Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!
Within these pages, crackling with mystic energies, you'll find:
The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more! Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers. Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign. Plus special material from the GURPS Magic Items series and Wizards. This is a powerful book, indeed. Use it wisely.
American game designer, often confused with the British game designer of the same name.
Author of games/systems such as GURPS, Illuminati, CarWars, and Munchkins.
See also: Steve Jackson, co-creator of the Fighting Fantasy series (NB the US game designer also wrote 3 titles in this series) Steve Jackson, author of works on crime Steve Jackson, Scottish thriller writer
good evening and welcome fellow Children of Chaos.
90% filler. Like there is a spell called Colour. It changed the colour of a light source. It makes it so that your light bulb glows green for a few hours.
POINTS WELL SPENT I SAY.
This ultimately is the problem I have with GURPS. Especially as a generic game. It feels like it is trying so hard to cover bases that it is just filled with pointless shit. Also a spell that makes someone else super horny is just bleh.
I also think it feels like 4 games awkwardly stapled together. I skimmed a lot of this for very samey and pointless spells.