TEXT: STEVE JACKSON GAMES
  Stock #37-1655
  Version 1.0 – March 2014
  ®
  TM
  DUNGEON MAGIC
  TM
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  Assistant GURPS Line Editor T JASON “PK” LEVINE
  Production Artist & Indexer T NIKOLA VRTIS
   Art Direction T MONICA STEPHENS and NIKKI VRTIS
  e23 Manager T STEVEN MARSH
  Marketing Director T LEONARD BALSERA
  Director of Sales T ROSS JEPSON
  Prepress Checker T NIKKI VRTIS
  Page Design T PHIL REED and JUSTIN DE WITT
  GURPS FAQ Maintainer T VICKY “MOLOKH” KOLENKO
  Written by SEAN PUNCH
  Illustrated by ABRAR AJMAL, JEAN ELIZABETH MARTIN, 
  PAT MORRISSEY, DOUGLAS SHULER, 
  BOB STEVLIC, and MICHAEL S. WILSON
  Reviewers: Jason “PK” Levine and Steven Marsh
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   INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1. SEVEN SORCEROUS SOCIETIES . . . . . . . . 4
  Style Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  THE FLUIDISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Fluidism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Design Notes: Fluidism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  THE GUILD OF IRON MAGES . . . . . . . . . . . . . . . . . . . . . 10
  Iron Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Design Notes: Iron Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  THE OLD SCHOOL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Underworld Lore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Design Notes: Underworld Lore. . . . . . . . . . . . . . . . . . . . . . 16
  THE ORDER OF THE SUN. . . . . . . . . . . . . . . . . . . . . . . . 17
  Thaumaturgetics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Design Notes: Thaumaturgetics. . . . . . . . . . . . . . . . . . . . . . 20
  THE SISTERS AND BROTHERS OF ECHOES . . . . . . . . . . . 20
  Way of Echoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Design Notes: The Way of Echoes . . . . . . . . . . . . . . . . . . . . 23
  THE TOWER OF PENTACLES. . . . . . . . . . . . . . . . . . . . . . 24
  Pentaclism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Design Notes: Pentaclism. . . . . . . . . . . . . . . . . . . . . . . . . . . 28
  THE WIZARDS OF THE MIRRORED GAZE . . . . . . . . . . . . 29
  The Mirrored Gaze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
  Design Notes: The Mirrored Gaze . . . . . . . . . . . . . . . . . . . . 32
  2. CHARACTER TEMPLATES. . . . . . . . . . . . 33
  Fluidist (Blue-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Fatigue Points and Energy Reserve . . . . . . . . . . . . . . . . . . . 33
  Iron Mage (Red-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Underworld Mage (Black-Robe) . . . . . . . . . . . . . . . . . . . . 36
  Arcane Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
  Thaumaturgeticist (Yellow-Robe) . . . . . . . . . . . . . . . . . . . 37
  Echoist (Green-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
  Pentaclist (Orange-Robe) . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Mirror-Mage (White-Robe). . . . . . . . . . . . . . . . . . . . . . . . . 41
  Power-Ups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  CONTENTS
  2
  CONTENTS
  There were really only
  four types of people in
  the world: men and
  women and wizards 
  and witches.
  – Terry Pratchett, 
  I Shall Wear
  Midnight
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  Rules and statistics in this book are specifically for the
  GURPS Basic Set, Fourth Edition. Page references that
  begin with B refer to that book, not this one.
  About GURPS
  
  GURPS Thaumatology: Magical Styles provides the tools
  to give different wizardly orders (academies, fraternities,
  guilds, etc.) distinctive magical arts without more than
  slightly bending the standard magic rules on pp. B234-253.
  Wizards who satisfy their school’s mundane skill require-
  ments and select spells from its shorter, more focused list are
  rewarded with access to perks that change how magic works,
  new spells available only to insiders, and alternative prereq-
  uisite chains that avoid irrelevant or dissonant choices (such
  as Fire spells for ice specialists!). This allows the campaign to
  feature a greater diversity of magic-users – each group enjoy-
  ing its own culture and methods – without sacrificing the
  comfortable Magery-and-spells framework for unfamiliar
  and potentially unbalanced alternatives.
  The catch is that Thaumatology: Magical Styles offers
  only one worked example of such a tradition, the Onyx Path,
  which is for sedentary black magicians who hope to become
  undead. In campaigns where PCs are adventurous heroes and
  liches are Bad Guys, it’s of limited value. That’s typical of
  GURPS Dungeon Fantasy, which tends to be about monster-
  slaying treasure-seekers who are the Good Guys (if only nom-
  inally). And while Dungeon Fantasy has several varieties of
  spellcasters, non-wizards rely on advantages besides Magery
  and wield GURPS Powers-style abilities as often as spells.
  They’re more users of alternative magic systems than gradu-
  ates of different schools of wizardry.
  What GURPS Magical Styles: Dungeon Magic aims to do
  is provide further worked examples for Thaumatology:
  Magical Styles in the form of schools of wizardly magic – as
  opposed to shamanism, theurgy, or whatever – for Dungeon
  Fantasy. While it sticks to the conventions of Dungeon
  Fantasy, it doesn’t require that series. With only minor adapta-
  tion (reading “power items” as “Powerstones,” mainly), every-
  thing should work in any fantasy campaign that features
  Magery-based wizards. There’s simply a bias away from slow,
  costly magic – for instance, the Enchantment college and the
  Resurrection spell – and toward the sort that’s
  handy for adventuring activities such as clue-
  finding, travel, survival, combat, and looting. (If
  your adventures occasionally feature grander
  goals, mix in some styles from Pyramid, like
  those in issues #3/4, #3/28, #3/43, and #3/48.)
  PUBLICATION HISTORY
  This is the first edition of GURPS Magical
  Styles: Dungeon Magic. It invokes many concepts
  and perks from GURPS Thaumatology: Magical
  Styles, and draws on GURPS Magic (not just the
  GURPS Basic Set) for spell lists; both supple-
  ments are necessary to use this one. The GURPS
  Dungeon Fantasy series is not required outside of
  a Dungeon Fantasy campaign.
  ABOUT THE AUTHOR
  Sean “Dr. Kromm” Punch set out to become
  a particle physicist in 1985, ended up the
  GURPS Line Editor in 1995, and has engi-
  neered rules for almost every GURPS product
  since. He developed, edited, or wrote dozens of
  GURPS Third Edition projects between 1995
  and 2002. In 2004, he produced the GURPS
  Basic Set, Fourth Edition with David Pulver.
  Since then, he has created GURPS Powers
  (with Phil Masters), GURPS Martial Arts (with
  Peter Dell’Orto), GURPS Zombies, and the
  GURPS Action, GURPS Dungeon Fantasy,
  and GURPS Power-Ups series . . . among other
  things. Sean has been a gamer since 1979. His
  non-gaming interests include cinema, mixol-
  ogy, and Argentine tango. He lives in Montréal,
  Québec with his wife, Bonnie.
