Manufacturer:
Monte Cook Games
Imagine a world of spells, glamours, ghosts, and demons - a world like ours, with today's society, technology, and culture. Perhaps a cozy witchcore setting, or a frantic campaign where dark supernatural forces threaten existence itself. Whatever your vision, It's Only Magic brings a touch - or a truckload - of magic to the modern world.
Discover tools and advice for integrating magic and the supernatural into any modern game, along with adventures and inspiration; rules, creatures, and character options; and a richly detailed setting you can use for a cozy standalone campaign or drop into a larger magic-touched world.
Inside this book, you'll find:
• Great adventure and world-building advice for creating fun, compelling modern magic campaigns.
• New foci, descriptors, and other character options. Create a magical hacker who makes cyphers on their phone, a fast and furious driver who imbues their car with magic, or a gun wizard who shoots spells.
• Optional rules for magic cozy or grand. Craft magic items, find your familiar, or load upon cantrips.
• Loads of magical creatures. Discover bargainer demons, gargoyles, haunted cars, Bloody Mary - even a centaur barista. And species descriptors for player characters!
• A cozy, coffee-shop-magic campaign setting: The Axial. Set your whole game here, or drop this richly detailed neighborhood (or any of its many detailed sites) into any city in your current campaign.
• Plus a second, 16-page bonus campaign setting: New Grimsby by Eric Campbell and Jody Houser of The Streampunks!
• Three complete adventures you can use in any game of modern magic.
Hardcover
240 pages
Discover tools and advice for integrating magic and the supernatural into any modern game, along with adventures and inspiration; rules, creatures, and character options; and a richly detailed setting you can use for a cozy standalone campaign or drop into a larger magic-touched world.
Inside this book, you'll find:
• Great adventure and world-building advice for creating fun, compelling modern magic campaigns.
• New foci, descriptors, and other character options. Create a magical hacker who makes cyphers on their phone, a fast and furious driver who imbues their car with magic, or a gun wizard who shoots spells.
• Optional rules for magic cozy or grand. Craft magic items, find your familiar, or load upon cantrips.
• Loads of magical creatures. Discover bargainer demons, gargoyles, haunted cars, Bloody Mary - even a centaur barista. And species descriptors for player characters!
• A cozy, coffee-shop-magic campaign setting: The Axial. Set your whole game here, or drop this richly detailed neighborhood (or any of its many detailed sites) into any city in your current campaign.
• Plus a second, 16-page bonus campaign setting: New Grimsby by Eric Campbell and Jody Houser of The Streampunks!
• Three complete adventures you can use in any game of modern magic.
Hardcover
240 pages
This is not a stand-alone game. A copy of the Cypher System 2E RPG: Rulebook is required to play.
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