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GURPS 4th edition. Thaumatology PDF

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Preview GURPS 4th edition. Thaumatology

Written by PHIL MASTERS Additional Material by C. J. CARELLA, KENNETH HITE, STEVE KENSON, ROBIN D. LAWS, SEAN PUNCH, S. JOHN ROSS, WILLIAM H. STODDARD, MICHAEL SUILEABHAIN-WILSON, JO WALTON, KEN WALTON, and JONATHAN WOODWARD Edited by SEAN PUNCH Illustrated by IGOR KIERYLUK, AARON PANAGOS, BOBSTEVLIC and CHRIS WOOD ISBN 978-1-55634-758-0 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES C ONTENTS Ceremonial Castings. . . . . . . . . . . . . . . . . . . . 74 Known and Unknown Techniques. . . . . . . . . 74 Alternative Core Skills. . . . . . . . . . . . . . . . . . . 74 Divine Ritual Magic. . . . . . . . . . . . . . . . . . . . . 75 Wildcard Colleges. . . . . . . . . . . . . . . . . . . . . . . . 75 Combining Ritual and Spell Magic. . . . . . . . 76 INTRODUCTION . . . . . . . . . . . . . . 4 Shapeshifters’ Choices. . . . . . . . . . . . . . . . . . . . 34 THRESHOLD-LIMITEDMAGIC. . . . . . . . . . . . . 76 About This Book. . . . . . . . . . . . . . . . . . . . . . . . . 4 Minor System Tweaks. . . . . . . . . . . . . . . . . . . 35 The Power Tally. . . . . . . . . . . . . . . . . . . . . . . . 76 Publication History. . . . . . . . . . . . . . . . . . . . . . 4 Conditional Negation. . . . . . . . . . . . . . . . . . . . 36 Thresholds and Calamities. . . . . . . . . . . . . . . 77 About GURPS. . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Minor System Additions. . . . . . . . . . . . . . . . . 38 Adjusting the Numbers. . . . . . . . . . . . . . . . . . 78 About the Author. . . . . . . . . . . . . . . . . . . . . . . . 5 Trading Energy for Speed and Skill. . . . . . . . . 39 New Advantages. . . . . . . . . . . . . . . . . . . . . . . . 78 CAPPINGSPELLSKILLLEVELS. . . . . . . . . . . 40 New Magery Limitations. . . . . . . . . . . . . . . . . 79 1. WHATISMAGIC? . . . . . . . . . . 6 Skill-Based Limits. . . . . . . . . . . . . . . . . . . . . . 40 Magic Items. . . . . . . . . . . . . . . . . . . . . . . . . . . 79 THEIDEAOFMAGIC. . . . . . . . . . . . . . . . . . . . . . 7 Skills to Salvage Critical Failures. . . . . . . . . . . 40 Thresholds and “Energy Spells”. . . . . . . . . . . . 79 Magery-Based Limits. . . . . . . . . . . . . . . . . . . . 41 Options and Considerations. . . . . . . . . . . . . . 80 Magic Seen as Real. . . . . . . . . . . . . . . . . . . . . . 7 Magic in Fiction. . . . . . . . . . . . . . . . . . . . . . . . . 7 CHANGINGTHECOLLEGES. . . . . . . . . . . . . . . 41 Use With Standard Spellcasting. . . . . . . . . . . 81 Words for Magic. . . . . . . . . . . . . . . . . . . . . . . . . 8 Example: Tree Magic. . . . . . . . . . . . . . . . . . . . 42 Clerics and Threshold-Based Magic. . . . . . . . 81 CONCEPTIONSOFMAGIC. . . . . . . . . . . . . . . . . . 9 TAhltee rOngahtiavme EAllepmhaebnetts. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 4472 MANUDseA TWOitRhY RAitNuDal Magic. . . . . . . . . . . . . . . . . . . 82 Magic as a Cookbook. . . . . . . . . . . . . . . . . . . . . 9 Academic Terminology. . . . . . . . . . . . . . . . . . . . 9 Elements and Medicine. . . . . . . . . . . . . . . . . . . 48 SIGNIFICANTMODIFIERS. . . . . . . . . . . . 82 Magic as Engineering. . . . . . . . . . . . . . . . . . . 10 ETHICSANDSPELLS. . . . . . . . . . . . . . . . . . . . . . 49 Using the Concept. . . . . . . . . . . . . . . . . . . . . . 82 Magic as Art. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Suggested Spells. . . . . . . . . . . . . . . . . . . . . . . . 49 Ceremonial-Only Casting. . . . . . . . . . . . . . . . . 82 Magic as Negotiation. . . . . . . . . . . . . . . . . . . . 10 ENERGYSOURCES. . . . . . . . . . . . . . . . . . . . . . . 50 Astrological Modifiers. . . . . . . . . . . . . . . . . . . 83 Magical Invention. . . . . . . . . . . . . . . . . . . . . . . 10 Extra Fatigue. . . . . . . . . . . . . . . . . . . . . . . . . . 50 Example: The Cabal. . . . . . . . . . . . . . . . . . . . . 84 Magic as Divine Favor. . . . . . . . . . . . . . . . . . . 11 Familiars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Chinese Symbolism. . . . . . . . . . . . . . . . . . . . . 86 Magic as Reality-Shaping. . . . . . . . . . . . . . . . 11 Energy Other Than Fatigue . . . . . . . . . . . . . . 50 Magical Laws. . . . . . . . . . . . . . . . . . . . . . . . . . 86 SOURCESOFMAGIC. . . . . . . . . . . . . . . . . . . . . . 12 Powerstones. . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Casting Interdimensionally. . . . . . . . . . . . . . . . 86 The Laws of Nature. . . . . . . . . . . . . . . . . . . . . 12 Mass Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Universes Where “Distance” Is Meaningless. . . 86 Places of Power. . . . . . . . . . . . . . . . . . . . . . . . . 12 Alternative Power Stores. . . . . . . . . . . . . . . . . 52 Other Potential Modifiers. . . . . . . . . . . . . . . . 87 Gods and Spirits. . . . . . . . . . . . . . . . . . . . . . . . 13 Static Power Supplies. . . . . . . . . . . . . . . . . . . 53 Modifiers and Magic Items. . . . . . . . . . . . . . . 89 Ethical Magic. . . . . . . . . . . . . . . . . . . . . . . . . . 13 Meditation, Holiness, or Study. . . . . . . . . . . . 53 The Voodoo Doll. . . . . . . . . . . . . . . . . . . . . . . . 89 Colors of Magic. . . . . . . . . . . . . . . . . . . . . . . . . 13 Ley Spells. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Example: A Modified Casting. . . . . . . . . . . . . 90 Subjective Reality. . . . . . . . . . . . . . . . . . . . . . . 14 Sacrifices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 ASSISTINGSPIRITS. . . . . . . . . . . . . . . . . . . . . . . 90 LAWSOFMAGIC. . . . . . . . . . . . . . . . . . . . . . . . . . 14 Sacrifice Values and Character Points. . . . . . . 55 The Concept. . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Spell Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 The Agreement. . . . . . . . . . . . . . . . . . . . . . . . . 91 MAGIC-WORKERS. . . . . . . . . . . . . . . . . . . . . . . . 15 MANA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Casting. . