e23 digital content from Steve Jackson Games

GURPS Classic: Magic Items 2
For GURPS 3rd Ed.

Avg. rating (6 votes): 4.5

Written by Drew Bittner
Published by Steve Jackson Games
131-page PDF (23.1 MB)
Stock Number SJG30-6512, $7.99

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Swords and Sorcery

GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.

All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. You also get eight new shops for magic-seeking adventurers to visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.

You'll also find:

  • Enchantment -- Expanded rules on alternate methods of enchantment, including a detailed section on enchanting holy magic items, primitive enchantment, improvised enchantment, and creating runic items.
  • Quirking -- Optional rules for adding quirks to enchanted items. Complete tables are provided to give GMs the ultimate flexibility in personalizing magic items -- from swords that cough to cloaks that insult their wearers.
  • Spellbooks -- A detailed section on creating and using Spellbooks as tools for mages.

Many mystical items lurk within these pages! Time to go shopping!

(This is an e23 reprint of a GURPS Third Edition product.)

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