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
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
Covers the key concepts of Magical items under the standard system, including Quick and Dirty and Slow and Sure enchantment methods.
Spells
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
Contains 44 spell entries, 22 of which are detailed in other colleges.
Animal Spells
Contains 22 spell entries.
Body Control Spells
Contain 62 spell entries, 1 of which is detailed in another college.
Communication and Empathy Spells
Contains 35 spell entries, 3 of which are detailed in other colleges.
Earth Spells
Contains 32 spells entries, 6 of which are detailed in other colleges.
Enchantment Spells
Contains 24 spell entries in the base Enchantment college plus more the follow sub-colleges:
Weapon Enchantments
Contains 16 spell entries in this sub-college.
Armor Enchantments
Contains 5 spell entries in this sub-college.
Limiting Enchantments
Contains 5 spell entries in this sub-college, 1 of which is detailed in another college.
Wizardly Tools
Contains 10 spell entries in this sub-college, 2 of which are detailed in other colleges.
Fire Spells
Contains 33 spell entries, 4 of which are detailed in other colleges.
Food Spells
Contains 24 spell entries, 6 of which are detailed in other colleges.
Gate Spells
Contains 39 spell entries, 5 of which are detailed in other colleges.
Healing Spells
Contains 40 spell entries, 3 of which are detailed in other colleges.
Illusion and Creation Spells
Contains 21 spell entries, 1 of which is detailed in another college.
Knowledge Spells
Contains 51 spell entries in the base Knowledge college , 11 of which are detailed in other colleges. Plus more from the following sub-colleges:
Divination
Contains 1 spell entry with 15 variations.
Light and Darkness Spells
Contains 33 spell entries, 1 of which is detailed in another college
Making and Breaking Spells
Contains 35 spell entries, 2 of which are detailed in other colleges
Meta-Spells
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
Contains 3 spell entries.
Mind Control Spells
Contains 58 spell entries, 6 of which are detailed in other colleges.
Movement Spells
Contains 47 spell entries, 6 of which are detailed in other colleges.
Necromantic Spells
Contains 44 spell entries, 6 of which are detailed in other colleges.
Plant Spells
Contains 32 spell entries, 1 of which is detailed in another college.
Protection and Warning Spells
Contains 40 spell entries, 13 of which are detailed in other colleges.
Sound Spells
Contains 28 spell entries, 5 of which are detailed in other colleges.
Technological Spells
This college contain no spell in it's base college they are all in the following sub-colleges:
Energy Spells
- For a table detailing the energy to fatigue conversion, see GURPS Technomancer.
Contains 16 spell entries.
Machine Spells
Contains 13 spell entries.
Metal and Plastic Spells
Contains 9 spell entries.
Radiation Spells
Contains 8 spell entries.
Water Spells
Contains 67 spell entries,17 of which are detailed in other colleges.
Weather Spells
Contains 31 spells entries, 3 of which are detailed in other colleges.
Variations
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
This chapter covers the rules for Alchemy: Elixirs, Charms, Alkahest, Homunculus, Philosophers' Stone, and Magically Potent Materials.
Gate vs Tech Spells
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
- GURPS Thaumatology
- GURPS Fantasy
- GURPS Magic Spell Charts