   INTRODUCTION
  INTRODUCTION
  3
  
  GURPS Magical Styles: Dungeon Magic describes seven
  wizardly orders that pursue distinctive styles of magic. Each
  group has a different outlook; each style, tasks at which it
  excels. The GM needn’t use anything but the styles – but it’s
  more fun to give schools of magic a presence in the game world
  as well as on character sheets! To facilitate this, these societies
  come with few background assumptions, yet allow for the pos-
  sibility that they coexist and interact. They’re designed for easy
  adaptation to practically any TL2-4 fantasy setting.
  Who Are These Guys?
  A quick overview to help players match philosophies and
  capabilities to PCs:
  The Fluidists (pp. 6-9) teach magic on a mentor-to-disciple
  basis. This makes the order ideal for gamers who want to role-
  play a wizard as a mystical enlightenment-seeker (perhaps
  guided by a venerable master) or as a philosopher tutored in
  the Classical mode (Socrates, Plato, or Aristotle as a magi-
  cian). The associated Fluidism style has much to offer roguish
  burglars, is valuable for travel and survival (especially for
  avoiding thirst and disagreeable weather), and has modest-
  but-respectable offensive applications.
  The Guild of Iron Mages (pp. 10-13) comes closest to the
  traditional “wizards’ guild,” with apprentices studying for
  years to become journeymen and finally masters. Its Iron
  Magic style excels at defensive and “buffing” spells for indi-
  viduals and groups alike (it rivals even the clerical magic of
  GURPS Dungeon Fantasy here), but offers little direct mag-
  ical offense. There are also many spells for repairing gear,
  making this order a great choice for the stereotypical dwar-
  ven craftsman-wizard.
  The Old School (pp. 13-17) is another fairly traditional guild,
  but with a large dash of secret society. The secrecy is because
  its Underworld Lore style is clear-cut black magic, strong at
  “curses” (Resisted offensive spells) and at coping with demons
  and undead. It’s weak in combat against anything but living
  beings or spirits, as nearly all of its offensive magic either
  blights the body or repels the supernatural; it teaches neither
  direct-damage spells for blasting inanimate objects nor gener-
  alized defensive magic.
  The Order of the Sun (pp. 17-20) is modeled on a modern-
  day self-help movement or lifestyle cult, complete with
  aggressive recruiting, tracts, and retreats. However, users of
  its Thaumaturgetics style aren’t chanting followers but trig-
  ger-happy wielders of direct-damage magic. Perhaps they’re
  more like those survivalists who hole up in compounds with
  lots of guns. Their quick-and-dirty magic dominates at pure
  offense against nearly all kinds of targets, but at the cost of
  defense and broader utility.
  The Sisters and Brothers of Echoes (pp. 20-24) are another
  cultish group, but one that leans toward peace, love, unity, and
  respect; their “conservatories” resemble communes or art col-
  lectives more than anything. Their Way of Echoes style is gold
  for negotiating deals, working around language barriers, and
  managing the PCs’ communications, and decent at defending
  against evil influences on the mind. Combat applications are
  limited though not absent, but don’t include mind control.
  The Tower of Pentacles (pp. 24-28) is an academic group that
  can’t decide whether it prefers traditional apprenticeship or the
  university system. Members tend to be old-timey bearded wiz-
  ards with magic staffs – but some of them venture into the world
  to deal with magical dangers and punish wizardly criminals.
  Their Pentaclism style is exceptional at detecting, resisting, and
  negating magic, and at all varieties of information-gathering, but
  weak at physical matters, in or out of combat.
  The Wizards of the Mirrored Gaze (pp. 29-32) is a secret soci-
  ety that hides behind the trappings of an “innocent” old reli-
  gion. The majority of members are charming, wealthy, and
  female. Their Mirrored Gaze style is unparalleled in the realm
  of visual and mental deceptions, and includes a lot of potent
  mind control that’s valuable in a fight. However, it’s far better
  at offense than defense, and worthless against targets without
  minds, such as inanimate objects. It’s tailor-made for the clas-
  sic fantasy RPG illusionist.
  Using Dungeon Magic in 
  GURPS Dungeon Fantasy
  Although the Dungeon Fantasy series is largely self-
  contained, using the styles in Dungeon Magic means import-
  ing rules from GURPS Thaumatology: Magical Styles – 
  concepts like Magical School Familiarity and Magic Perks.
  CHAPTER ONE
  SEVEN
  SORCEROUS
  SOCIETIES
  SEVEN SORCEROUS SOCIETIES
  4
  
  SEVEN SORCEROUS SOCIETIES
  5
  The GM may allow players to tweak the standard wizard tem-
  plate (Dungeon Fantasy 1: Adventurers, p. 13) to accommo-
  date style elements, introduce the templates in Chapter 2 to
  save time, or even require players who wish to play stylists to
  use those specialized templates. The GM might also want to
  cook up some applications for skills that these styles require
  but that Dungeon Fantasy 1 pointedly omits; see Arcane Arts
  (p. 37) for suggestions.
  A larger issue is whether the GM wants to make magical
  styles mandatory, replacing the generalist wizard template with
  the specialized ones in Chapter 2. The default assumption is
  that this isn’t true, and that generalist and specialist wizards
  can coexist – much as Dungeon Fantasy 7: Clerics defines
  priests dedicated to specific spheres without forbidding
  “generic” clerics. This matches hack-and-slash RPG tradition,
  in which generalists appear in the core and specialists show up
  later, trading narrower focus for niftier tricks. If the GM
  requires everyone to adopt a style, he should be open to comb-
  ing Pyramid magazine for more choices, and willing to design
  further styles that suit his players’ interests.
  And specialists do get nifty tricks. First, only they can have
  secret spells and materials. Next, a style’s teachings may
  include ways for adherents to work magic that’s normally
  restricted to clerics and druids, meaning the occasional Ani-
  mal, Healing, Plant, or Weather spell. This isn’t blanket per-
  mission for wizards to cast non-wizardly spells via alternative
  prerequisites, but a boon enjoyed by stylists. Finally, where a
  generalist can acquire only the Magic Perks on pp. 14-15 of
  Dungeon Fantasy 11: Power-Ups, a specialist’s options also
  include his order’s perks – and where most wizards get one
  perk per 20 points in spells, the stylist gets this and one extra
  choice from his school’s perk list per 10 points he has in its
  spells. The GM might go further, allowing only specialists to
  enter play with Magic Perks . . . or to purchase them at all!
  Using Dungeon Magic
  in Other Campaigns
  These groups and their styles should work almost “as is” in
  any campaign featuring fantasy magic-users. The social and
  cultural assumptions in Dungeon Fantasy are vague and
  Dungeon Magic follows suit, making such aspects trivial to
  adjust. Just remember to read mentions of “power items” as
  referring to Powerstones when not playing Dungeon Fantasy.
