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Review of GURPS Magic Items 1
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Broken down into 16 chapters, the book covers standard magical items from clothing to armor to weapons. Tossed in are chapters on jewelry, necromantic items, wizard devices, illegal magic items and curses. Two chapters cover the usual route that PCs gain magic items - through discovery and buying an enchanted item.
The book received a higher than usual rating that I would give other magic item books because it's obvious that thought was put into the items. While there are the typical things, the author also included slightly more unusual stuff. What's more, none of the items can be called unbalancing to a campaign…though some items do require control on the part of the GM.
Overall the book is pretty much what one would expect from a SJG product. Personally I would have preferred a new edition to go with the new release, but SJG decided that the book was fine the way it was originally.
Style: 3 (Average)
Substance: 4 (Meaty)

