The Book of Magic

The Book of Magic is a guide to creating characters for use in the Universal Heroes game who are versed in the use of magic. A sorcerer is a character who has studied long and hard, combining researches into otherwise lost knowledge with the tutelage of another in order to manifest magical abilities. The Book, then, details thirteen different means of achieving this incredible goal.

The Basic Idea: this is the root of the magic system in the Universal Heroes rules, the core notions that everything builds around. The idea is to explain the difference between a magic-wielding character and other adventuring types, and to lay the groundwork for the rest of the concepts to come. It's a relatively short portion of the Book of Magic, but a vital one.

Schools of Magic: this portion of the Book of Magic describes in some detail the thirteen known schools of magic. From alchemy to elementalism to voodoo, everything you need to know about 'styles' of magic is included here. Of course, if you want to go your own way, there's always the 'eclectic', school-less mage, which allows one to truly invent their own magical forms.

Character Generation: it's now time to build your Sorcerous character! This section will detail the step by step process of generating your spell-casting hero (or villain!), including all the tables you need for this. Some are duplicated from the 'Core Rules' section, but this is mostly for convenience, to save you from navigating to and fro while rolling.

Roleplay: once you have your spellbinding character, what do you do with him or her? The roleplay portion of the Book of Magic offers some hints regarding how to distinguish magical characters from others, as well as character advancement rules that differ from the norm. And hey, it's got a few notes on extradimensional entreaties, in case you need ideas there.

Comprehensive Spell List: this is a catalog of all 169 spells (not 13 x 13, surely) offered in the 'core' of the Book of Magic. These are the abilities that all magical player characters should have access to, no matter what campaign they find themselves plugged into. From Adaptation to Witchery, here's everything you'll need to get started with your very own sorcerer!

Accessories:

But is that it, you ask? Hardly, I say! The writing on the Book of Magic is still in progress, though it's 'core' is complete. The goal is to eventually add thirteen 'expansions', one for each school of magic. This will bring the list of spells to 299 in total, adding ten spells to each school spell roster (thirteen for each, instead of three). But right now, the Book is essentially complete and fully functional.

The Book of Magic Version 3 - Word Files - sort of incomplete. Well, it got as far as the texts you see in the html documents above. Thus, it's not complete. But it's prettified for the most part, so if you want to check out the above in a Word style document, here's your opportunity. Includes the main rules and the bits of the SoCGI I got to.

The Book of Magic Version 3 - Text File similar to the Manual of the Psi, i reproduced for you a text file version of the Word document above; also similar to the Manual, I haven't at ALL prettified the rolling tables. Of course I hadn't really finished them yet at any rate, so there's that too. But hey, Here's the goods if you want what I gots done texty-wise.

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