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An e23 Sourcebook for GURPS ® STEVE JACKSON GAMES Stock #37-0130 Version 1.0 – November 2009 ® Written by WILLIAM H. STODDARD Edited by JASON “PK” LEVINE and NIKOLA VRTIS Illustrated by LARRY MCDOUGALL, SHEA RYAN, and DAN SMITH TM Urban Magics

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GURPS guide for Urban Magic

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An e23 Sourcebook for GURPSSTEVE JACKSON GAMESStock #37-0130 Version 1.0 November 2009Written by WILLIAM H. STODDARDEdited by JASON PK LEVINE and NIKOLA VRTISIllustrated by LARRY MCDOUGALL, SHEA RYAN, and DAN SMITHTMUrban MagicsCONTENTS 2CONTENTSGURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Thaumatology, Urban Magics, Pyramid, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Thaumatology: Urban Magics is copyright 2009 by Steve Jackson Games Incorporated. Some art 2009 JupiterImages Corporation. All rights reserved.The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors rights is appreciated. INTRODUCTION. . . .3Publication History . . . . .3About the Author. . . . . .3About GURPS. . . . . . . . .31. ON THE STREETOF THEWIZARDS. . . . .4ORGANIZING MAGIC. . . . .4Rank in Local Guilds . . . .4Mages Guilds. . . . . . . . .4Specialists. . . . . . . . . . . .5Schools for Sorcery . . . . .5Magical Factories. . . . . .5Magical Texts. . . . . . . . . .6Magical Research Institutes . . . . . . . . . . .6Mafias . . . . . . . . . . . . . . . .6Street Gangs. . . . . . . . . .6SPIRIT TRANSACTIONS. . .7Death Will Not Release You. . . . . . . .7Sacrificial Brokerages. . . . . . . . .8Hell Money. . . . . . . . . . . .82. MAGICALPRACTITIONERS . . . . . . . . . . . .9TEMPLATES. . . . . . . . . . .9Allied Tradesman. . . . . .9Consulting Mage. . . . . .10Criminal Mage . . . . . . . .10Enchanted Item Dealer. . . . . . . . . . . .11Exorcist. . . . . . . . . . . . .12Forensic Sorcerer. . . . .12Glamour Girl. . . . . . . . .13Potion Seller. . . . . . . . .14Street Wizard . . . . . . . . .14Thaumatological Scholar. . . . . . . . . . .15Urban Shaman. . . . . . .16ADVANTAGES . . . . . . . . . .16Sacred Balance . . . . . . . .17SKILLS. . . . . . . . . . . . . .173. NEW MAGICALARTS. . . . . . .18LAPIDISM. . . . . . . . . . . .18LEY LINE SPELLS . . . . . .19RATPIPING. . . . . . . . . . .21SACREDARCHITECTURE. . . .21The Language of Stone. . . . . . . . . .21Placing Buildings. . . . .22Drawing Plans. . . . . . . .22Construction. . . . . . . . .22Conflicting Aspects . . . . .22Effects. . . . . . . . . . . . . .23Ornamentation . . . . . . . .23URBAN DIVINATION. . . .23Agoramancy . . . . . . . . . .23Demomancy . . . . . . . . . .24Geomancy. . . . . . . . . . .24Mediospicy . . . . . . . . . . .24Numerology . . . . . . . . . .24Electronic Voice Phenomena . . . . . . . .244. MAGIC IN URBANENVIRONMENTS . . . . . . . . . . .25ENERGY SOURCES. . . . .25Mass Magic. . . . . . . . . .25Demurgy. . . . . . . . . . . .26The Mechanical Equivalent of Magic. . . . . . . . . .26Mana Transmission . . . .27CITIES AND MANALEVELS. . . . . . . . . .27Ex Machina. . . . . . . . . .27Mana Depletion . . . . . . .28Religion. . . . . . . . . . . . .28Religious Spillover. . . .28Agriculture . . . . . . . . . . .28Technology . . . . . . . . . . .28Magical Defenses. . . . .29The Urban Landscape. . . . . . . .29Precious Metals . . . . . . .29Aspected Mana. . . . . . .29MAGICALRELIABILITY. . . . . .30Enchantment andReliability. . . . . . . . .30ESSENTIAL MATTERS. . .31Building Materials. . . .31Essential Economies. . . . . . . .31New Transformations. . .315. THE ENCHANTEDCITY . . . . . . . .32ENCHANTEDHOUSEKEEPING . . . .32ENCHANTEDBUILDINGS. . . . . . .32PUBLIC WORKS. . . . . . .34Water. . . . . . . . . . . . . . .34Sewers and Dumps. . . .35Light. . . . . . . . . . . . . . . .35Cities of Darkness. . . . .35Weather and Climate. . . . . . . . . . .36Power. . . . . . . . . . . . . . .36TRAVEL ANDTRANSPORTATION . . .36Personal Travel. . . . . . .36Vehicular Travel . . . . . . .36TransportationInfrastructure . . . . . .37Flight. . . . . . . . . . . . . . .37Ley Lines and Travel . . .37Teleportation. . . . . . . . .37Maps and Magical Travel . . . . . .37Enchanted Streets . . . . .38Interdimensional Portals . . . . . . . . . . . .38Ley Lines andInterdimensional Travel . . . . . . . . . . . . .38Cities on the Move . . . .39WONDERS ANDMARVELS. . . . . . . .39The Bronze Giant. . . . .39The Elevator. . . . . . . . .39The Key to the City . . . .40The Memory House. . .40The Spring of Healing. . . . . . . . . . .406. SUPERNATURALINHABITANTS . .41GODS ANDSPIRIT ALLIES. . . . .41Familiars. . . . . . . . . . . .41Immigrant Gods. . . . . .41Minor Gods. . . . . . . . . .41Servitors of Gods . . . . . .42Spirit Roads . . . . . . . . . .42Spirits of Buildings . . . .42Urban Faeries. . . . . . . .42MAGICALLY CREATEDBEINGS. . . . . . . . . .42Phantasms. . . . . . . . . . .43HAUNTED STREETS. . . .43Alienation . . . . . . . . . . . .43Criminal Spirits . . . . . . .44Disease Spirits . . . . . . . .44Gargoyles. . . . . . . . . . . .44Haunted Houses. . . . . .44Lost Souls. . . . . . . . . . .45Necropolises. . . . . . . . .45The Spirit of the Mob. . . . . . . .45Urban Vampires. . . . . .46Vermin Spirits. . . . . . . .46Rat Kings. . . . . . . . . . . .467. URBANSETTINGS ANDCAMPAIGNS . . .47SCALE. . . . . . . . . . . . . .47Isolate . . . . . . . . . . . . . . .47Village . . . . . . . . . . . . . . .47Town . . . . . . . . . . . . . . . .47City. . . . . . . . . . . . . . . . .47Metropolis. . . . . . . . . . .48World-City . . . . . . . . . . . .48LOCATION . . . . . . . . . . . .48Basic Necessities. . . . . .48Specialized Resources. . . . . . . . .49Transportation and Trade. . . . . . . . .49Defensibility . . . . . . . . . .49Mana Level. . . . . . . . . .49Built by Command. . . .50Ruins. . . . . . . . . . . . . . .50HOW MUCH MAGIC?. . .50PLANNING THECAMPAIGN. . . . . . . .51Civic Champions. . . . . .51The Firm. . . . . . . . . . . .51Great House . . . . . . . . . .51Mean Streets. . . . . . . . .51Police Procedural. . . . .51Right-Hand Men. . . . . .52School Days . . . . . . . . . .52Sophisticates. . . . . . . . .52Additional GURPSResources. . . . . . . . .52INDEX. . . . . . . . .53INTRODUCTION 3Fantasyisaboutworldsinwhichmagicisreal.Manyaccounts of those worlds depict them as rural places. The com-monpeopleliveinvillages,thenoblesincastles,andwheneither of them go on quests, they travel through wildernesses.Anycitiestheyencounterarelikelytobeinruins,inhabitedonly by ferocious beasts or angry ghosts.Despite a seeming dearth of urban settings, numerous liv-ing cities exist: L. Frank Baums Emerald City, J. R. R. TolkiensMinas Tirith, Fritz Leibers Lankhmar, Terry Pratchetts Ankh-Morpork,ChinaMivillesNewCrobuzon,andmanyothers.Theseplacescanbejustasmagicalasanyotherlocationintheirworlds.Insomeinstances,theyremoreso:Withlargerpopulations and wealthier economies, they can support moremages and more magical objects. Special magical arts and dis-tinctivesupernaturalcreaturesmaybefoundonlyincities.Thepracticeofmysticalartsmaymakethecitiesthemselvesmagical. Cities in the real world have urban legends; in fantasyworlds, such legends may be true.Ifyouwanttoincludecitiesinyourfantasycampaignwhether as starting points, places to visit, or the setting of theentire campaign GURPS Thaumatology: Urban Magics willhelp you. This supplement is a collection of ideas for you to use.Mostofthemincludenew(optional)rules.GMscanrelyonthese if theyll help the campaign, and ignore them if they dont.Most of this material focuses on the cities oftraditional,low-techfantasyworlds.However,manyideasherecanworkinamodern-fantasysetting. In fact, some are specifically designed forsuch a campaign or based on modern supernat-ural beliefs, such as electronic voice phenomenaand hell money.PUBLICATION HISTORYGURPSThaumatology:UrbanMagics isaset of footnotes to GURPS Fantasy, particularlytoitsdiscussionsoflocalsettingsinfantasyworlds.NearlyallofthecontentofUrbanMagics is new. The treatment of ley lines is partlyborrowed from, and partly inspired by, the mate-rialinGURPSPlacesofMystery. TheMechanicalEquivalentofMagicisinspiredbyGURPS Technomancer.This book also relies on options from GURPSMagic,GURPSThaumatology,andGURPSThaumatology: Magical Styles.ABOUT THE AUTHORWilliamH.Stoddardisaprofessionalcopyeditor,specializinginscientificandscholarlybooks. He lives in San Diego with his cohabitantCarol, two cats, two computers, and far too manybooks. His hobbies include cooking, reading sci-encefictionandalternatehistory,runningandplayinginroleplayinggames,doinglibraryresearch, and discussing philosophy and politicsonline.HispreviousworkforSteveJacksonGamesincludesthelatesteditionofGURPSFantasy. INTRODUCTIONAbout GURPSSteve Jackson Games is committed to full support of GURPS play-ers. OuraddressisSJGames,P.O.Box18957,Austin,TX78760.Pleaseincludeaself-addressed,stampedenvelope(SASE)anytimeyou write us! We can also be reached by e-mail: [email protected] include:New supplements and adventures. GURPS continues to grow seewhats new at www.sjgames.com/gurps.e23. Our e-publishing division offers GURPS adventures, play aids,and support in PDF form . . . digital copies of our books, plus exclu-sivematerialavailableonlyone23!Justheadovertoe23.sjgames.com.Pyramid (www.sjgames.com/pyramid).OurmonthlyPDFmaga-zine includes new rules and articles for GURPS, systemless locations,adventures, and much more. Look for each themed issue from e23!Internet. VisitusontheWorldWideWebatwww.sjgames.comfor errata, updates, Q&A, and much more. To discuss GURPS withourstaffandyourfellowgamers,visitourforumsatforums.sjgames.com.TheGURPSThaumatology:UrbanMagicsweb page is www.sjgames.com/gurps/books/urbanmagics.Bibliographies. Many of our books have extensive bibliographies, andwereputtingthemonlinewithlinkstoletyoubuytheresources that interest you! Go to each books web page and look forthe Bibliography link.Errata. Everyone makes mistakes, including us but we do our besttofixourerrors.Up-to-dateerratapagesforallGURPS releases,including this book, are available on our website see above.RulesandstatisticsinthisbookarespecificallyfortheGURPSBasic Set, Fourth Edition. Page references that begin with B refer tothat book, not this one.Lead Playtester: Jeff WilsonPlaytesters: Fred Brackin, Brett Evill, Mark Gellis, Martin Heidemann, William Keith, Paraj Mandrekar, Matt Riggsby, Michael Roy, Hans-Peter Schni, Kevin Smith, and Ben ZittereGURPS System Design STEVE JACKSONGURPS Line Editor SEAN PUNCHManaging Editor PHILIP REEDe23 Manager STEVEN MARSH Page Design PHIL REED andJUSTIN DE WITTArt Director WILL SCHOONOVERProduction Artist & Indexer NIKOLA VRTISPrepress Checker WILL SCHOONOVERMarketing Director PAUL CHAPMANDirector of Sales ROSS JEPSONGURPS FAQ Maintainer VICKY MOLOKH KOLENKOLike almost any human activity, magic has a social aspect.Mages are seldom entirely solitary; they have other mages asmentors, disciples, allies, or rivals. The history of cities overthe centuries provides several models for the organized prac-tice of magic.MAGES