Review of GURPS Magic Items, vol. 1 & 2<

GURPS Magic Items, vol. 1 & 2

Capsule Review
May 21, 1998
Edited: August 28, 2017


by: Bradford C. Walker


Style: 4 (Classy & Well Done)
Substance: 4 (Meaty)



Bradford C. Walker has written 222 reviews, with average style of 3.63 and average substance of 3.63 The reviewer's previous review was of GURPS Religion.The reviewer's next review is of Vampire: The Masquerade.

This review has been read 728 times.

 

GURPS Magic Items, vol. 1 & 2

Name: GURPS Magic Items, vol. 1 & 2<
Publisher: Steve Jackson Games
Author: Chris W. McCubbin (vo. 1), Drew Bittner (vol. 2)
Category: RPG

Cost: $16.95 (US)
Pages: 128 pages


ISBN: 1-55634-193-3 (vol. 1), 1-55634-207-1 (vol. 2)


Review of GURPS Magic Items, vol. 1 & 2

"Longsword +2" is so bloody boring. Gamers deserve something more.

SJ Games delivered.

The book is more than a catalogue of mystic doo-dads. Also covered is the economics of enchantment, buying items with character points, charms and amulets, elixers and powerstones.

The book divides its contents into broad categories. Each chapter deals with a different type. Some are functions- Necromancy and Curses- while others are on form, such as Armor or Weapons. Some of them are the kind of item commonly seen in genre fantasy, such as healing wands or fortified armor. Others are unusual, such as the All-Purpose Identity Paper.

There's enough here to fuel any kind of magic-using campaign for years, and a lot of the items are wonderful examples of intelligent item creation. I recommend this book- and its companion volume- to all who can find it.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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