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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Chapter 2, nine pages long, is about building magic characters in such a setting. Find tips for adding Worminghall to your favorite medieval campaign — including GURPS Banestorm — plus thqumatology sample encounters that the GM can use once the locale is in place. When it comes to creating fantastic cities, you don’t need an eldritch tome crackling with power; you only need GURPS Thaumatology: Even so, it might actually have been a better fit as a supplement to Fantasy.
Learn which spells are available, thaumatolkgy are modified, which are forbidden, and how to gain and use image magic.
I do appreciate the book recommendations at the very end though. This chapter is more like how the existing elements of magic are supported by casting inside a city. Five types of magic specific to cities: In addition, it looks at the gods, spirits, and monsters that live in cities.
Gift Certificates fnord23 Contact Us. Wow, that chapter title has a bunch of articles. Organization is what it is; there is no especially meaningful way to organize this content one way or another, but as usual, there is an index if you need it.
Maybe it’s just because it serves as the introductory overview, but I start to enjoy the book as I go further. Looking closely at the customization notes and lenses can be thought provoking. Get insight into the new variant magic system introduced in this supplement: An Institute of Flyer Learning The university represents the formative years in the lives of many — and that can go doubly so for mages! The chapter covers a lot of ground, and a lot of interesting topics, but, and I don’t know why, it seemed a little “dry” to me.
So it has some suggested mechanics for what to do when building with girders of essential steel, or forging with essential fire. Class is about to begin!
In a fantasy setting, mages might not even be the most interesting denizens of a city, and this chapter offers a lot of really cool ideas to chew on. But that’s fair, because they need some kinda foundation to build on; too abstract a concept, and the chapter turns into wool-gathering navel gazing nonsense. I bought this on an impulse a few weeks ago, and I was really surprised at how enjoyable it was and how many good ideas it gave me, and how much mechanical benefit it had.
GURPS Thaumatology | GURPS Wiki | FANDOM powered by Wikia
Thaumatology – Urban Magics. Benjamin Gauronskas September 18, at 7: Eight thematic campaign ideas that keep the action city-centric. Whether organizing a mages’ guild, tapping a city’s unique essence, bargaining with the gods, or designing a magical city-based campaign, GURPS Thaumatology: Maybe they don’t need a series? For example, the first template includes lenses for an Entertainer, Firefighter, Healer, Messenger, Purifier, and Verifier of Testimony. It helps the GM think of and answer questions like: Oh well, with that introduction out of tbaumatology way, let’s dive in.
Preview of the PDF.
This chapter is about how “the daily life of rhaumatology affects the practice of magic. Written by William H. Written by William H. The first section deals with the scale of the campaign, going from a single building to mega city, but no advice for going beyond that; that said, that’s probably fine because you can find that advice elsewhere and integrate the city into the mega-setting.
Building on ideas from GURPS Fantasy and taking full advantage of the possibilities opened by GURPS Thaumatologythis volume explores the distinctive nature of urban magic — how magical groups are organized, what magical practices a city supports, how cities make magic more effective, and how magic makes cities work better. The chapter ends with urbzn few adventure prompts, always fun to read, but I don’t think I’ve ever used them.
To die gups debt? This supplement also includes:. Tap the power of sacred architecture, urban divination, or ugrps lines. The university represents the formative years in the lives of many — and that can go doubly so for mages!
Or maybe it is just my hangup. This was one of the more captivating chapters again, maybe because I like the idea of looking at magic in a systematic organized way and that’s basically what this chapter is all about enabling.
It was a really fun read all around though. It includes some new spells dedicated to the concept of ley lines for the vanilla magic system, a lot of new divination abilities.
Warehouse 23 – GURPS Locations: Worminghall
Patrol guprs gritty streets as enchanted investigators, enroll in a magical school, or scheme in mystic mansions. Friday, September 16, Review: 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.
Understand the curriculum and the specific steps in mastering lessons. The final chapter is guidance especially for the GM to manage and build up a campaign from the fantasy urban setting, fixtures, and tropes.