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Magic (GURPS Core Rulebook First Edition 1990 Steve Jackson Games #6023)
$ 6.85
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Description
GURPS Magic A Tome of Mystic Secrets for Fantasy Roleplaying The World of Magic 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. This book is the complete guide to magic for the Generic Universal RolePlaying System. GURPS Magic presents a colorful, detailed magic system. But it's 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 and GURPS Grimoire. 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 unique types of clerical magic. If you're ready for a world of magic, it's in your hands . . . Magic is 128-page magic sourcebook for Steve Jackson's Generic Universal Role Playing System (GURPS) and requires the GURPS Basic Set, Third Edition rules. Published by Steve Jackson Games 1990 Cover art by Kirk Reinert ISBN: 1-55634-129-6 Catalog #6023 Softcover 128 pages Condition VERY GOOD Previously owned. Moderate wear to cover facings with scuffing, scratching, and edge wear. Previous owner has neatly signed their name at top of title page in black ink. Pages are white, tight, unmarked, and with lightly stained edges from use. Please view actual scans.Magic (GURPS Core Rulebook First Edition 1990 Steve Jackson Games #6023)
Magic (GURPS Core Rulebook First Edition 1990 Steve Jackson Games #6023)
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Description
GURPS
Magic
A Tome of Mystic Secrets for Fantasy Roleplaying
The World of Magic
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. This book is the complete guide to magic for the Generic Universal RolePlaying System.
GURPS Magic presents a colorful, detailed magic system. But it's 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 and GURPS Grimoire. 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 unique types of clerical magic.
If you're ready for a world of magic, it's in your hands . . .
Magic is 128-page magic sourcebook for Steve Jackson's Generic Universal Role Playing System (GURPS) and requires the GURPS Basic Set, Third Edition rules.
Published by Steve Jackson Games 1990
Cover art by Kirk Reinert
ISBN: 1-55634-129-6
Catalog #6023
Softcover
128 pages
Condition
VERY GOOD
Previously owned.
Moderate wear to cover facings with scuffing, scratching, and edge wear.
Previous owner has neatly signed their name at top of title page in black ink.
Pages are white, tight, unmarked, and with lightly stained edges from use.
Please view actual scans.
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About Us
Hello fellow role playing enthusiast. I have been playing Dungeon's and Dragon's since 1976 and have played each version extensively. Since I first read Andre Norton's "Quag Keep", I have been scouting ahead in dungeon crawls, hurling fireballs, casting illusions, saving damsel's in distress, praying to the gods for aide and seeking a truly lawful and ordered society. As a dungeon master I am true to Gary Gygax's original teachings and have DM'd in Greyhawk, Forgotten Realms, Dark Sun and a few other settings of my own creation. I am a recovering addict of Dark Ages of Camelot and have played Witcher, Baldur's Gate, Neverwinter's Night, Torment, Icewind Dale, Morrowind and Oblivion. I have dabbled in Magic the Gathering, Warhammer, Bloodbowl, Munchkin, Paranoia and am an avid board gamer as well.
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