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Written by Phil Masters
Edited by Sean Punch
GURPS Line Editor: Sean Punch
272 pages. Hardcover.
Suggested retail price $39.95
Stock number 01-0107
ISBN 978-1-55634-758-0
Available Now - click here to order!
275 pages. PDF.
Price $29.99
Stock number 31-0107
Always Available - Click here to buy!
Feel the Power!
Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. 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."
- Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.
- World-shaking freeform magic.
- Magic as inherent powers.
- An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic."
- Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system.
- Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.
GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

- GURPS Magic – All the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, in the ultimate tome of magic!
- GURPS Powers – Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
- GURPS Thaumatology: Age of Gold – In the world of the 1930s, costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe have emerged anew.
- e23 offers worldbooks, supplements, and adventures, in digital form, for GURPS – as well as many of our other game lines. Surf our site for the files you want . . . and get them instantly with a credit card! We also accept payment by PayPal, processed on the next business day.

- The complete bibliography is online, with links to every referenced book, movie, etc., that's available through Amazon. (Yes, if you buy from one of these links, Amazon pays a percentage to SJ Games!)
- For more bibliographies of GURPS books, check out our GURPS Bibliographies page.

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