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Written by Drew Bittner
Edited by Jeff Koke
Cover by Romas
Illustrated by Eric Hotz, Ed Northcott, Ruth Thompson, and Jason Walton
GURPS Line Editor: Sean Punch
128 pages. Softcover.
Suggested retail price $9.95
Stock number 6512
ISBN 1-55634-207-1
Available Now - click here to order!
Swords and Sorcery
GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.
All of the familiar magical shops from Magic Items are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. In addition, this book introduces eight new shops that magic-seeking adventurers can visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.
Also included are:
- Enchantment - Expanded rules on alternate methods of enchantment, including a detailed section on enchanting holy magic items, primitive enchantment, improvised enchantment and creating runic items.
- Quirking - Optional rules for adding quirks to enchanted items. Complete tables are provided to give GMs the ultimate flexibility in personalizing magic items - from swords that cough to cloaks that insult their wearers.
- Spellbooks - A detailed section on creating and using Spellbooks as tools for mages.

- GURPS Magic Items 1 - Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, and the eldritch shops that sell these wonders.
- GURPS Magic Items 3 - Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, this book is full of intriguing and exciting artifacts for magical adventures.
- e23 offers worldbooks, supplements, and adventures, in digital form, for GURPS – as well as many of our other game lines. Surf our site for the files you want . . . and buy them now with a credit card or PayPal.


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