GUILDSMagesinhistoricalfantasysettings,likeotherspecializedworkers,oftenorganizeintoguilds.Theguildorganizationalstyle fits several needs of the profession: passing on knowledgeandskills,maintainingprofessionalstandards,andkeepingout unlicensed practitioners.Establishing a guild implies that mages are in businesslargely to earn money. This is most likely in a world wheremagic is a regular part of daily life (see Magical Reliability,p.30).Suchaworldmaylookmedieval,butitseffectiveTLislikelytobeTL(3+1)orTL(3+2);seep.B513.Although mages may be expected to step in and cast spellswhen people are in trouble (just as doctors are expected tohelpthesickorinjuredinanemergency),mostofthetime, they work for paying customers. Consequently, mostmages study spells that people often want.Amagesguildislikelytotrainnewmembersthroughapprenticeships.Theapprenticestartsoutperformingmenial tasks for his mentor. When he begins casting spells,the first one he learns is likely to be Lend Energy; this booststhe number of spells his master can cast and thus increaseshis income. As the apprentice learns other spells, his masterwill have him cast the easy ones, reserving his own effort forthe more advanced ones.Likeotherprofessionalorganizations,magesguildshaveaninternalhierarchy.Insomesettings,mageshaveenoughprestigeforthistobedefinableasaformofMerchant Rank (p. B30). Spells with long-distance modifierscan help hold together a national or imperial guild system. Itsarchmage may be anywhere from Rank 6 to 8. If such a sys-tem of ranks is of little concern to anyone but mages, its costcanbereducedto1point/level,makingitaleveledperkasdiscussedforAcademicorGuildRankinGURPSThaumatology: Magical Styles (p. 21).Insomeworlds,advancesinRankmayinvolveelaborateritualsthatconferincreasedknowledgeandpower.PerhapseveryonestartsoutatMagery0andgainsalevelofMagerywith each added Rank. This combination has a total cost of 15pointsperRank.(TheGMneedstobewillingtocopewithMagery 8 being available!)By living in a city, people who have chosen the mysticalarts as their profession potentially have more people in needof their services. Mages may be able to work as wizards fulltime, even specializing in a particular kind of magic. If thereare enough mages, they may be organized or they may com-peteforbusinesssometimesboth.Thepracticeofmagicmaybelegallyregulatedorself-regulated.Ifmagesareknown to live in cities, then magically talented people maycometherelookingforknowledgeandtrainingandthecities will have even more mages.This chapter examines how the daily life of cities affects thepractice of magic.CHAPTER ONEON THE STREETOF THE WIZARDSORGANIZING MAGICON THE STREET OF THE WIZARDS 4Rank in Local GuildsAsavariationonRank,theGMmaychoosetodefineforms recognized only locally, with fewer levels. A one-cityguild, whether of wizards or weavers, might have three lev-els:Rank1foramasterwithhisownshoporpractice,Rank2forasyndic(amemberoftheguildcouncil),andRank 3 for the guildmaster. (Mages could acquire Magery 1-3 as they learn guild secrets.) For a socially influential guild,thiswouldconferStatusinthelocalcommunityintheusualway.Foraguildthattotallydominatesacity,localRank may replace Status. Its convenient to assume that Sta-tus within one city will be honored by other cities, at leastwithin the same cultural milieu, and thus the point value ofRank and Status need not be discounted.If a city is an independent state, with its own king, or isthecapitalofanempire,thislimitshouldnotapply.Thecitys hierarchies are the hierarchies of an entire society.ON THE STREET OF THE WIZARDS 5Alternatively, Rank 0 journeymen are only taught spells with-outprerequisites.EachaddedRankopensupspellswithoneadded prerequisite, until the Rank 8 archmages get to learn anyspell they please. (At the GMs option, this could be defined as anUnusual Background worth an extra 5 points per level of Rank.)Other magic-based professions may have their own guilds.For example, alchemists guilds are common in fantasy.SPECIALISTSIf magic is treated as a profession, bigger cities will supportspecializedmagicalpractices.Twodifferentformsofspecial-ization are possible.First, theres the mage who only knows a few spells, but ina big city, enough people need those spells for him to make aliving from them. See the Allied Tradesman template (pp. 9-10).Example:AmagewithaverageattributesandMagery1could put 1 point into Apportation-9 and 8 points into LightenBurden-12. By spending 5 FP, he could reduce a load of 300 lbs.(15BL)toaneffective150lbs.(7.5BL)andcarryitfor10minutes.Withoutmagicalaid,anequallystrongandfitmanwould lose 1 FP/second with the same load.Second,theresthemagewhohasstudiedone collegeindepth, mastering its most difficult spells. The healer can growback lost limbs or eyes, for example, and the elementalist cancreateessentialmatter.Somespecialistsofthiskindknowonly spells from one college. Others know prerequisite spellsfrom multiple colleges for example, a mage who can causeorcalmstormsneedssomeairandwaterspells,aswellasweather spells. Usually this kind of mage will charge high feesfor his services, at least twice the standard rate, both becausehe has a wider range of spells to draw on and to compensatefor all the time he spent in study. Clients who can pay his feesare more likely to live in big cities or can afford to travel there.Enchanters are a particularly important category of special-ists.Inthestandardmagicsystem,theyhavetocreateenchanted items one at a time, making them the equivalent ofcraftsmen. Thus, most enchanted items are costly, as much asan excellent sword or a fine warhorse. Nonetheless, the skillsof these specialists can grant aristocrats or wealthy merchantsthe benefits of spells without the study.If a city has several mages with a particular specialization,theymayhaveaguildstyle,asdiscussedinGURPSThaumatology: Magical Styles (pp. 4-19).SCHOOLS FOR SORCERYLearning magic is often envisioned as resembling early stylesof classroom instruction. The teacher reads aloud from a text in this case a grimoire. Often this is in a dead language that thestudent hasnt fully mastered. The students memorize what theteacher reads, and they recite it back. The teacher corrects theirrecitals, answers questions about the text, and explains what itmeans. The teacher may carry a rod or staff, though more as anaid to casting spells than for punishing inattentive students.Educationexposesstudentstoaseriesofstandardtexts.Becauseofmagicaltraining,thestudenteventuallycompileshis own grimoire.Classroom instruction goes back to ancient Babylon, wherestudentslearnedcuneiformwritingandadeadlanguage,Sumerian.ThemodernuniversitytookshapeintheMiddleAgeswithasimilarstyleofinstruction.Fantasynovelsoftenportrayschoolsofwizardrybasedonthismodel,suchasLeGuinsRoke,PratchettsUnseenUniversity,andRowlingsHogwarts.Anywherethereareenoughpracticingmagestomakeclassroomtrainingmoreconvenientthanone-on-oneapprenticeships, such a school is likely to develop.Some fictional schools of magic are isolated, with only stu-dents,teachers,andservantsinsight.Othersareincitiesofvarioussizes.Alargecitymayhaveenoughmagicallygiftedyouthstosupportamagicaldayschool.Anysizesettlement(particularlysmallones)mayhaveboardingschoolsforstu-dents from distant locations.Day students and boarding students may be rivals, whethertheyattendtwodifferentschoolsorformcliquesinthesameschool. A small town with a large school of magic may have todealwithtownandgownconflictsbetweenmagicallygiftedstudentsandunmagicaltownsfolk.(GURPSBanestorm:Abydos describes a city struggling with such issues.) In a largercity, the school may be an island of quiet retreat, or students maybe out getting a broader education from the life of the city itself.Modernschoolsofmagicpreservemanyoldercustoms,includinglectures,seminars,andlibrariesfilledwithancientbooks. As their education progresses, students move from rotelearninginclassroomstopersonalapprenticeshipunderamaster sorcerer. They may even struggle to prove their fitnessto practice by inventing and writing new spells, much as Ph.D.students research and write theses. Additionally, new paths tomagicalknowledgemaybeopentothem,fromencyclopedicgrimoiresissuedbyspecializedpublishers(seeMagicalTexts,p. 6) to online discussions of magical principles.MAGICAL FACTORIESIf industrial methods can be applied to magic (see IndustrialMagic on p. 67 of GURPS Fantasy for details), enchanted itemscan be turned out on magical production lines at 10 the rate ofstandard Slow and Sure enchantments. This assumes that thereis a nonhuman mana source; see Energy Sources (pp. 25-27) forsome possibilities. If the mages themselves have to provide theenergy, divide their productivity by 2.Theorganizationofamagicalfactoryresemblesthatofmass magic (pp. 25-26); the relationship of industrial magic tomass magic is like that of standard enchanting to ceremonialmagic.Industrialmagicmayprovidejobsformanypeoplewith magical talent but limited intellect. It can also change thenature of a society, raising its effective TL, as industrial magicfills the stores with useful magical items.She had graduated already, coming firstin English, equal first in Music, third inMathematics, seventh in Science, second inFighting Arts and fourth in Etiquette. Shehad also been a runaway first in Magic, butthat wasnt printed on the certificate. Garth Nix, SabrielFactory production implies a mass market; magic has to beindemandatleastinmiddle-classhouseholdstoprovideahighenoughsalesvolume.(SeeEnchantedHousekeeping,p.32.)Growingpopulations,increasingwealth,andcheapertransportation to open bigger market areas can all help expandthe market. The same magic that can support industrial magicmaybeabletoprovidealltheseotherchanges.Notethatasociety that has these characteristics wont much resemble thebarbaric or medieval societies of many historical fantasies itwilllooklikeanindustrializedsociety,evenifitsindustryispowered by mana instead of fossil fuels.MAGICAL RESEARCHINSTITUTESTheAgeofSailsawtheriseofscientificorganizationssuch as the Royal Society. During the Industrial Revolution,experimental research became part of industry, in workshopssuch as Thomas Edisons. Research organizations could pro-vide a model for magical innovation. In an alternate history,forexample,IsaacNewtonsworkinalchemymighthavebeensuccessfulandbecomethemainfocusoftheRoyalSocietyseffortsasintheAzoth-7timelineinGURPSInfinite Worlds (pp. 112-113).The actual operation of magical laboratories aims at the cre-ation, first, of new spells and, second, of new enchanted itemsimbuedwithsuchspells.BothGURPSFantasy andGURPSThaumatology present rules for this. A magical research insti-tute can afford to develop dozens of variant spell prototypes, ifnecessary,untilitgetsonethatsproblem-free.Adirectorofresearch can enhance the chances of success in such tests witha successful Administration roll (see Long Tasks, p. B346).Magical research institutes will be arcane, not only becausemagesareoftensecretive,butalsobecauseordinarypeoplecantunderstandtheirworkorseeitspoint.Itmayrequireadvanced knowledge of Thaumatology, for example, or the useof a peculiar notation comparable to mathematics in GURPSterms, Symbol Drawing. Alternatively, it may need the abilitytoseemagicalinterconnectionsbetweenseeminglyunrelated things, defined in GURPS Fantasy as corre-spondences.Inadditiontothis,ifmagicisadvancedenough,suchlaboratoriesmaybetreatedasmilitaryresources, with magical spies trying to penetrate theirsecrets and magical counterspies trying to stop them.MAFIASIn worlds where magic is illegal or heavily regulated,a different sort of organization may emerge one thatusesmagictocommitcrimesandbuildcriminalempires. Mages are already secretive. Mafia-style vowsofsilencemightcomenaturallytothem.