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Authentic Thaumaturgy (Paperback)

~ Isaac Bonewits (Author)
4.1 out of 5 stars  See all reviews (11 customer reviews)


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Editorial Reviews

Review

A book that has influenced countless game designers since its first publication. 4 "stars" (Daniel Harms) -- RPGnet: the Inside Scoop on Games

The rich effects achievable by this very flexible system are well worth the effort. -- Answers.com

Product Details

  • Paperback: 144 pages
  • Publisher: Steve Jackson Games; 2nd edition (November 1998)
  • Language: English
  • ISBN-10: 1556343604
  • ISBN-13: 978-1556343605
  • Product Dimensions: 10.8 x 8.4 x 0.4 inches
  • Shipping Weight: 15.8 ounces
  • Average Customer Review: 4.1 out of 5 stars  See all reviews (11 customer reviews)
  • Amazon.com Sales Rank: #1,160,171 in Books (See Bestsellers in Books)

More About the Author

Philip Emmons Isaac Bonewits
Discover books, learn about writers, read author blogs, and more.

Visit Amazon's Philip Emmons Isaac Bonewits Page


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Customer Reviews

11 Reviews
5 star:
 (6)
4 star:
 (3)
3 star:    (0)
2 star:
 (1)
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Average Customer Review
4.1 out of 5 stars (11 customer reviews)
 
 
 
 
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17 of 18 people found the following review helpful:
4.0 out of 5 stars Nice, fun, very opinionated, March 21, 2001
By Brad Smith (Arlington, VA) - See all my reviews
(REAL NAME)      
Does this let you do real magic? No. At least, I hope not...

What, then, is this for?

This is written as a guide by a self-styled Real World Magician on how to translate the magic he knows of into gaming terms. Bearing in mind this is his perspective, and that what is "real" is not necessarily the best thing, this is actually a useful book.

He basically goes into magical laws (of which Murphy's has been included), the relationship between magic and psionics (see The Psionics Handbook for D&D3 for a similar view), cultural references, and, finally, a rump magic system that's very calculation-intensive.

Is this for everyone? No. Mr. Bonewits has some very, ah, strong opinions that some might find irritating, offensive, or otherwise bad. It also might not be useful to everybody, given that I know very few people who actually make up their own systems. I bought it, but am not going to ever use it for anything other than reading material. However, I am glad that I bought it. You may want to do some quick perusing in the store first, though.

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10 of 11 people found the following review helpful:
4.0 out of 5 stars Every magician needs a copy - For gamers, it's a resource,, October 7, 2003
If written today, this would be a simulation program - and it desperately needs one, ideally written to run on a Palm.

As a workable simulation system for role-playing, it just sucks; it's far too complex. It's far more accurate than any comparable system, but if you play it, all you will be playing IS magic.

As a workable simulation system to explain the process of magic in non-mystical terms, it is truly unique, and near as I can tell, accurate within the bounds of experimental error.

So as a means of developing a workable "spell list" for a campaign or a character, to then be expressed in other terms - magnificent. Likewise, it's great for designing effective rituals. (Um. This might be a "danger, will robinson, danger" moment for gamers - as it IS great for designing effective rituals.)

Authentic Thaumaturgy begs to be revisited and turned into a true gaming engine. It also begs to be revisited and turned into a resource aimed at truly pragmatic real-world spell design.

But until that's done, it's a great resource book, and the ideas it contains aren't easily found in any other single place.

BTW, I considered Bonewitz's uncensored opinions about nearly everyone under the sun to be hilarious, even when they annoyed me.

Isaac; "A spell is a THING, not a process!"
Don't confuse the spell with the ritual that produces it.

RITUALISTS! [snort]

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4 of 4 people found the following review helpful:
5.0 out of 5 stars A valuable addition to any gamer's library, February 24, 2004
By A Customer
If you've ever wondered about the theory behind the magic systems used in your favorite RPG, this gem will surely enlighten you. Bonewits talks about the origins of the magic systems used in various games, shows how they are different from "real world" magic theories, and presents alternative approaches that will make your favorite game even more exciting. While he's obviously not a gamer himself, he gives those of us who are plenty of tools to modify our current games or create new ones. This requires work and imagination, but anything worthwhile does.
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Most Recent Customer Reviews

5.0 out of 5 stars An interestng paradox
It's a fascinating paradox that possibly one of the best books on practicing real world magick, (yes, I know that some here will disagree that such a thing exists, but that's an... Read more
Published 8 months ago by Z. deScathach

5.0 out of 5 stars No-nonsense integration of magick and RPG
An treasure for role-playing gamers who are interested in "realistic" underpinnings of RPG magic and the possibility of "magic research". Read more
Published 19 months ago by Kai Quale

5.0 out of 5 stars GM Fuel At Its Finest
Yar, I'll agree with other reviewers that the author has some rather strong opinions that may or may not be offensive. Take it all with a mountain of salt. Read more
Published 20 months ago by Rory Wilkins

5.0 out of 5 stars Still the Best Book on the Laws of Magick Theory & Games
This 1979 paperback manual is still highly regarded by gamers who practise magick theory and magick role-playing.This book has alot of Isaac's opinions openly expressed. Read more
Published on December 29, 2006 by Magickal Merlin

1.0 out of 5 stars Skip it
The idea behind this book is interesting, to make a generic magic system based on real world magical beliefs. Boneswits failed miserably. Read more
Published on August 1, 2003

2.0 out of 5 stars Unplayably complex, and full of bigoted editorializing
The "magic system" in this book is in no way generic or easily adaptable to anything but Bonewits' personal belief system. Read more
Published on February 4, 2000 by David Edelstein

4.0 out of 5 stars Good reference, not a play aid
With the GURPS Basic Set, Steve Jackson, the designer of GURPS, went a long way towards making a coherent magic system for a generic fantasy RPG. However, as Mr. Read more
Published on November 3, 1999 by Steven W. Bucey

5.0 out of 5 stars great resource, highly technical
This is a great book to add to your collection for roleplaying for all hard-core players, especially those who want a true feel to their magic system. Read more
Published on April 16, 1999 by Shawn Sewell

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