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 3 (2003) is the third of three books regarding magic items in GURPS. The other two are Classic: Magic Items 1 and Classic: Magic Items 2. The Magic Items Catalog collects information on these and other magic items into one huge cross-reference.
Magic Items Across Time and Dimension[]
- TL0 – Before Metal
- TL1-TL2 – Bronze and Iron
- TL3 – Traditional Fantasy
- TL4 – Clockwork and Gunpowder
- TL5 – The Age of Steam
- TL6 – World Wars and Pulp Action
- TL7-TL8 – Modern Day
- TL9+ – The Future
- Other Worlds and Times
- The Heirloom
Alternate Enchantment Techniques[]
- Ritual Magic Items
- Artifacts
- Industrial Enchantment
- Qabalistic Enchantment
- Islamic Enchantment
- Enchantment Through Age
- Enchantment Through Deeds
- Spell Engines
- Folk Magic
- Natural Magic
- New Enchantment Spells
Buildings and Places of Power[]
Clothing and Armor[]
Criminal and Law-Enforcement Magic[]
- Thieving Items, Other Illegal Items
- Security Items
- Curses, Tricks, and Traps
Golems and Mechagolems[]
- The Nature Of A Golem
- Following Orders
- Golems As Characters
- New Types Of Golems
- Golem Table
- Resilient Golems
- Mixed-Media Golems
- Golems Of Different Sizes
- Skilled Golems
- Animal-Shaped Golems
- Shapes
- Mechanical Golems
- Mechagolems .
Holy and Unholy Magic[]
Medical and Necromantic Magic[]
Political and War Magic[]
Tools and Toys[]
Travel and Adventuring Magic[]
Weaponry[]
- Swords, Other Melee Weapons, Pre-Gunpowder Ranges Weapons, Guns
Wizardly Tools[]
Additional Information[]
- Table: 216 Spell Components
- Common Enchantment Table II
- Magic Item Table
- Designer's Notes: GURPS Magic Items 3