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Old 02-17-2011, 06:36 PM   #1
Kromm
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Default Pyramid #3/28: Thaumatology II

Pyramid #3/28: Thaumatology II – the latest from e23 – is like Pyramid #3/13: Thaumatology, but it gets +1 damage/die and stuns the enemy. Okay, not quite. But you get some cool stuff:
  • Optional alchemy rules that link elixir production more closely to spells, and add new elixirs, new forms and enhancements for elixirs, and new perks, techniques, and spells for alchemists.
  • A magical style for GURPS Banestorm – or any setting with goblins in its past, really – which of course comes with more new perks and spells.
  • Additional detail for spicing up ceremonial magic, making it something more than a cheesy way to get a bunch of extra energy points.
  • A magical conspiracy that could seed an adventure, a story arc, or even an entire campaign.
  • Advice on destroying your campaign world with magic. No, not (necessarily) by letting the PCs have too much power, although the PCs will almost surely end up involved . . .
And of course Steven Marsh gets in on the act, and there's Murphy's Rules and other good stuff. Get it now so you'll meet the prerequisites for Thaumatology III, which adds incendiary effects and turns enemy weapons to cheese!
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Old 02-17-2011, 08:00 PM   #2
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Default Re: Pyramid #3/28: Thaumatology II

So... close... to payday.
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Old 02-18-2011, 12:39 AM   #3
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Default Re: Pyramid #3/28: Thaumatology II

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Originally Posted by Stone Dog View Post
So... close... to payday.
As soon as I get back the money I loaned the government at no interest, I may pick it up as well.

Question: How much powerful goodness does this have for us non-standard magic system users (Path/Book, Syntactic, etc.)?
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Old 02-18-2011, 07:49 AM   #4
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Default Re: Pyramid #3/28: Thaumatology II

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Originally Posted by RyanW View Post
Question: How much powerful goodness does this have for us non-standard magic system users (Path/Book, Syntactic, etc.)?
This is my question also. The answer determines whether or not I'll spend my money.
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Old 02-18-2011, 07:56 AM   #5
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Default Re: Pyramid #3/28: Thaumatology II

... Eye-catching thread title... clever :)
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Old 02-18-2011, 08:15 AM   #6
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Default Re: Pyramid #3/28: Thaumatology II

D'oh! Fixed.
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Old 02-18-2011, 10:16 AM   #7
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Default Re: Pyramid #3/28: Thaumatology II

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Question: How much powerful goodness does this have for us non-standard magic system users (Path/Book, Syntactic, etc.)?
With this issue, I tried to shed some light onto corners of the GURPS magic system that haven't received a lot of love.

"It's Pure Chemistry!" beefs up alchemical options from GURPS Magic significantly, and I got jazzed by their possibilities. Given that the alchemical rules don't really tie into the main Magic rules much, I'd say they it qualifies as a "non-standard" magic system. At least one option -- tattoo elixirs -- result in mages who feel very different from standard alchemists.

"Yellow Goblin Magic" presents a new magical style, including a bunch of new spells. Again, Thaumatology: Magical Styles hasn't gotten a lot of love since its release, so I'm glad to offer more ideas of what to do with those new rules.

And "Ceremonial Magic Made Easy" beefs up the options for ceremonial magic (beefing up options first presented in Thaumatology). Again, folks don't usually think of ceremonial magic in an adventuring setting, but this article makes it a much more viable option.
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Old 02-18-2011, 11:29 AM   #8
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Default Re: Pyramid #3/28: Thaumatology II

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Originally Posted by Steven Marsh View Post
With this issue, I tried to shed some light onto corners of the GURPS magic system that haven't received a lot of love.
I agree with what you'are explaining here, and I like this Pyramid issue. Refinements to GURPS alchemy and ceremonial magic are very welcomed.

On the other hand, it's hard to deny that we are going to need Pyramid #3/x Thaumatology III for covering more of these GURPS magic aspects that haven't received too much official attention after the release of the GURPS Thaumatology hardcover, like Path/Book magic . . . and others :-)

EDIT: Don't forget to check the related thread in the SJG Pyramid forum about this Pyramid issue.
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Old 02-18-2011, 11:53 AM   #9
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Default Re: Pyramid #3/28: Thaumatology II

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On the other hand, it's hard to deny that we are going to need Pyramid #3/x Thaumatology III for covering more of these GURPS magic aspects that haven't received too much official attention after the release of the GURPS Thaumatology hardcover, like Path/Book magic . . . and others :-)
Well, magic issues have been pretty darn popular, and I love weird/alternate magic systems and rules. Assuming that sales on this issue aren't horrifying, it seems very likely that we'll revisit Path/Book magic in the future. (And, of course, Path/Book magic articles don't need to be limited to issues marked "Thaumatology" . . .)
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Old 02-18-2011, 12:24 PM   #10
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Default Re: Pyramid #3/28: Thaumatology II

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So... close... to payday.
It's Here! It's Here!!!!

and Tactical Shooting too!!!!
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