Default: IQ-7 (limited[1])
Thaumatology (IQ/Very Hard) "is the academic study of magical theory and the “physics” of mana. Anyone may learn this skill, but it is easier for a mage; add Magery to IQ when learning this skill, just as for spells."
This is the skill with which magical research is generally done. When it comes to creating new spells it replaces the Engineer skill in the inventing rules.
"Thaumatology was originally the description and discussion of the miraculous, but some modern stories and games (including GURPS) use the term for the theoretical study of magic."[2]
"The equivalent skill for traditional, spiritmediated sorcery is Ritual Magic, while holy magic might require Religious Ritual or Theology."[3]
Crit witnessing[]
Horror Magic suggests on page 10 under Order from Chaos that a per-based roll against the skill could be used to recognize a critical failure is happening when someone else is casting.
This likely means using Speed/Range penalties for rituals cast at a distance.
Defaultless[]
consider those who don't get defaults to just have Incompetent and call it a day
- allow Dabbler to fill the stat void between that extreme and non-incomps
- allowing multiple levels of incompetent could work but keep in mind that's like a -10% to IQ!
See also[]
References[]
- ↑ There is no default in a nonmagical setting, or for those who have never witnessed “real” magic.
- ↑ GURPS Thaumatology pg 9
- ↑ Basic Set 225