The World of Magic
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 Third Edition. 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 . . .
Already converted to Fourth Edition? You can find everything from this book, and more, in the newest edition of GURPS Magic.
Released: 18 March 2009