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Written by WILLIAM H. STODDARD Cover by , PAT MORRISSEY, BOB STEVLIC, and JOHN ZELEZNIK Edited by ANDREW HACKARD and JEFF ROSE Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, DENIS LOUBET, BOB STEVLIC, EVA WIDERMANN, and ERIC WILKERSON

ISBN 1-55634-519-4 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON ONTENTS C Using Magical Objects in Mana and Life ...... 44 NTRODUCTION I ...... 4 Campaigns ...... 29 Magical Networks ...... 45 About GURPS ...... 4 MAGICAL BEINGS ...... 29 Spirits of Place ...... 45 Spirits ...... 30 PLANTS AND ANIMALS ...... 46 1. PLANNING THE Spirits in the Material World . . . . 30 Plant and Animal Legends . . . . . 46 AMPAIGN Gods, Spirits, and Mana ...... 30 Imaginary Species ...... 47 C ...... 5 Gods ...... 31 Magical Species and GENRES ...... 6 Angels ...... 31 Mana Organs ...... 48 High ...... 6 Demons ...... 32 Plant and Animal Spirits ...... 49 Low Fantasy ...... 6 Evil Gods ...... 32 MONSTERS ...... 49 Myths and Games ...... 6 Half-Mortals ...... 32 Giants ...... 50 Dark Fantasy ...... 7 Using Spirits in Campaigns . . . . . 33 Behind the Curtain: Light Fantasy ...... 7 Being a God ...... 33 How Strong Is a Giant? . . . . . 51 Sword and Sorcery ...... 7 MAGICAL REALMS ...... 34 Hybrids ...... 51 On the Borders ...... 7 Dreamlands ...... 34 The Chimera’s Pedigree ...... 52 Crossovers ...... 9 Faerie Realms ...... 35 Possessed Creatures ...... 52 SETTINGS ...... 10 Afterworlds ...... 35 Unnatural Swarms ...... 53 Fantasy Worlds ...... 10 Spirit Worlds ...... 35 Magical Creations ...... 53 Motifs, Part 1 ...... 11 Heavens ...... 35 Victims of Curses ...... 54 Fantasy in the Real World ...... 13 Hells ...... 36 Offspring of Gods ...... 55 Motifs, Part 2 ...... 14 Archetypical Realms ...... 36 Primordial Entities ...... 56 SCOPE ...... 15 Pocket Universes ...... 36 RACES AND CULTURES ...... 56 Point Campaigns ...... 15 THE DEAD ...... 37 Exotic Customs ...... 57 Area Campaigns ...... 15 Ghosts ...... 37 Races ...... 58 Arc Campaigns ...... 15 Ancestor Worship ...... 37 Interfertility ...... 58 Base and Mission Campaigns . . . 15 Afterworlds ...... 37 Wugs ...... 59 Campaign Style: Reincarnation ...... 37 Alternative Lycanthropies ...... 60 Aspects of Realism ...... 16 Resurrection ...... 38 Unique Beings ...... 61 Ascension and Deification ...... 38 Cultures ...... 61 2. THE SUPERNATURAL Revenants ...... 38 The Place of Humanity ...... 63 ...... 17 Languages ...... 64 3. WORLDS ...... 39 MAGIC AND TECHNOLOGY ...... 64 Behind the Curtain: Point Costs . . 18 Alternative Technologies ...... 65 MAGIC ...... 18 FRAMES ...... 39 Magically Enhanced Intrinsic Magic ...... 18 Planets ...... 39 Technology ...... 65 Subjective Magic ...... 19 Places ...... 40 Variant Natural Laws ...... 65 The Three Laws of Magic ...... 19 Many Worlds ...... 40 Technomagic ...... 66 Nature and Supernature ...... 20 Above and Below ...... 40 When Magic Becomes Knowing Good and Evil ...... 21 PLAYING WITH MAPS ...... 41 Technology ...... 66 Using Magic in Campaigns . . . . . 21 Earth ...... 41 Technologically MAGICAL OBJECTS ...... 22 Altering the Map ...... 41 Enhanced Magic ...... 66 Natural Magic ...... 22 Creating the Map ...... 41 Exotic Settings ...... 68 MAGICAL LANDSCAPES ...... 41 Alchemy ...... 23 CIVILIZATIONS ...... 68 Enchantment ...... 23 The Living Earth ...... 41 True Kings and Runic Enchantment ...... 25 Enhanced Environments ...... 42 Sacred Covenants ...... 68 Familiars and Fetishes ...... 26 Impossible Environments ...... 42 Supernatural Elites ...... 69 Named Objects ...... 26 Unevenly Distributed Magic . . . . . 43 Pirate Commonwealths ...... 69 Holy Relics ...... 26 Aspected Mana ...... 43 Fantastic Customs ...... 70 Foci ...... 28 Mana Basins ...... 43 Everyday Magic ...... 70

GURPS System Design ❚ STEVE JACKSON Prepress Checker ❚ MONICA STEPHENS Managing Editor ❚ ANDREW HACKARD Print Buyer ❚ MONICA STEPHENS GURPS Line Editor ❚ SEAN PUNCH Marketing Director ❚ PAUL CHAPMAN Production Manager ❚ MONIQUE CHAPMAN Sales Manager ❚ ROSS JEPSON Art Director ❚ STEVE JACKSON Errata Coordinator ❚ ANDY VETROMILE Page Design ❚ PHILIP REED GURPS FAQ Maintainer ❚ STÉPHANE THÉRIAULT Production Artist ❚ ALEX FERNANDEZ Lead Playtester: Peter V. Dell’Orto Playtesters: Kimara Bernard, James L. Cambias, Mike Dokachev, , Phil Masters, Kenneth Peters, David L. Pulver, Gene Seabolt, Michael Suileabhain-Wilson, and Chad Underkoffler GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Incorporated. Pyramid 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 Fantasy is copyright © 1990, 1995, 2004 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book 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 author’s rights is appreciated.

