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EbookBell Team
4.0
96 reviewsISBN 10: 1556348096
ISBN 13: 9781556348099
Author: Phil Masters
Feel the Power!
Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:
The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.
GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.
Chapter 1: What Is Magic?
The Idea of Magic
Conceptions of Magic
Sources of Magic
Laws of Magic
Magic-Workers
Chapter 2: Minor Spell Variations
Limited and Modified Magery
Magic Based on Other Attributes
Adjustable Spells
Trading Energy for Speed and Skill
Capping Spell Skill Levels
Ethics and Spells
Energy Sources
Mana
Magic Resistance and the Mage
Chapter 3: Major Variations
Clerical Spell-Magic
Ritual Magic
Threshold-Limited Magic
Mandatory and Significant Modifiers
Assisting Spirits
Chapter 4: Material Magic
Inherent Magic
Alchemy
Enchanting Items
The Standard System
Enchantment Through Age
Enchantment Through Deeds
Devotional Enchantment
Magic Items as Advantages
Item Drawbacks and Personalities
Chapter 5: Paths and Books
Overview of Paths and Books
Examples of Paths and Books
Chapter 6: Decans and Aethyrs
Introduction to Decans and Aethyrs
List of Decans and Aethyrs
Chapter 7: Flexible Magic
Symbol Magic
Variations of Symbol Magic
Syntactic Magic: Overview
Syntactic Magic: Verbs and Nouns
Syntactic Magic: Realms and Power
Syntactic Magic: Special Cases and Options
Chapter 8: Magic is Power
Concepts of Magic as Power
Examples and Applications
Chapter 9: Games of High Enchantment
Designing High-Enchantment Games
Campaign Examples
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Tags: Phil Masters, GURPS, Thaumatology