This is Classic material. Some conversion will be needed to use with 4e, some of which may have been done for you. |
GURPS Classic: Spirits (2001) is a complete guide to the spirit realm and its inhabitants."
The Nature of Spirits[]
In addition to covering how spirits are viewed (Animating Force, Guiding Force, Higher Power, Archetype, Servant, Spirit Seers, Advisor, Guardian, Psychopomp, and Monster), this chapter covers symbolism and history.
Worlds of Spirits[]
This chapter explains the difference between Inner Worlds and Outer Worlds. It should be noted that some of these have both Inner and Outer levels. It also provides campaign seeds based on these concepts.
Spirit Abilities[]
The abilities, advantages, disadvantages, and skills of spirits.
Spirit Templates[]
Templates for Angel, Animal Spirit, Apparition, Ascended Spirits, Demon, Djinni, Elementals, Faerie, Ghost, Personification, Spirit of Place, Thought Form, and Ultraterrstrial (Ancient One and minon).
Characters[]
Templates for Channeler/Medium, Charlatan, Occultis, Priest. Seer. Shaman. Sorcerer. Spirit Combat. Spirit Hunter, and Spirit Warrior.
Spirit Magic[]
Magic associated with spirits breaks down into three main categories
- Clerical magic (Power Investiture based)
- Miraculous magic (Divine Favor based)
- Ritual Magic; an expansion and generalization of the Ritual Magic rules first seen in Classic: Voodoo.
Key aspects of Classic Ritual Magic[]
- "Ritual magic does not depend on mana to function."
- "ritual magic and spellcasting interact in only the most basic physical sense."
- "Magic Resistance does not protect against rituals."
Important note: GURPS 4e completely changed the way Ritual Magic works eliminating these aspects from the default system.
Campaigns[]
Covers the wide variety of campaigns.
- Style: Realistic, Cinematic, Superhuman, and Silly.
- Genre: Fantasy, Horror, Illuminati, Supers, Steampunk, Cyberpunk, Space, Time Travel and Mixed or Multigenre
Notes[]
Stephen Kenson provided his designer notes (7/20/2001) on how Spirits was made.
The Ritual Magic system was total revamped in 4e though GURPS Thaumatology provided the means to recreate the system seen in GURPS Spirits