2CREDITS The Genius of a People ...... 70 Alternative Wizards ...... 124 Through a Glass, Darkly ...... 181 Magic as a Resource ...... 71 Why Are These Learning Experiences ...... 182 The Control of Magic ...... 71 People Together? ...... 127 The Responsibility of Power . . . 184 Religion ...... 72 ADVANTAGES, DISADVANTAGES, Shore Leave ...... 184 Foreign Relations ...... 73 AND SKILLS ...... 128 SUBPLOTS ...... 186 Multispecies Empires ...... 73 Appearance ...... 128 WAR IN FANTASY SETTINGS ...... 186 Advantages ...... 128 Varieties of Forces ...... 186 4. HISTORIES . . . . . 74 Behind the Curtain: Cost of Divided Strategic Positions ...... 188 and Restructurable Magery . . 130 Battles ...... 188 FRAMES ...... 75 Ally or Asset? ...... 132 Player Characters in Battle . . . . . 190 Historical Time ...... 75 New Perks ...... 132 Magic and Warfare ...... 190 Mythic Time ...... 75 Disadvantages ...... 132 Mythical Beasts in Combat . . . . 193 Prophecy ...... 75 Magical Afflictions ...... 133 The Armies of Darkness ...... 194 Mythology, Part 1 ...... 76 New Meta-Traits ...... 133 PLAYING WITH TIMELINES ...... 77 Skills ...... 134 9. ROMA ARCANA . . 195 Real History ...... 77 New Techniques ...... 136 Mythology, Part 2 ...... 77 Skills and Size Modifiers ...... 137 Roma Arcana in the Divergent History ...... 78 Multiverse ...... 196 WEALTH AND STATUS ...... 137 Zeitgeists: Spirits of Time ...... 78 Currency and Prices ...... 137 A TIME OF TROUBLES ...... 196 Invented History ...... 79 Status and Cost of Living . . . . . 137 Foes and Menaces ...... 196 HISTORICAL ERAS ...... 79 Income ...... 138 Imperial Assets ...... 197 Dawn Ages ...... 79 MAP: THE ROMAN EMPIRE ...... 199 EQUIPMENT ...... 140 City-States ...... 80 Exotic Weapons ...... 141 Order of Battle ...... 200 Empires ...... 81 Vehicles ...... 141 Men of Destiny ...... 200 Decadence ...... 81 Petards ...... 143 Reunion ...... 201 Exhaustion ...... 82 Vehicular Weapons ...... 144 ROMAN FAITH ...... 201 Catastrophe ...... 83 Gods and Spirits ...... 201 Dark Ages ...... 84 Ancestors and New Beginnings ...... 85 7. MAGICAL ARTS . . 146 Household Cults ...... 202 DISTURBANCES ...... 85 USES OF MAGIC ...... 147 The Imperial Genius ...... 202 Natural Disasters ...... 86 Low Magic ...... 147 Sacrifices ...... 202 Plagues ...... 88 Formulaic Magic ...... 148 Prayer ...... 203 Wars ...... 89 Man Proposes, Divination ...... 203 Magical Disasters ...... 89 God Disposes ...... 148 Priesthoods ...... 204 Divine Punishments ...... 89 Naming the Arts ...... 150 Sacred Grounds ...... 204 SHADOWS OF THE PAST ...... 90 High Magic ...... 151 RIVAL BELIEFS ...... 205 Genealogies ...... 90 Mystery Cults ...... 205 Ruins ...... 90 Sorcery ...... 207 Relics ...... 91 Black Arts ...... 208 Skin-Turner Animal Forms . . . . . 209 5. LOCALITIES . . . . 92 Astrology ...... 210 Philosophy ...... 210 SETTLEMENTS ...... 93 THE STRUCTURE OF MAGIC ...... 153 The Anger of the Gods ...... 210 Isolates ...... 93 Levels of Power ...... 153 Christianity ...... 211 Villages ...... 93 Levels of Skill and BESTIARY ...... 211 Towns ...... 94 Skill Hierarchies ...... 153 Empedocles’ Quest ...... 212 Cities ...... 94 Speed ...... 154 CHARACTERS ...... 213 Agrarian Magic ...... 95 Range ...... 154 Racial Templates ...... 213 Temporary Settlements ...... 95 Duration ...... 154 Ethnic Traits ...... 213 Imperial Capitals ...... 96 How Much Detail? ...... 154 Occupational Templates ...... 214 City of Wonders ...... 96 Ritualization ...... 155 Advantages, Disadvantages, SERVICES ...... 97 SYSTEMS OF MAGIC ...... 155 and Skills ...... 219 Medical Care ...... 98 Custom-Built Magic ...... 155 Wealth and Status ...... 221 Transportations ...... 98 Alternative Magic Systems . . . . . 155 Equipment ...... 223 Inns and Taverns ...... 