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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How to be Flexible The next chapter then gets to the idea of cutting loose from pre-defined spells completely, and thaumatologh a couple major versions of that idea. 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.
No trivia or quizzes yet. Trentin rated it it was amazing Jan 24, The Path of the Book After this Thaumatology finally starts going further afield. Most notably, a severely range-limited hyperspace FTL system keeps it from feeling like, say, Star Trekwithout going in and completely redoing that section. 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 thxumatology reflected in the game, all so a GM can have a system that feels right.
Sign up using Facebook. It’s mentioned that mages can potentially leave some normal parameters like duration undefined, and let his margin of success determine it. Lists with This Book. RogerBW 1 2.
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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. Dec 04, Scott wachter rated it liked it Shelves: Ritual Path Magic with Magical Styles. In this case, it simplifies the skill system down to colleges, with all the spells in the college attached directly to that.
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.
View all 4 comments. 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 guprs an overview of them.
Instead, Thaumatology lets a GM write the source book on magic for their campaign world.
GURPS Thaumatology: Magical Styles
Magical Advantage The last ‘crunchy’ chapter points out that many of the advantages presented in Basic Set could easily have a magical origin. Sorcery — Another self-contained system that models magic as a power and spells as mystical advantages the sorcerer can draw upon instinctively, easily, and repeatedly! This book is not yet featured on Listopia. To that end, there’s also options as to whether certain effects take more energy or more gurpss to pull off, and lots of advice and tables for modifiers, depending on which way the GM goes.
Thaumatology is a magic-system construction guide. This mighty tome includes:. Then about seven pages are given to alchemy, including thoughts on allowing characters to come up with new concoctions, or even treating it as a gadgeteer advantage. Then “Mandatory and Significant Modifiers”, are more of a tool kit again.
This allows for inventiveness from the player, 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.
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. Pirates and Swashbucklers — Featuring a magical style based on pirate mayhem, with three secret spells!
After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set.