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GURPS Thaumatology 1st Edition by Phil Masters ISBN 1556348096 9781556348099

  • SKU: BELL-2105384
GURPS Thaumatology 1st Edition by Phil Masters ISBN 1556348096 9781556348099
$ 31.00 $ 45.00 (-31%)

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GURPS Thaumatology 1st Edition by Phil Masters ISBN 1556348096 9781556348099 instant download after payment.

Publisher: Steve Jackson Games
File Extension: PDF
File size: 5.08 MB
Pages: 273
Author: Phil Masters
ISBN: 9781556347580, 1556347588
Language: English
Year: 2008
Edition: 4

Product desciption

GURPS Thaumatology 1st Edition by Phil Masters ISBN 1556348096 9781556348099 by Phil Masters 9781556347580, 1556347588 instant download after payment.

GURPS Thaumatology 1st Edition by Phil Masters - Ebook PDF Instant Download/Delivery: 1556348096, 9781556348099
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Product details:

ISBN 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:

  • Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.
  • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana."
  • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
  • World-shaking freeform magic.
  • Magic as inherent powers.
  • 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."
  • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
  • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.

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.

GURPS Thaumatology 1st Table of contents:

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

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