GURPS Thaumatology

2008 · Sourcebook (rules/options to enhance play)

GURPS Thaumatology

This supplement presents a range of magic systems for fantasy campaigns using GURPS Fourth Edition. It expands spell-based magic with revised prerequisites, colleges, Magery, mana, energy sources, and adaptable spells, while adding clerical, ritual, ceremonial, spirit-mediated, runic, freeform, and inherent-power approaches. It also covers material magic, including alchemy, herbalism, enchantment, magical gadgets, free-willed items, and raw magic. Additional sections address occult concepts, combining different systems, running magic-focused games, and four example campaign frameworks. The GURPS Basic Set, Fourth Edition, is required; GURPS Magic is recommended but not required.

Players
0
Complexity
4 / 5
Alternate Rules (Variant Core Rules)Attribute/Stat Based (STR, CON, PER, etc)Point Based (allocate points to get skills, powers, etc)Trait / Aspect Based (personality affects gameplay)

Game facts (players, playing time, age, credits) from BoardGameGeek.