Gurps Magic

Author: Steve Jackson
Publisher: Steve Jackson Games
ISBN: 9781556348112
Size: 69.68 MB
Format: PDF
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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!

Gurps Magic Items 1

Author: Chris W. McCubbin
Publisher: Steve Jackson Games
ISBN: 9781556341908
Size: 75.77 MB
Format: PDF, Mobi
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-- Hundreds of magical items to add zest and variety to any fantasy game. -- Also presents several magic shops, to add to a GM's world background.

Gurps Magic Items 2

Author: Drew Bittner
Publisher: Steve Jackson Games
ISBN: 9781556342073
Size: 50.32 MB
Format: PDF, ePub, Mobi
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-- Hundreds more magical items to add zest and variety to any fantasy game. -- Eight new magic shops, to add to a GM's world background.

Gurps For Dummies

Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 9780470043615
Size: 68.91 MB
Format: PDF
View: 3967
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The standard magic system isn't your only option. Mages need not rely on a set
list of spells skills. GURPS Magic lists several options for the GM to consider —
Improvisational Magic, Syntactic Magic, Symbol Magic, and Ritual Magic. These
systems are all optional and require both the player and the GM to be flexible.
Because these systems are optional, and because they are largely customizable
by the GM,these systems fall outside the scope of this book. If, as GM, you are
interested ...

Gurps Grimoire

Author: Daniel U. Thibault
Publisher: Steve Jackson Games
ISBN: 9781556342431
Size: 52.26 MB
Format: PDF
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-- Supplements the GURPS magic system with hundreds of new spells and two completely new colleges of magic! -- Includes new Spell Prerequisite Charts, making it far easier for players and GMs to assign magic spells.

Role Playing Games Questions And Answers

Author: George A Duckett
Publisher: George A Duckett
Size: 37.13 MB
Format: PDF
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First for character creation GURPS distills the myriad choices into what they call a
template. This is a package of skills, advantages, disadvantages, and perks that
reflect a role, or profession. For example a Mercenary Fighter, Low-life Burglar,
Wizard, etc have templates in GURPS Fantasy. First the GURPS Book. For a
Fantasy referee the following are useful GURPS Magic - pretty needed unless
you spend a lot of time with the core books to roll your own magic system GURPS
Fantasy ...

Game Master Techniques Questions And Answers

Author: George A Duckett
Publisher: George A Duckett
Size: 48.70 MB
Format: PDF
View: 5153
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Probably the best source for this sort of thing in GURPS is GURPS Martial Arts. A
player may not want to cast spells, but might like having/using magic items. If
there are enough of magic items available that are useful for noncasters, and the
groups gives enough of them to the non-fighter PC, then that can give that PC
abilities the others don't have. There may be other types of super powers
available in your world that are appropriate to the non-magic-user PC, such as
religious-based ...

Gurps Thaumatology

Author: Phil Masters
Publisher: Steve Jackson Games
ISBN: 9781556348099
Size: 54.26 MB
Format: PDF, ePub, Docs
View: 4566
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Feel the Power Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options.

Gurps Lite

Author: Sean Punch
Size: 63.84 MB
Format: PDF, Docs
View: 3006
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Magical Aptitude (Magery): The advantage (see p. 10) of being attuned to magic.
Mage: Someone with Magery. Spell. A magical skill. Spells are usually Mental/
Hard skills. When learning spells, add Magery to IQ (so someone with IQ 15 and
Magery 3 earns spells as if his IQ were 18). You must spend at least 1 point on
each spell. Wizard. Anyone who knows spells. Casting a Spell. Using a spell skill.
This requires a roll againstone's skill level with the spell. Caster: The person
using the ...