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GURPS Magic (Hardcover)

by Steve Jackson (Author), S. John Ross (Contributor), Daniel U. Thibault (Contributor)
3.7 out of 5 stars See all reviews (7 customer reviews)


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Product Details

  • Hardcover: 240 pages
  • Publisher: Steve Jackson Games; 4 edition (January 7, 2005)
  • Language: English
  • ISBN-10: 1556347332
  • ISBN-13: 978-1556347337
  • Product Dimensions: 11.2 x 8.7 x 0.8 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 3.7 out of 5 stars See all reviews (7 customer reviews)
  • Amazon.com Sales Rank: #741,214 in Books (See Bestsellers in Books)


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Customer Reviews

7 Reviews
5 star:
 (1)
4 star:
 (3)
3 star:
 (3)
2 star:    (0)
1 star:    (0)
 
 
 
 
 
Average Customer Review
3.7 out of 5 stars (7 customer reviews)
 
 
 
 
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23 of 26 people found the following review helpful:
4.0 out of 5 stars A great effort, but..., March 13, 2005
By Paul O'Connor (Minneapolis, MN) - See all my reviews
(REAL NAME)      
I've raved about the 4th edition basic books in prior reviews now it's time to look at the 4th edition Magic book.

The authors have tackled a very large subject here. They are attempting to replace the old GURPS Magic, Grimoire, and Magic Items 1 in one book. But the biggest challenge they are facing in writing this book is that the old 3e GURPS magic books were boring. The problem wasn't so much the writing (which could have been better) but the spells themselves. GURPS has long been known for having a... well, generic universal spell system (GUSS?) that really didn't appeal to a lot of players.

Now to this book proper:
The editing is as good as ever, the artwork might be even better than other 4e books, and the authors have added flavor by highlighting spells in fun 2-3 paragraph stories at the beginning of each college of magic. There is a lot of interesting material about black magic, alternate magic systems, etc. The alchemy section was just plain good clean fun with lots of potential mayhem. The index is much better than in previous books of this edition.

So why the four star instead of another five star rating? Simple, the book strives mightily but can't overcome its generic beginnings. The authors were obviously aware of this problem and offer quite several ways to get around it (rename the spells, use an alternate magic system) but don't quite do a good enough job to warrant the five star rating so I'm giving it a 4.5 star rating.

Like GURPS Fantasy, this book is literally stuffed with ideas, it provides SO many ideas and possible spin-offs that the GM will need to give extra thought before starting a campaign to exactly what they want the players to experience. Otherwise some wiseguy player is going to say, "Can I use this neat little idea on page 93 that will wreck the whole concept of your campaign? Can I? Please, please?"
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7 of 7 people found the following review helpful:
4.0 out of 5 stars A comprehensive magic system, December 11, 2006
GURPS Magic is a must have for any fantasy campaign which includes any sort of spell casting or magical items.

The system is divided into several spell categories, including fire, air, earth, water, food, knowledge, enchant, necromancy, etc.

Like the other aspects of the character development system, a spell caster must invest several points to be able to cast spells. They then must build a "tree" of spells, starting with the most basic (such as produce fire, create water, etc) and building up to the more powerful ones, such as force field, fireball, body of lightning, etc.

Playing a spell caster in GURPS is vastly different from other systems, such as Dungeons and Dragons. I had been accustomed to blasting huge groups of monsters with fireballs and cones of cold in the DnD system. As a GURPS wizard, I found that a single fireball would drain my fatigue to the point that I had to wait a few minutes (which means until the next combat in GURPS) before casting another one. Spellcasters have to be much more clever in GURPS, casting spells which do little damage here and there where they can help the party. While they can become quite powerful, their power has been greatly reduced in comparrison to other systems. Your players who are used to the DnD system might not like it.

Several spells enable casters to summon elementals or animate dead bodies. A few monster stats are listed for these sample creatures, but it would have been a lot more useful if these had been listed in greater detail, or perhaps with a bit more variety.

The book also explains the rules for creating magic items. These are a must for any fantasy campaign, and can be quite interresting.
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5 of 6 people found the following review helpful:
5.0 out of 5 stars All in one book!, February 24, 2005
By Brendan Billingsley (Boulder, CO USA) - See all my reviews
(REAL NAME)   
This book is great. Just like the other 4th ed. books you get a hard back, full color book. The book includes everything from both magic books in 3rd. ed, plus magic item and alchemy information. There is so much information in here it is hard to believe. Although my initial reaction to the price was a little mixed, once I had this book in my hands and started reading it I had no regrets.

The book contains the complete magic system expanded from basic set and alternative magic systems. The magic system covers casting spells including cooperative casting.

The book also contains information of creating magical items and complete alchemy rules along with a good list of elixers.

If you are not convinced yet go on over to the sjgames web page where you can view some samples from inside the book (table of contents in particular).
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Most Recent Customer Reviews

3.0 out of 5 stars Repackaging of old material
GURPS Magic would have been so much better if it had really been a rewrite for 4th edition GURPS. What we got instead was basically the old 2nd edition GURPS Magic and Grimoire... Read more
Published 10 months ago by Bruce Grubb

3.0 out of 5 stars Other Books
GURPS Magic is one of the many competent supplements for Steve Jackson's Generic Universal Role Playing system. Read more
Published 22 months ago by Blue Tyson

3.0 out of 5 stars Very Good but........
I agree with the previous reviewer except on a couple issues. I do not like the way demons are handled. They are made to be very weak against a truly good hearted person. Read more
Published on February 18, 2000 by PowerManG4

4.0 out of 5 stars GURPS Magic - A much needed gaming resource
Great book - not only is it easy to use (complete spell index with costs, times, and effects), but it really expands on the original Basic Set spells! Read more
Published on September 29, 1998 by redelf@3-cities.com

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