GURPS Thaumatology
<p><b><i>Feel the Power!</i></b></p><p>Fantasy settings are defined by their magic . . . so different worlds need different magic systems. <b><i>GURPS Thaumatology</i></b> has <b><i>GURPS</i></b><i> Fourth Edition</i> updates of the best <i>Third Edition</i> magic variants, plus many all-new options. This mighty tome includes:</p><ul> <li>Minor tweaks for the spell-based magic of the <b><i>Basic Set</i></b>: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more.</li> <li>Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the <b><i>Basic Set</i></b>, and the return of that <i>Third Edition</i> classic, "unlimited mana."</li> <li>Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic.</li> <li>World-shaking freeform magic.</li> <li>Magic as inherent powers.</li> <li>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."</li> <li>Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to <i>any</i> magic system.</li> <li>Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns.</li></ul><p>The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.</p><p><b><i>GURPS Thaumatology</i></b><i> requires the <b>GURPS Basic Set</b>, Fourth Edition. <b>GURPS Magic</b> is recommended but not required. The discussions of different magical styles would enhance <b>any</b> game that features magic.</i></p>