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Magic cover lg

The cover of GURPS Magic

GURPS Magic™ is a 240 page rulebook for GURPS 4th Edition with content by Steve Jackson, S. John Ross and Daniel U. Thibault. Most of the spells are slightly reworked versions of 3rd Edition spells from GURPS Magic, GURPS Grimoire and a few other places.

Principles of Magic Edit

This chapter covers the core rules involved in the standard magic system. Included are the base rules spell classes, such as Area, Blocking, Information, Melee, Missile, Regular, and Resisted spells.

Magic Items Edit

Covers the key concepts of Magical items under the standard system, including Quick and Dirty and Slow and Sure enchantment methods.

Spells Edit

Spell under the standard system are divided into Colleges, some spells count as belonging to more than one college. Some spells, and even some Colleges, can't be learned without knowing enough spells from one or more other colleges. In some cases, a single spell entry may represent multiple variations that need to be learned separately.

Air Spells Edit

Contains 44 spell entries, 22 of which are detailed in other colleges.

Animal Spells Edit

Contains 22 spell entries.

Body Control Spells Edit

Contain 62 spell entries, 1 of which is detailed in another college.

Communication and Empathy Spells Edit

Contains 35 spell entries, 3 of which are detailed in other colleges.

Earth Spells Edit

Contains 32 spells entries, 6 of which are detailed in other colleges.

Enchantment Spells Edit

Contains 24 spell entries in the base Enchantment college plus more the follow sub-colleges:

Weapon Enchantments Edit

Contains 16 spell entries in this sub-college.

Armor Enchantments Edit

Contains 5 spell entries in this sub-college.

Limiting Enchantments Edit

Contains 5 spell entries in this sub-college, 1 of which is detailed in another college.

Wizardly Tools Edit

Contains 10 spell entries in this sub-college, 2 of which are detailed in other colleges.

Fire Spells Edit

Contains 33 spell entries, 4 of which are detailed in other colleges.

Food Spells Edit

Contains 24 spell entries, 6 of which are detailed in other colleges.

Gate Spells Edit

Contains 39 spell entries, 5 of which are detailed in other colleges.

Healing Spells Edit

Contains 40 spell entries, 3 of which are detailed in other colleges.

Illusion and Creation Spells Edit

Contains 21 spell entries, 1 of which is detailed in another college.

Knowledge Spells Edit

Contains 51 spell entries in the base Knowledge college , 11 of which are detailed in other colleges. Plus more the follow sub-college:

Divination Edit

Contains 1 spell entry with 15 variations.

Light and Darkness Spells Edit

Contains 33 spell entries, 1 of which is detailed in another college

Making and Breaking Spells Edit

Contains 35 spell entries, 2 of which are detailed in other colleges

Meta-Spells Edit

Contains 38 spell entries in the base Meta-Spells college , 1 of which is detailed in another college. Plus more the follow sub-college:

Linking Spells Edit

Contains 3 spell entries.

Mind Control Spells Edit

Contains 58 spell entries, 6 of which are detailed in other colleges.

Movement Spells Edit

Contains 47 spell entries, 6 of which are detailed in other colleges.

Necromantic Spells Edit

Contains 44 spell entries, 6 of which are detailed in other colleges.

Plant Spells Edit

Contains 32 spell entries, 1 of which is detailed in another college.

Protection and Warning Spells Edit

Contains 40 spell entries, 13 of which are detailed in other colleges.

Sound Spells Edit

Contains 28 spell entries, 5 of which are detailed in other colleges.

Technological Spells Edit

This college contain no spell in it's base college they are all in the following sub-colleges:

Energy Spells Edit

For a table detailing the energy to fatigue conversion, see GURPS Technomancer.

Contains 16 spell entries.

Machine Spells Edit

Contains 13 spell entries.

Metal and Plastic Spells Edit

Contains 9 spell entries.

Radiation Spells Edit

Contains 8 spell entries.

Water Spells Edit

Contains 67 spell entries,17 of which are detailed in other colleges.

Weather Spells Edit

Contains 31 spells entries, 3 of which are detailed in other colleges.

Variations Edit

This chapter discusses Clerical magic (with Sanctity and Power Investiture), Ritual Magic, Improvised Magic, Syntactic Magic, and Symbol Magic (including Runic Magic). All of these variations are explored in greater detail in GURPS Thaumatology.

Alchemy Edit

This chapter covers the rules for Alchemy: Elixirs, Charms, Alkahest, Homunculus, Philosophers' Stone, and Magically Potent Materials.

Gate vs Tech Spells Edit

Due to the interaction between Draw Power and Create Gate to generate fatigue, it is recommended not to let both colleges in the same game.

See Also Edit

External Links Edit

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