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Old 07-14-2016, 01:25 PM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default GURPS Sorcery: Protection and Warning Spells

He could dish it out
But could not take it in kind;
I claim victory.
— Ada Frost, Sorcerous Duellist
We listen. Really, we do. Do you remember when you said, "Darn it, I like that newfangled GURPS Thaumatology: Sorcery, but I don't want to come up with every spell myself!"? We heard that. Yes, we have microphones in your house. It's okay, they're for your own good. You can trust us.

But if you feel the need to defend yourself (or just to use Sense Observation to see if I'm telling the truth), GURPS Sorcery: Protection and Warning Spells is here to help. There are countless ways to hurt someone with magic, but only one college that focuses exclusively on keeping yourself safe, so an adventuring sorcerer would be wise to stock up on everything from Armor to Weather Dome. These spells are inspired by their counterparts in GURPS Magic and GURPS Magic: Death Spells, but have been rebuilt from the ground up as sorcerous abilities.

Do you want to keep your sorcerer alive? Do you want to "vote" for more Sorcery colleges in the future? Well now you can do both for the cost of a fast-food meal, by picking up GURPS Sorcery: Protection and Warning Spells. Forewarned is forearmed, and who couldn't use an extra pair of arms?


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Last edited by PK; 07-14-2016 at 03:04 PM.
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