(Thewordoccult originally meant secret or concealed.)A comparatively benign magical mafia might focusonprovidingmagicalservicesthatmanypeoplewantbut cant buy legally. A culture that regards magic as evilmay prohibit even seemingly harmless applications, butsomepeoplewillquestionhowmuchsocietycouldbehurtandbuyitemsandservicesontheblackmarket.Want to know if your unborn child is a son or daughter?VisitahealerwhoknowsBody-Reading.Thinkthestreets are unsafe? Have an enchanter Fortify your cloak.However, black-market dealers cant go to the policeifsomeonestealsfromthemorthreatensthem.Theyneedtotakecareofthemselvesorfindprotectors.Magicprovideswaysofdoingthis,fromflashyattackspells to secretive curses; mages may find employmentasenforcers.Ablackmarketcanleadtosomelessbenign applications of magic: fights over sales territorywith lightning bolts rather than automatic rifles, extor-tion from peaceful mages or ordinary shopkeepers, andthesaleofharmfulmagictobuyerswithenoughmoney.Anoblemanorrichmerchantmaybeabletolearn his rivals secret plans, or hire a magical assassin to killhim unless his rival has his own magical protectors.Even if magic in general is legal, some categories of spellsmaybeforbiddenbylawandclassedasblackmagic.(Magicallegalityclassesarediscussedonp.71ofGURPSFantasy.) Mages who learn and cast these spells will be crimi-nals and will take steps to protect themselves from the law.STREET GANGSStreet gangs have rituals, too, but theyre usually not as for-mal as criminal organizations. Gang members have shorter timehorizons. Rather than establish a lasting claim to their territory,they fight for it day by day, always on the watch for ambitiousrivals. They cant afford to spend time studying complicated for-mulas they need something that works right now.ON THE STREET OF THE WIZARDS 6Magical TextsAdvancing technology creates the possibility of making mul-tipleexactcopiesofatext,startingwiththeprintingpressatTL4. At this point, the GM needs to make a campaign decision:Doesanexactcopyofamagicaltexthavethesamemagicalproperties as the original text? If printed scrolls work, one magewho masters a spell with 10 prerequisites can enable hundredsofothermagestocastit;printingmakesspellprerequisitesnearly meaningless. If the scrolls dont work, printing has littleimpact on magic; effective scrolls still need to be hand copied.The development of xerography and the Internet at TL8 makesthisissuemoreintense,withoutchangingitsbasicnature.GURPS Thaumatology explores these issues further (p. 107).Onepossiblecompromiseistosaythatmagicalscrollsarelike fine art reproductions. A simple printed image of a drawingorphotographdoesntcommandahighprice.Printscanbecomecollectibleworksofartforavarietyofreasons:Thequality of reproduction is exceptionally high. A limited print runoccurred (and perhaps the plates are destroyed at the end). Theartist personally signs all the prints (or even hand-colors themoraddsextrasmallsketches).Theartistpersonallysupervisestheir preparation. In the same way, for scrolls to have magical effects, it may benecessary for a mage who knows the relevant spell to take partin their printing. The costs and magical expenditures of indus-trial enchantment (see Magical Factories, pp. 5-6) can representthe need for this kind of process. Since the energy cost of a scrollis no greater than that of the spell it holds, a magical publishercan turn out multiple copies in a single day.ThestandardGURPStreatmentofmagicisasanimper-sonal supernatural force, whose manipulation is almost a tech-nology.However,insomegameworlds,magicisnot animpersonalforce.Instead,itsbasedondealingwithspiritsthrough rituals.Such spirits may make themselves visible to mortals, espe-ciallygiftedmortalssuchasmages,andmakedemandsofthem. For details on the kind of spirits that can be met in a city,see Gods and Spirit Allies (pp. 41-42). Alternatively, the spiritsmayremainoffstageanddealwithmortalsthroughtheiragents, who act as magical middlemen. A citys population ofmages may include several types of such middlemen.DEATH WILL NOTRELEASE YOUIn a world where oaths are magically binding (see OathsinGURPSFantasy,p.147),apersonwhotakesanoathacquiresaDestinybydoingso.Whathappensifhedieswithout fulfilling the oath? If the dead have spirits, the oathmay prevent his spirit from going on to its normal afterlife.Instead, the spirit lingers invisibly among mortals, waitingfor the chance to complete its obligation. This can providea background story for a ghost, for example.What if magically binding oaths are transferable? Thestill-living party to the bargain may be able to transfer hisclaims against the ghost to someone else, for a price. Themonetaryvalueofwhatevertheghostowedthesurvivorneeds to be assessed. The survivor then receives that muchcash, less a handling fee (typically 10-20%), and the brokergets the right to the ghosts services. In some worlds, bro-kersthemselvesuseindividualghosts.Inothers,theyresellghosts,individuallyorinlots,tootherpeoplewhoneed magical aid. In effect, this is a supernatural analog ofdebt slavery.From the ghosts point of view, this amounts to trading aminor Destiny [-5] for Reprogrammable [-10]. The changefrommortalformtospiritformissimplyasideeffectofdying. From the mortal worlds viewpoint, ghostly debt slavesare Allies with Minion (+50%, since the ghost retains its IQ anddoesnothaveSlaveMentality),Summonable,andsuitableSpecial Abilities. Providing FP for spells is one common appli-cation; defensive Luck is another. Alternatively, the advantagemay be bought directly, with the Pact limitation, in a form suchas a Debt (regular payments to the ghosts family).At the GMs discretion, such arrangements may have a lim-ited time span. Ghostly servants may be freed when their chil-dren grow up or die, or when their new masters die. They mayage,fadingalittleeachyear,asthelivingforgetthem.Alternatively,amorehumanesocietymayrequirethatallghostly debts be forgiven after some number of years.ON THE STREET OF THE WIZARDS 7SPIRIT TRANSACTIONSMost of the other businessmen around me were simply forced tocapitulate. Most of them used magic in at least one phase of their business;they had their choice of signing a contract with Magic, Incorporated, orclosing their doors. Robert A. Heinlein, Magic, Inc.Path/Book magic (as defined in GURPS Thaumatology) isagoodfittothiskindoflife.Additionally,manysortsofPath/Book magic are closer to folk beliefs and folk rituals thanstandardGURPS magic.Theirritualsleavemoreroomforimprovisation. However, their effects are less certain and lessobvious than formal castings: Rather than hurling fireballs orlightningbolts,Path/Bookmagicprovidesawaytoimprovethe odds in a battle fought with fists, swords or guns.Anentireurbaneconomymightbebasedonthiskindofservitudeifthelivingdidntmindbeingsurroundedbyenslavedspirits!Adyingmanmightevenvoluntarilytakeanoath to be a servant after his death, in exchange for his familybeingcaredfor.Tokensofghostlyobligationcouldbecomeamedium of exchange for large purchases.SACRIFICIAL BROKERAGESGURPS Fantasy (p. 165) offers rules for sacrificial magic,in which ritual offerings, usually rated in HP, are exchangedeither for magical power or for improved chances of successin uncertain activities. Under those rules, a sacrifice is madetogainaspecificbenefit,atthetimewhenthebenefitisneeded. The Roma Arcana setting in GURPS Fantasy allowsanextensionofsacrificialmagic,underwhichamagicallybindingoathtomakesacrificesinthefuturecangaintheimmediate aid of supernatural forces.Sacrificial brokerages take this principle and run with it.Asacrificialbrokerageisageneral-purposemiddlemanbetween mortals and the supernatural. Its mortal clients setup sacrificial accounts with it, with balances counted in HPof sacrificial offerings. These balances can be assigned to anygod or spiritual or supernatural force with which the broker-agehasarelationship,astheyareneeded.Thus,insteadofmakingofferingsdirectlytoaspecificbeing,theclientpro-videsofferingstotheorganization,andthebrokerageseesthat they go to the right recipient.Mostclientswillmaintainapositivebalanceintheiraccounts, representing investments in supernatural favor. Aclientcanusethebalancebyvisitingthebrokerageanddescribing the task to which it is to be applied.Brokeragesmayalsoacceptmessagescarryinginstruc-tions, if there is a way for them to be certain of the identityof the client who sent them. Several methods are possible,at the GMs discretion:Sending a trusted servant, such as a confidential secre-tary who is empowered to act for the client.Sending a spirit messenger who is bound to the clientsservice.Sending a message sealed with the clients signet ring,or sending the ring itself in the care of a trusted messenger.Writingamessageonaspecialformissuedbythebrokerage,whichcontainsmarksidentifyingtheclientsidentity. In a setting where names, especially True Names,affect magic (as discussed in GURPS Fantasy and GURPSThaumatology), this instrument is treated as a form of theclients name.In a TL8+ setting, sending a message encrypted withpublic-key cryptography.Communicating with the brokerage telepathically.Alternatively,abrokeragemayissuesmalltokensof sacrifices that have been made, such as candles or pieces ofpaper. When the client wants to use his balance, he describesthe desired effect and destroys the token.Sacrificial brokerages will let a client go into debt, up to aset limit, and pay back the debt with later sacrifices. In somecases, they will want proof of creditworthiness, such as visiblepersonalwealth,orarecordofpietyandofpayingdebts.Inothers, they may let the client offer a magically binding oath and such an oath may result in his ghost being bound to serv-ice, if he dies without paying it.Thecustomaryfeeforbrokeringsacrificesis10%ofthetotal offerings. A standard way to start an account is to offer 10HP of sacrifices; this establishes a balance of 9 HP and earnsthe brokerage its first 1 HP of commission.A character who starts out as a client of a sacrificial broker-agemayhavecertainadvantages,suchasReputationorSacrificial Balance (see p. 17).ON THE STREET OF THE WIZARDS 8Hell MoneyPresent-dayChinesecultureoffersanunusualmethodofsacrifice,knownashellmoney.Thisispaperprintedwith monetary denominations to resemble real money, butwith no actual exchange value in the physical world. Fami-lies purchase it and then give it to their ancestors by burn-ing it, making the ancestors richer in the spirit world.Offerings of hell money are common in Hong Kong andother Chinese communities with active market economies.Itsalsopossibletobuyhellversionsofspecificobjectssuch