98 Behind the Curtain: BURDIGALA ...... 224 Information Sources ...... 99 Making Gold ...... 156 Description ...... 224 Courts and Castles ...... 100 Modified Magic ...... 160 Who’s in Charge? ...... 224 Holy Places ...... 101 Magical Lenses ...... 163 MAP: BURDIGALA ...... 225 Sanctity ...... 101 True Names ...... 164 Temples and Cults ...... 225 Magical Capabilities ...... 102 Nonhuman Magic ...... 167 Schools ...... 225 Schools for Sorcerers ...... 102 EXPANDED SPELL LISTS ...... 168 Adventurers Wanted! ...... 226 Behind the Curtain: MAGICAL PLURALISM: HOW TO Sponsors of the Arcani ...... 226 How Many Mages? ...... 103 USE THIS CHAPTER ...... 172 THREATS AND STORYLINES ...... 226 Human Foes ...... 226 6. CHARACTERS . . . 104 8. STORYLINES . . . 173 Zoroastrian Magic ...... 227 CAMPAIGN STYLES AND Nonhuman Foes ...... 230 ADVENTURES ...... 174 POINT VALUES ...... 105 Adventure Seeds ...... 231 Into the Labyrinth ...... 174 Glossary ...... 232 RACIAL TEMPLATES ...... 105 Perilous Journeys ...... 175 ROMA ARCANA BIBLIOGRAPHY ...... 232 From Creature to Character . . . . . 106 Hunting Parties ...... 176 Cold Iron ...... 109 Warfare ...... 176 Behind the Curtain: Treasons, Stratagems, BIBLIOGRAPHY . . . 233 Selkie Design ...... 110 and Spoils ...... 177 Undead Lenses ...... 112 Diplomacy ...... 178 INDEX ...... 238 Player-Designed Races ...... 113 Investigations ...... 179 OCCUPATIONAL TEMPLATES ...... 114 Confrontations ...... 180

CONTENTS 3 INTRODUCTION Fantasy is the realm of the imagi- A great resource for creating fan- nation. If a fantasy writer wants to tell tasy comes from the legends, myths, stories about dragons, wizards, or and folklore of the past. Everyone fairy kingdoms, he doesn’t need his- knows about dragons, so readers and torical documentation or scientific players are already halfway to believ- explanations – he can just imagine ing in them. GURPS Fantasy ABOUT them. This gives writers more freedom describes many legendary beings, THE AUTHOR than any other genre. creatures, and objects, and gives William H. Stoddard is a freelance But “more freedom” doesn’t mean advice on using GURPS for your writer and editor living in San Diego, unlimited freedom. The reader has to own . California, in an apartment crammed believe that the characters and events The final chapter puts it all togeth- with books. He was introduced to are possible in the world of the story. A er in a new fantasy setting, Roma RPGs in 1975 and has played them fantasy world with its own logic – Arcana, based on the legends of ever since. His main other hobby is what critics call the inner consistency ancient Rome in its darkest and most research; new books give him an of reality – yields more interesting sto- exciting time. If you want to start a excuse for even more library visits ries than a world where anything can new campaign in a familiar but exotic than he would make anyway. His pre- happen. setting, Roma Arcana is ready to play. vious work for Steve Jackson Games In roleplaying games, one source of If you’re using the Infinite Worlds includes GURPS Steampunk and that consistency is the rules system. A framework from the GURPS Basic four other books, as sole or co-author, good set of rules isn’t a barrier to the Set, Fourth Edition, you can fit Roma as well as contributions to numerous GM’s imagination . . . it’s a tool for Arcana into it as an alternative history, other books. making everything he imagines hold at once familiar and weird. And if He dedicates this book to the mem- together. GURPS Fantasy shows how you’d like to design your own original ory of Felon, felis optimus max- to run the fantasy campaign you real- world, Roma Arcana is a model you imusque, who supervised the writing ly want. can follow. of its earlier drafts.

