Daily Illuminator

November 8, 2006: Also Shipping . . . .

These are the latest reprints from Steve Jackson Games, now on the shelves of a game store near you:

GURPS Fantasy
Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- allowing you to handle any kind of fantasy.

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world.

And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books, it's a full-color hardcover.

(This is not an update of the Yrth setting presented in the old GURPS Fantasy. We gave that world its own book, GURPS Banestorm.)

240 pages. Hardback. Stock #01-1001, ISBN 1-55634-519-4. $34.95.

GURPS Magic
Completely revised and updated for GURPS Fourth Edition, this full-color hardcover combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic!

Within these pages, crackling with mystic energies, you'll find:

  • The core magic system for GURPS, expanding on the material presented in the GURPS Basic Set: Characters . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete, updated rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and GURPS Wizards.
This is a powerful book, indeed. Use it wisely.

240 pages. Hardback. Stock #01-0101, ISBN 1-55634-733-2. $34.95.

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