http://www.sjgames.com/gurps/books/MagicItems/
GURPS Classic: Magic
β Scribed by Steve Jackson
- Publisher
- Steve Jackson Games Incorporated
- Year
- 2000
- Tongue
- English
- Leaves
- 130
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
http://www.sjgames.com/gurps/books/Magic/3e/
β¦ Table of Contents
Introduction
About GURPS
1. Principles of Magic
Learning Magic
Magical Terms
Finding a Teacher
Prerequisites
Grimoires
Casting Spells
Hiring a Wizard
Mana
Caster and Subject
Time Required to Cast Spells
Magic and Psionics
Alternate Magic Ritual Rule
Distraction and Injury
Energy Cost to Cast Spells
The Mageβs Touch
Duration of Spells and Maintaining Spells
Magic Ingredients
Casting Spells While Maintaining Other Spells
Different Kinds of Magic
Colleges of Magic
Spell Classes
Areas of Effect
Long-Distance Modifiers
Ranged Attack Modifiers
Limits on Protection
Magic in the Basic Combat System
Special Combat Rules: Invisibility and Darkness
Magic Resistance
Ceremonial and Group Magic
Wand and Staff
Inventing New Spells
Alternate Systems of Magic
GMing Magic
Secret Spells
2. Magical Items
Enchanting: Creating a Magic Item
Power of a Magic Item
Making Magical Items in a Campaign
Success Rolls When Creating Magic Items
Controlling Magical Items
Using a Magic Item
Controlling PC Enchantment
Identifying Magical Items
βAlways Onβ Items
Cost to Make Magic Items
Multiply-Enchanted Items
Value of Magical Items
Sample Cost Chart
Powerstone Costs
3. Spell List
Animal Spells
Body Control Spells
Communication and Empathy Spells
Elemental Spells
Earth Spells
Elemental Spirit Spells
Air Spells
Fire Spells
Water Spells
Enchantment Spells
Weapon Enchantments
Armor Enchantments
Limiting Enchantments
Wizardly Tools
Food Spells
Healing Spells
Illusion and Creation Spells
Knowledge Spells
Divination
Light and Darkness Spells
Making and Breaking Spells
Meta-Spells
Linking Spells
Mind Control Spells
Movement Spells
Necromantic Spells
Plant Spells
Protection and Warning Spells
Sound Spells
Spell Table
4. Improvised Spells
The Basic Improvised Spell Formula
Skill for Improvised Spells
An Improvised Spell: Waterproofing
Prerequisites
The Verbs
The Nouns
Casting the Spell
Improvised Spells in Combat
Disadvantages of Improvised Spells
Mastering Improvised Spells
Special Verbs
More Improvised Spells
Linking Improvised Spells
GMing Improvised Spells
Creating Magical Items by Improvised Magic
Rune Magic
Rune Skills
The Futhark Runes
Spell-Casting
Example of Rune Casting
History of Rune Magic
An Emergency Rune Casting
5. Arcane Magicks
Aspected Mana
Clerical Magic
Changes in Aspect
Magically-Aspected Items
Sample Religions
Inherent Magic: Knacks
Cantrips: Poetic Magic
6. Alchemy
Making Alchemical Items
Using Alchemical Items
Types of Elixirs
Other Alchemical Abilities
7. Characters
Designing a Wizard
Advantages
Disadvantages
New Skills
Money and Equipment
Magical Jobs
Wizard Character Types
Non-Mage Spellcasters
Magic Affinities as a Limiting Factor
Shapeshifters (βWeresβ)
Sample Character:
Raphael Holyoak
Sample Grimoire
8. Creatures of Enchantment
Demons
Elementals
Familiars
Acquiring a Familiar
The Nature of Familiars
Limitations on Familiarsβ Abilities
Examples of Familiars
Golems
Undead
9. Magical Worlds
Restrictions on Magic
Wizards and the Law
Wizards and Society
Prerequisite Charts
Index
Campaign Plan
Blank Grimoire
β¦ Subjects
GURPS
π SIMILAR VOLUMES
http://www.sjgames.com/gurps/books/magicitems2/
http://www.sjgames.com/gurps/books/magicitems3/
http://www.sjgames.com/gurps/books/Autoduel/
http://www.sjgames.com/gurps/books/ogre/
http://www.sjgames.com/gurps/books/Illuminati/