About GURPS Steve Jackson Games is committed to full support Errata. Everyone makes mistakes, including us – of the GURPS system. Our address is SJ Games, Box but we do our best to fix our errors. Up-to-date errata 18957, Austin, TX 78760. Please include a self- sheets for all GURPS releases, including this book, are addressed, stamped envelope (SASE) any time you available on our website – see below. write us! We can also be reached by e-mail: Internet. Visit us on the World Wide Web at [email protected]. Resources include: www.sjgames.com for errata, updates, Q&A, free webforums, and much more. The GURPS Fantasy Pyramid (www.sjgames.com/pyramid/). Our web page is www.sjgames.com/gurps/books/fantasy/. online magazine includes new GURPS rules and arti- Bibliographies. Many of our books have extensive cles. It also covers the d20 system, , BESM, bibliographies, and we’re putting them online – with Call of , and many more top games – and links to let you buy the books that interest you! Go to other Steve Jackson Games releases like Illuminati, the book’s web page and look for the “Bibliography” , Transhuman Space, and more. Pyramid link. subscribers also get opportunities to new GURPSnet. This e-mail list hosts much of the online GURPS books! discussion of GURPS. To join, point your web brows- New supplements and adventures. GURPS contin- er to www.sjgames.com/mailman/listinfo/gurpsnet-l/. ues to grow, and we’ll be happy to let you know what’s new. For a current catalog, send us a legal-sized or Rules and statistics in this book are specifically 9”¥12” SASE – please use two stamps! – or just visit for the GURPS Basic Set, Fourth Edition. Page www.warehouse23.com. references that begin with B refer to that book, not e23. Our e-publishing division offers GURPS adven- this one. tures, play aids, and support not available anywhere else! Just head over to www.sjgames.com/e23/.

4INTRODUCTION INDEX Absolute Direction advantage, Battle wizards, 190; Battle Conan, 7. Dungeons, 100. 128. Wizard template, 118. Contacts advantage, 128. Duration of magic, 154. Absurdist fantasy, 13. Beast races, 58. Contagion, Law of, 19. Dwarves, 41, 56, 58, 62; Accounting skill, 220. Beggar “job,” 139. Corporeal Undead meta-traits, template, 107. Acute Senses advantages, 128. Berdaches, 57. 133. Earth spells, 169. Adamant, 22, 40, 68, 192, 193. Bibliography, 233-237; Correspondence magic, 160; Earthquakes, 86. Addiction disadvantage, 132. Roma Arcana, 232. see also Three Laws of Eidetic Memory advantage, Advantages, 128-132, 219. Biotech, 67. Magic. 128, 219. Adventure seeds, 175-185, 231. Bird of Paradise, 47. Cosmic forces, 6. Elves, 56, 58, 62; Adventures, 174-194. Birds, 47. Cost of living, 137. template, 108. Afterworlds, 35, 37, 40; Bless Plant spell, 172. Counting coup, 57. Empires, 73, 81, 95, 96; see also Dead. Blessed advantage, 128. Courtesan template, 214. imperial capitals, 96. Agrarian magic, 95. Blizzards, 87. Courtier job, 139. Enchantment and Agriculture, 70, 71, 93-94, Blood magic, 167. Courts, see Kings. enchantment spells, 23-25, 137. Bracing technique, 220. Craft and trade magic, 147, 149. Air spells, 168-169. Brontes, 55. 162. Enclaves, 73. Air vehicles, 143. Brontophonos, 227. Criminology skill, 135. End of the world, 77. Alchemy, 152, 156; internal, Burdigala, 224-231; arcani, Critical studies of fantasy, Engineer template, 215. 156; making gold, 156; 226; enemies, 227-231; 233. Enthrallment skill, 135. skill, 18, 23. map, 225; schools, Crossover campaigns, 9. Epidemics, 88; see also All-heal, 22. 