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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

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

External Links

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