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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A common problem with generic role-playing systems is that they often have non -generic answers thaumtaology important questions.

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!

GURPS Thaumatology by Phil Masters

Like all gurps rule books this is a well written take on the subject. 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.

The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system. It’s a meta-gaming source book. 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.

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. Grps 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!

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GURPS Thaumatology

If you thaukatology something like traditional dungeon-bash magic, lots of showy stuff achieved relatively quickly, you’ll want Magic ; if you want to tweak it in detail, you’ll also want Thaumatology.

Variations on a Theme Thaumatology starts out with a chapter on thwumatology magic works in general magic as art vs as engineering, Law of Contagion, etc. Home Questions Tags Users Unanswered.

Privacy Policy Contact Us. This book is not yet featured on Listopia. Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games! 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.

But, while it has several pre-packaged systems, if that’s what you want, you’re better off skipping this book, and going for one of the ones mentioned in the previous paragraph.

Thaumatology (skill)

Of course, how FTL drives work doesn’t really have any real influence on game mechanics the way the intensely personal thaumatoloogy of spellcasting does. 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.

In all cases, the options get the usual GURPS thoughtful look over, complete with the likely effects on the game. Other systems got introduced in various worldbooks during 3rd Edition, but it would thaumqtology a 4th Edition book to really look at the problem. Mark rated it really liked it Jul 01, Want to Read saving…. Jeff rated it it was amazing Feb 02, Emory Susar rated it it was amazing Dec 10, No trivia or quizzes yet. 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.

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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. There’s discussion of changing around the spell lists including one thorough worked exampleand prerequisites, and even a look at what types of shapeshifting fit with different background cultures.

GURPS Thaumatology

There’s good advice on supernatural servants bound demons, spirit familiars, etc. Mullin rated it really liked it Mar 09, Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. Apr 22, Christopher rated it really liked it Shelves: These are also more general spells than the standard ones, with the area of effect, duration, or number of targets being decided by the caster, which modifies the skill, energy, and time needed.

Finally, Sorcery magic as Powers just recently came out, ghrps perhaps won’t see that much use, but so far seems to have a lot of people wanting to use it, and is based off a popular idea. The complete bibliography is online, with links to every referenced book, movie, etc.

So the answer is “it depends on the sort of magic you want in your game”. No that doesn’t sound right either. Thaumatology is not a book you should be referring to in the middle of the game. Refresh and try again.

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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, s A common problem with generic role-playing systems is that they often have non -generic answers to important questions.