GURPS 4th edition. Thaumatology: Sorcery
Book information
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http://www.sjgames.com/gurps/books/sorcery/ Contents Introduction Recommended Books Publication History Under the Hood About the Author 1. The Power of Sorcery Building a Sorcerer Advantages Under the Hood: Sorcerous Empowerment Sorcerous Spells Casting Spells Known Spells Improvised Magic Alternative Rituals Simultaneous Spells Maintaining Spells Types of Spells Area Leveled Area Table Buff Information Jet Damage Missile Obvious Resisted Weapon Buff Under the Hood: Imbuements 2. The Sorcerer’s Grimoire Air Spells Animal Spells Inventing New Spells Body Control Spells Telekinesis (One Task) Communication and Empathy Spells Earth Spells Enchantment Spells Fire Spells Gate Spells Healing Spells New Limitation: All or Nothing High-Fatigue Spells Illusion and Creation Spells Knowledge Spells Light and Darkness Spells Early Termination Cancel Spells Making and Breaking Spells Meta-Spells Mind Control Spells Movement Spells Necromantic Spells Plant Spells Mana Protection and Warning Spells Sound Spells Technology Spells Water Spells Improving Spells Weather Spells 3. Enchanted Items Creating an Enchanted Item Designing It Under the Hood: Form Multipliers Under the Hood: Enchant Enchanting It Alchemy Using It Upgrading It Magical Economics Enchanting Jobs Buying Magic Items Appendix: Sample Sorcerer Index
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