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I thought that might be the best bet for building specialist wizards, like someone who approaches things from a shamanistic or animistic perspective. As a special note, some of the asides in this chapter are especially useful if you want to consider using the ideas presented here for other magic systems. I use this netbook often! Fill in your details below or click an icon to log in: All are added as modified advantages to allow for easy customization of the spells for any campaign world or adaptation to other powers.
Thaumatology – Magical Styles. Sean Punch 38 pages. You are commenting using your Facebook account.
Pirates and Swashbucklers — Featuring a magical style based on pirate mayhem, with three secret spells! Practical tools for restructuring colleges and prerequisites. Sometimes, these are merely social constructs.
Work In Progress: Delving into GURPS Magical Styles
It effectively applies many of the concepts in the book, and has an aside with design notes explaining even more of the nitty gritty of the mechanics of putting it together. Thaumatology Sorcery — Thu Aug 10, A detailed, fully worked example: Email required Address never made public. Technomancer — Mon Nov 19, Two cautions with these files: Overview Chapter 2 looks huge on paper, but actually isn’t as big as chapter 1. This book comes in handy if you, the GM are looking for guidance on directing a magic-using player’s character growth by putting some limitations in place.
GURPS Thaumatology: Magical Styles
For players, it presents detailed advice and all-new abilities for creating memorable wizards with meaningful differences in training and philosophy. There are certainly other spells that this sort of wizard might want, but this is thakmatology robust and useful tool-set with a focus on the astral plane.
Magical Styles before I actually had Thaumatology proper. All packages are shown by default, add filtering terms only if you wish to narrow the list of shown packages.
Magical Styles – GURPS Repository
Monday, August 1, Review: Super Sorcery — Wed Jun 13, Removes spell, charm, and magic related changes from the Power-Ups 2: This file removes the spell prerequisites. A college-by-college look at the basics taught to beginning wizards, magicql with handy spell lists. Filtering Options All packages are shown by default, thaumatolog filtering terms only if you wish to narrow the list of shown packages. Posted by Benjamin Gauronskas at 2: This is a 38 page supplement that starts on page 4 and ends on page 36, giving us 33 pages of real stuff to look at.
Ritual Path Magic — Thu Apr 10, From here, we can work out some alternative prerequisites, skills that suit the feel of the style, and add in some perks that suit as well. Magical School Familiarity is there because it does not require a working magical system to work. Then there is a guide for dealing with convoluted requirement trees in a fair way so that things don’t need to be unbalanced, but the trappings of the style and theme can also be maintained.
If you wish to use them in other genre or use spells from other Sorcery files in a Supers game and wish to do the book keeping you must manually change the power modifier. Imbuements — With skills falling somewhere between cinematic combat skills and magic spells, Imbuements allow characters to channel an exotic force — or supernatural ability!
Includes the new spells and power modifier from Pyramid 3 Cinematic Magic. For the GM, it offers tools for giving diverse magical arts distinctive thaumatological roles in the campaign.
Most of what I have done here is to trim that material and add a few new traits. Secret Magic — Discover two new magical styles, both devoted in different ways to building and maintaining secrecy. Magery is still required. They are alphabetized so finding one you know the name for isn’t hard; the problem is finding a perk for a particular application, and sometimes the mechanical furps aren’t exactly transparent from the names.
The write-ups are thorough and definitely include enough detail to make sense of them, each including at least a paragraph of descriptive and prescriptive text.
The new spells from the article are all given the Super Sorcery modifier. Preview of the PDF. The list is a bit difficult to navigate because there are a lot of perks, but that’s really a small problem. It first goes over how styles typically have prerequisite mundane skills and how to choose them depending on the theme of the style.
The chapter ends with guidance on how to handle buying into a style and improving it through play, a very useful inclusion as this is often a hangup for new GMs that aren’t sure how to approach such an important problem.