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Steve Jackson Games
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GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals – even powerful ones – quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.
GURPS Thaumatology: Sorcery treats magic as a power and builds spells as modified advantages. This gives you the flexibility to create and cast any spell you can imagine, along with the confidence that it will follow clear and consistent rules. And because sorcery is limited only by point cost, its strength scales directly with the campaign's power level.
This tome contains everything you need to start down the path to enlightenment:
GURPS Thaumatology: Sorcery puts you in complete control, giving you a potentially unlimited grimoire and as much power as you can afford. What will you do with it?
Written by Jason Levine