225-226; temples and Cults, 205-206, 225. Disease. Allies advantage, 128, 132. cults, 225. Cure Disease spell, 170. Equipment, 140-145, 223. Alternate histories, 12, 41, 75, Cabal, 12, 196. Current Affairs skill, 135. Espionage, 9, 177. 78; see also Jumper. Caesarion, 200. Curses, 54, 182. Evil, and good, 21; Amphisbaena, 211. Camilla Rufa, 228. , 9, 13, 36, 67, 158, evil gods, 32, 33. Ancestor worship, 37, 90, 112, Campaigns, 21, 29, 41, 174; 166. Exhaustion, 82. 202. character creation, 127; Dark ages, 84. Exotic lands, 8. Angels, 31. planning, 4; style, 16. Dark fantasy, 7, 21, 46, 82. Expert Skill skills, 135. Animals, 46, 105, 211-212; Cannibalism, 57. 162, 179. Faeries, 56, 132, 168; animal languages, 47; King Cannon, 144. Dawn ages, 79. realms, 35; template, 108. of Beasts, 47; mythical Carnivorous plants, 47. Dead, the, 37-38, 40, 230; Familiars, 25. beasts in combat, 193. Castes, 73. thanatocracy, 69. Famines, 88. Animistic magic, 19. Castle Falkenstein, 9, 12. , 9. Fantasy worlds, 10. Anthropophagy, 57. Castles, 100. Death, see Dead. Farmer job, 139. Ants, 48, 109. Catastrophes, 83. Death-aspected mana, 44. Fear spell, 171. Appearance, 128. Cave-ins, 86. Decadence, 81, 96. Fetishes, 25, 128. Arc campaigns, 15. Caves, 42. Deification, 38; see also Gods. Fiction, 234-235. Arcani, 226. Centaur template, 105. Demons, 32, 36, 38, 148. Films, 236. Archer template, 114. Chaldea, 196. Dependency disadvantage, Fires, 88, 95. Archetypal realms, 36. Characters, 213-224. 132. Fisherman job, 139. Arctic, 42. Chariot Archery technique, Deserts, 42. Fixed magic, 161. Area campaigns, 15. 136. Devilfish, 105; magic, 168; Flight spell, 171. Area Knowledge skill, 134. Charismatic rulers, 69. template, 105. Floods, 87. Aristodoulos, 230. Chi as magic, 157. Diamond, 22. Foci, 28. Armies, see Warfare. Chimera, 51-52. Dinosaurs, 195, 212, 227. Folklore, 99, 233. Armor, 97; Roman, 223. Chlodowic, 228. Diplomacy, 177. Food, 99, 137; spells, 169; Armorer job, 138. Christian supernaturalism, 8. Disadvantages, 132-133, 219. see also Agriculture. Artificer template, 114. Christianity, in Roma Arcana, Disease, 32, 88, 95; see also Fools, 11, 70. Ascension, 38. 211. Medicine. Forests, 42, 46; forest fires, 88. Aspected mana, 43. Churches, 101, 102. Disturbances, 85-90. Formulaic magic, 148. Aspidochelon, 211. Cities, 94, 96, 138, 199; Divination, 150, 179, 203. Fortresses, 191-192, 198; Assassin template, 115. capital, 96. Divine punishments, 89. legionary, 198; Vauban Astrological magic, 163. City-states, 80. Djinn, 25, 30, 61; djinn lamp, (star) fortresses, 191-192. Astrology, 210, 229. Classics, 233. 25; template, 107. Fortune-Telling skill, 135, 150, Atlantis, 23, 74, 77. Clerical Investment, 148, 149. Dragons, 56, 61, 137, 176, 181; 220. Automata, 25, 66, 67. Code of Honor disadvantage, blood, 22; template, 107. Fossils, 41, 46. Bacchus, cult of, 205. 132, 219. Dread disadvantage, 133. Frenzy talent, 205. Bahjam, 226. Combat Art and Sport skills, Dreaming skill, 204. Future fantasy, 10. Bandit template, 116. 135. Dreamlands, 34. Games skills, 135. Barbarian template, 116. Comic books, 8, 237. Droughts, 87. Games, 237. Bards and bardic gifts, 11, 79, Common tongue, 14. Druids, 197, 208, 229; Garumna, 230. 99, 152; bardic magic, 156; Communication and Empathy and satire, 209. Geneaologies, 90. Bard template, 117. spells, 169. Drunkenness talent, 205. Genres, 6-9. Barmaid job, 138. Communism, 70. Dryads, 45, 49, 101, 133. Germanic tribes, 196. Base and mission campaigns, Complex Illusion spell, 170. Duels, 11, 146, 180, 181, 187. Ghosts, 37, 38, 40, 90, 197; 15, 175. Compulsive Behavior Dungeons & Dragons, 7, 15, template, 108. disadvantage, 219. 63, 84, 174. Ghouls, 58; template, 108.