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Natural Ability. . . . . . . . . . . . . . . . . . . . . . . . . 15 Mana Levels. . . . . . . . . . . . . . . . . . . . . . . . . . . 58 The Price of Power. . . . . . . . . . . . . . . . . . . . . . 93 Dumb Luck. . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Non-Mages Casting in Lower-Mana Areas. . . 58 Starting With Spirit-Assisted Magic. . . . . . . . . 94 Secret Supernatural Favor. . . . . . . . . . . . . . . . 16 Mana-Related Traits. . . . . . . . . . . . . . . . . . . . . 60 Supernatural Inspiration. . . . . . . . . . . . . . . . . 17 Technology Disrupts Magic?. . . . . . . . . . . . . . . 60 4. MATERIALMAGIC. . . . . . . . . 95 Education. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Eliminating Mana. . . . . . . . . . . . . . . . . . . . . . 62 INHERENTMAGIC. . . . . . . . . . . . . . . . . . . . . . . . 96 Physical Initiation. . . . . . . . . . . . . . . . . . . . . . 18 MAGICRESISTANCEANDTHEMAGE. . . . . . 62 Materials for Wizards. . . . . . . . . . . . . . . . . . . 96 2. MINORSPELLVARIANTS. . . . 19 Magic Addiction. . . . . . . . . . . . . . . . . . . . . . . . 63 Celtic Tree Talismans. . . . . . . . . . . . . . . . . . . . . 97 Natural Medicines. . . . . . . . . . . . . . . . . . . . . . 98 LIMITEDANDMODIFIEDMAGERY. . . . . . . . 20 3. MAJORVARIATIONS. . . . . . . . 64 Magic-Rich Minerals. . . . . . . . . . . . . . . . . . . . 98 Wizardly Weaknesses. . . . . . . . . . . . . . . . . . . . . 22 Clerics and Magery 0. . . . . . . . . . . . . . . . . . . . . 65 Mana Organs. . . . . . . . . . . . . . . . . . . . . . . . . . 99 Special Limitations. . . . . . . . . . . . . . . . . . . . . 23 Varieties of Magery. . . . . . . . . . . . . . . . . . . . . 65 Gemstones. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 VSpiseilbl lSe iMgnaagtiucraels G. i. f.t s. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 2255 CLERICALSPELL-MAGIC. . . . . . . . . . . . . . . . . . 65 ALCHEMY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Other Appropriate Limitations. . . . . . . . . . . . 26 Clerical Spells. . . . . . . . . . . . . . . . . . . . . . . . . . 66 Concepts of Alchemy. . . . . . . . . . . . . . . . . . . 100 Unusable Prerequisites. . . . . . . . . . . . . . . . . . . 26 Requirements. . . . . . . . . . . . . . . . . . . . . . . . . . 66 Alchemy and Special Modifiers. . . . . . . . . . . 101 Buying Off Limitations on Magery. . . . . . . . 27 Power Investiture (Shamanic). . . . . . . . . . . . . 66 Schools of Alchemy. . . . . . . . . . . . . . . . . . . . 102 Magery With Enhancements. . . . . . . . . . . . . . 28 Ceremonial Castings. . . . . . . . . . . . . . . . . . . . 67 Laboratory Procedures. . . . . . . . . . . . . . . . . 102 The Unarmored Wizard. . . . . . . . . . . . . . . . . . . 28 Sanctity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Alchemical Inventions. . . . . . . . . . . . . . . . . . 103 MAGICBASEDONOTHERATTRIBUTES. . . 29 PCrriietisctalyl FSapielullr eLsi sotns .C .l e. r.i c. a. l. M. . a. g.i c. .. .. .. .. .. .. .. .. .. .. 6699 AHlecrhbe mLoicreal .G . a. d. .g .e t. e. e.r .i n. g. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 110034 Problems and Solutions . . . . . . . . . . . . . . . . . 29 Example: The Temple of Hephaestus . . . . . . 70 Herb Uses and Rarities. . . . . . . . . . . . . . . . . . 105 Critical Successes With Spells . . . . . . . . . . . . . 30 Priest-Wizards. . . . . . . . . . . . . . . . . . . . . . . . . . 71 Consuming Multiple Elixirs. . . . . . . . . . . . . 106 Critical Magical Failures and Luck. . . . . . . . . 30 Alchemy and Medicine. . . . . . . . . . . . . . . . . 106 CHANGINGTHESPELLS. . . . . . . . . . . . . . . . . . 31 RITUThAeL PMrerAeGqIuCis.i t. e. .C .o .u . n. t. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 7722 ENCHANTINGITEMS. . . . . . . . . . . . . . . . . . . . . 107 Banning Spells. . . . . . . . . . . . . . . . . . . . . . . . . 31 Strange Paths. . . . . . . . . . . . . . . . . . . . . . . . . . . 72 The Standard System. . . . . . . . . . . . . . . . . . . 107 Secret and Lost Spells. . . . . . . . . . . . . . . . . . . 31 Extending the Rule of 20. . . . . . . . . . . . . . . . . 73 Elixir Delivery Methods. . . . . . . . . . . . . . . . . . 107 Changing Specific Spells. . . . . . . . . . . . . . . . . 32 No Defaults to Core Skill. . . . . . . . . . . . . . . . . 73 Lend Skill in Items. . . . . . . . . . . . . . . . . . . . . 109 Fearsome Magic . . . . . . . . . . . . . . . . . . . . . . . . 32 GURPSSystem Design ❚STEVE JACKSON Managing Editor❚PHIL REED Prepress Checkers❚MONICA STEPHENS GURPSLine Editor❚SEAN PUNCH Art Director❚WILL SCHOONOVER and WILL SCHOONOVER Indexer❚NIKOLA VRTIS Production Artist❚ALEX FERNANDEZ Director of Sales❚ROSS JEPSON Page Design❚PHIL REED Print Buyers❚PHIL REED and WILL SCHOONOVER Errata Coordinator❚FADE MANLEY and JUSTIN DEWITT Marketing Director❚PAUL CHAPMAN GURPSFAQ Maintainer❚VICKY ‘MOLOKH’ KOLENKO Lead Playtester:Jeff Wilson Playtesters:Demi Benson, Frederick Brackin, Roger Burton West, C. Lee Davis, Peter V. Dell’Orto, Thomas Devine, Scott Michael Harris, Martin Heidemann, Ingo Heinscher, Stephen Kenson, Jonathan Lang, Jason Levine, M.A. Lloyd, Sean Manning, Jeff Murrell, Emily Smirle William H. Stoddard, Antoni Ten, Bevan Thomas, and Dustin Tranberg GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Thaumatlolgy, Pyramid,and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Thaumatlolgyis copyright © 2008by Steve Jackson Games Incorporated. All rights reserved. Printed in Thailand. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. 2 C ONTENTS Enchantment Through Age. . . . . . . . . . . . . . 110 SYMBOLMAGIC. . . . . . . . . . . . . . . . . . . . . . . . . 168 Shamanism. . . . . . . . . . . . . . . . . . . . . . . . . . . 207 Activating Items. . . . . . . . . . . . . . . . . . . . . . . 111 Selecting a Symbolic Lexicon. . . . . . . . . . . . 168 Chi Control Powers. . . . . . . . . . . . . . . . . . . . . 207 Enchantment Through Deeds. . . . . . . . . . . . 112 Symbol Magery. . . . . . . . . . . . . . . . . . . . . . . . 168 Soothsaying. . . . . . . . . . . . . . . . . . . . . . . . . . . 208 Devotional Enchantment . . . . . . . . . . . . . . . 