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GURPS Classic: Magic

Steve Jackson

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

نویسنده
Steve Jackson
سال انتشار
۲۰۰۰
فرمت
PDF
زبان
انگلیسی
حجم فایل
۹٫۰ مگابایت
شابک
9781556342868، 1556342861

دربارهٔ کتاب

http://www.sjgames.com/gurps/books/Magic/3e/ Introduction About GURPS 1. Principles of Magic Learning Magic Magical Terms Finding a Teacher Prerequisites Grimoires Casting Spells Hiring a Wizard Mana Caster and Subject Time Required to Cast Spells Magic and Psionics Alternate Magic Ritual Rule Distraction and Injury Energy Cost to Cast Spells The Mage’s Touch Duration of Spells and Maintaining Spells Magic Ingredients Casting Spells While Maintaining Other Spells Different Kinds of Magic Colleges of Magic Spell Classes Areas of Effect Long-Distance Modifiers Ranged Attack Modifiers Limits on Protection Magic in the Basic Combat System Special Combat Rules: Invisibility and Darkness Magic Resistance Ceremonial and Group Magic Wand and Staff Inventing New Spells Alternate Systems of Magic GMing Magic Secret Spells 2. Magical Items Enchanting: Creating a Magic Item Power of a Magic Item Making Magical Items in a Campaign Success Rolls When Creating Magic Items Controlling Magical Items Using a Magic Item Controlling PC Enchantment Identifying Magical Items “Always On” Items Cost to Make Magic Items Multiply-Enchanted Items Value of Magical Items Sample Cost Chart Powerstone Costs 3. Spell List Animal Spells Body Control Spells Communication and Empathy Spells Elemental Spells Earth Spells Elemental Spirit Spells Air Spells Fire Spells Water Spells Enchantment Spells Weapon Enchantments Armor Enchantments Limiting Enchantments Wizardly Tools Food Spells Healing Spells Illusion and Creation Spells Knowledge Spells Divination Light and Darkness Spells Making and Breaking Spells Meta-Spells Linking Spells Mind Control Spells Movement Spells Necromantic Spells Plant Spells Protection and Warning Spells Sound Spells Spell Table 4. Improvised Spells The Basic Improvised Spell Formula Skill for Improvised Spells An Improvised Spell: Waterproofing Prerequisites The Verbs The Nouns Casting the Spell Improvised Spells in Combat Disadvantages of Improvised Spells Mastering Improvised Spells Special Verbs More Improvised Spells Linking Improvised Spells GMing Improvised Spells Creating Magical Items by Improvised Magic Rune Magic Rune Skills The Futhark Runes Spell-Casting Example of Rune Casting History of Rune Magic An Emergency Rune Casting 5. Arcane Magicks Aspected Mana Clerical Magic Changes in Aspect Magically-Aspected Items Sample Religions Inherent Magic: Knacks Cantrips: Poetic Magic 6. Alchemy Making Alchemical Items Using Alchemical Items Types of Elixirs Other Alchemical Abilities 7. Characters Designing a Wizard Advantages Disadvantages New Skills Money and Equipment Magical Jobs Wizard Character Types Non-Mage Spellcasters Magic Affinities as a Limiting Factor Shapeshifters (“Weres”) Sample Character: Raphael Holyoak Sample Grimoire 8. Creatures of Enchantment Demons Elementals Familiars Acquiring a Familiar The Nature of Familiars Limitations on Familiars’ Abilities Examples of Familiars Golems Undead 9. Magical Worlds Restrictions on Magic Wizards and the Law Wizards and Society Prerequisite Charts Index Campaign Plan Blank Grimoire -- Over 300 new magic spells adaptable to any game. -- Two whole new optional systems of magic -- Written by system designer Steve Jackson.

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