Steve Jackson Games
Contents: 131-page PDF.
Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together – GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls.
GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous – or the desperate – can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning!
Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid.
An expanded chart of spell prerequisites, and a handy table for quick reference, are included. And Scott Paul Maykrantz, author of GURPS Creatures of the Night, expands the GURPS Magic tables for generating Demons.
This book is completely compatible with the rules in GURPS Magic, Second Edition.
Open, then, and learn strange new wonders . . .
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
Written by Daniel U. Thibault, S. John Ross