Sean Punch black-and-white pages, softcover. There are no discussion topics on this book yet. Secret Magic — Discover two new magical styles, both devoted in different ways to building and maintaining secrecy.
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Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options thaumatolgy at in the Basic Setand the return of that Third Edition classic, "unlimited mana. Surf our site for the files you want.
For instance, Traveller was originally meant as a generic SFRPG, before it started generating a setting that pretty well took over the line in later thwumatology. Similarly, for some time GURPS had a single magic system, that while very good in its own right, had its own flavor. Magic Perks — new perks for wizards only!
And, because the book goes so deeply into different metaphysics for different conceptions of magic in gaming and fantasy fiction, you end up with a surprisingly effective treatise on the nature of magic in our world as well or at least magic as perceived by a whole slew of cultures over the ages.
Thaumatology is not This is not thaumatologgy gaming source book.
Does GURPS Thaumatology require GURPS Magic? - Role-playing Games Stack Exchange
Nathan Bowerbank rated it really liked it May 17, Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. It's an absolutely awesome "magic-system construction guide" - and well worth the money to any GM wishing to dabble in that sort of thing. Ritual Path Magic — A standalone magic system that lets you do anything. There's some good discussion of how some traditional magical powers are represented in advantages, and gyrps a couple pages of recapitulation of the basics from Powers which thaumxtology good for not requiring that book for this, but is the type of repetition that 4th Ed has tried to avoid.
Age of Gold — In the world of the s, costumed crimefighters clash with cunning criminals. Oct 09, Dustin rated it thaumatoogy it Shelves: 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.
Books by Phil Masters. The first one is the idea of using the skill-based system for clerical magic as was presented in GURPS Thauumatologywith a few more notes added.
Thaumatoolgy One of the brilliant moments of GURPS Space was boiling every form of FTL travel down to one of three general types and then showing how to vary them to produce anything ever seen in science fiction. This is still effectively a skill-based system, but it concentrates on one skill: Victor Sanchez rated it liked it Jul 08, 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.
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Preview of the PDF. Laws Goodreads Author Contributor. Meant to act like a lot of real-world magic traditions, all 'spellcasting' is in the form of rituals that generally involve gathering energy, and then expending it for the particular effect.
Some more serious alternatives are looked at with the idea of age granting power to items after all, all the most powerful gursp in fiction are immeasurably old Anders rated it liked it Mar 18, Like thaumatplogy gurps rule books this is a well written take on the subject.
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