113 Example Lexicons. . . . . . . . . . . . . . . . . . . . . 170 Freeform Folkloric Magic. . . . . . . . . . . . . . . . 208 MAGICITEMSASADVANTAGES. . . . . . . . . . . 113 The Futhark Runes. . . . . . . . . . . . . . . . . . . . . 170 MORTALSWITH Advantages. . . . . . . . . . . . . . . . . . . . . . . . . . . 113 Working the Magic. . . . . . . . . . . . . . . . . . . . . 172 SUPERNATURALSERVANTS. . . . . . . . . 209 Enhancements. . . . . . . . . . . . . . . . . . . . . . . . 114 How Symbol Drawing Works. . . . . . . . . . . . . 173 Summoning and Binding. . . . . . . . . . . . . . . 209 Limitations. . . . . . . . . . . . . . . . . . . . . . . . . . . 114 Recognizing Intent and Capability. . . . . . . . . 174 Supernatural Allies and Patrons. . . . . . . . . . 210 Disadvantages. . . . . . . . . . . . . . . . . . . . . . . . . 114 Energy Cost. . . . . . . . . . . . . . . . . . . . . . . . . . . 175 “The Lord Gave, and the Lord Interactions. . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Symbol-Based Enchantment. . . . . . . . . . . . 175 Hath Taken Away”. . . . . . . . . . . . . . . . . . 210 Examples. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 Example: Improvisational SPIRITVESSELS. . . . . . . . . . . . . . . . . . . . . . . . . 211 Power Talents and Gadget Items. . . . . . . . . . 115 Symbol-Castings. . . . . . . . . . . . . . . . . . . 177 Template Features. . . . . . . . . . . . . . . . . . . . . 211 ITEMDRAWBACKS SYMBOLMAGIC: VARIATIONS. . . . . . . . . . . . 177 Templates and Personal Abilities. . . . . . . . . 212 ANDPERSONALITIES. . . . . . . . . . . . . . . . 116 Ideogram Symbols. . . . . . . . . . . . . . . . . . . . . 177 Limiting the Advantage. . . . . . . . . . . . . . . . . 213 Restricted Items. . . . . . . . . . . . . . . . . . . . . . . 116 Whole-Language Symbol Magic. . . . . . . . . . 177 Sample Spirit Vessel Packages. . . . . . . . . . . 214 Willful and Sapient Items. . . . . . . . . . . . . . . 116 Knot-Symbol Magic. . . . . . . . . . . . . . . . . . . . 177 Becoming the God. . . . . . . . . . . . . . . . . . . . . . 214 New Disadvantages for Items. . . . . . . . . . . . 119 Words of Power. . . . . . . . . . . . . . . . . . . . . . . 178 Weapon-Form Modifiers. . . . . . . . . . . . . . . . . 119 SYNTACTICMAGIC: OVERVIEW. . . . . . . . . . . 179 8. GAMESOFHIGH Example: The Silver Harp. . . . . . . . . . . . . . . 120 Dividing Up the Universe. . . . . . . . . . . . . . . 179 ENCHANTMENT. . . . . . . . . 215 Syntactic Workings. . . . . . . . . . . . . . . . . . . . 180 5. PATHSANDBOOKS. . . . . . . 121 Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . 180 MAGICALCAMPAIGNS . . . . . . . . . . . . . . . . . . . 216 ESSENTIALPRINCIPLES. . . . . . . . . . . . . . . . . . 122 CDaissttriancgt iToinm. e. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 118834 MReasgeiacraclh A Gdavmenetsur. e. s. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 221166 Effect Shaping Theory. . . . . . . . . . . . . . . . . . 122 Paths vs. Books. . . . . . . . . . . . . . . . . . . . . . . . 122 SYNTACTICMAGIC: MMaaggiicc oinf MSoacsise Dtye.s .t r. u. c. t.i o. n. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 221178 Books, Hidden in Plain Sight. . . . . . . . . . . . . 122 VERBSANDNOUNS. . . . . . . . . . . . . . . 184 Magical Imagery. . . . . . . . . . . . . . . . . . . . . . . 219 Path/Book Ritual Terminology. . . . . . . . . . . . 122 Capping Syntactic Magic. . . . . . . . . . . . . . . . 184 “SUBTLE, ANDQUICKTOANGER”. . . . . . . 219 PATH/BOOKADVANTAGES. . . . . . . . . . . . . . . . 123 Suggested Verbs and Nouns. . . . . . . . . . . . . 185 Identification and Other Appropriate Traits. . . . . . . . . . . . . . . . 124 Recruitment. . . . . . . . . . . . . . . . . . . . . . . 220 “Mystic Symbol” Advantages. . . . . . . . . . . . . 124 Study vs. Field Experience. . . . . . . . . . . . . . 220 PATH/BOOKMAGICINOPERATION. . . . . . . 125 Magical Society. . . . . . . . . . . . . . . . . . . . . . . 220 Learning Path/Book Magic. . . . . . . . . . . . . . 125 INTERACTIONSBETWEEN Magical Steps. . . . . . . . . . . . . . . . . . . . . . . . . . 125 Extended Rule of 20 – Again. . . . . . . . . . . . . 125 MAGICSYSTEMS. . . . . . . . . . . . . . . . . . . 222 Ritual Space and Sanctity. . . . . . . . . . . . . . . 126 The Lab-Rat Problem. . . . . . . . . . . . . . . . . . . 222 Ritual Space and Mana. . . . . . . . . . . . . . . . . 126 Transformations. . . . . . . . . . . . . . . . . . . . . . . 223 Aspected Space . . . . . . . . . . . . . . . . . . . . . . . . 126 Game Mechanics. . . . . . . . . . . . . . . . . . . . . . 224 Elements. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 Defining Castings. . . . . . . . . . . . . . . . . . . . . . 185 THEMESANDVARIATIONS. . . . . . . . . . . . . . . 226 Ritual Parameters . . . . . . . . . . . . . . . . . . . . . 129 Ogham Verbs and Nouns. . . . . . . . . . . . . . . . 185 Announcing Curses. . . . . . . . . . . . . . . . . . . . 226 Decanic Modifiers and Rituals. . . . . . . . . . . . 129 Working the Effect. . . . . . . . . . . . . . . . . . . . . 186 Otherworldly Entanglements. . . . . . . . . . . . . 226 Combined Efforts. . . . . . . . . . . . . . . . . . . . . . 132 Example: Verb-Noun Working. . . . . . . . . . . 186 Asking for Higher Favors. . . . . . . . . . . . . . . . 226 Multiple Simultaneous Effects. . . . . . . . . . . . 132 Verb-Noun Enchantment. . . . . . . . . . . . . . . 187 The Stuff of Raw Magic. . . . . . . . . . . . . . . . . 227 Effect Shaping in Operation. . . . . . . . . . . . . 133 SYNTACTICMAGIC: Insubstantial Beings Affecting Path/Book Ritual Magic as Religious Ritual. . 133 REALMSANDPOWER. . . . . . . . . . . . . . 188 the Material World. . . . . . . . . . . . . . . . . . 228 ENERGYACCUMULATING Defining the Realms . . . . . . . . . . . . . . . . . . . 188 Magic Is Psi. . . . . . . . . . . . . . . . . . . . . . . . . . . 229 MAGIC . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 DReeafilnmins ga sE Pffoewctesrs. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 119900 FPoowure-rC Toelnord sW toiz aCrodrsru. p. t. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 223300 Energy Accumulating in Operation. . . . . . . 136 Learning Outside Your Tradition. . . . . . . . . . 