  Still, these styles deliberately omit Enchantment spells, so
  the GM may wish to add them. Including Enchant in a style’s
  spell list enables stylists to manufacture magic items associ-
  ated with their spells. Enforce its standard prerequisites,
  counting the style’s spells as belonging to their usual colleges
  when assessing “one spell from each of 10 other colleges.” If
  this requires out-of-style learning, so it goes! After that, if an
  Enchantment spell has prerequisites found in the style, assume
  that it’s on the spell list. Alternatively, the GM could allow suit-
  able spells with revised prerequisites; e.g., any weapon or
  armor enchantment for Iron Magic, or Malefice for Under-
  world Lore and the Mirrored Gaze. This is left vague because
  in many campaigns, dedicated enchanters’ guilds monopolize
  item creation.
  The following information appears for each order of
  wizards:
  Group Name: The formal name of the academy, guild,
  movement, sisterhood, etc.
  Nicknames: Less-formal names, at a minimum including
  one that refers to the color of the group’s ceremonial robes.
  Allies and Rivals: Other orders in Dungeon Magic that
  (if the GM is using them) would plausibly be on especially
  good or bad terms with the group.
  Group Description: A brief summary of who these peo-
  ple are, how others see them, the reasons for alliances and
  rivalries, and their preferred wizardly regalia. In short,
  anything outsiders could easily find out about them.
  Style Name: The formal name of the group’s magical
  style.
  Style Cost: The cost to buy Magical School Familiarity
  and put 1 point in each required spell and skill. All styles
  in this supplement cost 13 points, to keep them on an
  even footing in campaigns where their adherents might
  be rivals.
  Style Prerequisites: Non-spell prerequisites for the style’s
  required spells and skills.
  Style Description: A detailed write-up of the style itself –
  how things are taught and why, plus deeper insights into the
  associated order (which often aren’t public knowledge!).
  Required Skills and Spells: Skills and spells that must be
  bought at the 1-point level to gain access to the style’s
  advanced teachings.
  Perks: Magic Perks available to stylists with Magical
  School Familiarity and all required skills and spells. Prac-
  titioners may buy one such perk per 10 points in the style’s
  spells. Every 20 points in spells further entitles them to buy
  one perk from the style or from whatever list the GM
  deems “general” (just like other wizards). 
  Secret Spells: Spells available to stylists who’ve bought the
  style’s required elements and relevant Secret Spell perks.
  Optional Traits: Advantages, disadvantages, skills, etc.
  that are likely but in no way required for stylists.
  Spell List: The style’s spells for the purposes of Magical
  School Familiarity, Magic Perks, etc. All but secret spells
  can be learned in play simply by paying points. Alternative
  prerequisites replace standard ones. Some differ enough
  from standard versions to justify a footnote.
  Secrets: A secret material is a special “substance” the styl-
  ist can prepare if he has the associated Secret Material perk;
  some such things aren’t matter in the usual sense. A secret
  spell is available only to full-fledged stylists who have the rel-
  evant Secret Spell perk and the correct prerequisites.
  Design Notes: A box on the game-mechanical thinking
  behind the style.
  Style Guide
  
  Similar logic applies to remedying other omissions made as
  concessions to Dungeon Fantasy. For instance, teleportation
  magic is forbidden there – but in a campaign where it isn’t, Flu-
  idism ought to include Teleport, Teleport Other, Blink, etc. Like-
  wise, if Gate spells are permitted, Pentaclism might encompass
  Create Gate, while Underworld Lore is likely to have magic for
  dealing with scary planes of existence (lots of Planar Summons
  spells, anyway). It’s up to the GM whether broader Technologi-
  cal spells suit Iron Magic, or whether Radiation spells belong in
  Thaumaturgetics; Dungeon Magic excludes these because
  they’re a so-so fit to fantasy in general.
  Be aware that Dungeon Magic omits no Animal, Healing,
  Plant, or Weather spell on the grounds that Dungeon Fantasy
  forbids such magic to wizards. As noted earlier, such spells
  appear wherever they make sense. There’s no special need to
  pore over those four colleges looking for spells that ought to be
  added to the styles in Dungeon Magic.
  SEVEN SORCEROUS SOCIETIES
  6
  Nicknames: Blue-robes.
  Allies: Order of the Sun (pp. 17-20); Sisters and Brothers of
  Echoes (pp. 20-24).
  Rivals: Old School (pp. 13-17).
  Fluidism is a thaumaturgical philosophy – “All things are in
  flux, catalyzed by mana” – and Fluidists are magic-users who
  subscribe to it. Their magic concerns flow, freedom of move-
  ment, and constant change. It encompasses water and air,
  refuting the classical view of these things as distinct “elements”
  and eschewing spells that deal with boringly static manifesta-
  tions such as ice and sludgy poisonous gas (except to remove
  such crud). Similar thinking is evident in blue-robes’ social
  views. Unified by a shared rejection of structure, they are about
  as loosely organized as a magical society can be without losing
  its identity, and stand willing to teach anything to anyone, “an
  it harm none.”
  This movement attracts youthful magic-workers, particu-
  larly radical ones. The blue-robes’ indifference to authority
  puts them on excellent terms with the Order of the Sun (pp. 17-
  20), while their philosophical ideals stand them in good stead
  with the Sisters and Brothers of Echoes (pp. 20-24) – a situa-
  tion that has led to an informal alliance centered on the
  Fluidists. However, their dynamism and open-mindedness are
  at odds with the static, conservative views of the Old School
  (pp. 13-17). While most blue-robes are satisfied with merely
  accusing the black-robes of being “a fossilized old-boys’ club,”
  enough of them actively seek to reveal the Old School as evil
  that a genuine enmity festers.
  Fluidists favor blue robes, mostly as symbols of clear skies
  and ever-changing oceans. They also adore wands and flowing
  garb, as these accessories emphasize fluid gestures. They pre-
  fer jade for power items (Powerstones, in a campaign that
  doesn’t use GURPS Dungeon Fantasy), and especially prize
  blue jadeite and bits of jade found in rivers.
  FLUIDISM
  13 points
  Style Prerequisite: Magery 1 (not One College Only).
  While Fluidists aren’t fond of formality, they take philosophy
  seriously. A blue-robe will teach spells to almost anybody who
  has sufficient magical aptitude . . . but only after ensuring that
  the junior mage has internalized the movement’s worldview. The
  teacher-student relationship isn’t the “master-and-apprentice”
  arrangement favored by guilds, but the “guide-and-seeker”
  model common among mystics. Early lessons impart the basics
  of thaumatology and the particulars of Fluidist thaumatol-
  ogy, which emphasizes magic’s place in nature (especially in
  the skies and oceans) and a wizard’s innate responsibilities as
  a tutor.
