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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GURPS Thaumatology

There are no discussion topics on this book yet. Thaumatology is not a book you should be referring to in the middle of the game. It’s a meta-gaming source book.

So the answer is “it depends on the sort of magic you want in your game”. Not just a world book Elves use the Nature College, Dwarves use Earth spellsthaumatopogy 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.

Scott Andrews rated it liked it Apr 10, Read the Designer’s Notes for free on Pyramid! 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.

Instead, Thaumatology lets a GM write the source book on magic for their campaign world. Cal Godot rated it it was amazing Apr 07, Victor Sanchez rated it liked it Jul 08, Some more serious alternatives are looked at with the idea of age granting power to items after all, all the most powerful items in fiction are immeasurably old Anders rated it liked it Mar 18, Like all gurps rule books this is a well written take on the subject.

Trentin rated it it was amazing Jan 24, Divine Favor magic as Patron isn’t nearly as popular as the first two, but does see regular use. 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.


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.

Warehouse 23 – GURPS Thaumatology

In the end, Thaumatology is an expansive, wide-ranging book with a lot of ideas for the inventive GM. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. Timothy Brannan rated it it was amazing Feb 02, Batjutsu rated it it was amazing Jun 08, 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.

After a fairly thorough grounding in the system, the chapter concludes with ten sample paths and three books. Physical Magic The next chapter takes a look at the use of physical objects for 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. 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.

Mullin rated it really liked it Mar 09, Thanks for telling us about the problem. Thaumatology is not This is not a gaming source book. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Setand the return of that Third Edition classic, “unlimited mana.

But even sticking with the early, non-setting specific materials, it still has a number of assumptions built into the basic rules. Most notably, a severely range-limited hyperspace FTL system thaumatoogy it from feeling like, s A common problem with generic role-playing systems is that they often have non -generic answers to important questions.


It is also worth noting that there are four different magic systems that currently get a fair amount of use in GURPSeach with its own distinct mode of operation, and none of them are in Thaumatology.

Thaumatology (skill)

This is still effectively a skill-based system, but it concentrates on one skill: It proposes giving skill modifiers for yurps 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!

The first is the use of symbols, or runes, which give a set of thwumatology to work with, which are then combined into a spell. To see what your friends thought of this book, please sign up. 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.

This allows for inventiveness from the player, and the use of Symbol Drawing skill and skill in each symbol used which yhaumatology a character can easily be better at certain types of effects. This is not a gaming source book. Finally, Sorcery magic as Powers just recently came out, and 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.

Magical Styles penned by Sean Punch, a radical revision of spell innovation, new ghoul-themed rituals, and other arcane amazements! The book presents alternatives to the spell system provided in the Basic Set, as well as some modifications of the default spell system.

After that comes a section on Ritual Magic, which is an expansion of a system suggested in Basic Set.

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