
GURPS Magical Styles: Modern Magic
Games often take it as read that magic is for fantasy campaigns. To enter our world, it must either be intertwined with historical beliefs, thus painting the past as a subtle fantasy setting, or be a sinister force that empowers occult-horror villains. But what about less horrific magic in the present – the sort that suits villains motivated by greed and politics rather than the supernatural, and that even heroes might wield?
GURPS Magical Styles: Modern Magic explores possibilities loosely inspired by present-day practices, real and fictional, without automatically assuming that magic is fantastic, old-fashioned, or evil. It offers five styles built on the GURPS Thaumatology: Magical Styles framework:
These styles not only have alternative spell lists, but also come with new spells, strange secret materials, and more Magic Perks. There's no shortage of advice, either – especially on how to fit these approaches into the campaign, what their likely origins are, and how they interact with each other and the schools of magic in GURPS Magical Styles: Horror Magic and GURPS Magical Styles: Traditional Styles.
The world is more magical than you know!
26-page PDF.
Stock #37-1761,
$7.00.
GURPS Magical Styles: Modern Magic
Games often take it as read that magic is for fantasy campaigns. To enter our world, it must either be intertwined with historical beliefs, thus painting the past as a subtle fantasy setting, or be a sinister force that empowers occult-horror villains. But what about less horrific magic in the present – the sort that suits villains motivated by greed and politics rather than the supernatural, and that even heroes might wield?
GURPS Magical Styles: Modern Magic explores possibilities loosely inspired by present-day practices, real and fictional, without automatically assuming that magic is fantastic, old-fashioned, or evil. It offers five styles built on the GURPS Thaumatology: Magical Styles framework:
These styles not only have alternative spell lists, but also come with new spells, strange secret materials, and more Magic Perks. There's no shortage of advice, either – especially on how to fit these approaches into the campaign, what their likely origins are, and how they interact with each other and the schools of magic in GURPS Magical Styles: Horror Magic and GURPS Magical Styles: Traditional Styles.
The world is more magical than you know!
26-page PDF.
Stock #37-1761,
$7.00.
GURPS Basic Set, Fourth Edition Revised
GURPS lets you be anyone you want in any world you can imagine. Elves in fantasy, Musketeers in historical France, action heroes or superheroes in today's world, futuristic space explorers, cartoon characters . . . GURPS provides tools for all this and more. That's why it has been the premier universal roleplaying game for four decades!
When GURPS, Fourth Edition came out in 2004, those tools needed two books: Characters combined some of the GURPS Basic Set, Third Edition with GURPS Compendium I, while Campaigns merged the rest of the Basic Set with swaths of GURPS Compendium II. Ever since, gamers have asked us to put it all in one place.
The wait is over! This 592-page, full-color hardcover – with a new cover and a two-column layout – contains everything from Characters and Campaigns, lightly edited for internal consistency, errata fixes, sensitivity, and to bring a few bits of information up to date. As a bonus, it includes 25 pages of rules highlights from GURPS books and Pyramid articles published between 2004 and 2025.
The GURPS Basic Set, Fourth Edition Revised is not a new edition. It is fully compatible with all Fourth Edition material in print, and all text appears on the same pages, preserving page references.
592 pages. Hardcover.
Stock #01-0011,
ISBN 978-1-63999-071-9.
$79.95.
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