  Once the mentor is satisfied with his disciple’s philosoph-
  ical growth, he passes along the key spells behind the rest of
  the style’s magic, so that the learner isn’t straitjacketed later
  in his career. After that, the sky’s the limit – often literally! If
  the teacher knows a spell, the student is welcome to learn it.
  Fluidist magic strives to keep prerequisite spells to the bare
  minimum that wizardry’s innate structure requires; they’re
  often inevitable, but they’re never intentional hurdles placed
  by snooty archmages or keepers of secrets.
  Fluidists consider it the instructor’s moral obligation to give
  lessons in any physical disciplines required to use magic safely.
  Details vary by spell (e.g., the Aerobatics and Flight skills nor-
  mally accompany the Flight spell). As a consequence, blue-
  robes are on average more graceful than most wizards. Some
  wholeheartedly embrace this element of their training, becom-
  ing adept at dance, prestidigitation, and other performance
  arts, and often claiming that this makes them better magic-
  users. Such individuals are common enough to give blue-robes
  a reputation as “carnies” (and occasionally as tricksters and
  thieves) in certain areas.
  As Fluidists develop their art, they’re encouraged to dabble
  and improvise, to work magic flexibly and intuitively rather
  than by rote, and to weave casting into everyday tasks. Many
  come to master magical “flow,” perfecting tricks like shaping
  jets and areas of effect in bizarre ways, and causing ritual gar-
  ments to blend seamlessly with magical effects instead of being
  harmed by them. Those who go adventuring often become
  adept at defending against magical attacks and beefing up the
  style’s offensive spells (“Fluid melts aside/Yet winds tear, waves
  crash”). This frequently extends to using names that shift with
  winds and tides, blunting the power of True Name-seeking
  curses; Obscure True Name is common.
  Although Fluidism cares little for magical paraphernalia and
  materials, many Fluidists grow fascinated with magical fluids,
  and pursue ways to imbue ordinary liquids with the effects of
  their spells. Some learn to brew alkahest (GURPS Magic,
  p. 220); a few master the trick of producing Essential Fluid. This
  last accomplishment requires a Secret Material perk not because
  it’s kept hush-hush, but to represent the time and effort needed
  to master the slippery stuff. Indeed, Fluidism has no deliberate
  secrets – merely a few spells and methods that make no sense to
  other schools of magic! Cynics like to point out that secrecy
  through obscurity is still secrecy, however.
  THE FLUIDISTS
  
  Required Skills: Philosophy (Fluidism); Teaching; Thauma-
  tology; Weather Sense; and any two of Acrobatics, Aerobatics,
  Aquabatics, Body Sense, Flight, or Swimming.
  Required Spells: Apportation; Create Fluid; Haste; Purify
  Fluid; Seek Fluid; Shape Fluid.
  Perks: Area Spell Mastery (any Area spell on list); Blocking
  Spell Mastery (Flow); Continuous Ritual (any spell on list);
  Convenience Casting (Create Fluid); Fast Casting (any spell on
  list); Flexible Ritual (any spell on list); Improvised Magic (Flu-
  idism); Intuitive Cantrip (Eye of the Storm, Filter, Mystic Ges-
  ture, or Rinse); Mighty Spell (Concussion or Winged Knife);
  Missile Spell Mastery (Concussion); Mundane Magic (Apporta-
  tion or Shape Fluid as Filch, Pickpocket, or Sleight of Hand);
  No Gestures (any spell on list); No Incantations (any spell on
  list); Obscure True Name; Psychic Guidance (Concussion or
  Winged Knife); Rote Alchemy (Alkahest, Flight, Speed, Water
  Breathing, or Water-Walking); Secret Material (Essential
  Fluid); Secret Spell (Dissipate, Flow, or Infiltrate); Spell Hardi-
  ness 1-6 (any damaging spell on list); Spell Resistance (any
  Resisted spell on list); Spell Variation (Fluid Jet); Thaumato-
  logical Doublespeak; Wizardly Dabbler*; Wizardly Garb.
  Secret Spells: Dissipate; Flow; Infiltrate.
  * Fluidists can and often do select spells from outside their
  spell list, favorites being Climbing, Detect Magic, Find
  Direction, Scryguard, Shield, Simple Illusion, and Sound.
  Optional Traits
  Attributes and Secondary Characteristics: Improved IQ, DX,
  and Basic Move.
  Advantages: Absolute Direction; Ambidexterity; Energy
  Reserve; Flexibility or Double-Jointed; High Manual Dexterity;
  improved Magery; Perfect Balance; Serendipity; Wild Talent.
  Disadvantages: Curious; Impulsiveness; Intolerance (Elitists
  and keepers of secrets); Kleptomania; Laziness; Trickster; low
  Wealth.
  Skills: Carousing; Cloak; Dancing; Escape; Innate Attack
  (Beam or Projectile); Naturalist; Occultism; Performance;
  Sleight of Hand; Ventriloquism; and any skill allowed but not
  selected as a required skill choice.
  Spell List
  As befits Fluidism, this spell list is less “hierarchical” than
  the standard one, its fewer prerequisites allowing wizards to
  learn powerful spells quickly. This is accomplished in part by
  merging nine pairs of classic Air and Water spells into nine
  spells that Fluidists term polymorphic: Body of Fluid, Create
  Fluid, Earth to Fluid, Fluid Jet, Fluid Vision, Purify Fluid, Seek
  Fluid, Shape Fluid, and Walk on Fluid. Each can be cast in two
  ways. The wizard’s player must declare whether he’s replacing
  the word “Fluid” with “Air” or “Water” when he starts casting,
  after which the magic has the usual casting time, energy 
  cost, duration, effects, etc. of the standard spell with that
  name. The catch is that these double-duty spells are Very Hard,
  meaning that Fluidists function at an effective -1 to IQ+Magery
  when working much of their most fundamental magic.
  When learning non-Fluidist magic, a polymorphic spell can
  stand in as either an Air spell or a Water spell for prerequisite
  purposes, and can fill the slot of both of the spells it replaces if
  specific prerequisites are named. However, it still counts as
  only one spell. For instance, Shape Fluid replaces Shape Air
  and Shape Water for spells that depend on either, and can
  count as an Air spell or a Water spell – but for a spell that
  requires “four Air spells and four Water spells,” it would count
  just once, leaving the need for seven other spells.
  Fluidists have yet to merge Essential Air with Essential
  Water, or to discover unified rituals for dealing with air and
  water elementals. Coming up with polymorphic solutions to
  these puzzles is an important goal for the movement. Cutting
  such a knot would be a reasonable Obsession for a high-pow-
  ered blue-robe PC.