136 Performing the Working. . . . . . . . . . . . . . . . 191 WORKEDEXAMPLES. . . . . . . . . . . . . . . . . . . . 231 Example: Realm-Based Working. . . . . . . . . 191 The People of the Ocean. . . . . . . . . . . . . . . . 231 OPTIONSANDVARIATIONS. . . . . . . . . . . . . . . 138 Realm-Based Enchantment. . . . . . . . . . . . . 192 Recreating Magic from Fiction. . . . . . . . . . . . 234 Conditional Rituals. . . . . . . . . . . . . . . . . . . . 138 SYNTACTICMAGIC: SPECIAL The Wisdom of the Ancient Seers. . . . . . . . 235 Combined Ceremonies. . . . . . . . . . . . . . . . . 138 Sensing Ritual Attacks. . . . . . . . . . . . . . . . . . 138 CASESANDOPTIONS. . . . . . . . . . . . . . . 192 Mystic Chinoiserie. . . . . . . . . . . . . . . . . . . . . 238 The Gem Injection Problem. . . . . . . . . . . . . 239 Path/Book-Related Items. . . . . . . . . . . . . . . . 139 Practices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192 Changing Magic . . . . . . . . . . . . . . . . . . . . . . . 241 Canceling and Dispelling Effects. . . . . . . . . 140 Techniques. . . . . . . . . . . . . . . . . . . . . . . . . . . 193 BAlatcekrnlaasthiv: eIsn stota Rntit Kuaalr mMaag. i. c. .S .k .i l.l .. .. .. .. .. .. .. .. .. 114400 ErroRrse aalnitdy SBiidtee sE Bffaecckts. :. . . . . . . . . . . . . . . . . 193 APPENDIXA: PATHS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Countermagic. . . . . . . . . . . . . . . . . . . . . . . . . 194 MAGICALMODIFIERS. . . . 242 Disregarding Energy Costs. . . . . . . . . . . . . . 195 Magical Scope Parameters. . . . . . . . . . . . . . 242 The Path of Cunning. . . . . . . . . . . . . . . . . . . 140 Linked Workings. . . . . . . . . . . . . . . . . . . . . . 195 Variant Durations: The Path of Dreams. . . . . . . . . . . . . . . . . . . . 142 Collaboration. . . . . . . . . . . . . . . . . . . . . . . . . 195 Conditional Termination. . . . . . . . . . . . . 242 The Path of the Elements. . . . . . . . . . . . . . . 143 GMing Syntactic Magic. . . . . . . . . . . . . . . . . 195 Sympathy. . . . . . . . . . . . . . . . . . . . . . . . . . . . 243 The Path of Form. . . . . . . . . . . . . . . . . . . . . . 145 Traditional Materials. . . . . . . . . . . . . . . . . . . . 244 The Path of Gadgets. . . . . . . . . . . . . . . . . . . . 145 The Path of Health. . . . . . . . . . . . . . . . . . . . . 149 7. MAGICISPOWER . . . . . . . . 196 Names. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 The Path of Knowledge. . . . . . . . . . . . . . . . . 151 Unusual Background Contagion. . . . . . . . . . . . . . . . . . . . . . . . . . . . 245 The Path of Luck. . . . . . . . . . . . . . . . . . . . . . 152 (Supernatural Ancestry). . . . . . . . . . . . . 197 Sacrifice Bonuses. . . . . . . . . . . . . . . . . . . . . . 246 “Routine Magic” Paths. . . . . . . . . . . . . . . . . . 154 MAGICALADVANTAGES. . . . . . . . . . . . . . . . . . 197 Significant Dates. . . . . . . . . . . . . . . . . . . . . . 246 The Path of Nature. . . . . . . . . . . . . . . . . . . . . 156 Talents as Magic. . . . . . . . . . . . . . . . . . . . . . . 198 Hermetic Astrology. . . . . . . . . . . . . . . . . . . . 248 The Path of Protection. . . . . . . . . . . . . . . . . . 157 Magic and Modifiers. . . . . . . . . . . . . . . . . . . 199 The Sephiroth. . . . . . . . . . . . . . . . . . . . . . . . . 253 Path/Book Ritual Magic and Spirits. . . . . . . 159 New Enhancements. . . . . . . . . . . . . . . . . . . . 200 The Hebrew Alphabet. . . . . . . . . . . . . . . . . . 254 The Path of Spirit. . . . . . . . . . . . . . . . . . . . . . 160 New Limitations. . . . . . . . . . . . . . . . . . . . . . . 200 Chinese Mystical Modifiers. . . . . . . . . . . . . . 255 Fetishes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Affliction: The Evil Eye. . . . . . . . . . . . . . . . . . 201 EXAMPLEBOOKS. . . . . . . . . . . . . . . . . . . . . . . 163 POWERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202 APPENDIXB: ALTERNATIVE The Book of the Names of the Dead. . . . . . 163 Supernatural Powers in Play . . . . . . . . . . . . 203 CRITICALFAILURE Book Titles. . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Supernatural Creature Abilities. . . . . . . . . . . 203 TABLES . . . . . . . . . . . . . . 256 Gentle Arts of the Floating World. . . . . . . . 164 Gods and Arch-Devils. . . . . . . . . . . . . . . . . . . 203 The Deeper Principia, Annotated. . . . . . . . . 165 SAMPLEPOWERS. . . . . . . . . . . . . . . . . . . . . . . . 204 APPENDIXC: SPELL Writing New Books. . . . . . . . . . . . . . . . . . . . . 165 Bardic Arts. . . . . . . . . . . . . . . . . . . . . . . . . . . 204 PREREQUISITECOUNTS. . . 261 Elemental Command. . . . . . . . . . . . . . . . . . . 204 6. FLEXIBLEMAGIC . . . . . . . . 166 Personal Holiness. . . . . . . . . . . . . . . . . . . . . . 205 Simple Flexible Magic. . . . . . . . . . . . . . . . . . . 167 High Craft Powers. . . . . . . . . . . . . . . . . . . . . . 205 BIBLIOGRAPHY . . . . . . . . . . . . 268 Effect Class. . . . . . . . . . . . . . . . . . . . . . . . . . . 167 Plane-Walking. . . . . . . . . . . . . . . . . . . . . . . . . 206 Reincarnation. . . . . . . . . . . . . . . . . . . . . . . . . 206 INDEX. . . . . . . . . . . . . . . . . . . 269 C 3 ONTENTS I NTRODUCTION Magic ... Intuitive art or numerical science? Insanity or bear in mind that such tinkering will have consequences in perfect control? Quest for divinity or demonic blasphemy? the game. Take your pick. Maybe it’s everything at once. This doesn’t mean that Thaumatologyis only for GMs. Every myth, fantasy story, and anthropological study On the contrary, any player whose character uses a magic has its own ideas on the subject, which makes life compli- system or mechanism from this book will need access to it cated for anyone who wants to incorporate evocative ideas to see how things work and what’s possible. But if the GM about magic into RPGs. The problem is how to handle such decides that a section or even a chapterdoesn’t apply, then visions in game terms – how to make them work as imag- that’s final. ined but also in a consistent and playable way. The purpose Player or GM, you should consider reading the entire of GURPS Thaumatologyis