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!