  Spell
  Prerequisites
  Air Vortex
  Magery 2, Body of Fluid, and either 
  Flight or Windstorm
  Apportation
  Magery 1
  Balance
  Grace
  Body of Fluid (VH)*
  Shape Fluid
  Body of Wind
  Magery 3, Air Vortex, and Windstorm
  Boost Dexterity
  Magery 1
  Breathe Water
  Shape Fluid
  Clouds
  Create Fluid
  Cloud-Vaulting (VH)
  Magery 2, Cloud-Walking, and Jump
  Cloud-Walking
  Walk on Fluid
  Concussion
  Shape Fluid
  Control Air 
  Summon Air Elemental
  Elemental
  Control Water 
  Summon Water Elemental
  Elemental
  Counterspell
  Magery 1
  Create Air Elemental
  Magery 2 and Summon Air Elemental
  Create Fluid (VH)*
  Purify Fluid or Seek Fluid
  Create Spring
  Four Fluidism spells, including 
  Create Fluid
  Create Water 
  Magery 2 and Summon 
  Elemental
  Water Elemental
  Current
  Shape Fluid
  Dancing Object
  Magery 2 and Apportation
  Deflect Missile
  Apportation
  Dispel Magic
  Magery 2 and eight Fluidism spells, 
  including Counterspell
  Dissipate (VH)
  Magery 3, Body of Fluid, and 
  Earth to Fluid
  Divination 
  Magery 1, IQ 12+, and six Fluidism 
  (Lecanomancy
  spells including Shape Fluid
  or Sortilege)
  Earth to Fluid (VH)*
  Magery 2 and Create Fluid
  Essential Air
  Six Fluidism spells, including 
  Create Fluid
  Essential Water
  Six Fluidism spells, including 
  Create Fluid
  Flight (VH)
  Magery 2 and Levitation
  Flow
  Body of Fluid
  Fluid Jet (VH)*
  Shape Fluid
  Fluid Vision (VH)*
  Shape Fluid
  SEVEN SORCEROUS SOCIETIES
  7
  Fluid melts aside
  Yet winds tear, waves crash
  – Fluidist maxim
  
  Spell
  Prerequisites
  Flying Carpet (VH)
  Flight or Walk on Fluid
  Fog
  Create Fluid
  Freedom
  Grace, Jump, Lockmaster, and Undo
  Grace
  Magery 1
  Grease
  Haste
  Great Haste (VH)
  Magery 2 and Haste
  Haste
  None
  Hawk Flight (VH)
  Flight
  Infiltrate (VH)
  Body of Fluid
  Jump
  Apportation
  Lend Energy
  Magery 1
  Levitation
  Apportation
  Light Tread
  Apportation and Grace
  Lighten Burden
  Apportation or Haste
  Lockmaster
  Either Locksmith or Magery 2 and 
  Apportation
  Locksmith
  Apportation
  Manipulate
  Either Locksmith or Magery 2 and 
  Apportation
  Melt Ice
  Shape Fluid
  No-Smell
  Purify Fluid
  Poltergeist
  Apportation
  Pull
  Magery 2 and four Fluidism spells, 
  including Levitation
  Purify Fluid (VH)*
  None
  Quick March
  Magery 1 and Haste
  Rain
  Clouds
  Recover Energy
  Lend Energy
  Repel
  Magery 2 and four Fluidism spells, 
  including Levitation
  Resist Water
  Umbrella
  Seek Coastline
  Seek Fluid
  Seek Fluid (VH)*
  None
  Shape Fluid (VH)*
  Apportation and Create Fluid
  Slide
  Apportation and Grease
  Slow Fall
  Apportation
  Snow Shoes
  Light Tread or Shape Fluid
  Storm
  Rain and Wind
  Summon Air 
  Magery 1 and eight Fluidism spells, 
  Elemental
  including Create Fluid
  Summon Water 
  Magery 1 and eight Fluidism spells, 
  Elemental
  including Create Fluid
  Swim
  Shape Fluid
  Tide
  Two of Current, Waves, and 
  Whirlpool
  Umbrella
  Shape Fluid
  Undo
  Either Locksmith or Magery 2 and 
  Apportation
  Walk on Fluid (VH)*
  Shape Fluid
  Walk Through Water
  Shape Fluid
  Wall of Wind
  Shape Fluid
  Wallwalker
  Apportation
  Ward
  Magery 1
  Waves
  Shape Fluid
  Whirlpool
  Shape Fluid
  Wind
  Windstorm
  Windstorm
  Shape Fluid
  Winged Knife
  Either Poltergeist or Magery 2 and 
  Apportation
  * One of the nine polymorphic spells of Fluidism.
  Secret Material: Essential Fluid
  Essential Fluid isn’t the product of a polymorphic replace-
  ment for the Essential Air and Essential Water spells, but a cre-
  ation described as “fluid without material identity.” Preparation
  begins with a Fluidist who knows the Secret Material (Essential
  Fluid) perk casting Essential Water to conjure up a one-gallon
  lot. Immediately afterward, the same wizard must dedicate one
  workday to bubbling magical energy through the liquid. This
  process requires a roll against the lower of Thaumatology or
  Essential Air, at -3. Success produces Essential Fluid, while any
  failure dissipates the sample, wasting the effort.
  The resulting gallon of Essential Fluid weighs 8 lbs. It tends
  to flow uphill, fountain from unsealed containers, and otherwise
  behave in unintuitive ways. Thus, it has to be carried in a closed
  jug, wineskin, or other vessel, which has its own weight.
  To use Essential Fluid, the blue-robe opens its container (a
  Ready maneuver) and lets it escape. A second later, he begins a
  spell, weaving the silvery stream into his gestures (which are
  always required to benefit from the material). Immediately
  before he rolls for the spell, he must roll against DX – or Sleight
  of Hand, if better. Success supplies the spell with energy points
  equal to margin of success (minimum 1 point), which are always
  consumed before energy from other sources. Any failure causes
  the spell to fail. Either way, the attempt expends the Essential
  Fluid. Only one batch of Essential Fluid can be used per casting.
  Essential Fluid instantly loses its magical energy if mixed
  with other liquids – wine, stomach contents, the ocean, or
  even other batches of Essential Fluid created by the same wiz-
  ard. Its power also runs out if it’s separated from a mage’s per-
  son (any kind of Magery will do) for more than a minute. Most
  users carry around one-gallon “doses” in skins, which can
  serve as pillows when resting. Only magic-users who have the
  Secret Material (Essential Fluid) perk can employ the stuff,
  limiting use to advanced Fluidists. A blue-robe who’s loaded
  down with it might give some away, but the order is philo-
  sophically opposed to selling it.
  Essential Fluid is safe to drink, though it isn’t water any-
  more and won’t quench thirst. It’s an amusing addition to
  cocktails, however!
