.Every myth, fantasy story, and anthropological study has its own ideas on magic. Is it intuitive art or numerical science, insanity or perfect control, a quest for divinity or demonic blasphemy? For the roleplayer who wants to game out interesting, evocative ideas about magic, it maybe all of the above. GURPS Thaumatology provides the systems to make magic work however we imagine it, while keeping it consistent and playable.GURPS Thaumatology is a collection of the best magic rules and systems from Third Edition - from GURPS Spirits, Cabal, Voodoo, Celtic Myth, and Religion to numerous articles from Pyramid (including Unlimited Mana!) - updated for Fourth Edition. It also has new tweaks to the spell-based magic of the Basic Set, guidelines for running magic-orientated games, and notes for adapting real-world occult beliefs into the system.Weighing in at 272 pages, this grimoire is vital for any campaign using magic, from high fantasy wizards throwing fireballs . . . to seedy urban mages in the modern world. . . to bizarre worlds with multiple opposing systems of magic.