as cell phones, jewelry or guns!In GURPS terms, hell money doesnt cost enough to jus-tify the major benefits that would be granted by sacrificialmagic(seeGURPSFantasy,p.165).Regularmonthlyofferingsmightcountasaquirk-levelVow,thebasisfora -1% Pact limitation on the cost of a suitable advantage. Iftheancestorscouldmakefelttheirdispleasureatnotget-tingtheexpectedoffering,theofferingmightcountasaDebt (see p. B26); such a Debt could figure into a Pact lim-itation. Hell money could also buy cooperation from a Con-tact in the spirit world; see pp. B44-45.Who are these coming to the sacrifice?To what green altar, O mysterious priest,Leadst thou that heifer lowing at the skies,And all her silken flanks with garlands drest? John Keats, Ode on a Grecian Urn Whatsortsofmagesliveincities?Thischapterexaminescharactercreationforanurban-magiccampaign.AsinGURPSFantasy,thesupplementassumesthatmostfantasycharacterswilloperateinalow-techenvironment(TL1-4).However, the rules dont insist on any particular TL, and theycan be adapted to higher-tech settings.MAGICAL PRACTITIONERS 9CHAPTER TWOMAGICALPRACTITIONERSThetemplatesthatfollowarespecificallyforcharacterswhodealwiththesupernatural.Mostofthemincludespells.Theyre described in terms of the standard GURPS treatmentofmagic,withspellschosenfromGURPSMagic andwithsome level of unmodified Magery.Too many possibilities exist for magic to make it practicalto include templates for all of them, or easy to justify focus-ingononeoptionalstyleratherthananother.AGMwhoprefers one of the alternative treatments of magic in GURPSThaumatology or GURPS Fantasy is encouraged to developrevised templates for these character concepts.GURPS Fantasy provides several templates for mages andsupernaturally gifted adventurers. The templates here supple-ment those but dont replace them.Notallofthetemplatesareforprofessionaladventurers.Several are for people who might get caught up in an adven-ture and have to do their best to cope with it. Alternatively, theycould be the supporting cast for adventurers who live in a city,orpayoneavisit.Thecustomizationnotessuggestwaystoturnthesespecialistsintotypicaladventurerswhilekeepingtheir special abilities.Someofthesetemplatesincludespellswithprerequi-sites;theprerequisitesarealsolistedasoptionswithin the templates. When taking any spell, be sure to take all itsprerequisites!ALLIED TRADESMAN75 pointsLegendsandepicsdescribethedeedsofmightywizards,butyourenotoneofthem.Yourintellectandmagicaltalentjustarentgoodenoughtoletyoucastspellseffortlessly;youhave to stick to the basics. Rather than learning many differentspells, youve spent long hours of study mastering a handful. Ina big city, enough demand exists for those spells that you canbuild a career on them. If you are caught up in an adventure,you may be unexpectedly useful.Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 11 [0]; Per 11 [0]; FP 12 [6]; Basic Speed 5.00 [0];Basic Move 5 [0].Advantages: Magery 0 [5]. A further 25 points chosen fromamongAmbidexterity[5],BusinessAcumen1[10],Charisma1[5],ClaimtoHospitality(Guildbrothers)[5],Contacts[Varies],EideticMemory[5],Fit[5]or VeryFit[15],HighManualDexterity[5/level],HigherPurpose[5],LegalImmunity[5],Magery1[10],MerchantRank1[5],Reputation[Varies],SpiritEmpathy[10],Status1[5],orWealth (Comfortable) [10].Disadvantages:CodeofHonor(Professional)[-5].Afur-ther-15pointschosenfromamongAbsent-Mindedness[-15],Charitable[-15*],CombatParalysis[-15],Duty[Varies], Greed [-15*], Hidebound [-5], Honesty [-10*], Jeal-ousy[-10],Laziness[-10],Miserliness[-10*],OdiousPer-sonalHabits[-5,-10,or-15],Pacifism(ReluctantKiller)[-5], Post-Combat Shakes [-5*], Selfish [-5*], Sense of Duty(Family or Guild) [-5], Social Stigma (Second-Class Citizen)[-5] or (Valuable Property) [-10], or Workaholic [-5].Primary Skills: Teaching (A) IQ+1 [4]-12. One of Administra-tion, Merchant, or Public Speaking, all (A) IQ+1 [4]-12.Secondary Skills: One of the following sets of skills:1.Entertainer: Hobby(Juggling)(E)DX+1[2]-11.One ofArtist(Illusion)(H)IQ+1[8]-12orSleightofHand(H)DX+1 [8]-11.2. Firefighter: Area Knowledge (Village, Town, or City) (E) IQ+2[4]-13 and Urban Survival (A) Per [2]-11. One of ForcedEntry(E)DX+2[4]-12orHazardousMaterialsorProfes-sional Skill (Firefighter), both (A) IQ+1 [4]-12.3.Healer: Diagnosis(H)IQ+1[8]-12and FirstAid(E)IQ+1[2]-12.4.Messenger: AreaKnowledge(Barony,County,Duchy,orSmall Nation) (E) IQ+1 [2]-12 and Hiking (A) HT+2 [8]-12.5. Purifier: Housekeeping (E) IQ+3 [8]-14 and Urban Survival(A) Per [2]-11.6.VerifierofTestimony:DetectLies(H)Per-1[2]-10and Law(Native City Rules of Evidence) (H) IQ+1 [8]-12.TEMPLATESBackground Skills: Occultism (A) IQ-1 [1]-10. Two of ForcedEntry(E)DX[1]-10;CurrentAffairs(Business)orSavoir-Faire(Servant),both(E)IQ[1]-11;Performance,Politics,orSoldier,all(A)IQ-1[1]-10;Accounting,Finance,Law(NativeCityCommercial),orPharmacy(Herbal),all(H)IQ-2 [1]-9; Mind Block (A) Will-1 [1]-10; or 1 point of skillwith a melee weapon suitable for self-defense.Spells: One of these six spell packages:1. Entertainer: Apportation (H) IQ-1 [1]-10, Complex Illusion(H) IQ+1 [4]-12, Locksmith (H) IQ+1 [4]-12, Simple Illusion(H) IQ+2 [8]-13, and Sound (H) IQ-1 [1]-10.2. Firefighter: Extinguish Fire (H) IQ+3 [16]-14, Ignite Fire (H)IQ-2 [1]-9, and Seek Fire (H) IQ-2 [1]-9.3.Healer: Awaken(H)IQ-1[1]-10,Body-Reading(H)IQ+1[4]-12,CureDisease(H)IQ+1[4]-12,LendEnergy(H)IQ[2]-11, Lend Vitality (H) IQ-1 [1]-10, Major Healing (VH) IQ[4]-11, Minor Healing (H) IQ-1 [1]-10, and Relieve Sickness(H) IQ-1 [1]-10.4.Messenger: FindDirection(H)IQ+1[4]-12,Haste(H)IQ[2]-11, and Quick March (H) IQ+3 [12]-14.5.Purifier: Clean(H)IQ[4]-11,PurifyAir(H)IQ[4]-11,Remove Contagion (H) IQ+1 [8]-12, Restore (H) IQ-2 [1]-9,and Simple Illusion (H) IQ-2 [1]-9.6.VerifierofTestimony: SenseEmotion(H)IQ-2[1]-9,SenseFoes (H) IQ-2 [1]-9, and Truthsayer (H) IQ+3 [16]-14.* Multiplied for self-control number; see p. B120. Must have Magery 1; all spells include +1 for Magery 1.Ifleylinespellsareavailable,replacingHaste-11withSeekLeyLine-11(p.19)andQuickMarch-14withLeyRunning-14 (p. 19) is an option for messengers.Customization NotesThis template represents a successful small businessman orcivil servant, with reliable skill in his essential spells. A journey-man will be less well-trained and wont have the Teaching skillrequired of a master. Hell also have significantly fewer advan-tages.Althoughaseniormemberofaguildmayhaveafewmore points in spells, most of his extra points will go into polit-ical and social skills, wealth, and social position.An adventure-ready version adds a few points of nonmagi-calskills,suchasSoldier,Shield,aweaponskillortwo,andpossibly Leadership, most likely acquired in the city militia. Anadded disadvantage or two can pay for these skills. Its also pos-sibletoincludeafewextraspellsbutforacharacterwithmany spells, its better to design a mage (see Consulting Mage,ForensicSorcerer,orStreetWizard inthissupplement,orthemage templates in GURPS Fantasy).CONSULTING MAGE100 pointsYoureafreelancewizard,availableforconsultationonmagical or mundane issues. Most of the spells in this templatedeal with gathering information (Seeker, Analyze Magic), but afew practical spells, such as Light, are also included.Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 11 [10].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.25 [0];Basic Move 5 [0].Advantages: Magery 2 [25]. A further 15 points chosen fromamongContactGroup(Otherwizards)[Varies],EideticMemory[5]or PhotographicMemory[10],Fearlessness[2/level], Reputation +1 to +4 (As a reliable wizard; Peoplein the magic trade in this city; All the time) [Varies], Status[5/level], or Wealth (Comfortable) [10].Disadvantages: -20pointschosenfromamongClueless[-10],CodeofHonor(Professional)[-5],CombatParalysis[-15],Hidebound[-5],Honesty[-10*],OdiousPersonalHabits[-5,-10,or-15],Overweight[-1],MagicSusceptibility[-3/level],Miserliness[-10*],Proud[-1],Skinny[-5],orWorkaholic [-5].Primary Skill: Thaumatology (VH) IQ [2]-12.Secondary Skills: Merchant, Occultism, and Research/TL, all(A) IQ [2]-12.BackgroundSkills:Four ofAreaKnowledge(City)(E)IQ[1]-12; Fast-Talk or Hidden Lore (Urban Secrets), both (A)IQ-1 [1]-11; Accounting, Diplomacy, History (City), or Law(City),all(H)IQ-2[1]-10;Alchemy/TLorHerbLore(VH)IQ-3 [1]-9; Mind Block (A) Will-1 [1]-11; Exorcism (H) Will-2 [1]-10; or Detect Lies (H) Per-2 [1]-10.Spells: AnalyzeMagic,Apportation,Aura,Counterspell,DetectMagic,DispelMagic,IdentifySpell,IgniteFire,Light,Mind-Reading,PurifyAir,SeekEarth,SeekWater,Seeker, Sense Emotion, Sense Foes, Trace, and Truthsayer,all (H) IQ [1]-12.* Multiplied for self-control number; see p. B120. Thaumatology and all spells include +2 for Magery 2.Customization NotesNeitherreducingthenumberofspellsnorloweringtheireffective skill levels would represent the character concept well.Increasing the point budget is likely to end up creating a gen-eral-purpose mage (see GURPS Fantasy), due to adding severalactive spells. However, higher IQ and Magery could produce amage with much more effective use of the same spells.CRIMINAL MAGE125 pointsYourealawbreakerwhosebesttools(orweapons)arespells. Unlike the street wizard (see pp. 14-15), who often reliesonmagicforlegitimatepurposesbutmaybreakthelawbycasting spells without getting a license or joining a guild, youusemagictosteal,assassinate,orperformotheractsofvio-lence. Your choice of spells is ruthlessly practical and narrowlyfocused on your particular class of crimes.Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 12 [20].MAGICAL PRACTITIONERS 10Im a dealer in magic and spellsIn blessings and cursesAnd ever-filled pursesIn prophecies, witches, and knells Gilbert and Sullivan, The SorcererSecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 5.75 [0];Basic Move 5 [0].Advantages:Magery1[15].One ofST+2[20]orDX+1[20].Afurther20pointschosenfromamongAlternateIdentity (Illegal) [15], Claim to Hospitality (Criminal organ-ization)[2],CombatReflexes[15],Contacts(Street)[Varies], Danger Sense [15], Fearlessness [2/level], Fit [5] orVeryFit[15],HardtoKill[2/level],HighPainThreshold[10],Reputation(Criminals,smallgroup)[Varies],Wealth(Comfortable) [10], or additional levels of Magery [10/level].Disadvantages:One of Enemies(Citylawenforcement;Hunters;9orless)orSecret(Imprisonmentor Exile)[-20]. A further -20 points chosen from among Bad Tem-per [-10*], Bloodlust [-10*], Bully [-10*], Callous [-5], Codeof Honor (Pirates or Professional) [-5], Compulsive Spend-ing[-5*],Duty[Varies],Greed[-15*],Reputation(Law-abidingcitizens,largegroup)[Varies],Selfish[-5*],orSocial Stigma (Criminal Record) [-5].Primary Skills: One of Innate Attack (Beam or Projectile) (E)DX+3[8]-14;orAxe/Mace,Shortsword,orStealth,all(A)DX+2 [8]-13.Secondary Skills: Streetwise (A) IQ [2]-12. One of Filch (A)DX[2]-11,ForcedEntry(E)DX+1[2]-12,Holdout(A)IQ[2]-12, Intimidation (A) Will [2]-12, Running (A) HT [2]-12,Search (A) Per [2]-12, or Tracking (A) Per [2]-12.BackgroundSkills:AreaKnowledge(Neighborhoodor City)and Savoir-Faire (Mafia), both (E) IQ [1]-12. Two of Con-noisseur(Art),Fast-Talk,orGambling,all(A)IQ-1[1]-11;Carousing(E)HT[1]-12;ObservationorUrbanSurvival,both (A) Per-1 [1]-11; or Detect Lies (H) Per-2 [1]-10. OneofBrawling,Fast-Draw(Knife,Pistol,or Sword),Garrote,Guns (Pistol), Innate Attack (Beam or Projectile), or Knife,all (E) DX [1]-11; or Cloak, Smallsword, or Stealth, all (A)DX-1 [1]-10.Spells: One of these four spell packages:1.Arsonist: CreateFire,ExtinguishFire,FastFire,Fireball,Fireproof,IgniteFire,ResistFire,ShapeFire,andSlowFire, all (H) IQ-1 [1]-11, and Flame Jet (H) IQ+1 [4]-13.2.Gladiator: Apportation,Block,CatchMissile,DeflectMis-sile,andLendEnergy,all(H)IQ-1[1]-11,andHardiness,Haste, Might, and Return Missile, all (H) IQ [2]-12.3. Maledict: Decay, Lend Energy, Lend Vitality, Minor Healing,Pestilence,Sickness,StealEnergy,StealVitality,andTestFood, all (H) IQ [1]-12, and Rotting Death (VH) IQ+1 [4]-13.4. Spook: Apportation, Blur, Continual Light, Darkness, Light,LightJet,NightVision,Silence,andSound,all(H)IQ-1[1]-11, and Invisibility and Wallwalker, both (H) IQ [2]-12.