Building on the possibilities opened in GURPS Thaumatology, these sourcebooks explore many distinctive kinds of magic.
Thaumatology: Magical Styles by Sean Punch (38pp, retail price $9): Give diverse arts distinctive thaumatological roles in your campaign; create memorable wizards with meaningful differences in training and philosophy; fill your campaign with cohesive, style- and philosophy-based guilds, schools, orders, and societies. Includes a fully worked example: the secretive Onyx Path.
Sorcery by Jason "PK" Levine (36pp, retail $9): 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. Along with plenty of GM and player advice, Sorcery includes a complete enchanting system and dozens of ready-to-use spells built using advantages, with guidelines for creating your own – a potentially unlimited grimoire and as much power as you can afford.
Ritual Path Magic by Jason "PK" Levine (56pp, retail $11): Emulate the magic of real-world traditions and popular books, movies, and TV shows with this complete framework that lets practitioners cast improvised spells, elaborate rituals, and everything in between. More than 80 sample rituals cover major effects such as healing, injury, communication, and protection.
Age of Gold by Phil Masters (46pp, retail $9): In the 1930s costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe have emerged anew. With two-fisted research and fearless forays to far lands, a new generation of adventurers is making its mark. With Thaumatology: Age of Gold, the next issue of pulse-pounding excitement is yours to conjure.
Alchemical Baroque by Phil Masters (24pp, retail $7): The Known Lands, as familiar as history and as fanciful as a fairy tale. Between the old history of magical tales and the new realities of exploration and enlightenment, there is a time of ghosts and giants, of spirits and spellcraft, of charm-slinging cunning-men and chubby sly cats. Yet even in these new times, the world needs heroes: haunted moors need exploring, wars need thwarting, and the fairies always need something. GURPS Alchemical Baroque contains information on alchemy and ritual magic; stats for fairies, ogres, and sapient cats; and information on ghosts, devils, and other threats. Take up your musket and quaff a brew of courage; fortune favors the bold!
Urban Magics by William H. Stoddard (55pp, retail $11): The distinctive nature of urban magic – how magical groups are organized, what practices a city supports, how cities make magic more effective, and how magic makes cities work better. Your heroes can find arcane adventure by going out their own front doors. When it comes to creating fantastic cities, you don't need an eldritch tome crackling with power; you only need GURPS Thaumatology: Urban Magics.
GURPS Thaumatology: Age of Gold copyright © 2008; Alchemical Baroque, Magical Styles, and Urban Magics copyright © 2009; Ritual Path Magic copyright © 2013, 2023; and Sorcery copyright © 2015 Steve Jackson Games Incorporated. "GURPS" is a registered trademark 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. All rights reserved.
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