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.
|Published (Last):||11 August 2006|
|PDF File Size:||2.49 Mb|
|ePub File Size:||20.15 Mb|
|Price:||Free* [*Free Regsitration Required]|
Chapter 2, nine pages long, is about building magic furps in such a setting. Oh well, with that introduction out of the way, let’s dive in. The chapter includes some interesting thoughtful lists of spells that professionals in certain lines might find useful. Anonymous September 16, at 4: What does it mean in a setting where supernatural occurrences are common and blatant to make deals with ghosts?
This chapter is about how “the daily life of cities affects the practice of magic. I guess, the idea is important, but there is no thaumatollgy manual for making the perfectly interesting or character building extra details that make a city special.
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. The previous chapter was more about new elements for magic enabled by the urban environment. Lights, water, power, and sewage — there’s nothing magic can’t handle! For example, we start off talking about a ton of people concentrated in a small area thaumatologt can have a big impact on ceremonial spells.
This chapter speaks to the types of convenience and public works that can be conveyed and taken care of by magic in such a fictional city, and how to enable this pursuit in GURPS. Or maybe it is just my hangup. Class is about to begin! 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. Almost a dozen new templates with varied magical abilities, including suggestions for making them more or less powerful.
Maybe it’s just because it serves as the introductory overview, but I start to enjoy the book as I go further. Preview of the PDF.
You know, I am pleasantly surprised so often, I wonder if I have a right to be surprised anymore? Gift Certificates fnord23 Contact Us.
Uban 1, 5 pages long, speaks to the daily life in a magic thaunatology. Eight thematic campaign ideas that keep the action city-centric. Sean Punch 55 pages.
Maybe I need to adjust my expectations up? What series would they go in if not Thaumatology? 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.
Learn which spells are available, which are modified, which are forbidden, and how to gain and use image magic. Warehouse 23 will thaumxtology closed December 24th, January 1st, Organization is what it is; there is no especially meaningful way to organize this content one way or urbna, but as usual, there is an index if you need it.
Whether organizing a mages’ guild, tapping a city’s ggurps essence, bargaining with the gods, or designing a magical city-based campaign, GURPS Thaumatology: Benjamin Gauronskas September 18, at 7: I uran they baked them into books on the regular.
Chapter 3, seven pages, is the most mechanically intense chapter and speaks to magical elements that might inform city planning and magical abilities to tap into them. In addition to obvious establishments — such as taverns and shops — the supplement reveals several secret spots and notes about a mystery beneath the campus itself!
Next the chapter talks about setting the magic level not the mana level. So many people that you have new mechanical concerns like concerting and managing mana contributions for world-shaping spells. Urban Magics has what you need!
A golden chapter from start to end. Indeed, magical metropolises have served as settings for entire fantasy campaigns, where the heroes can find arcane adventure by going out their own front doors.
Warehouse 23 – Warehouse 23
It talks about the idea of technology and magic clashing, and has some suggestions for implementing rules around it. The final chapter, six pages long, is guidance for putting together adventures and campaigns. Uncover specifics with the supplied GURPS City Stats details and a timeline that will prove edifying for potential students and teachers.