Pyramid, Thaumatology, Chinese Elemental Powers, e23, and the names of all products published by Steve Jackson Games Incorporated are registered. I supported because “How else you gonna get that sweet, sweet GeekGold? Do something crazy like write a review or session report? Pffft!” – Jim Calabrese. Post about your experiences and thoughts with the GURPS Magic . a bit, known as GURPS Thaumatology: Chinese Elemental Powers.
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As all my other reviews this one will be rated according to meat rules, stats, game mechanicscheese setting, characters, storysauce form, writing, style, art and generic nutritional substance universal nature, adaptability. Chinewe the end you find a weighted average of those components and a value score that also takes into account price per page. Sorcery is almost on the level of Ritual Path Magic when it powerx to the required rules-savvyness. Before I dive into the contents, a hint for prospective buyers: If you like the Pyramid article, you will like the stand-alone treatment.
The same goes for the opposite.
The book is almost exclusively concerned with rules, but it does have a few nods to world-building mechanics like the economics of enchantment and atmosphere rules for magical weapons etc. Eleental Elemental Powerswhile also using this approach, was a lot more setting specific and less comprehensive.
Not that the volume at hand tries to present a ready-to-play magic kit, but its scope is much more inclusive. The book is divided into three chapters. The first one comes in at 8 pages and explains how Sorcery works. This part is pretty exhaustive answering almost every question about the system that gur;s come up. It offers some rules switches that give players more tactical options eleemental explains in detail how the mechanics were arrived at.
And this brings us to chapter two, which is basically a list of two GURPS Magic spells per college that have been given the Spells as Powers treatment and found a second life as abilities.
There are definitely a couple of very interesting ways of statting the abilities — my favourite is using Contact! Maybe it would have been better to not directly mirror Magic in this regard. Readers who also own Pyramid 3. In 7 pages RPK gives us comprehensive rules from spending character points to spending time and risking failure to the intrinsic value needed for enchanted items to the economics of enchantment.
We learn why jewellery is so much easier to enchant than swords, why there are no magic clothes in this system except for cloaks and even how to make potions. The heart of the content lies in the new advantage Sorcerous Empowerment.
SoEmp works similar to Divine Favor from the eponymous volume in Powers series. Basically you have SoEmp as an enabling advantage that allows you to. Spells in this are always built as abilities and make use Sorcery Talent.
These changes make Sorcery feel quite different from Standard Magic, which is good. Sorcerers are as a rule less flexible than a fully-trained mage, but given enough power that gap closes.
In any case, they have a lot of powere when it comes to very low-level effects, which is something that Standard Magic is not so good with.
There are however, two problems with this system. The first is that the more specialised you become the higher your level of SoEmp has to be to use elememtal improvisation and learned spells. This is unfortunate, since most fictional examples present specialisation as a opwers to gain power more quickly. This is pretty much impossible under these rules.
The other problem is more endemic to the Magic as Powers approach: It shares all the shortcomings of the standard ability system, namely that Innate Attack is very cheap and Affliction and some marginal abilities are very expensive. For example, the relatively impotent effect of No-Smell costs 63 points, while a Sunbolt inflicting 15 dice of damage costs 60 points.
Granted, not giving off any scent can occasionally be a life-saver, but I know which of those my players would choose. With most spells costing only a single fatigue point, the biggest balancing mechanism of Standard Magic is gone and the GM runs into the typical problems of a Supers game. Sure, you can set arbitrary limits on damage or pre-construct a list of of approved spells, but thaumztology like that Sunbolt make things difficult for the GM.
Which brings us to the thaumatolovy list in chapter two.
The spells are not exactly conversions of the versions given in Magicbut more like re-imaginings, which makes them rather hard to compare to what various members of the GURPS community have produced over the years. The good thing about that is that they are often a lot less complicated than the spells in Magic. The bad thing is that they are sometimes really free-form and not quite rules-conforming e. Grease giving only the bad effects of Control: Of course, they often do change some rather significant parts of the spells they re-build, but if nothing else they are very good studies in how to build abilities.
Chapter three contains a complete enchantment system that is the piece-de-resistance of the book. In contrast to everything that has gone on before, this part is plug-and-play. Instead of arbitrary energy slemental for any given spell, it uses its character point cost as the basis then modifies it by the type of object it is cast on. This is similar to gadget limitations, but the implementation shows little of the origins.
It is relatively simple and very elegant. That depends thamatology how many character points the enchanter is willing to spend. The character-point intensive method is called Personal Sacrifice, the time-intensive is called Spectral Forging and is more dangerous. All poers items need at least some personal sacrifice, though. This excellent core system can be used with any magic system as long as you have the spells statted as abilities.
In addition to this core RPK adds extra rules for the inherent value of items, economic considerations and optional rules for attuning items to the wearer if the GM is worried about Sorcery proliferation.
Review: GURPS Thaumatology – Sorcery
Enchantment takes into consideration some world-building issues and the sample character could be easily be used for a Banestorm session or two. The cover, however is extremely uninspired merely combining the interior images into a ribbon. Friendship is Magic and Homestuck. Of course any book about matters magical is not going to be appropriate for settings without supernatural elements. Apart from that, Sorcery is certainly generic enough to be dropped into many settings.
Generic Nutritional Substance score: Sorcery brings many good things and some that are slightly disappointing. This is a meat-oriented book. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
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Notify me of new posts via email. Basically you have SoEmp as an enabling advantage that allows you to a improvise relatively weak spells Improvisation b improvise relatively powerful spells, but at a greater cost and risk Hardcore Improvisation c learn spells that cost less than the points you spent on SoEmp Learned Spells Spells in this are always built as abilities and make use Sorcery Talent.
The sample character is nothing special, but rounds off the book nicely. Kommentar verfassen Cancel reply Enter your comment here Fill in your details below or click an icon to log in: Email required Address never made public. Post was not sent – check your email addresses!
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