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Versions
Pg. 1
Nick: 
GURPS 국문2판 마법
Publisher: Dayspring Games
Year: 2010
Soft Cover
ISBN-13: 9788988060124
240 pages
Size: 8.25 x 11.00 inches
Korean
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Nick: 
Third printing
Publisher: Steve Jackson Games
Year: 2009
Soft Cover
Product Code: 01-0101S
ISBN-13: 978-1556347955
240 pages
Size: Letter
English
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Nick: 
Second printing
Publisher: Steve Jackson Games
Year: 2006
Hard Cover
Product Code: 01-0101
ISBN-10: 1556347332
240 pages
Size: Letter
English
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Link Image
Nick: 
First printing
Publisher: Steve Jackson Games
Year: 2004
Hard Cover
Product Code: 01-0101
ISBN-10: 1556347332
240 pages
Size: Letter
English
View
Corrections
Link Image
Description Edit | History

From the back of the book:

Magic Is Everywhere

Finally, the secrets of the sorcerers are collected in a single volume. Magic - The Great Art - brings great power to its practitioners, and offers the opportunity to do great good or great evil. This book is the complete guide to magic for GURPS Fourth Edition.

GURPS Magic presents an expansive, colorful magic system. Players can create any sort of wizard they can imagine. GMs can adapt the system to fit their own campaign or set adventures in the world of their favorite fantasy author. The rules can be modified to fit almost any world or wizard.

This book is completely compatible with the magic rules in the GURPS Basic Set, with hundreds of new spells and several alternative magic systems, including improvisational magic, symbol magic, clerical magic, ritual magic, and alchemy.

Open, and learn strange new wonders...

GURPS Magic requires the GURPS Basic Set, 4th Edition. The spell ideas in this book can be used with any fantasy game.

This book is expanded by GURPS Magic Spell Charts.

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Pg. 1
Pg. 19
Ceremonial Magic Made Easy

How to properly use ceremonial magic

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Pg. 16
Eidetic Memory: Magic as Pi

Sufficiently limited magic is indistinguishable from psionics

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Pg. 22
Eidetic Memory: Theo-Necromancy

Way back in God Is Dead (in Pyramid #3/41: Fantasy World Building), Eidetic Memory discussed the possibility of

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Pg. 14
Essential Magic

GURPS Magic features over 800 spells. However, it lacks high-powered elemental spells...

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Pg. 21
Magic and Naval Warfare

How the GURPS Magic system would affect navies and seafaring warfare.

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Pg. 4
Magnum Opus

The base alchemy system presented in the Basic Set and GURPS Magic provides a ll that i s necessary for its

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Pg. 35
Odds and Ends

For the Alchemist only

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Pg. 26
Salving Magic

\"Salving Magic,\" a new twist on traditional GURPS Magic healing powers. Sure, magicians can patch up

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Pg. 9
The Sorcerer

The GURPS magic system and the sorcerer

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