* Multiplied for self-control number; see p. B120. All spells include +1 for Magery 1. Must have Magery 2; all spells include +2 for Magery 2.Customization NotesA lower-powered magical criminal would start by losing theboosttoSTorDX.HemightalsohaveareallydangerousSecretthatcouldgethimkilled,orhisEnemiesmightmoreseriously hunt him. A higher-powered magical criminal wouldhave a higher level of Magery, making his spells more effective.Learning Recover Energy-15 (and its prerequisites) would alsobe a good idea; the increased FP could save his life!ENCHANTED ITEM DEALER125 pointsManyfantasyworldshaveabigdemandforenchanteditems,butenchantersarentnecessarilythebestjudgesofthatdemand.Enchantmentandentrepreneurshipcallondifferent sets of talents, and many enchanters develop theirtalents by obsessive behavior that leaves little time for study-ingthemarket.Thus,theresoftenagapbetweenwhatthemage wants to work on and what the customer is interestedin buying.In an urban market, a niche exists for an entrepreneur whobridgesthatgap:theenchanteditemdealer.Dealersfindenchanters whove made the magical item a customer needs, orcustomers who want the magical item an enchanter has made.They may buy newly made items for later resale, building up astock of such items. As an adjunct to this, they may buy useditems, or assess the functions and values of unidentified ones.They encourage enchanters to work on items that people wantto buy, and they may also encourage people to buy new types ofmagical items, or even create markets for them through adver-tising or by selling samples to influential people. Dealers needenoughmagicaltalentandknowledgetoappraiseitems,buttheyalsoneedhighlydevelopedmercantileskillsandenoughwealth to afford their stock.Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.00 [0];Basic Move 5 [0].Advantages: Magery 1 [15]. Status 1 [0] and Wealth (Wealthy)[20]. A further 10 points chosen from Business Acumen 1[10], Charisma [5/level], Claim to Hospitality (Other brokers)[5],Contacts(Businessor Magical,p.16)[Varies],CulturalAdaptability [10], Eidetic Memory [5] or Photographic Mem-ory [10], Fashion Sense [5], Gizmos [5/gizmo], IndependentIncome[1/level],*Languages[Varies],LightningCalculator[2], Merchant Rank [5/level], Reputation (Quality or reliabil-ity; Among customers, suppliers, or other brokers) [Varies],additionallevelsofStatus[5/level],orimprovingWealth(Wealthy) to (Very Wealthy) [10].Disadvantages:-15pointschosenfromamongCodeofHonor(Professional)[-5],CombatParalysis[-15],Debt[-1/level],*Greed[-15],Honesty[-10],Jealousy[-10],MagicSusceptibility[-3/level],Miserliness[-10],OdiousPersonal Habits [-5, -10, or -15], Overweight [-1], Pacifism(ReluctantKiller)[-5],Post-CombatShakes[-5],Selfish[-5],Skinny[-5],SocialStigma(Second-ClassCitizen)[-5], or Workaholic [-5].PrimarySkills:Merchant(A)IQ+1[4]-14and Occultism(A)IQ [2]-13.SecondarySkills:DiplomacyandFinance,both(H)IQ-1[2]-12;and Thaumatology(VH)IQ-1[2]-12.Three ofAdministration,Connoisseur(VisualArts),HazardousMaterials(Magical),Propaganda,Research,Smuggling,Streetwise, or Writing, all (A) IQ [2]-13; Accounting, ExpertSkill(Hoplology,p.17);orMarketAnalysis,all(H)IQ-1[2]-12; Alchemy (VH) IQ-2 [2]-11; or Detect Lies (H) Per-1[2]-12.BackgroundSkills:CurrentAffairs(Business)(E)IQ[1]-13;History(Recent-EraMagicalArts)(H)IQ-2[1]-11;andSavoir-Faire (High Society) (E) IQ [1]-13.MAGICAL PRACTITIONERS 11Spells: Analyze Magic (H) IQ+1 [4]-14, Detect Magic (H) IQ-1[1]-12, and Identify Spell (H) IQ-1 [1]-12. One of ConcealMagic,MageSense,MageSight,orSeekMagic,all(H)IQ+1 [4]-14. A further 4 points chosen from other spells ofpersonal interest or utility.* You cannot have both Independent Income and Debt. Multiplied for self-control number; see p. B120. Free from Wealth. Thaumatology and all spells include +1 for Magery 1.Customization NotesTo represent a broker who started out as an enchanter andshiftedhisfocustorepresentingotherenchanters,buyupMagery to Magery 2 and add spells from the Enchantment col-lege (and their prerequisites!). Such a character might have astudio or factory devoted to turning out magical items. Tomakeacharacterwhoisapillaroftheestablishment,ratherthan one of its hangers-on, buy greater Wealth, Rank, Status,and other social advantages.EXORCIST100 pointsYourenotawizardofanykind;yourroleisnottocom-mand supernatural forces but to combat them. Many exorcistsarepriestswhosechurchesortempleshavetrainedthemtocast out demons. Others are skilled professionals supported byfees,orevenwanderingadventurers(asintheanimeseriesMushishi). For both good and bad, your familiarity with super-natural beings sets you apart from other mortals.Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 14 [10]; Per 12 [0]; FP 12 [0]; Basic Speed 5.50[0]; Basic Move 5 [0].Advantages:15pointschosenfromamongBlessed[10],Charisma [5/level], Clerical Investment [5], Higher Purpose(Opposesupernaturalevil)[5],Indomitable[15],LegalImmunity [5], Magic Resistance [2/level], Patron (Religioushierarchy) [Varies], Resistant to Possession (+3) or (+8) [2or3]or ImmunitytoPossession[5],ReligiousRank[5/level],SecurityClearance(Recordsofsupernaturalthreats)[Varies],Sensitive[5]or Empathy[15],Single-Minded[5],SocialRegard(Respected)[5/level],SpiritEmpathy [10], Tenure [5], or True Faith [15].Disadvantages:-25pointschosenfromamongCallous[-5],Charitable [-15*], Code of Honor (Professional) [-5], Disci-plines of Faith (Any) [Varies], Duty (Often Extremely Haz-ardous)[Varies],Enemies(Demons;Hunter)[Varies],Fanaticism [-15], Guilt Complex [-5], Nightmares [-5*], NoSenseofHumor[-10],Obsession[-5*or-10*],Pacifism(AnyexceptTotalNonviolence)[Varies],PhantomVoices[Varies], Selfless [-5*], Sense of Duty [Varies], Social Stigma(Excommunicated)[-5],SupernaturalFeatures[Varies],Vow [Varies], or Weirdness Magnet [-15].PrimarySkills:Exorcism(H)Will+2[12]-16and Occultism(A) IQ+3 [12]-15.Secondary Skills: Research (A) IQ [2]-12. One of Hidden Lore(Demon Lore or Spirit Lore) (A) IQ [2]-12. Two of Anthro-pology,ExpertSkill(Thanatology),orTheology,all(H)IQ[4]-12;Singing(E)HT+2[4]-14;Autohypnosis(H)Will[4]-14; or Esoteric Medicine (Shamanistic) (H) Per [4]-12.Background Skills: One of Shortsword, Staff, or Wrestling, all(A)DX[2]-10.TwoofActing,Administration,Fast-Talk,HazardousMaterials(Magical),Interrogation,orStreet-wise,all(A)IQ-1[1]-11;DiplomacyorReligiousRitual,both (H) IQ-2 [1]-10; Intimidation or Mind Block, both (A)Will-1[1]-13;Meditation(H)Will-2[1]-12;orBodyLan-guage or Detect Lies, both (A) Per-1 [1]-11.* Multiplied for self-control number; see p. B120.Customization NotesA neophyte exorcist will probably not have lower IQ, but hemayhavelowerHT,Will,andskills,especiallytheprimaryskills. A more advanced exorcist will likely have a wider rangeof secondary and background skills, may well have higher IQorWill,andcouldhaveReligiousRankandsomelevelofWealth. Another option for more advanced exorcists is one ormorelevelsofPowerInvestiture,alongwithaccesstospells,either acquired directly, or included in a Modular Ability (seeespeciallySpiritTrappinginGURPSFantasy,p.130).Thistypeofcharactercanevolvefromanexorcisttowardbeingageneral-purpose sorcerer but in doing so, he may acquire adarkReputationorevenbetemptedintoblackmagic(dis-cussed in GURPS Thaumatology).FORENSIC SORCERER125 pointsOneofthefunctionsofmagicistodisclosesecretsandmaketheunseenvisible.Youreaprofessionalinvestigator,usingmagicalspellstofindtheguiltyandbringthemtojus-tice. Your magic isnt an adjunct to Forensics, but a substitutefor it, with spells taking the place of laboratory techniques.Thistemplateincludestwodistinctspecializations.Someforensicsorcerersusemagictosolvemundanecrimes,alongthe lines of Randall Garretts classic Lord Darcy stories. Otherswork against criminal mages (see Criminal Mage, pp. 10-11), inthemanneroftribalwitchdoctorsormedievalinquisitorsbutthecursesandblackmagictheyinvestigatearereal,andtheir counterspells are too.Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.25 [0];Basic Move 5 [0].Advantages: Magery 0 [5]. A further 25 points chosen fromamong Clerical Investment [5], Combat Reflexes [15], Con-tacts(Street)[Varies],CulturalAdaptability[10],EideticMemory[5],LegalEnforcementPowers[5,10,or15],Magery 1 or 2 [10 or 20], Oracle [15], Police Rank [5/level],Reputation(Investigativeskills;Criminals,lawenforce-ment, or the public) [Varies], Single-Minded [5].MAGICAL PRACTITIONERS 12In my name they shall cast out devils. Mark 16:17Disadvantages:Duty(Topoliceforceorclients;9orless)[-5].Afurther-25pointschosenfromamongAbsent-Mindedness[-15],Callous[-5],Charitable[-15*],CodeofHonor(Professional)[-5],DisciplinesofFaith[Varies],Fanaticism[-15],Honesty[-10*],Loner[-5*],Obsession[-5* or -10*], Pacifism (Reluctant Killer) [-5], Post-CombatShakes[-5*],SenseofDuty[Varies],Stubbornness[-5],Weirdness Magnet [-15], Workaholic [-5], or increased fre-quency of Duty [Varies].Primary Skills: Criminology (A) IQ+1 [4]-14 and Savoir-Faire(Police) (E) IQ [1]-13.SecondarySkills:Law(NativeCityCriminal)(H)IQ-1[2]-12. Three of Hidden Lore (Demon Lore or Spirit Lore)orOccultism,all(A)IQ[2]-13;Diagnosis,ExpertSkill(Hoplology, p. 17, or Thanatology), Geography (Native city),Poisons,orTheology(Comparative),all(H)IQ-1[2]-12;Thaumatology (VH) IQ-2 [2]-11; Mind Block (A) Will [2]-13;or Search or Tracking, both (A) Per [2]-13. Two of Brawl-ing,Guns(Pistol),orKnife,all(E)DX[1]-11;orCloak,Shortsword, Smallsword, or Staff, all (A) DX-1 [1]-10.Background Skills: Administration (A) IQ-1 [1]-12. Three ofCartography, Research, or Writing, all (A) IQ-1 [1]-12; Artist(Drawing) (H) IQ-2 [1]-11; Thaumatology (VH) IQ-3 [1]-10;or Dreaming (H) Will-2 [1]-11.Spells: Daze,Foolishness,andItch,all(H)IQ-2[1]-11;andLight, Sleep, and Spasm, all (H) IQ-1 [2]-12. One of thesetwo spell packages:1. Curses and Malevolent Spells: Identify Spell (H) IQ-1 [1]-12andAnalyzeMagic,Aura,DeathVision,DetectMagic,Dream Viewing, Mage Sight, Sense Mana, and Sense Spirit,all (H) IQ [2]-13.2. Ordinary Crimes: Seek Earth, Sense Life, and Shape Earth,all (H) IQ-2 [1]-11; and Body-Reading, Detect Poison, EarthVision,GlassWall,KeenVision,Measurement,andTestFood, all (H) IQ-1 [2]-12.