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This is Classic material. Some conversion will be needed to use with 4e,
some of which may have been done for you.
Magic Items 1

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[]

Enchanted Clothing[]

Curses, Tricks, and Traps[]

Mystical Healing[]

Jewelry[]

Wizardly Tools[]

Extralegal Equipment[]

  • Common Thief and Security Spells

Extralegal Equipment

  • Security Devices

Enchanted Transportation[]

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[]

The Compleat Powerstone[]

Historical Elixirs[]

Historical Charms & Amulets[]

  • Information has been rendered redundent with GURPS Magic for 4e

See Also[]

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