  Secret Spell: Dissipate (VH)
  Regular; Resisted by HT
  Causes any subject made mostly of water or air to lose
  structural integrity, melting to goo (if mainly water) or diffus-
  ing (if gaseous). Living beings that require water (humans,
  elves, tigers, trees, fungi, etc.) are definitely affected, as are
  flesh golems, air and water elementals, and rotting undead.
  Creatures of earth, fire, or metal definitely aren’t; neither are
  immaterial spirits. The GM settles corner cases; e.g., he might
  rule that robots made of “wet nanotech” or “liquid metal” are
  affected, while classic metal men aren’t.
  Dissipate amounts to a death spell on anyone it affects.
  However, Remove Curse can reverse it if the victim’s goo or
  vapor is collected first (tiny traces excepted). Shape Fluid is
  valuable here.
  Duration: Permanent, unless reversed by Remove Curse.
  Cost: 12. Must affect the entire subject, not just part of it!
  Time to cast: 2 seconds.
  Prerequisites: Magery 3, Body of Fluid, Earth to Fluid, and
  Secret Spell (Dissipate).
  SEVEN SORCEROUS SOCIETIES
  8
  
  Secret Spell: Flow
  Blocking; Special Resistance
  Avoid any attack by turning to fluid at the point of impact,
  allowing the blow to pass harmlessly through the body,
  which flows around the disturbance and reforms behind it.
  For an attack involving an enemy’s body part (hand, mouth,
  etc.), the attacker may try to resist with HT – and if he suc-
  ceeds, he hits the wizard!
  For combat purposes, treat Flow as a dodge that succeeds
  automatically if the spell works. Critical failure doesn’t cause
  the wizard to fall down, however. Instead, the blow penetrates
  more deeply, increasing the wounding modifier of a damaging
  attack by 0.5 (e.g., crushing to the torso gets ¥1.5, while impal-
  ing to the vitals gets ¥3.5) or adding the attacker’s usual punch-
  ing damage to the effects of a grapple.
  Cost: 2.
  Prerequisites: Body of Fluid and Secret Spell (Flow).
  Secret Spell: Infiltrate (VH)
  Regular; Resisted by HT
  Lets the caster “flow” bodily through any remotely porous
  barrier – GM’s decision, but doors and walls of mundane wood
  or stone qualify. This magic can permeate flesh, enabling
  escape when swallowed by gigantic monsters or (at high skill,
  or with the No Gestures perk) when grappled. Living beings
  resist such attempts to get away with HT.
  The wizard must touch the obstruction and specify the
  direction of flow, but he need not know what lies beyond. Suc-
  cess means that he and up to 6 lbs. of clothing instantly seep
  through the barrier and reform on the far side. Other posses-
  sions are left behind.
  Modifiers: -1 per yard of obstruction thickness. No penalty
  if the obstacle is half a yard thick or less.
  The GM shouldn’t tell the player the penalty! He should
  simply say whether the spell succeeded. If the barrier is so
  thick that the penalty guarantees failure (e.g., 10 yards for a
  wizard with skill less than 13) – or on a critical failure – the
  caster briefly “liquefies,” all of his possessions fall to the
  ground, and he suffers 1d HP of injury.
  In all cases, the caster must roll vs. Body Sense (p. B181) to
  act on arrival.
  Cost: 3.
  Prerequisites: Body of Fluid and Secret Spell (Infiltrate).
  SEVEN SORCEROUS SOCIETIES
  9
  Fluidism is part elemental style built around a new col-
  lege that overlaps Air, Movement, and Water, part theoret-
  ical style rooted in a philosophy. Its required skills are
  likewise split: physical skills addressing flowing move-
  ments, and travel through fluids, in the real world; Philos-
  ophy and Thaumatology for pure theory, plus Teaching to
  satisfy the devotion to pedagogy; and Weather Sense,
  which is the applied theory of fluids (a.k.a. “meteorology”).
  Optional skills cover specialized examples of fluidity of
  movement (Cloak, Escape, etc.), outlying theory (Natural-
  ist and Occultism), and adjuncts to spells (Innate Attack) –
  with Carousing and Dancing tacked on to suit stylists’
  lifestyle. The GM is welcome to swap the roles of Natural-
  ist and Weather Sense.
  As Fluidism uses alternative prerequisites that see
  Shape Fluid crop up repeatedly, it’s fair to regard that spell
  as vital (if not genuinely basic); thus, the style requires it
  and its prerequisites. Haste, like Apportation, actually is
  basic. It appears for symmetry: having two Movement
  spells balances four Air/Water spells.
  Fluidism therefore requires six skills and six spells.
  Adding in Magical School Familiarity, style cost is 6 + 6 +
  1 = 13 points.
  Perks are chosen mostly on the basis of “What suits a
  style preoccupied with flux and flow?”, leading to Area
  Spell Mastery, Continuous Ritual, Fast Casting, Flexible
  Ritual, Improvised Magic, No Gestures, No Incantations,
  Spell Variation, and Wizardly Dabbler. Elemental classics
  – e.g., Intuitive Cantrip and Rote Alchemy – also fit. 
  Most of the others are there because they seem fun
  (notably Mundane Magic to twist currents to steal things)
  or because stylists tend to be adventurers (explaining
  Mighty Spell, Missile Spell Mastery, Spell Hardiness, and
  Spell Variation). Finally, a Secret Material perk provides a
  magical fluid to play with, as befits the style.
  The spell list restructures prerequisites. The most radical
  change is merging pairs of Air and Water spells. Making
  these VH balances them – wizards end up spending at least
  an extra point per spell (or 10 points for another Magery
  level) to attain a desired skill level. The six mandatory skills
  more than compensate for the occasional generous prereq-
  uisite requirement, which mostly means one polymorphic
  spell filling in for two prerequisites. Three secret spells – one
  attack, one defense, and one utility – round things out.
  In optional traits, improved IQ and Magery are logical
  for a style full of VH spells, while high DX and Basic Move
  suit wizards who gesture grandly and speak of “flow.” Wild
  Talent also fits the magic-user who goes with the flow.
  Remaining advantages aid required or optional skills. Dis-
  advantages match Fluidism’s spontaneous, structure-deny-
  ing outlook.
  The sole style prerequisite is Magery 1, due to Apporta-
  tion. A case could be made for calling the style’s magic the
  “Fluid” college and allowing One College Only, but that
  seems unfair given that the polymorphic spells explicitly
  merge two colleges. Anyway, it’s unlikely that anyone
  would have natural-born talent for an artificial, philosoph-
  ical style. Only full Magery 1 will do.
  Design Notes: Fluidism
  All things are in flux,
  catalyzed by mana
  – Fluidist maxim
  
  Nicknames: Red-robes; war-wizards.
  Allies: Order of the Sun (pp. 17-20).
  Rivals: Sisters and Brothers of Echoes (pp. 20-24).