* Multiplied for self-control number; see p. B120. Requires Magery 1; all spell levels include +1 for Magery1. If this specialization is chosen, raise levels of the six non-specialty spells by 1.Customization NotesToupgradethistemplate,threemainroutesareavailable:Make the investigator more of a man of action, with additionaland better attack and protective spells or weapon skills. Makehimimpressivelybrilliant,withboostedIQ,Perbonuses,orMagery,andawiderrangeofknowledge.Makehimequallyskilled at solving mundane crimes and sniffing out black magicby giving him both sets of spells.GLAMOUR GIRL125 pointsThewordglamouroriginallymeantmagic,especiallyfaeriemagic,andattractivewomenareoftenspokenofasbewitching, charming, or enchanting. In your case, thats liter-ally true. Whether you were taught by older, more experiencedwomen,ordidyourownresearch,youvelearnedmagicalspells to improve your appearance and influence mens minds.Thosespellsareyourpathtowealthandinfluence,whetherthrough marriage to a powerful man, or a successful career asa diplomat, merchant, entertainer, courtesan, or model.Citylifeoftenofferswomenameasureofpersonalinde-pendence, disposable wealth, and a variety of consumer goods,includingchangingfashionsinclothingandaccessories.Puritanicalsettingsarelesslikelytohaveglamourgirls;theCompulsiveCarousingdisadvantageispricedforanonpuri-tanical environment.Attributes: ST 9 [-10]; DX 11 [20]; IQ 12 [40]; HT 11 [10].Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP9 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 5.50 [0];Basic Move 5 [0].Advantages:FashionSense[5];Magery1[15];and Status1[5]. A further 20 points chosen from among Alcohol Toler-ance[1],Ally(Maidservant)[Varies],Appearance[Varies],Charisma [5/level], Claim to Hospitality (Relatives) [2], Cleri-cal Investment (God of love, beauty, etc.) [5], Contact (Fash-ion and Decorative Arts, p. 16) [Varies], Cultural Adaptability[10], Less Sleep [2/level], Sensitive [5] or Empathy [15], SkillBonus1,2,or3(Fortune-Telling(DreamInterpretation);Preparation Required, 10 minutes, -30%) [2, 3, or 5], Versa-tile[5],Voice[10],Wealth(Comfortable)[10]or (Wealthy)[20], or additional levels of Magery [10/level].Disadvantages:-25pointschosenfromAlcoholism[-15or -20], Bully [-10*], Chummy [-5] or Gregarious [-10], Codeof Honor (Professional) [-5], Combat Paralysis [-15], Com-pulsiveCarousing[-5*],CompulsiveSpending[-5*],Dependent (Maidservant or Relative, such as parent, sister,or child) [Varies], Enemies (Rival) [Varies], Jealousy [-10],Overconfidence[-5*],Pacifism(ReluctantKiller)[-5],Secret (Serious Embarrassment) [-5], Selfish [-5*], or SocialStigma (Second-Class Citizen, Woman) [-5].Primary Skills: Savoir-Faire (High Society) (E) IQ+1 [2]-13.SecondarySkills:Acting(A)IQ[2]-12;Occultism(A)IQ[2]-12; and Sex Appeal (A) HT+1 [4]-12.BackgroundSkills:Carousing(E)HT[1]-11.One ofBodyLanguage or Observation (A) Per-1 [1]-11. Two of Sewing(E) DX+1 [2]-12; Dancing or Riding (Horse) (A) DX [2]-11;CurrentAffairs(HighCulture,People,PopularCulture,Regional, or Travel), or Games (Any) (E) IQ+1 [2]-13; Con-noisseur(Any),Fortune-Telling(DreamInterpretation),Holdout,Poetry,orPublicSpeaking(A)IQ[2]-12;Artist(BodyArt,Calligraphy,Drawing,Illusion,or Painting),MusicalInstrument(Any),orPharmacy(Herbal),all(H)IQ-1 [2]-11; or Singing (E) HT+1 [2]-12.Spells: Aura,Clean,Colors,Daze,DetectMagic,Fascinate,Garble,Light,No-Smell,Odor,PurifyAir,Restore,SenseFoes,Silence,SimpleIllusion,Sound,andVoices,all(H)IQ-1 [1]-11, and Converse, Dye, Illusion Disguise, Perfume,Persuasion, and Sense Emotion, all (H) IQ [2]-12.* Multiplied for self-control number; see p. B120. All spells include +1 for Magery 1.MAGICAL PRACTITIONERS 13Oh, oh, its magicWhen Im with you. The Cars, MagicCustomization NotesThistemplatecanbeturnedintoaconventionaladven-turingtemplatewithanother25pointsofadvantagesandskillsthatemphasizestealthandconcealment,alongwithacombat skill or two. Another option is to raise IQ or Mageryformorereliablespelluse.ItsalsoappropriatetoincreaseWealth and Status. One way to make the template cost less isto substitute Power Investiture (god of love, beauty, etc.) forMagery and eliminate the unglamorous 1-point spells that areonly listed to meet the prerequisites of other spells.Its possible to redesign this template by dropping the spells,replacingthemwiththeEnthrallmentskills(pp.B191-192)and Charisma. The GM may allow players to get creative aboutprerequisites, substituting Dancing, Sex Appeal, or Singing forPublicSpeaking.MusicalInfluencecanbeusedinthesameway with Singing or a musical instrument.Anotheroptionwouldbeanactress,dancer,orsingerwhorelies on her magic to advance her career. Give such a characterprofessionalskillssuchasDancing,Makeup,MusicalInstru-ment, Performance, or Singing. Enthrallment and Musical Influ-enceareplausibleforthistypeofcharacter,too,asnaturaltalents or secret arts passed on from performer to performer.POTION SELLER125 pointsYoure a specialist in magically effective preparations suchaspotionsandpowders,whethermadefromrareimportedingredients or from herbs gleaned in nearby fields. The biggestmarket for your products is in the city, so thats where you haveyourshop.Asabyproductofyourmagicalskills,youalsoknowafairbitaboutnonmagicalchemistryandphysiology.Depending on the laws of your society, you may hang out yoursign openly or work in secret.Attributes: ST 10 [0]; DX 10 [0]; IQ 14 [80]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 14 [0]; Per 14 [0]; FP 10 [0]; Basic Speed 5.00 [0];Basic Move 5 [0].Advantages:25pointschosenfromamongAcuteTasteandSmell[2/level],Ally(Co-workerorapprentice)[Varies],ClaimtoHospitality(Otherguildmembers)[2],ClericalInvestment [5], Contacts (Scholarly or Street) [Varies], Gad-geteer [25], Gizmos [5/gizmo], Green Thumb [5/level], HigherPurpose(Anymedicalorspiritualgoal)[5],Longevity[2],Reputation (Scholar or Wonder worker) [Varies], Resistant toPoisonorasingletypeofpoison(+3)or(+8)[Varies]orImmunity to Poison [15], Single-Minded [5], Versatile [5], orWealth (Comfortable) [10] or (Wealthy) [20].Disadvantages: -15 points chosen from among Absent-Mind-edness[-15],CodeofHonor(Professional)[-5],CombatParalysis[-15],CompulsiveDebating(GURPSFantasy,p. 219) [-5*], Curious [-5*], Distinctive Feature (Burn scar)[-1], Enemies (Rival alchemist) [Varies], Greed [-15*], Jeal-ousy[-10],Miserliness[-10*],MissingDigit[-2or-5],NoSenseofHumor[-10],Obsession[-5*or-10*],Overconfi-dence[-5*],Pacifism(ReluctantKiller)[-5],Reputation(Fraud) [Varies], Social Stigma (Second-Class Citizen) [-5],Wealth (Struggling) [-10], or Workaholic [-5].Primary Skills: One of these two skill packages:1. Alchemy (VH) IQ+2 [16]-16.2. Naturalist (H) IQ [4]-14 and Herb Lore (VH) IQ+1 [12]-15.Secondary Skills: Merchant, Occultism, and Research, all (A)IQ-1 [1]-13. One of Administration, Politics, or Streetwise,all (A) IQ-1 [1]-13.BackgroundSkills:Chemistry(H)IQ-2[1]-12;HazardousMaterials (Magical) (A) IQ-1 [1]-13; and Pharmacy (Herbalor Synthetic)(H)IQ-2[1]-12.TwoofLiquidProjector(Flamethrower, Sprayer, or Squirt Gun) (E) DX [1]-10; Pro-fessionalSkill(Glassblowing)(A)DX+1[4]-11;Gardening(E)IQ[1]-14;Explosives(Fireworks),Prospecting,Smith(Any),orTeaching,all(A)IQ-1[1]-13;Artist(Pottery),Astronomy,Cryptography,ExpertSkill(NaturalPhiloso-phy),Jewelry,Metallurgy,Physiology,orPoisons,all(H)IQ-2 [1]-12; Weird Science (VH) IQ-3 [1]-11; Scrounging (E)Per[1]-14;Survival(Anylandenvironment)(A)Per-1[1]-13; or Esoteric Medicine (H) Per-2 [1]-12.Techniques: 10 points to buy elixir techniques (GURPS Magic,p. 210) or simply raise Alchemy or Herb Lore [4/level].* Multiplied for self-control number; see p. B120.Customization NotesTo create a journeyman potion seller who still has to consultformularies for everything, drop IQ to a lower value and get ridof most or all of the techniques. One way to get a more expen-sivetemplateistotreatalchemyasaspiritualpath:TakeTrained by a Master, Disciplines of Faith, Meditation skill, andadditionalskillschosenfromBodyControl,BreathControl,EroticArt(foralchemistswhopracticewithasuitablepart-ner),MentalStrength,PressurePoints,andPressureSecrets.Another option, for a potion seller whose studies have achieveda major success, is Unaging.STREET WIZARD100 pointsUnlikemostwizardsinfantasy,youdidntgotoschooltolearn magic. An older mage took you in hand and taught you thespells he knew. You may have worked out a few on your own, bytrial and error, without understanding the theory. If magic is reg-ulatedinyourcity,yourenotlicensedtopracticeit,andyoucantofficiallychargefeesorsuepeoplefornonpayment.Youcastspellsforcashinhand,orasafavortopowerfulpeople. The officially recognized mages would be unhappy with you ifthey caught you, so you make a point of being inconspicuous.You may cast many your spells for other people who want tobe equally inconspicuous.The majority of your spells have no prerequisites; you dontget much chance to learn advanced spells.MAGICAL PRACTITIONERS 14Attributes: ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.25 [0];Basic Move 5 [0].Advantages: Magery 1 [15]. A further 15 points chosen fromamongClaimtoHospitality(Friendsfromthestreet)[2],Contacts (Street) [Varies], Danger Sense [15], Eidetic Mem-ory[5],Reputation(Skillor Reliability)[Varies],Sensitive[5]or Empathy[15],SmoothOperator1[15],SocialChameleon[5],TemperatureTolerance[1/level],Unfaze-able [15], or an additional level of Magery [10].Disadvantages: Struggling [-10]. A further -15 points chosenfrom among Callous [-5], Charitable [-15*], Code of Honor(Adealisadeal)[-5],Enemies(Legalmages;Hunter)[Varies],Flashbacks[Varies],Impulsiveness[-10*],Lazi-ness[-10],Loner[-5*],SenseofDuty(Friends,neighbors,or other small group) [-5], Social Stigma (Criminal Recordor Second-Class Citizen) [-5] or (Minority Group) [-10], Sta-tus[-5/level],Stubbornness[-5],WeirdnessMagnet[-15],Xenophilia [-10*], or Wealth [Varies].Primary Skills: Occultism (A) IQ+1 [4]-13 and Streetwise (A)IQ+1 [4]-13.Secondary Skills: Area Knowledge (Neighborhood or City) (E)IQ[1]-12;Brawling(E)DX[1]-11;Holdout(A)IQ-1[1]-11;Observation (A) Per [2]-12; and Stealth (A) DX [2]-11. Oneof Detect Lies (H) Per-1 [2]-11 or Intimidation (A) Will [2]-12.BackgroundSkills:Scrounging(E)Per[1]-12and UrbanSurvival(A)Per-1[1]-11.TwoofGuns(Pistol),Knife,ThrownWeapon(Knifeor Shuriken),all(E)DX[1]-11; orCloak,Shortsword,Smallsword,orStaff,all(A)DX-1[1]-10.Spells: Lend Energy (H) IQ+1 [4]-13. Four of Apportation,Block, Climbing, Detect Magic, Find Direction, Foolishness,Haste,IgniteFire,Itch,Keen(Sense),Light,Magelock,PurifyAir,SeekEarth,SeekFood,SeekFuel,SeekWater,Sense Foes, Sense Life, Simple Illusion, or Test Food, all (H)IQ[2]-12.Two ofAura,Body-Reading,ContinualLight,Daze,Decay,DeflectMissile,ExtinguishFire,IllusionDis-guise, Jump, Locksmith, Poltergeist, Purify Water, RecoverEnergy, Restore, Seek Magic, Sense Danger, Spasm, Stench,and Wallwalker, all (H) IQ-1 [1]-11.