238 INDEX Giants, 50, 51. Infinite Worlds, 195. intrinsic, 18; herbal, 158; Mithraea, 199, 206-207. Gladiator template, 215. Infinity Patrol, 196, 217. high, 151; historical beliefs, Mithril, 65. Glamour, 69, 168, see also Information, 99. 151; laws of magic, 19; Modular Abilities advantage, Illusion. Inns, 98. low, 147; meditative, 151, 130. Gliders, 104. Insects, 48, 53, 109. 161; modular, 162; power Modular magic, 162. Glorantha, 12. Insubstantiality advantage, levels, 153; psionics as, Moly, 23, 48. Gods, 6, 30, 31, 40, 45, 57, 96, 128. 158; range, 154; Money, 137, 221; see also Loot. 101, 102, 148, 151, 164, Internal alchemy, 156. ritualization, 155, 158; Monsters, 49-52, 89, 197. 201, 209; divine Intrinsic magic, 18. sacrificial, 165; schools, Moral attributes, 46. punishments, 89; evil gods, Investigations, 179. 102, 183; shapeshifting as, Motifs, 11, 14. 32, 33; offspring of gods, Invisibility advantage, 129; 159; single-spell, 148; skill Mountain ants, 48. 32, 55; theophagy, 57. spell, 170. levels, 153; speed, 154; Mountains, 42. Gold, 137, 156, 221. Isis, 207. superpowers as, 159; Movement spells, 171. Golems, 25, 26, 53, 72. 131. Isolates, 93. systems, 155; talents as, Multiple magic systems, 172. Good and evil, 21, 58, 194. Jobs, 138-139. 159; theistic, 19; and Myrmidons, 109. Governments, 69-70, 95. Jumper advantage, 129. technology, 64-67; trance, Mysteries, 179, 181-182. Grace talent, 205. Jungles, 42. 151; and warfare, 190-194; Mystery cults, 205-206. Gryphons, 173. Kabbalah, 27, 157-158, 161. see also Alchemy, Mythic time, 75-76. Guilds, 72, 94, 130. King of Beasts, 47. Enchantment, Runes. Mythology, 6, 46, 77, 233. GURPS Third Edition, 237. Kings, 68, 70, 90, 95, 100, Magical, afflictions, 133; Named objects, 26, 132, 164. Half-breeds, 32, 58. 137; The King’s Two Bodies attributes, 18, 21; beings, Named Possessions perk, 132. Halflings, 61; template, 109. advantage, 128; True King 29; correspondences, 19, Names, Law of, 19. Half-mortals, 32. template, 125. 21; disasters, 89; energy, Naming magical arts, 150. Hang from Saddle technique, Knight template, 121. see Mana; items, 131; Natural disasters, 86-87. 136. Lackey job, 139. landscapes, 41; networks, Natural laws, 65. Hazardous Materials skill, Landslides, 86. 45; objects, 22-29; realms, New beginnings, 85. 135. Languages, 64; animal, 47. 34-36; technology, 64-67; Night Vision advantage, 130; Head of Orpheus, 28. Larvae, 213. see also Enchantment. spell, 170. Heal Plant spell, 171. Law of Similarity, 44. Magistrate template, 216. No-Hands Riding technique, Healers and healing, 11, 98, Laws of magic, 19, 154, 163. Magivores, 48. 136. 176; spells, 169-170. Laws, 72, 74, 85, 93, 100, 216. Mana, 18, 21, 30, 44, 67, 71, Nonhumans, 14, 56, 230; see Heaven, 35, 76, 176. Legends, 46; see also 132; mana basins, 43; also Races. Hedge wizards, 102, 103; Mythology. mana levels, 29, 101; Nymphs, 45, 132, 202, 213, template, 119. Legionary template, 216. mana organs, 22, 48. 230. Hell, 36, 134, 175, 176, 182, Legions, Roman, 198, 200. Oaths, 70, 147, 179. 202. Lenses, 163. Occupational templates, 114, Herb Lore skill, 18. Levitation spell, 171. 214-219. Herbal magic, 158. Ley lines, 44-45. Oceans, 42. Herecine, 47. Libraries, 99. Omens, 150. Hide spell, 170. Lich template, 113. Orcs, 56, 58, 62, 177; High fantasy, 6, 46, 79. Light and Darkness spells, template, 110. High magic, 151. 170. Orichalcum, 23. Hippocampus, 211. Light fantasy, 7, 46. Orpheus, head of, 28. History, 90; historical beliefs Lighten Burden spell, 171. Outlaws, 14. about magic, 151; Lilith, 54, 132, 164. Oz, 10, 42, 43, 44, 46, 70. historical settings, 10. Limes, 196, 198, 204. Panthers (mythical), 49. Holy Man template, 120. Linguistics skill, 135. Paranormal romance, 8. Holy places, 101-102; Loot, 91, 137, 140, 174, 189. Parliament of Fowls, 47. see also Sanctity. Lord of the Rings, see Parthian Empire, 196. Horror, 8. J.R.R. Tolkien. Patron advantage, 130. Horses, 105, 132, 225; Low fantasy, 6. Manorialism and manors, 93. Peasant Adventurer superior horse, 105. Low magic, 147. Manticores, 48, 177. template, 122. Hunting, 176. Lycanthropes, 49, 59, 60. 