GURPS Thaumatology (2008) contains the best Classic Edition magic variants and adds many all-new options.
What is Magic?[]
- The Idea of Magic
- Conceptions of Magic
- Sources of Magic
- Laws of Magic - Authentic Thaumaturgy has more "Laws"
- Magic-Workers
Minor Spell Variations[]
- Limited And Modified Magery
- Magic Based On Other Attributes
- Capping Spell Skill Levels
- Ethics And Spells
- Energy Sources
- Mana
- Magic Resistance And The Mage
Major Variations[]
- Clerical Spell-Magic
- Ritual Magic
- Threshold-Limited Magic
- Mandatory And Significant Modifiers
- Assisting Spirits
Material Magic[]
- Inherent Magic
- Alchemy
- Enchanting Items
- The Standard System, Enchantment Through Age, Enchantment Through Deeds, Devotional Enchantment
- Magic Items As Advantages
- Item Drawbacks And Personalities
Paths and Books[]
A broad variant of Ritual Magic system with some examples. For a list that spans various books see Various Books and Paths of Magic.
Decans and Aethyrs[]
Within GURPS: Thaumatology there are a total of 36 magical decans, representing various aspects of reality.
Flexible Magic[]
- Symbol Magic
- Symbol Magic: Variations
- Syntactic Magic: Overview
- Syntactic Magic: Verbs And Nouns
- Syntactic Magic: Realms And Power
- Syntactic Magic: Special Cases And Options
Magic is Power[]
Games of High Enchantment[]
Appendixes[]
- Magical Modifiers
- Alternative Critical Failure Tables
- Spell Prerequisite Counts.
The full extent of each of these chapters can be seen in the free Preview of the work.
Related Material[]
- Authentic Thaumaturgy
- Thaumatology (series) hub page
- Designer's Notes: GURPS Thaumatology (10/10/2008)
- Thaumatology: Age of Gold
- Thaumatology: Alchemical Baroque
- Thaumatology: Chinese Elemental Powers
- Thaumatology: Magical Styles
- Thaumatology: Ritual Path Magic
- Thaumatology: Sorcery
- Thaumatology: Urban Magics