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Cover art that takes up over 50% of the cover! |
This is a long, pretty important book. It's pretty useful for anyone that cares about magic of any kind in their adventures and campaigns, and it is big. That is redundant but true. It's also a pretty entertaining read for people that like reading over mechanics, but it is a bit like drinking straight from the hose. Reviews try to answer a few hard subjective questions about whether a book is "good" or "important" or whether the reviewer would "recommend" the book, and my answers to those questions, Re: Thaumatology are somewhat nuanced. I think the book is a very dense exploration of a lot of topics, and for people that like reading manuals, it has a lot to pick through and ruminate over. In terms of application however, I personally haven't found it fundamental to my games or mechanical navel-gazing; there are a few extraordinarily valuable gems of worth hidden inside, but for myself, I had this feeling that the book deep dived often on things that were superfluous, and when it reached a place where it got interesting, it was disappointingly shallow. Finally, despite that, I think it is worth recommending, but specifically if one has already found a magic system that they like and want to fine tune it; the tools only help slightly for spinning something up brand new whole-cloth, and personal opinion, many of the standalone systems in the book are easily eclipsed by the regular
Magic from
Basic Set in terms of huge catalog;
Sorcery for a semblance of "balance," or
Ritual Path Magic for solid fundamental mechanics for a flexible system (with a slippery power curve.) However, if you have found a system you like, this book can help fine tune them into something that matches your specifications and expectations even better. Let's take a closer look then.