e23 digital content from Steve Jackson Games

GURPS Magic
For GURPS 4th Ed.

Avg. rating (68 votes): 4.0

Written by Steve Jackson, S. John Ross and Daniel Thibault
Published by Steve Jackson Games
243-page PDF (4.3 MB)
Stock Number SJG31-0101, $24.99

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Magic is Everywhere

Completely revised and updated for GURPS Fourth Edition, this full-color PDF combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these virtual pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the GURPS Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete, updated rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the Magic Items series and Wizards.
This is a powerful book, indeed. Use it wisely.

NOTE: This PDF is an electronic copy of the second printed edition of GURPS Magic for the Fourth Edition of GURPS. All known errata as of the date of publication (October 4, 2007) have been fixed.

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