111, Maps, 41, 42, 91, 92; Peregrin template, 217. Hurricanes, 87. 131, 133, 180, 196, 208; creating, 41. Perks, 132. Hybrids, 51, 67; see also Werewolf template, 111. Market villages, 93-94. Persian Empire, 9. Half-Breeds. Maenads, 205. Martial arts, 8. Petards, 143. Identify Plant spell, 171. Magery, 18, 67, 129, 130; Mathematics skill, 220. Pharmacy skill, 135. Illuminated fantasy, 13. frequency, 103; racial, 165, Matriarchy, 70. Philosopher template, 218. Illuminati, 70. 167-168; special types of Matrilineality, 57. Philosophy, 210. Illusion Disguise spell, 170. magery, 129. Medicine, see Healers and Plagues, 88. Illusion Shell spell, 170. Mages in Black, 20. Healing. Plains, 42. Illusion spells, 170. Magic, 17; agrarian, 95; Meditative magic, 151, 161. Planes, other, 12. Illusions, 20, 108, 185; alchemy as, 156; Megalogryphontes, 195, 212, Planetary spirits, 45. see also Glamour. alternative and multiple 227. Planets, 10, 39-40. Imp template, 109. systems, 155-168, 172; Mercenary job, 139. Plant spells, 171. Impossible environments, 42, animistic, 19; astrological, Merchant template, 121. Plants, 46; carnivorous, 47. 68. 163; bardic, 156; chi as, Meta-Spells, 170-171. Pocket universes, 36. Income, 138. 157; correspondence, 160, Meta-traits, 133-134. Point campaigns, 15, 175. Independent Income 163; craft, 147, 162; Mind Control spells, 171. Point costs, 18. advantage, 140. devilfish, 168; duration, Mind-Sending spell, 169. Police procedurals, 9, 81, 180. Industrial magic, 67. 154; fixed, 161; formulaic, Miracles, 151. Portal fantasy, 13. Infestations, 88. 148; industrial, 67; Mistletoe, 22. Possessed creatures, 52.

INDEX 239 Postumus, 200. Sanctity, 101-102, 148, 149, Spirits, 25, 30-33, 44, 101, Theistic magic, 19. Potlatch, 57. 198, 204. 128, 130, 132, 148, 164; Theocracy, 69. Power levels, 153. Sandstorms, 87. ancestral, 112, 197, 201; Theophagy, 57. Power sources, 65. Satyrs, 212. of place, 45; planetary, 45; Thieves, 177; template, 124. Prayer, 148, 149, 167, 202, 203. Savoir-Faire skill, 135. of time, 78; traits, 134; Thrown Weapon skills, 136. Prices, see Money. Scholar template, 123. spirit worlds, 35. Thunderstones, 28, 55. Priests, 152; Priest job, 139. Schools, 225; of magic, 102, Status, 137, 221. Time, spirits of, 78. Printing press, 100. 183. Steampunk, 9, 65. Tolkien, J.R.R., 10, 12, 16, 58, Projection advantage, 128. , 40, 75, 78; Stop Bleeding spell, 169. 63, 64, 65, 68, 77, 125. Prophecy, 75, 150. see also Planets. Striges, 212. Tornadoes, 87. Psionics, 20; as magic, 158. Science, 20, 100. Subjective magic, 19. Towns, 94; see also Cities, Purify Earth spell, 169. Scope, 15-16. Subplots, 185. Villages. Purse cutting technique, 136. Scribes, 99. Superheroes, 49; superheroic Trade and craft magic, 162. Pyramid Magazine, 4. Scryguard spell, 170. adventures, 8; superpowers Trance magic, 151. Quick March spell, 171. Security Clearance advantage, as magic, 159. Transportation, 98. Races, 56, 58; accursed, 59; 130. Superior Horse template, 105. Triceratops, 195, 212, 227. beast races, 58; insect See Invisible advantage, 131. Supernatural horror, see Trickster gods, 46, 152. races (wugs), 59; Seek Plant spell, 171. Horror. Troll template, 110. player-designed, 113. Selkies, 59, 61; template, 110. Supernatural, 17, see also True Faith, 148. Racial magery, 165, 167-168. Sense of Duty disadvantage, Magic. True King template, 125. Racial templates, 105. 