to offer solutions. book before making any decisions. A given magic system Often, RPGs are accused of tying up magic in strict might draw most heavily on one chapter, but many ideas rules, losing its truly fantastical, magical essence. transfer easily between chapters. You’ll also want to com- Thaumatologycertainly presents rules – but by offering a pare several possible mechanisms before settling on those wide range of options, it aims to restore a sense of freedom that best represent your game’s (or character’s) version of to game magic and to enable the GM to make it an integral magic. Finally, the appendices (pp.242-267) apply to many part of a setting, not just a handy box of tricks. Still, the options. specifics are there for those who value them. P H UBLICATION ISTORY A T B BOUT HIS OOK Thaumatologyfeatures something old, something new, All GURPSbooks are tool kits – you use the parts you and quite a lot borrowed. One of the design goals was to like and change or ignore the rest. This is especiallytrue of integrate the many magic rules published over the course Thaumatology. Its many rules and systems are designed of two decades of GURPS and bring them into line with to enable the GM to set up games where magic works GURPS Fourth Edition, polishing and enhancing them in exactly as envisioned, providing the perfect atmosphere the process. This means the book owes debts to more and balance of probabilities. It also includes worked people than we can list here – but a few names and titles examples and ready-to-use implementations, but even really must be mentioned. these can be modified. The spell-based system described in the current GURPS As with any toolbox, you shouldn’t try to use everything Basic Setdates to the earliest days of GURPS. It has been simultaneously – and by “you,” we mean whoever is adapted for specific purposes many times over the years. responsible for designing and maintaining the campaign, Treatments of fictional and mythical sources added and usually the GM. Pick and choose only what suits your pur- removed spells, reorganized the college structure, and poses. Not every concept belongs in every game; if you try imposed special requirements on spellcasters. For example, to use it all, you’ll probably go crazy and, worse, your cam- Ken and Jo Walton’s GURPS Celtic Mythadded powerful paign will collapse! All ofThaumatologyis one big sugges- “High Celtic” imagery, while GURPS Religion, by Janet tion. For example, the point costs for abilities reflect the Naylor and Caroline Julian, refitted the system for clerics author’s views of effectiveness and balance – but as the GM, and adopted rules for shamanic spells from Kirk Wilson you’re free to disagree and change the numbers, perhaps to Tate’s GURPS Ice Age. encourage or discourage particular player choices. Just 4 I NTRODUCTION Spell-based magic has also been subject to more radical modifications. In particular, S. John Ross’s “Unlimited About GURPS Mana” rules – first printed in Pyramid #9, subsequently reprinted in GURPS Best of Pyramid Volume 2, and Steve Jackson Games is committed to full sup- adapted on pp.76-82 – showed what could be done with a port of GURPS players. Our address is SJ Games, simple-but-fundamental change to the core system. Later, P.O. Box 18957, Austin, TX 78760. Please include a Ken Hite’s GURPS Cabaldemonstrated what adding mod- self-addressed, stamped envelope (SASE) any time ifiers from real-world occultism could achieve. you write us! We can also be reached by e-mail: Some GURPS supplements offered completely new [email protected]. Resources include: models of magic. Notably, C.J. Carella’s GURPS Voodoo Pyramid (www.sjgames.com/pyramid). Our provided a potent, subtle system of ritual magic (called online magazine includes new GURPS rules and “Path/Book” magic in Thaumatology; see pp. 121-165), articles. It also covers the d20system, Ars Magica, which Stephen Kenson subsequently revised and expanded BESM, Call of Cthulhu,and many more top games in GURPS Spirits. Other books developed flexible improv- – and other Steve Jackson Games releases like isational systems or rules for powers that, while not explic- Illuminati, Car Wars, Transhuman Space, and itly magical, were ideal for representing particular views of more. Pyramidsubscribers also get opportunities to magic. Numerous Pyramid articles offered further varia- playtest new GURPSbooks! tions and combinations. New supplements and adventures. GURPScontin- All of these ideas were reviewed, updated, and integrat- ues to grow, and we’ll be happy to let you know ed to produce Thaumatology. This book simply wouldn’t what’s new. For a current catalog, send us a legal- have been possible without those predecessors. It attempts sized SASE, or just visit www.warehouse23.com. to bring the richness and range of options developed for the e23. Our e-publishing division offers GURPS first three editions of GURPSinto GURPS Fourth Edition, adventures, play aids, and support not available any- putting all the material in one place for convenience. where else! Just head over to e23.sjgames.com. Errata.Everyone makes mistakes, including us – Current Cross-References but we do our best to fix our errors. Up-to-date erra- ta sheets for all GURPS releases, including this As much as possible, GURPSsupplements are designed book, are available on our website – see below. to stand alone. They never need books other than the Basic Internet. Visit us on the World Wide Web Set to be useful. Because Thaumatology is a tool kit, at www.sjgames.com for errata, updates, though, it involves more cross-referencing than usual. Q&A, and much more. To discuss GURPS Much of Thaumatology – notably Chapters 2 and 3 – with SJ Games staff and fellow gamers, come modifies the standard spell-magic rules. This system is cov- to our forums at forums.sjgames.com. The ered in adequate detail on pp.B234-253, but GURPS Magic GURPS Thaumatology web page can be found at offers a lot of additional material, especially spells! Thus, www.sjgames.com/gurps/books/thaumatology. Magic is recommended for anyone planning to use magic, Bibliographies.Many of our books have extensive in particular anything based on the spell system, in