This is Classic material. Some conversion will be needed to use with 4e, some of which may have been done for you. |
Classic: Magic Items 1 (1990, 1999) is the first of three books regarding magic items in GURPS. The other two are Classic: Magic Items 2 and Classic: Magic Items 3. The Magic Items Catalog collects information on these and other magic items into one huge cross-reference.
Discovering Magic Items[]
- "Found" Items - Gifts, Booty, Really Found
- Do it Yourself
- Purchasing and Commissioning
The Enchantment Trade[]
- The Enchanter
- The Patron
- The Merchant
- Other Mages
Magical Shops[]
- Magic Items From the Ground Up: Advice for GMs
- Skill Levels
- One-Shot Enchantment
Armor & Shields[]
- Common Armor Spells
- Armor and Shields Catalog
- Shields
- Other Protective Items
Enchanted Clothing[]
- Common Clothing Spells
- Enchanted Clothing Catalog
Curses, Tricks, and Traps[]
- Common Curses
- Curses, Tricks, and Traps Catalog
Mystical Healing[]
- Common Healing Spells
- Mystical Healing Catalog
Jewelry[]
- Common Jewelry Spells
- Jewelry Catalog
Wizardly Tools[]
- Wizardry Tools
- Staves and Wands
- Wizardry Tools Catalog
- Staves and Wands
Extralegal Equipment[]
- Common Thief and Security Spells
- Security Devices
Enchanted Transportation[]
- Common Transportation Spells
- Transportation Catalog
Magical Weaponry[]
- Intelegent Swords
- Common Weapon Enchantments
- Weapons Catalog
- Swords
- Bows and Ranged Weapons
- Throwing Weapons
- Axes
- Other Weapons
- (Hand to Hand Combat
Necromantic Magic[]
- Common Necromantic Spells
- Necromantic Catalog
The Compleat Powerstone[]
- Repeat of Roleplayer #18's "The Compleat Powerstone"
Historical Elixirs[]
- Repeat of Roleplayer #13's "Historical Alchemical Elixirs for GURPS Magic" Most woven into GURPS Magic for 4e
Historical Charms & Amulets[]
- Information has been rendered redundent with GURPS Magic for 4e