133. Superpowers, see Superheroes. True names, 7, 14, 164, 177. Rain spell, 168. Services, 97. Surgeon template, 219. Tsunamis, 87. Range of magic, 154. Settings, 10-13. Swamps, 42. Undead, 133; templates, Rank advantage, 130. Shadow Form advantage, 131. Swarms, 53. 112-113; see also Vampires, Rapier Wit advantage, 130, Shadowrun, 7, 9. Swashbuckling, 9. The Dead. 209. Shamanism, 149, 152, 209. Sword and sorcery, 7, 82, 176. Unicorns, 49. Rats, 53, 180. Shape Stone spell, 169. Symbol Drawing skill, 220. Unique beings, 61; see also Realism, 16. Shapeshifting advantage, 131; Symbols, see Runes. Monsters. Reciprocity, 57. as magic, 159; see also Syntactic magic, 163. Valerian, 201. Reincarnation, 37. Lycanthropy. Systems of magic, 155. Vampires, 38, 56, 59, 60, Relics, 26, 91; relic fantasy, 13. Shapur, 200. Talent advantage, 132. 62-63, 90, 132, 133, 164, Religions, 37-38, 72, 90, 167; Sharp Turn technique, 136. Talents as magic, 160. 167; template, 111. Roman, 201. Ships, 142-145. Tattoos, 166. Vaulting technique, 220. Resurrection, 37. Shoot Backward technique, Tavernkeeper job, 139. Vehicles, 141-145; Retrotech, 9. 136. Taverns, 14, 98. enchanted, 26. Revenants, 38. Shoot Over Mount technique, Techniques, 136. Vermin, 133. Reversal of customs, 70. 136. Technology, 64-67. Village Sage template, 125. Riddles, 14. Shore leave adventures, Tekumel, 64. Villages, 93-94. Riding skill, 135, 136; 184-185. Teleport spell, 171. Visions, 14. techniques, 136, 220. Sickness, see Disease. Television, 236. Volcanoes, 88, 101. Ritual magic, 158; Sieges, 188, 189; Wainscot fantasy, 13. ritualization of magic, 155. see also Fortresses. Walk Through Earth spell, Roma Arcana, 195-232; Signature Gear advantage, 169. adventure seeds, 231; 131, 132. Wands, 26. bestiary, 211-212; Silence spell, 172. Wardancer template, 126. bibliography, 232; Silver, 137, 221. Warfare, 89, 176, 186-194; and Christianity, 211; Similarity, Law of, 19. war in heaven, 76, 178; characters, 213-224; Simple Illusion spell, 170. war stories, 9. equipment, 223; ethnic Single-Minded advantage, Wealth, 137, 221; see also Loot. traits, 213; glossary, 232; 132. Weapon Bond perk, 132. in the multiverse, 196; Single-spell magic, 148. Weapons, 97, 223. monsters, 197; Skeletons, 113. Wendigo, 52. occupational templates, Skills, 134-136; and Size Werewolves, see Lycanthropy; 214-219; prayer, 203; rank, Modifiers, 137; levels, 153. Werewolf template, 111. 222; religions and cults, Skin-turners, see Westerns, 9. 201-206; skin-turners, 208; Lycanthropes. Whirlpools, 87. sorcery, 207-208; spirits, Slaves, 73, 93. Templates, occupational, 114; Wight template, 113. 197; status, 221; wealth, Slayer template, 123. racial, 105. Wildness talent, 205. 221; weapons, 223. Smith job, 139. Temples, 101, 102, 225. Wizard of Oz, see Oz. Roman Empire, fall of, 83; Social Stigma disadvantage, Temporary Enchantment Wizard templates, 118, 119, map, 199; Roma Arcana, 133, 219. spell, 23. 123. 195-232. Soothsaying, 150. Temporary settlements, 95. Wolf, giant, 231. Romance, 8. Sorcery, 151, 207; sorcerer Teratocracy, 69. Women warriors, 14, 70. Rukhs, 50. template, 218. Test Food spell, 169. World War II, 194. Rulers, see Governments, Sound spells, 172. Testudo technique, 220. Worlds, 10, 39-40. Kings. Space fantasy, see Planets. Thanatocracy, 69. Wugs, 59, 133. Runes and runic Spear of Longinus, 28. Thaumatocracy, 69. Zeitgeists, 78. enchantment, 25, 68, 163. Speed of magic, 154. Thaumatology, 151, 153, 167. Zenobia, 201. Sacred places, 149; see also Spell creation, 167. Thaumaturgy, 151. Zombies, 38. Sanctity. Spellcaster template, 124. The Dying Earth, 11, 162. Zoroastrianism, 9, 21, 81, Sacrifices, 7, 31, 62, 165, 201, Spies, 177. The King’s Two Bodies 196, 201, 226, 227. 202; sacrificial magic, 165. advantage, 128.

240 INDEX