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Sorcery, Thaumaturgy, The Black Art, Necromancy, Alchemy, or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. Here is the complete guide to that knowledge for GURPS.
GURPS Magic presents a colorful, detailed magic system -- and 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 types of clerical magic.
If you're ready for a world of magic, it's in your hands . . .
(Note that this is a digital reprint of a GURPS Third Edition product.)
Written by Steve Jackson