"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Saturday, November 23, 2024

GURPS Grimoire (1994)

From the web:

A huge expansion for the GURPS Magic system, this sourcebook almost doubled the number of spells documented in official GURPS releases. Introduced two new colleges (Technology and Gates).

Requires GURPS Magic, Second Edition and the Third Edition Basic Set.

Went through four printings between 1994 and 2000.

Magic Awaits Mages struggle to probe the mysteries of life, death, time, and space. At last, we gather their magical knowledge together - GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice Age epics to gritty cyberpunk slum crawls. GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous - or desperate - can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning! Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid. An expanded chart of spell prerequisites and a handy table for quick reference are included. And Scott Paul Maykrantz, author of GURPS Creatures Of The Night, expands the GURPS Magic tables for generating Demons. Open, then, and learn strange new wonders.
 

No comments:

Popular Posts