  The name of this league of wizards is revealing: they teach
  magic to strengthen body, mind, and equipment for the
  inevitability of combat, using the peace between clashes to
  work rituals that hone blades, hammer out dents, and forge
  new gear. Unlike the Order of the Sun (pp. 17-20), Iron Mages
  prefer steel to spells for offense, saving their arcane energies
  for combat preparations, whether that means weeks of
  smithing or a few seconds of hasty casting immediately
  before battle. This conservatism tends to discourage megalo-
  maniacs from joining the guild, but red-robes often end up
  serving such individuals, particularly warlords – a situation
  the order tacitly tolerates for economic reasons.
  Despite some differences in opinion on how to use spells in
  combat, the Iron Mages are on good terms with the Order of
  the Sun – both value battle magic, and the yellow-robes’ mas-
  tery of fire comes in handy around the forge. As for rivalries,
  the red-robes are somewhat at odds with the Sisters and
  Brothers of Echoes (pp. 20-24). They find the green-robes’ ten-
  dency to privilege the ephemeral above the practical exasperat-
  ing, and dislike it intensely when their rivals’ gift for
  communication averts a conflict that would have provided
  war-wizards with steady work. This manifests as social dis-
  tance and coolness rather than quarrels, however, and many a
  canny warlord has Iron Mages and Echoists on retainer.
  Formally, Iron Mages wear red robes. Hearsay about this
  symbolism abounds; it may signify the bloody battlefield or 
  the ruddy glow of hot iron, and it’s the sacred hue of war gods.
  In action, Iron Mages sport their colors on practical tabards or
  surcoats. They favor ornate weapons – especially swords – as
  power items, studding them with rubies (which are Power-
  stones, if not using GURPS Dungeon Fantasy).
  IRON MAGIC
  13 points
  Style Prerequisite: Magery 2 (not One College Only).
  The Iron Mages’ style is rooted in the guild’s desire to earn
  money as both craftsmen and mercenaries. Would-be appren-
  tices must show that they’re gifted enough to cast the Shield
  spell, which underlies the red-robes’ best defensive magic.
  Thus, while the order rarely teaches Shield, except to aspirants
  who’ve proved their magical aptitude in some other way, it’s
  known to all members – at least in theory.
  After demonstrating their talent, apprentices are immersed
  in a syllabus known as the “three Ms”: Metalwork, Magic, and
  Martial Arts. On every day of the week but one, they spend
  mornings and afternoons learning smithwork, half of the stu-
  dents specializing in forging armor and half in crafting weapons.
  The exceptional day – “Marday” – is set aside for training in how
  to fight, with each wizard studying the sword best suited to his
  physical gifts and being drilled in tactics, theoretical and practi-
  cal. The credo in both the workshop and the gym is mereri in
  absentia mana (“merit in the absence of mana”), as forging and
  wielding weapons often leads red-robes to nonmagical lands.
  Nevertheless, nights are spent studying basic spells: Inspired
  Creation and metal magic.
  Apprenticeship, which often lasts as long as seven
  years, is grueling. The apprentice is learning three trades
  – and of course the Inspired Creation spell is particularly
  taxing to cast. Consequently, guild training incorporates
  methods for sustaining mind and body. Some of these
  tricks are spells (notably Recover Energy). Others are
  breathing and mind-calming exercises similar to those
  practiced by non-wizardly martial artists, empowered by
  the student’s magical spark rather than by mystical
  energy (“chi”).
  This period ends when the apprentice is declared a
  journeyman and granted access to the brotherhood’s full
  magical wisdom – a transition known as “earning the red
  robe” (or “The Rust and the Blood”). Some red-robes live
  out their careers in the forges, perfecting ever-more-potent
  crafting magic to support their war-fighting brethren.
  Others focus on battle wizardry, starting with spells for
  individual combat and working up to the guild’s jealously
  guarded grand-scale castings for defending whole compa-
  nies of troops. Unlike archetypal wizards, such Iron Mages
  are often strong, fit fighters, inured to fear and pain, capa-
  ble of marching for days and leading troops in battle.
  Holding the order together demands balancing the
  interests of Metalwork with those of Martial Arts, how-
  ever. Thus, red-robes are encouraged to take a middle
  path. The best of them are adept in both fields. These
  generalists are especially well-represented among the
  guild’s masters.
  SEVEN SORCEROUS SOCIETIES
  10
  THE GUILD OF IRON MAGES
  
  Like all magical styles, Iron Magic concerns itself with
  not just which spells are cast, but also how they’re cast.
  Many of its methods either boost defensive magic (particularly
  Blocking spells) or toughen the wizard against the battlefield’s
  mundane and magical rigors. Still, crafting is never far from a
  red-robe’s mind, and tricks for making life easier around the
  forge and for imbuing hardware with magic (sometimes last-
  ing or permanent magic) are also common, particularly among
  those who favor Metalwork over Martial Arts. A few war-wiz-
  ards – again, most often masters – weave these threads
  together by using their downtime in the workshops to materi-
  alize protective spells as elixirs that can assist upcoming battles
  or be sold for extra profit.
  There’s one exception to all this: Many practical masters
  quietly teach crafting magic – and only that – to talented crafts-
  men who lack sufficient Magery to learn the full style. This
  improves guild profits and frees up more-capable mages to
  teach magic. If the GM wishes, a PC with only Magery 1 but
  also Artificer and suitable craft skills may learn the red-robes’
  interpretations of Cadence, Inspired Creation, Reshape, and
  Shape Metal; the prerequisites for these spells; and item-based
  perks such as Boost Enchantment, Magical Weapon Bond,
  Named Possession, Reinforce, and Super-Sympathy.
  Required Skills: Armoury (Body Armor or Melee Weapons);
  Breath Control*; Mental Strength*; Smith (Iron); Tactics;
  and any one of Broadsword, Rapier, Saber, Shortsword,
  Smallsword, or Two-Handed Sword.
  Required Spells: Identify Metal; Inspired Creation; Lend
  Energy; Recover Energy; Shape Metal; Shield.
  Perks: Blocking Spell Mastery (any Blocking spell on list);
  Blood Magic; Combat Ceremony (any non-Blocking spell on
  list); Convenience Casting (Create Object); Elixir Resistance
  (any hostile elixir on pp. 214-215 of GURPS Magic); Flagel-
  lant’s Blessing; Huge Subjects 1 or 2 (any helpful Regular spell
  on list); Improvised Items 1-3; Intuitive Cantrip (Boost
  Enchantment, Reinforce, or Spark); Magical Weapon Bond;
  Named Possession; Paraphernalia Pro; Reduced Footprint 1 or
  2 (Create Object, Create Warrior, Duplicate, or any maintain-
  able “buff” on list); Rote Alchemy (Battle, Craftsmanship, Fire
  Resistance, Invulnerability, Pain Resistance, or Strength); Sac-
  rificial Blocking Spell (any Blocking spell on list); Secret Spell
  (Great Deflect Missile, Mass Resist Acid, Mass Resist Cold,
  Mass Resist Fire, Mass Resist Lightning, Mass Resist Pressure,
  Mass Resist Sound, or Mass Resist Water); Special Exercises
  (DR 1 with Tough Skin); Spell Hardiness 1-3 (any damaging
  spell); Spell Resistance (any Resisted spell); Super-Sympathy
  (any personal weapon).