a bibliographies, and we’re putting them online – GURPScampaign. with links to let you buy the books that interest you! Thaumatologyis also designed to complement GURPS Go to the book’s web page and look for the Powers. Either volume stands perfectly well on its own and “Bibliography” link. can help you set up magic of various kinds for a wide range of campaigns, but the two books work well together. Rules and statistics in this book are specifically Chapter 7 specifically examines “magic as powers,” summa- for the GURPS Basic Set, Fourth Edition. Page rizing the essential rules while offering specific applications, references that begin with B refer to that book, not but Powers provides many more advantages, enhance- this one. ments, limitations, and systems. Finally, GURPS Fantasy is likely to be of interest. It pro- vides extensive guidelines for setting up fantasy games, including treatments of magic. Its Magical Arts chapter Sourcebook and Roleplaying Game, GURPS Banestorm, offers many good ideas, some of which Thaumatology has andGURPS Powers, to name just a few items. borrowed and expanded. Phil has also worked on lines and products such as Mage: the Sorcerers’ Crusadefor White Wolf, Ars Magica A A for Atlas Games, Dying Earth Roleplaying for Pelgrane BOUT THE UTHOR Press, and Dreaming Cities for Guardians of Order, all of British games writer and notorious Professor-William- which involved thinking about magic systems. That said, he Headley-look-alike Phil Masters tweaked the basic spell sys- has worked onTranshuman Spacematerial for SJ Games tem when he wrote GURPS Arabian Nightsin 1993, and and Championsfor Hero Games, among other things, and has barely looked back since. His other GURPS credits had articles in more magazines than he can count. His web- include work on The Discworld Roleplaying Game, site is www.philm.demon.co.uk. GURPS Castle Falkenstein, GURPS Atlantis, The Hellboy I 5 NTRODUCTION C O HAPTER NE W HAT IS M ? AGIC “Consider . . . a simple fire spell, perhaps.” The centaur The challenge came from the back of the room, where a snapped his fingers and a flame danced above his hand for a burly, well-dressed lowlander was slouching across two moment. “Magical, is it not? But I see that two occupants of benches. The centaur raised an eyebrow. the front row are puzzled, which is good, because it suggests “I’m talking about important distinctions. But if you that they not only possess a useful sensitivity but that they are think that I’m wasting your time, feel free to leave.” willing to use it. So consider tool use.” He extended the same The lowlander scowled a moment and then shrugged. He hand and placed a small, glittering object on the lectern in gathered up his slate, rose to his feet, and stalked out of the front of him. “This comes, I’m told, from another reality. It nearest door. A fraction of a second later, he reentered the produces flame at the touch of a finger, so long as it is kept room by the door on the opposite side, and then stopped in supplied with a fuel, for which my friends in the alchemists’ utter confusion while laughter rippled through the room. quarter charge rather a lot. And yet neither the object nor the The basic concept of “magic” is ancient, but there are fuel responds to any tests for enchantment that I or anyone countless different ideas about what it involves and how it’s I’ve met has been able to develop.” supposed to work. Consequently, you need to decide what “So you’re wasting our time with mundane toys and your magic actually is before attempting to represent it trickery!” with rules. 6 W M ? HAT IS AGIC T I M HE DEA OF AGIC “Magic” typically refers to a method by which sapient belief system. It might produce practical results, but these beings can manipulate the supernatural to achieve useful are side effects – the real point is one’s spiritual develop- results. This raises the question of what “supernatural” ment. Likewise, many conventional religions include means, however: invisible forces, “spirits,” or something mystical strands whose followers try to gain deeper under- incomprehensible by whatever the world calls “science” or standing through meditation and prayer, and mystics are “rationality.” Moreover, not all magic is controlled and not sometimes credited with impressive supernatural powers. all magical results are useful. To a priest, though, a mystic might seem to be abusing reli- gion for personal advantage, while a secular wizard might M S R see the mystic as importing religious mumbo-jumbo into AGIC EEN AS EAL practical magic. Magic emerges out of humanity’s oldest legends, and some of the most evocative ideas about it still come from such sources. It represents a way to explain and perhaps Strange: As to how I do control a vast, confusing universe. magic, there are many, many Magic and Religion procedures. As many, I dare say, Magic is both related to and potentially in conflict with as for making war. religion. Originally, the two might have been one and the same. Humans explained the world in terms of invisible – Susanna Clarke, Jonathan powers, which shamans, wizards, and priests all claimed to Strange & Mr. Norrell understand. Divisions arise from the question of whether the expert controls otherworldly forces or simply speaks to them – interceding, negotiating, and/or worshiping. A priest’s gods M F AGIC IN ICTION are superior beings; trying to tell them what to do is foolish at best. Hence, if wizards (secular magicians) or shamans Folktales and fantasy stories are as likely to refer to (spirit-workers) exist, they’re said to deal with lesser beings: ideas about “real” magic as they are to depict it as having spirits.This might mean that they’re merely “spiritual tech- more straightforward effects – and these approaches nicians,” but there’s often a suspicion that they’re collabo- aren’t exclusive. A storybook wizard can hurl lightning rating with demons or other outcast entities, even if they bolts or turn into a wolf because that’s simply how his think they’re working with non-sentient forces! As a rule, world works. Magic can serve as a symbol, a metaphor, or priests form part of the social order, wizards work for a power fantasy. themselves, and