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When it comes to creating fantastic cities, you don’t need an eldritch tome crackling with power; you only need GURPS Thaumatology: Urban Magics. Building. Board Games · Home · Recent Additions · Welcome · Wiki. Subdomains. All · Abstract Games · Customizable Games · Children’s Games · Family Games · Party. We’ve limited ourselves to GURPS Magic, but those who have. Grimoire should feel free Thaumatology skill and all spells include +3 for Magery. . Advantages: We offer a choice: Patron, Status and Wealth for successful urban alchemists.

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There is a bit of mechanical detail here, and the mechanical detail offered is actually really cool in my opinion, but that isn’t the star of this show.

What series would they go in if not Thaumatology? Patrol the gritty streets as enchanted investigators, enroll in a magical school, or scheme in mystic mansions. Almost a dozen new templates with varied magical abilities, including suggestions for making them more or less powerful. Chapter 2, nine pages long, is about building magic characters in such a setting. This supplement also includes:. The final chapter, six pages long, is guidance for putting together adventures and campaigns.

GURPS Thaumatology

Find tips for adding Worminghall to your favorite medieval campaign — thaujatology GURPS Banestorm — plus several sample encounters that the GM can use once the locale is in place. Yeah, bumping this up the ‘need to get’ list a bit. The mechanics are good enough to be used as is, but they are slightly thin, for better customization or worse too abstract.

Chapter 6, five pages long is about interesting types of NPCs. I wish they baked them into books on the regular. Surf our site for the files you want.

In addition, it looks at the gods, spirits, and monsters that live in cities. Most templates have a similar sized pool of lenses. Discover the town where this magical institution of learning is located, including the vagaries of local politics, life for ordinary citizens, and the methods for dealing with civil disorder. It provides two maps of the town and its environs: The chapter includes some interesting thoughtful lists of spells that professionals in certain lines might find useful. It talks about the idea of technology and magic clashing, and has some suggestions for implementing rules around it.


Urban Magics has what you need! Get insight into the new variant magic system introduced in this supplement: It was a really fun read all around though. For example, the first template includes lenses for an Entertainer, Firefighter, Healer, Messenger, Purifier, and Verifier of Testimony. For example, what would a factory that could be powered by magic be like? Shipping will resume January 2nd, Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.

I guess, the idea is important, but there is no instruction manual for making the perfectly interesting or character building extra details that make a city special.

Maybe they don’t need a series? Worminghallyou can learn the secrets of the universe in the morning and take a tavern trip with friends in the evening. Five types of magic specific to cities: It has several occupational templates in the range of 75 to points, with several lens options each.

Written by William H.

How does it protect itself? Class is about to begin! Thaumatoloby book is most heavily geared towards guidance, but everything else mxgics a more often than unusual appearance – data, content, rules, and fluff, but the type of fluff that isn’t a predetermined setting, more like pieces of fluff you can pick and choose and lay out on your fluff canvas as you desire.

When it comes to creating fantastic cities, you don’t need an eldritch tome crackling with power; you only need GURPS Thaumatology: Oh well, with that introduction out of the way, let’s dive in.


Sean Punch 55 pages. Eight thematic campaign ideas that keep the action city-centric. This chapter is more like how the existing elements of magic thaumatologh supported by casting inside a city. Preview of the PDF. But that’s thaumaology, because they need some kinda foundation to build on; too abstract a concept, and the chapter turns into wool-gathering navel gazing nonsense.

This supplement also includes: Friday, September 16, Review: Next the chapter talks about setting the magic level not the mana level. There is a section on how some spells might be adjusted to work against buildings in some settings, for example, it talks about a new version of the fortify enchantment more practical for protecting buildings. Maybe I need to adjust my expectations up? The final chapter is guidance especially for the GM to manage and build up a campaign from the fantasy urban setting, fixtures, and tropes.

Whether organizing a mages’ guild, tapping a city’s unique essence, bargaining with the gods, or designing a magical city-based campaign, GURPS Thaumatology: In fantasy tales, cities can be safe havens, goals of quests, or places to visit along the way.

GURPS Thaumatology: Urban Magics | Reviews | Forum | BoardGameGeek

Explore the town and its suburb through descriptions of key locations and their more noteworthy personalities, including GURPS modifiers for finding each place. You know, I am pleasantly surprised so often, I wonder if I have a right to be surprised anymore? I do appreciate the book recommendations at the very end though.

Posted by Benjamin Gauronskas at 3: In addition to obvious amgics — such as taverns and shops — the supplement reveals several secret spots and notes about a mystery beneath the campus itself! Is magic a secret?