Magic Items (2)
GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects. From magical weaponry to marvelous tools¸ this book provides detailed descriptions of over 450 completely new items.
All of the familiar magical shops from Magic Items 1 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¸ holy magic¸ 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 enchantments¸ 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.