Fantasy settings are defined by their magic. 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. World-shaking freeform magic. Magic as inherent powers.
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Always Available — Click here to buy! Unlimited Options, Unlimited Power GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three.
Yet wizards in some settings can conduct rituals — even powerful ones — quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. This tome contains everything you need to start down the path to enlightenment: Complete, simple rules for creating sorcerers: Just choose Sorcery and Talent levels, and then pick a few spells!
Nearly 50 ready-to-use spells — inspired by GURPS Magic but built using advantages — with guidelines for creating more.
Though powerful magic is hard to improvise, sometimes a cantrip is all you need. A complete enchanting system, with rules for creating your own artifacts or buying them with money, not points. Plenty of GM and player advice, including "Under the Hood" boxes explaining important assumptions, complex builds, and more. GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?
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GURPS Thaumatology: Sorcery
A college-by-college look at the basics taught to beginning wizards, complete with handy spell lists. Sign up using Facebook. The discussions of different magical styles would enhance any game that features magic. This is still effectively a skill-based system, but it concentrates on one skill: Return to Book Page. Brian rated it really liked it Jan 16, For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign. But even sticking with the early, non-setting specific materials, thaukatology still has a number of assumptions built into the basic rules. Sign up or log in Sign up using Google.
Always Available — Click here to buy! Unlimited Options, Unlimited Power GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals — even powerful ones — quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.
GURPS 4E THAUMATOLOGY PDF