Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy or the Great
Art. By any name, arcane knowledge brings great power to its possessor .
. . for good or for evil. This book is the complete guide to magic for
the Generic Universal Roleplaying System.
GURPS Magic
presents a colorful, detailed magic system. But it's much more. It is
designed for easy modification . . .for the GM who wants to create his
own background, or set adventures in the world of his favorite fantasy
author. And it's flexible. Players can create any sort of wizard
character they choose, from eager apprentice to mad hermit, from saintly
healer to sinister necromancer.
This book is completely
compatible with the magic rules in the GURPS Basic Set. It amplifies the
material there, as well as adding more than 300 new spells! Also
included are a complete system for improvisational magic, optional rules
for "inherent" magic abilities, special advantages and disadvantages
for mages, and a system to let the GM create his own unique types of
clerical magic.
If you're ready for a world of magic, it's in your hands.
"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
Sunday, November 24, 2024
GURPS Magic (First Edition) (1989)
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