURPS Thaumatology by Phil Masters

An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic. Home Questions Tags Users Unanswered.

Brad rated it it was amazing Sep 25, This allows for inventiveness from the thaumatlogy, and the use of Symbol Drawing skill and skill in each symbol used which means a character can easily be better at certain types of effects.

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. Just a moment while we sign you in to your Goodreads account. Books by Phil Masters. It has a number of different systems to use, and some general talk about the ways magic can work in a world, and how this might be gurp in the game, all so a GM can have a system that feels right.


The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. No trivia or quizzes yet. Justin rated it it was amazing Dec 07, Apr 22, Christopher rated it really liked it Shelves: Thaumatology is not a book you should be referring to in the middle of the game. 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.

GURPS Thaumatology

Not just a world book Elves use the Nature College, Dwarves use Earth spellsthis book shows you how to rewrite the mechanics for magic radically over a ton of variations not just a menu of choices to build a set of metaphysics to jump through just the hoops you want.

After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign. Preview of the PDF.