

As a result Classic books like Classic: Religion and Classic: Spirits are more useful for the ideas regarding Clerics in them than for any mechanics they have. GURPS Fantasy and GURPS Thaumatology have streamlined the mechanics of magic, making tailoring the core GURPS magic system to your particular campaign far easier than it was in GURPS Classic. If you want to do a complete conversion and actually build individual spells the Basic Set becomes a must have but that is recommended for GMs who are considering taking their campaign over to GURPS or want to "build" complex magic items. GURPS Fantasy and GURPS Thaumatology are also strongly recommended for additional rules, concepts, and ideas. GURPS has several magic systems but most (but not all) are variations of the core system in GURPS Magic making it the required book. Related material: D&D to GURPS and Building D&D Magic Items in GURPS Introduction

8 Spells or situations that can easily be abused.6.3 Clerical Investment and Power Investiture.6 Keeping Wizards Different - Clerics and Magicians.
