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GURPS Grimoire | ||
Author: Daniel U. Thibault and S. John Ross
Category: game Company/Publisher: Steve Jackson Games Cost: $19.95 (US) Page count: 128 pages ISBN: 1-55634-243-8 Capsule Review by Bradford C. Walker on 09/25/98. Genre tags: Generic |
GURPS Grimoire is the second half of the vanilla GURPS magic system. It contains a few new skills, some clarifications and a few hundred new spells. The skills allow a mage PC to do more with what he possesses, while the new spells expand the mage's options. The price seems a little steep for its size- $19.95 for 128 pages- but one perusal of the book's contents put that fear to rest.
The stars of this book are the Tech spells, specifically the Power and Fuel spells. Sure, they're meant for campaigns of TL5+, but the best use for many of them is in the low-tech realms of most fantasy campaigns. (The book specifies that you can draw power from the natural world, such as from waterfalls, with the low-tech versions.) The Machine spells work as well for wagons as for tractor-trailer rigs, and they're quite appropriate. Only the Radiation spells don't seem to fit, but that's solved by changing the definition of the word. After that, the new Metamagic spells are the best reason to buy the book. Many of these, if used, give a GURPS mage more of the power that many fantasy wizards enjoy. (My favorite of the bunch is Telecast.) The new Enchantment spells broaden the options of a dedicated enchanter, and they allow more room for mages who enchant on the side. (I'm rather fond of Soul Stone.) Many spells originally published in other books are here, but most of them have new names and altered effects; this gathering of information is another reason to get the book. Of the detractions I can make, this is the worst: all of this should've been part of Magic. In years to come, I hope that this is what happens. Sure, the combined volume might cost upwards of $30, but it would be worth the hassle to have both Magic and Grimoire in one big book. There's some questionable choices on hybrid creatures, no examples of how to alter the spell list so there aren't so many Create/Shape/Destroy/etc. spells and certainly no words whatsoever about why there are so many Spell Throwing skills. But these pale when compared to the great wealth of gaming goodness for the magic-tossers in your campaigns. Yes, I recommend this book. If you have Magic, get Grimoire. You plenty of meat for your money, and you can season it to your liking.
Style: 4 (Classy and well done)
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