What is the difference between gurps Thaumatology, magic and Powers?
Depends on the setting.
Thaumatology calls on the powers of the gods.
Magic is a force that allows the rewriting of cosmic laws, cheating the system.
And powers are mutations that result in magic-like abilities, but they still come from a place of SCIENCE.
>>54340340
kys
>>54340335
Thaumatology has several different systems, Magic is about using spells as if they were skills, Powers is about using spells as if they were advantages.
>>54340335
Magic : a compendium if spells to be used with basic set magic system. A bit rigid and strictly cut n dried for gurps, it still consolidated all of 3e spells in in place, converted to 4th Ed stats
Power : superpowers for every man. An essential book for playing superheros, capes, Babylonian wizard gods and the like. Introduced Leech, Illusion, and Create/Control basic powers, as well as every modifier under the sun you would ever need.
Thaumatology : how to make magic work for YOUR campaign. How to make spell lists. How to make cosmologies. How to make power groups. How cults work. How priests work. And etc. Etc.
>>54341929
>>54340996
People talk down about GURPS Magic but it really isn't that bad. Things get fucked if you let people use every spell but your game would also get crazy if you let them pick from every weapon and every Advantage.
>>54342047
This. It is a very different mindset from let's say PF where all books are available all the time by default. You pick appropriate things to make a character in GURPS, whereas in D&D you try to make things as mechanically min-maxed as you can.