shamans address individual issues as they Early fantasy either borrows from myth or – like fairy- arise. tales – uses magic as a plot device with little regard for con- A wizard’s reply to all this might be that priests lack sistency, portraying it as something that justhappens, per- courage or curiosity, and are mere lackeys to their gods, haps impelled by moral or malevolent forces, or by destiny. claiming authority over humanity without trying to under- Its magicians are remote and incomprehensible, living in stand how the universe works. A shaman might say that hidden towers or grottoes and driven by whim. They’re priests have too simplistic a view; in shamanic myths, the often very powerful, but they aren’t omnipotent. If they gods are often remote and unapproachable, and life enter mundane society to pursue personal goals, a hero depends on knowing how to work with lower-ranking spir- may defeat them by shrewdness or a surprise attack (most its. Shamans might see secular wizards as prideful and magic seems to be slower than the sword). Spells often impolite to spirits, while wizards view shamans as being come with “escape clauses,” allowing a lucky or well- limited to unreliable haggling when formal magic works informed hero to circumvent even the greatest effects. more reliably. In a fantasy campaign where more than one type of Imposing Rules magic-worker exists, the balance of such disputes is crucial. More modern fantasy – perhaps influenced by science It’s important to know whether any of the participants are completely right or wrong, or if each has part of the truth. fiction – sometimes tries to depict magic as logical and coherent. Writers may attempt to derive rules and princi- If nothing else, such divisions permit some entertaining ples from old legends, or define magic as the science of a roleplaying, with priests, wizards, and shamans bickering universe with different natural laws, or simply construct and verbally sniping at each other (it’s less amusing if the systems that make for good plots or metaphors. Others disagreement turns violent, though!). maintain the traditional focus on mystery, however; they This three-way division might be too simplistic, however. might suggest that magic follows consistent rules, but the In “spiritual” or “mystical” ideas, “magic” and “religion” blur rules aren’t at all obvious. together; magic is regarded as a personal, quasi-religious W M ? 7 HAT IS AGIC Roleplaying games borrow ideas about magic from fic- can do and what his odds of success are ... although rules tion, and to a lesser extent from myth and history, but must can incorporate elements of uncertainty and give the GM be more specific about how it works. Games have rules, and room to fudge. someone playing a wizard needs some idea about what he Words for Magic Humanity has used countless words for “magic.” “counterfeits.” Some people think this offers a useful Some started out with clear, specific definitions, but distinction between stage trickery and the real super- meanings invariably blur over time. In RPGs, such terms natural deal; others consider it pretentious. A magi- are often associated with particular rules and game cian is anyone who works magic – typically secular mechanics that have only a tenuous connection to the rather than priestly, but the distinction tends to blur. words’ origins. In Thaumatology, the term often means a practi- In English, most words ending in “-mancy” originally tioner of Path/Book-based magic (see Chapter 5). described methods of divination (for instance, “necro- mysticism: Formerly a mysterious sort of religious mancy” meant “questioning dead spirits”), but the sense activity, not necessarily open to rational comprehen- has broadened to mean “magic” (so “necromancy” could sion. Still tends to mean something more religious or be any sort of death-related magic). The suffix “-logy” or spiritual than magical, but some mystics are said to “-ology” indicates the science or study of something; e.g., possess uncanny powers as a result of their studies. “astrology” is the study of the stars, although today it necromancy:Traditionally “divination by communica- means using the stars for predictive purposes, while tion with the dead.” The meaning has broadened “astronomy” is the modern science. over time to cover any kind of death-related magic – Widespread terms include: including the creation of undead and dealings with conjure:Originally, this meant “to make a pact” – and demons (either because demons are powerful in the later, “to call up or invoke.” Spells often invoked afterlife or just because both demons and undead are magical names, so it could cover all sorts of magic. evil). Some people call all magicians “necro- Today, “conjuring” typically means stage magic. mancers,” as an insult or an accusation. While necro- enchantment: Imbuing an object or a person with mancy is often classed as evil, in some belief systems magic, originally by chanting. This explains why the dead may provide willing help if approached cor- GURPS uses the term to refer to the creation of rectly, making necromancy lawful or at least neutral magic items. In other places, though, it’s used to (if frightening). Indeed, necromancy was sometimes mean magically controlling people through their regarded as the last, best defense against truly evil thoughts or emotions (and an enchantress is a magic. woman who manipulates others’ minds). The paral- occult: “Hidden” or “secret.” The word is associated lel meanings have become quite distinct – take care with magic because magic is a secret art. The term to differentiate them! arcanehas a similar history. glamour: A kind of enchantment or spell, and hence, parapsychology:A modern term for the study of men- metaphorically, dazzling or distracting appearance. tal phenomena beyond the realm of ordinary psy- As a result, the term has come to refer to a kind of chology (formerly known as “psychical research”). magical illusion – or possibly mind control with an Often relates to psionics, but a parapsychologist illusory/delusional element. It’s frequently used in might also investigate ghosts, magic, etc. relation to the magic worked by fairies, which per- shamanism: