Most roleplaying is fantasy roleplaying . . . and fantasy roleplayers want magic! GURPS Magic combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of new spells, for the ultimate tome of magic! This 240-page softcover contains the core magic system for GURPS Fourth Edition, complete alchemy rules, and alternatives to the core system, including updated rules for improvised magic and rune magic, and much, much more.
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.