* Multiplied for self-control number; see p. B120. All spells include +1 for Magery 1. Make sure all prerequi-sites for the second set of choices are met by the first set!Customization NotesOne variation on this template is the wizard who did get for-mally trained, but then disgraced himself in some way. He wasexpelledfromschool,hadhisguildmembershiprevoked,orotherwise was thrown on his own resources.THAUMATOLOGICAL SCHOLAR100 pointsYou are to practicing mages what a theoretical physicist istoengineers:Youworkoutthebasicprinciplesthattheirspells and enchantments apply. You dont actually cast manyspells yourself; the actual magic you know is limited to spellsthat provide you with new knowledge. Nonetheless, youre theconsultantworkingmagesgotowhentheydiscoversome-thing new and hard to figure out.Attributes: ST 10 [0]; DX 10 [0]; IQ 15 [100]; HT 10 [0].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 15 [0]; Per 12 [-15]; FP 10 [0]; Basic Speed 5.00[0]; Basic Move 5 [0].Advantages: Magery 1 [15]. A further 10 points chosen fromamongClaimtoHospitality(Universities)[5],ClericalInvestment[5],Contacts(Academic,p.16)[Varies],Cul-tural Adaptability [10], Eidetic Memory [5] or PhotographicMemory[10],HigherPurpose(Advancingknowledge)[5],Language[Varies],LanguageTalent[10],LegalImmunity[5], Longevity [2], Patrons [Varies], Single-Minded [5], Sta-tus 1 [5], Tenure [5], Wealth (Comfortable) [10], or an addi-tional level of Magery [10].Disadvantages:CodeofHonor(Professional)[-5].Afur-ther-25pointschosenfromamongAbsent-Mindedness[-15],BadSight(Nearsighted)[-25],*BadTemper[-10],Bully [-10], Clueless [-10], Combat Paralysis [-15], Curious[-5], Disciplines of Faith (Monasticism) [-10], Duty (Non-hazardous)[Varies],Enemies(Watcheror Rival)[Varies],Jealousy[-10],Loner[-5],Oblivious[-5],Obsession[-5or-10],Overconfidence[-5],Pacifism(ReluctantKiller)[-5], Secret (Scholarly dishonesty; Serious Embarrassmentor Utter Rejection) [-5 or -10], Sense of Duty (Students) [-5],Shyness[-5,-10,or-20],Truthfulness[-5],Unfit[-5]orVery Unfit [-15], Wealth (Struggling) [-10], Weirdness Mag-net [-15], or Workaholic [-5].PrimarySkills:Research(A)IQ+1[4]-16and Thaumatology(VH) IQ [4]-15.SecondarySkills:Two ofAdministration,PublicSpeaking,Teaching, or Writing, all (A) IQ-1 [1]-14.Background Skills: Occultism (A) IQ-1 [1]-14. Two of Con-noisseur(RareBooks)orSpeed-Reading,both(A)IQ-1[1]-14;Archaeology,Cryptography,ExpertSkill(Thanatol-ogy), History (Magical Arts), Linguistics, Philosophy, Sym-bol Drawing, or Theology, all (H) IQ-2 [1]-13; or Alchemy orHerb Lore, both (VH) IQ-3 [1]-12.Spells: Detect Magic (H) IQ-1 [1]-14. One of these two spellpackages:1. Ancient Magic: History (H) IQ [2]-15, Seeker (H) IQ-1 [1]-14,and Trace(H)IQ-1[1]-14.Two ofSeekAir,SeekEarth,SeekFire,SeekFood,SeekMachine,SeekPlant,orSeekWater, all (H) IQ-1 [1]-14.2. Cutting-Edge Magic: Analyze Magic (H) IQ+1 [4]-16, IdentifySpell (H) IQ-1 [1]-14, and Sense Mana (H) IQ-1 [1]-14.* -10 if spectacles are available. Multiplied for self-control number; see p. B120. Thaumatology and all spells include +1 for Magery 1.Customization NotesThe simplest way to upgrade this template is to add morespells, including some practical spells. Alternatively, take a nar-rowly focused set of spells, including some rare and advancedspells;maybethisparticularthaumatologististheworldsgreatest expert on fire magic or necromancy.Aspecialistinancientmagicmayhaveskillssuitedtoexploringruinsinremoteplaces,includingSurvival,Traps,one or more movement skills, and possibly some combat skills.For a less powerful variant, lower IQ, to produce an instruc-tor in basic thaumatology at a monastery, boarding school, orcommunity college.MAGICAL PRACTITIONERS 15URBAN SHAMAN125 pointsUrban shamans speak to the city, and it speaks back. Theyarenotnecessarilymages,nordotheyspeaktospirits,otherthanthespiritofthecityitself.Instead,theycommunicatewith the city in part (buildings, pigeons) or in totality, and gainitsprotection.Manyofthistemplatesabilitiesareboughtasspirit powers; see GURPS Powers and GURPS Thaumatologyfor more information on spirit-based powers.Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 13 [10]; Per 13 [10]; FP 12 [0]; Basic Speed 5.75[0]; Basic Move 5 [0].Advantages: Street Smarts 2 (p. 17) [20]. A further 15 pointschosen from among Ally (Spirits) [Varies], Animal Empathy(Onlycityanimals,-30%;SpiritPower,-25%)[3],Auto-trance [1], Blessed (Spirit Power, -25%) [8], Chameleon 2 or4 (Only in cities, -30%; Spirit Power, -25%) [5 or 9], Chan-neling (Spirit of the city only, -40%; Spirit Power, -25%) [4];Contacts(Spirits,p.16)[Varies],DangerSense(Onlyincities, -30%; Spirit Power, -25%) [7], Fearlessness [2/level],Night Vision [1/level], Oracle (Only in and only dealing withcities, -40%; Spirit Power, -25%) [6], Psychometry (Only inand only dealing with cities, -40%; Spirit Power, -25%) [7],RacialMemory(Passive;Deceasedresidentsofhomecity,not genetic ancestors; Spirit Power, -25%) [12], Reputation(Amongspirits)[Varies];ResistanttoPollution(+3;SpiritPower, -25%) or (+8; Spirit Power, -25%) [4 or 6], SignatureGear(Ritualor enchanteditems)[Varies],Silence2or4(Onlyincities,-30%;SpiritPower,-25%)[5or9],SpeakWith Animals (Only city animals, -30%; Spirit Power, -25%)[12],TemperatureTolerance4(Onlyincities,-30%;SpiritPower, -25%) [2], True Faith [15], or Unfazeable [15].Disadvantages: -20pointsindisadvantages,oneofwhichmust beDisciplinesofFaith(Ritualismorother,butnotMonasticism!)[-5,-10,or-15],andtherestchosenfromamong Addiction (Hallucinogen or other) [Varies], Berserk[-10*],CompulsiveVowing[-5*],Flashbacks(Possiblyofracialmemories)[-5,-10,or-20],Intolerance(Non-citypeople, or people from outside your city or neighborhood)[-5or-10],NeurologicalDisorder[Varies],NoSenseofHumor [-10], Odious Personal Habits [-5 to -15], PhantomVoices [-5 to -15], Phobia (Wilderness) [-10*], Selfless [-5*],Sense of Duty (City residents) [-10], Status [-5/level], Trade-mark[Varies],Trickster[-15*],Vow[-5to-15],orWealth(Struggling or Poor) [-10 or -15].PrimarySkills: AreaKnowledge(City)(E)IQ+4[4]-15;Occultism (A) IQ+1 [4]-12; Streetwise (A) IQ+3 [4]-14; andUrban Survival (A) Per+3 [4]-16.SecondarySkills: Five ofAreaKnowledge(SpiritWorld)(E)IQ+1[2]-12;CurrentAffairs/TL(City)(E)IQ+3[2]-14;Architecture, Fast-Talk, Hidden Lore (Urban Secrets), Pro-fessionalSkill(UrbanPlanning),orTeaching,all(A)IQ[2]-11;Shadowing(A)IQ+2[2]-13;ExpertSkill(ExpertSkill(UrbanStudies,p.17)orHypnotism,both(H)IQ-1[2]-10; or Autohypnosis (H) Will-1 [2]-12.BackgroundSkills:Four ofAdministration(A)IQ-1[1]-10;Body Language (A) Per-1 [1]-12; Detect Lies (H) Per-2 [1]-11;Exorcism (H) Will-2 [1]-11; Law (City) (H) IQ [1]-11; Medi-tation(H)Will-2[1]-11;Merchant(A)IQ+1[1]-12;MindBlock (A) Will-1 [1]-12; or Scrounging (E) Per+2 [1]-15.* Multiplied for self-control number; see p. B120. Includes +2 from Street Smarts (p. 17).Customization NotesAlesscapableurbanshamanwouldhavealowerlevelofStreet Smarts or possibly none at all. His IQ wouldnt drop, buthis DX and HT might be lower. He also should have no morethan one spirit-granted advantage.Amoreadvancedurbanshamancouldhavealonglistofsuchadvantages,andathigherlevels.HemightevenhaveModular Abilities based on being able to talk the spirit of thecity into doing him favors. Look at increased social advantagesas well; a highly developed shaman ought to be able to makehis spiritual insights pay off in the mortal world.MAGICAL PRACTITIONERS 16In campaigns set in cities, a few advantages could have newvariants.Contactssee p. B44-45In an urban-magic campaign, some new types of Contactsmay come into play.Academic: Professors, lecturers, graduate students, librar-ians, and high-school teachers can be sources of knowledge.ItsoftenconvenienttohavethemprovideResearch,butaspecialistmayinsteadbeskilledinonescienceorscholarlydiscipline.Inafantasycampaign,thiscanbeOccultismorThaumatology! A high school teacher or graduate student haseffective skill 12. An untenured college instructor or librarianhas skill 15. A full professor or research librarian has skill 18.A world-famous scholar has skill 21.Fashion and Decorative Arts: This person can provide con-sultation on questions of style, create clothing or accessories,orperformpersonalgrooming.Ahairdresserorseamstresswho can work quickly and on short notice has effective skill 12.A skilled craftsman or stylist has effective skill 15. A designerwhos known for original creations, and has skilled craftsmenworking for him, has effective skill 18. A designer whose clien-tele is made up of aristocrats, millionaires, or people at the cut-ting edge of fashion has effective skill 21.Magical: A magical Contact is someone who knows how tocast a particular spell; the effective skill for such a Contact ishiseffectivelevelwiththespell.AmagicalContactalwayscountsashavingsupernaturaltalents!Naturally,suchaContactwillknowmorethanonespell.Thespellforwhichhes taken as a Contact will be normally an unusual one thathehappenstohavelearned.Foranenchanteditemdealer(pp. 11-12), Contacts will often be enchanters; their effectiveADVANTAGESskillwillapplytobothEnchantandaparticularspellthattheyuseitwith.AnotherusefulsortofContactprovidesShare Energy, allowing the casting of more powerful spells.Spirits: A spirit Contact always counts as having supernatu-ral talents! It may be able to provide a variety of useful knowl-edge,includingFortune-Telling(below)orHiddenLore;oritmaybeabletocastaspecificspell.Briberyshouldtaketheform of sacrificial offerings (including hell money, p. 8) ratherthan cash. Effective skill is a measure of a spirits place in what-ever supernatural hierarchy it belongs to. At the GMs option, aspiritContactmayprovidetheequivalentofRacialMemory(Active), but only for its own single lifespan; treat it as havingeffective IQ for this purpose rather than effective skill.Reputationsee pp. B26-28A client of a sacrificial brokerage (see p. 8) who maintainsagoodbalanceislikelytobeviewedfavorablybygodsandspirits,bothbecausehesvisiblypiousandbecausehesinapositiontomakeofferingstothem.Thismayhelphiminminordealingswiththesupernaturalworld.TreatthisasaReputation, giving a positive reaction modifier, usually with alarge class of beings (all gods and spirits), with a frequency ofrecognition based on how well known the brokerage is.Skill Bonussee p. B452Diviners may buy ritual Talent for a single Fortune-Tellingspecialtyat2points/level,maximumthreelevels.TheymustalsotakesomelevelofPreparationRequired(p.B114).SeeFortune-Telling, below.Talentsee p. B89Anewtalentmaybeusefulinurbancampaigns,bothforsupernatural practitioners and for ordinary citizens.StreetSmarts:AreaKnowledge(City),CurrentAffairs/TL(City),Law(City),Merchant,Panhandling,Scrounging,Shadowing,Streetwise,Tracking(onlyincities),andUrbanSurvival. Reaction bonus: Other street operators. Notes: For theskillsthatrequirespecialization(AreaKnowledge,CurrentAffairs, and Law), the bonus only applies for cities youve livedinorstudiedspecificallyandextensively.Whenyouliveinanew city, the bonus begins to apply after six months, minus anumber of months equal to the level of your Street Smart tal-ent. 10 points/level.MAGICAL PRACTITIONERS 17The following new skill variants may be available in somecampaigns.Connoisseursee p. B185A new specialty of Connoisseur is Fashion. This defaults toJeweler, Professional Skill (Hairdresser), and