Spirit-based religious practice. The haps consists entirely of powerful illusions. shaman generally enters a trance or ecstatic state in goetyor goetia(adj. goetic): Magic worked by calling which he communes with the supernatural world. up evil spirits or the dead – or originally, the magic Most shamans (the correct plural) also act as healers of illusions and deception. Contrast with theurgy. – perhaps by casting out disease spirits. The word mage(pl. magi): An English variant of magus,descend- comes from Siberia but is widely applied to similar ing very indirectly from the name of an ancient figures in other cultures. Persian priestly caste, the members of which were sorcery: Derived from a word relating to fate or luck, held to be expert astrologers. GURPSuses Magery to this term formerly referred to malicious magic but mean personal magical aptitude (required to learn has mostly lost that connotation. In anthropology, it magic in many settings), and refers to anyone who may imply magic learned through study rather than possesses this trait as a mage. being inborn. Interestingly, in modern fantasy, it magic: Another derivative of magus. The infamous sometimes suggests a less formal, more intuitive sort Aleister Crowley coined a variant spelling, magick, of magic than “wizardry.” to distinguish “the true science of the Magi” from continued on next page . . . 8 W M ? HAT IS AGIC Words for Magic (Continued) spell:Originally a recital or a tale, but nowadays means persecuted innocent victims – perhaps secret rural something magical – perhaps because words have pagans – have changed the meaning, and as witch power and can control people! In GURPS, it’s a may derive from the Old English Wicca, the latter magical procedure leading to a standardized result, term is used for more-or-less-traditional pagan reli- especially one of the skills learned by wizards in the gion. Witchoften means a femalemagic-worker, but standard magic system. this isn’t a firm rule. For historical reasons, witches thaumaturgy: From a Greek word for wonders and are often assumed to be rural figures using “primi- miracles, this could mean either “miracle-working” tive” or “intuitive” magic. or “magic.” Thaumatology was originally the witch-doctor:A Western term for a magical healer or a description and discussion of the miraculous, but benevolent magician – perhaps one who helps some modern stories and games (including GURPS) against evil witchcraft – in a non-Western, non- use the term for the theoretical study of magic. literate society. Modern anthropologists regard it as theurgy: A type of magic worked by summoning good imprecise and impolite. spirits such as angels – often the opposite ofgoety. wizard: Once simply meant “wise man” but came to voodoo (also voudoun): Refers to a magical religion refer to a magic-worker. Sometimes specifically evolved from African beliefs among slaves and their masculine, whence the occasional use of wizardess descendents in the Americas. Sometimes seen as as a feminine equivalent. Thaumatology and other sinister, but voodoo has a benevolent aspect. GURPS books use wizard to mean a competent warlock:May derive from an Old English word mean- practitioner of magic – usually a secular one (in con- ing “oath-breaker,” which was subsequently applied trast with shamans, miracle-working priests, etc.) – to the Devil, then to any demon or monster, and who needn’t possess Magery. hence to a demon-summoning or shape-changing wizard. Alternatively, it may come from a Norse Academic Terminology term meaning “spirit-singer” – a shamanic sort of Anthropologists and students of folklore use many of wizard. Today, it typically means a man who uses these terms, sometimes with their own specific defini- the same magic as a female witch.Notions such as tions. “Sorcery” is more likely to retain its old meaning of warlocks having something to do with preventing malevolent magic, and “witchcraft” often means magic wars, or being wizards who are immune to metal, seen as evil and persecuted by society. In some cases, the are modern confusions. difference is said to be that “sorcerers” deliberately study witchcraft:Another old term that came to be associat- magic, while “witches” are born with their power. ed with secret factions of malicious spellcasters, Academics who distinguish between “magic” and “witch- who were sometimes hunted down by religious craft” define the former as manipulating external pow- witch-hunters. Those who feel that the hunters ers, the latter as based on innate abilities. C M ONCEPTIONS OF AGIC Fiction often describes magic vaguely. The wizard does magic is an ancient, largely lost art; more useful spells were something, which achieves a result, but how it all works is once known but have been forgotten, so “research” means unclear. Still, there are several common conceptions. archaeological scavenging, and true innovation is beyond anyone living. Or perhaps spells come from the gods, and M C the human mind can’t encompass the complexities of mag- AGIC AS A OOKBOOK ical creativity – the only hope for novelty is to persuade Magic might consist of a fixed list of well-defined spells. some deity to grant a new trick. These may vary within limits – a fireball might do more or less damage for more or less effort, a scrying spell can have Common Standard Magic Items variable range – but the system is essentially rigid. This A variation on this theme makes magic a matter of stan- approach is popular in RPGs, as it’s simple to implement; dardized, often commonplace items. Casting spells with the standard GURPSsystem is but one example. It can be your “bare hands” is impossible – or at least seriously lim- a little short on flavor, although that depends on the details ited. Items may be the irreproducible legacy of an ancient of the spells. Lost Age of Magic, or the product of a straightforward It maybe possible for wizards to invent new spells, but “industrial” system that faces practical constraints in com- this is a lengthy, expensive, and unreliable process – fine for ing up with anything new. academics, but not much fun for adventurers. Or maybe W M ? 9 HAT IS AGIC

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