Sewing at -3. InsocietieswherebodyartisamarkofhighratherthanlowStatus,addArtist(BodyArt)tothatlist.Amongotheruses,this skill provides benefits similar to those of Fashion Sensewithasuccessfulskillrollbutnotforoutfitsthrowntogether from cheap or scrounged materials; you have to payfor your clothes, accessories, and grooming! Especially usefulto glamour girls (pp. 13-14).Expert Skillsee pp. B193-194Two new versions of this ability appear in some templatesin this volume or might be useful for urban characters.Hoplology: The study of how people fight, this skill seeks toclassify weapons and fighting styles by their origins and capa-bilities. Can replace Anthropology, Psychology, or Sociology toidentify forms of combative behavior; Archaeology, Geography,orHistorytoanswerquestionsaboutaweaponorstyle;andArmoury or Connoisseur (Weapons) to identify a weapon. SeeGURPS Martial Arts (p. 56) for further information.UrbanStudies:Thestudyofcitiesasphysicalandsocialentities.CansubstituteforAdministration,Architecture,Economics,Engineer(Civil),Geography,History,Law,andSociology to answer questions about the structure and opera-tion of cities but not to design, build, or manage them.Fortune-Tellingsee p. B196AsdiscussedinGURPSFantasy,someformsoffortune-tellingmayproviderealknowledgeofthefuture,distantevents, or hidden truths. This uses the same skill roll as for psy-chologically manipulative fortune-telling, but entirely differentmodifiers.Asupernaturallyeffectivefortune-tellermusttakefromonetothreelevelsofSkillBonusat2points/level(seep. B452), with some level of Preparation Required, represent-ing the time required to concentrate on the question. Use thelong-distancemodifiersforinformationspells(p.B241).Forattemptstolookintothepastorfuture,substituteyears formiles (as discussed on p. B176).SKILLSSacrificial BalanceThisisaspecializedapplicationofTradingPointsfor Money (p. B26). GURPS Fantasy equates 1 HP ofsacrificeto20%ofstartingwealthforacampaign.Spending1characterpointbuys10%ofstartingwealth, so 2 character points buys 1 HP of positive bal-ance with a sacrificial brokerage.Specialist mages in cities may devote themselves to variousunusual magical arts. Here are some examples. Most of themeitheraffecttheurbanenvironment,ordrawonitasaresource for working magic.NEW MAGICAL ARTS 18CHAPTER THREENEW MAGICALARTSLapidism is the art of shaping precious and semi-preciousstones to generate magical effects. Its based on the same ideaastheuseofpreciousmetalsasmanaconductorsorenhancers: Economic value is not a convention of the market,but reflects an underlying magical quality of preciousness.Allenchantersmakesomeuseoflapidism,butinsomeworlds,itmaybefullydevelopedasamagicalartinitsownright. If so, lapidists will tend to set up shop in cities, for thesame reasons that mundane jewelers do: customers with moremoneytospend;easieraccesstosuppliesandrawmaterials;and more protection from robbery.As a self-sufficient art, lapidisms key skill is SymbolDrawing(Gemcutting).(TheserulesarebasedonSymbolMagic,GURPSThaumatology, pp.168-177.)Touseit,firstcheckwhetherthestoneismagicallyaspectedtoanyparticularspellorcategoryofspells.This depends partly on the kind of stone it is and partlyonthenuancesofitscrystallinestructure.TheGMshouldadjustassociationstofithispreferredsetting.Forexample,diamondscouldhaveatleasta+1Airaspect,emeraldsa+1Earthaspect,rubiesa+1Fireaspect,andsapphiresa+1Wateraspect.GURPSMagic(p. 222) and GURPS Thaumatology (pp. 99, 240-241, and 247-248) provide several different and more detailed lists.AResearchrollcanidentifyknownaspectsforvariouskindsofstones.AdivinationrollbasedonJewelerskill(seeUrban Divination, pp. 23-24) can reveal aspects unique to thestone.Anysuccessidentifiesapredispositiontoonecollege.For each 2 points of success, an additional +1 to a specific spellof that college is revealed; the GM gets to pick the spell. At theGMs discretion, each 5 points of success may instead grant anadditional +1 to an entire college.Nowthestonehastobeshapedintoapermanentmagicitemassociatedwithaparticularspell.Thisrequiresatleastthreeskillrollsandtheusualenergyinvestmentforanenchantment. The effect must be defined in terms of the Wordsof symbol magic, as discussed in GURPS Magic and GURPSThaumatology.OnerollisrequiredagainstthelesserofSymbol Drawing (Gemcutting) and each Word that defines thespell;aspellmustbedefinedbyatleasttwoWords.Inaddi-tion, a roll against Jeweler is needed to do the physical cuttingproperly.TheaspectofthestoneforacollegehelpswiththeWord of that college. Both the college aspect and the aspect ofthe stone for a specific spell help with the Symbol Drawing roll.Neither helps with the Jeweler roll, but if the lapidist is willingto spend extra time in ritual preparations, he can roll againstJeweler as if it were Fortune-Telling (p. 17) with supernaturalSkillBonuses(p.17)forthecuttingofthestone,intuitivelysensing the proper shape for it.Ifalltheserollssucceed,thestoneisnowusabletocastthespell. This casting requires a rollagainstthelowestofSymbolDrawing skill and skill with anyof the Words to which the stoneis attuned.Example: Ali ibn Mahmud is aprofessionalgemcutterwithaprivateinterestinthemagicalarts. He has the skills of Jeweler-15,Research-11, and Symbol Drawing (Gemcutting)-14. He also hasa +1 bonus to Jeweler for divining the magical powers of a stone.When he comes into possession of a topaz, a Research roll of 10reveals that topaz gives +1 to Mind Control spells. In addition, aJeweler+1 roll of 14 shows that this particular topaz gives +1 toCommunicationandEmpathyspellsandidentifiesaspelltowhichitcangiveanextra+1:HideEmotion.Alihasneverlearned the symbol Control, but he has Protect-14 and Mind-12.He decides to make this into a talisman of Hide Emotion. He hasto roll against both Words, because Protect is equal to SymbolDrawing and Mind is less. He gets +2 to both rolls. Taking timeto attune himself to the stones inner structure gives him +1 toJeweler.Allthreerollssucceed,andforanenergycostof200(taking 200 days as Slow and Sure enchantment), he creates agem that lets the wearer cast Hide Emotion-12. He notifies hisregularcustomer,thevizieralsoastudentofthemysticartswith the skill of Symbol Drawing of his creation.LAPIDISMGURPS Fantasy (p. 45) and GURPS Thaumatology (p. 53)discussleylines:invisiblelinesofhigher-than-normalmanaconnecting high mana or very high mana areas, and formingboundaries between regions of differently aspected mana.LeylineshaveanIntensityrating,whichdetermineshowmuch of an effect they have on their surroundings. For natu-rally occurring ley lines, Intensity ranges from 1 to 6 (select anappropriatenumberorroll1dtodetermine).Mostleylineslinksitesofhighmana;sitesofveryhighmanamaybecon-nected by megalines, which have much stronger effects and aremore dangerous to interact with (see Ley Tap, p. 20).Ley lines are naturally aspected to movement; see Ley LinesandTravel(pp.37-38).Thismayincludeteleportation,attheGMs option; see Teleportation (pp. 37-38) and InterdimensionalPortals (pp. 38-39). Most ley lines are about the width of a pathor road, from 18 for the smallest to over 12 for the largest.Given the usefulness of ley lines, magical civilizations maynot be satisfied with the existing ones; they may want to createnewones.Twoapproachestothisarepossible;theGMmaychoose one or allow both.First, a spell for this purpose may be available (see Ley LineCreation, p. 21). Second, new ley lines can be created with themethods of sacred architecture (pp. 21-23), reshaping the landto generate natural paths for the flow of mana. Use the stan-dardmethods,exceptthatthebuilderrollsagainstSymbolDrawing (Sacred Architecture) and Engineer (Civil). The newley line must link two sites of high or very high mana, eithernaturalordeliberatelycreatedwithsacredarchitecture.Difficultyincreaseswithdistance;applythelong-distancemodifiers(p.B241)basedonthelengthoftheleylinetotheSymbol Drawing roll.The Ley Lines college may be considered either a new inde-pendent college, or a subcollege of the Meta-Spells college, astheGMprefers.Itincludesthefollowingspells.AttheGMsdiscretion, these spells may be assigned to existing colleges, inaddition to or instead of the Ley Lines college.Seek Ley LineInformationTellsthecasterthedirectionandapproximatedistancetothe nearest ley line specifically, to the nearest point on thatline. Use the long-distance modifiers. The caster may excludealready known ley lines before casting the spell.If cast within close range of a ley line, the spell reveals thelines Intensity (see above) and the aspect, if any, of the manato either side of it. Use a distance modifier of -1 per yard fromthe ley line.May also be treated as a Knowledge spell.Cost: 3.Time to cast: 10 seconds.Prerequisites: Magery 1.ItemA sliver of lodestone, suspended to turn freely or embeddedin a forked stick. Energy cost to create: 150.Ley SpeechInformationEnables the subject, while on a ley line, to use it for commu-nication at a distance. Despite its name, Ley Speech works forany sound the subject makes, with his own body or with what-ever equipment he is carrying. The caster specifies the personwho is to hear the sounds; that person is treated as a second-ary subject. If both subjects are on the ley line, use the long-dis-tance modifier (p. B241) for the distance between them. If not,the spell automatically fails.Whenthespelliscast,thesecondarysubjectsabilitytohear the primary subject requires a Hearing roll; in place ofthestandardrangemodifiersforHearing(p.B358),usethelong-distance modifiers. Apply a modifier of +1 or -1 for eachstepthesoundbeingtransmittedisaboveorbelownormalconversationontheHearingDistanceTable(p.B358).Simpler sounds can be resolved at greater range; any rhyth-micsoundsuchasdrumbeatsorMorsecodegives+5toHearingrolls,shoutedsinglewordsgive+2,conversationisunmodified, and musical performance or whispers give -5.For two-way conversation, the spell must be cast a secondtime,withtheprimaryandsecondarysubjectsinterchanged.The same or a different mage can do this.May also be treated as a Sound spell.Duration: Duration of message, as spoken by caster.Cost: 1 per minute of message duration.Time to cast: 10 seconds.Prerequisites: Seek Ley Line and Voices.Item(a) Jewelry or musical instrument or, at higher TLs, a radioormobiletelephone.Energycosttocreate: 150.(b)Matchingfloor material, floor covers, or seats. When activated from eitherend, sounds at both locations are audible as if from the same rel-ative distance. Energy cost to create: 500 for the pair.Ley RunningRegularIf the subject is running along a ley line, this spell lets himregainFPequaltotheleylinesIntensityeachminute butonly to counter fatigue due to the exertion of running. On anIntensity 1 ley line, paced running can be sustained as long asthe spell holds out. On an Intensity 4 ley line, sprinting can besustained as long as the spell holds out. A sprinter gains partialbenefit from an Intensity 1-3 line, but over time, hell accumu-late fatigue from failed HT rolls in excess of the Intensity. May also be treated as a Body Control or Movement spell.Duration: 10 minutes.Cost: 2 to cast. 1 to maintain.Time to