  Secret Spells: Great Deflect Missile; Mass Resist Acid; Mass
  Resist Cold; Mass Resist Fire; Mass Resist Lightning; Mass
  Resist Pressure; Mass Resist Sound; Mass Resist Water.
  * In GURPS Dungeon Fantasy, Iron Mages may learn
  these skills despite lacking Chi Talent.
  Optional Traits
  Attributes and Secondary Characteristics: Improved ST, DX,
  HT, and Will.
  Advantages: Artificer; Combat Reflexes; Energy Reserve;
  Fearlessness; Fit or Very Fit; Gizmos 1-3; Hard to Kill; Hard
  to Subdue; High Pain Threshold; improved Magery; Signa-
  ture Gear.
  Disadvantages: Bloodlust; Greed; Intolerance (any opposed
  group); Sense of Duty (any allied group); Stubbornness.
  Skills: Armoury (Missile Weapons); Connoisseur (Jewelry
  or Weapons); Hiking; Jeweler; Leadership; Merchant; Strat-
  egy; Teaching; Thaumatology; and any skill allowed but not
  selected as a required skill choice.
  Spell List
  Much as blade-masters train novices in a painstaking fash-
  ion, building slowly toward ever-more-advanced moves that
  elaborate on fundamentals, Iron Archmages impart deep, diffi-
  cult magic to their journeymen. Spell prerequisites are often tra-
  ditional – and the few that aren’t are tend to be tougher than
  normal. On the other hand, Iron Magic is a wholly self-con-
  tained art, allowing practitioners to excel at matters of craft and
  warfare without having to dabble in the magic of curses, ele-
  ments, illusions, and shapeshifting that would otherwise under-
  gird these spells.
  Spell
  Prerequisites
  Ambidexterity
  Grace
  Animate Object (VH)
  Magery 2 and Reshape
  Armor
  Shield
  Balance
  Grace
  Berserker
  Bravery
  Bladeturning*
  Shield or Turn Blade
  Block
  Magery 1
  Body of Metal (VH)
  Iron Arm and Shape Metal
  Boost Dexterity
  Grace
  Boost Health
  Vigor
  Boost Strength
  Might
  Bravery
  Sense Danger
  Cadence
  Grace and Haste
  Catch Missile
  Deflect Missile
  Contract Object (VH)
  Magery 3 and Transform Object
  Coolness
  Shield and Vigor
  Counterspell
  Magery 1
  Create Object (VH)
  Repair
  Create Warrior*
  Magery 3, IQ 12+, Body of Metal, 
  and Create Object
  Deflect Missile
  Shield
  Dispel Magic
  Counterspell and 12 other 
  Iron Magic spells
  Duplicate (VH)
  Create Object
  Enlarge (VH)
  Magery 2, Lengthen Limb, Might, 
  and Vigor
  Enlarge Object (VH)
  Extend Object
  Enlarge Other (VH)
  Magery 3 and Enlarge
  Extend Object (VH)
  Magery 3 and Transform Object
  Fasten
  Knot
  Fireproof
  Resist Fire
  Grace
  Lend Energy
  Great Deflect Missile
  Deflect Missile
  Hardiness
  Armor or Block
  Haste
  None
  Hide Emotion
  Magery 1 and Sense Foes
  Hide Thoughts
  Hide Emotion
  Hold Breath
  Magery 1 and Vigor
  Identify Metal
  None
  Inspired Creation (VH)
  None
  Iron Arm
  DX 11+ and Resist Pain
  SEVEN SORCEROUS SOCIETIES
  11
  
  Spell
  Prerequisites
  Knot
  Stiffen
  Lend Energy
  Magery 1
  Lengthen Limb
  Magery 3 and seven 
  Iron Magic spells
  Lighten Burden
  Magery 1 and Haste
  Mass Resist Acid
  IQ 13+ and Resist Acid
  Mass Resist Cold
  IQ 13+ and Resist Cold
  Mass Resist Fire
  IQ 13+ and Resist Fire
  Mass Resist Lightning
  IQ 13+ and Resist Lightning
  Mass Resist Pressure
  IQ 13+ and Resist Pressure
  Mass Resist Sound
  IQ 13+ and Resist Sound
  Mass Resist Water
  IQ 13+ and Resist Water
  Metal Vision
  Shape Metal
  Might
  Lend Energy
  Missile Shield
  Shield
  Monk’s Banquet
  Magery 3 and Resist Pain
  Quick March
  Magery 1 and Haste
  Rear Vision
  Magery 1 and Sense Danger
  Recover Energy
  Lend Energy
  Reflect Gaze (VH)
  Return Missile
  Reflexes
  Grace and Haste
  Rejoin
  Fasten
  Repair
  Magery 2 and Rejoin
  Reshape
  Shape Metal
  Resist Acid
  Resist Fire
  Resist Cold
  Warmth
  Resist Fire
  Coolness
  Resist Lightning
  Resist Fire
  Resist Pain
  Magery 2 and Stop Spasm
  Resist Pressure
  Might and Resist Water
  Resist Sound
  Shield and Vigor
  Resist Water
  Shield
  Return Missile
  Catch Missile or 
  Reverse Missiles
  Reverse Missiles
  Missile Shield
  Sense Danger
  Sense Foes
  Sense Foes
  None
  Shape Metal
  Magery 1, Identify Metal, and 
  Inspired Creation
  Sharpen
  Repair
  Shatterproof
  Armor and Repair
  Shield
  Magery 2
  Shrink Object (VH)
  Contract Object
  Stiffen
  Might and Reshape
  Stop Spasm
  Vigor
  Strengthen Will
  Hide Thoughts
  Toughen
  Shatterproof
  Transform Object (VH)
  Create Object
  Turn Blade*
  Shape Metal
  Vigor
  Lend Energy
  Ward
  Magery 1
  Warmth
  Shield and Vigor
  Weapon Self (VH)
  Animate Object and 
  Body of Metal
  * When cast by an Iron Mage, Bladeturning and Turn
  Blade have the special effect of momentarily warping the
  weapon, while Create Warrior always conjures something
  that resembles a metal golem or an animated suit of armor
  (strictly as a matter of appearances – the creation has no
  innate DR).
  SEVEN SORCEROUS SOCIETIES
  12
  Design Notes: 
  Iron Magic
  Iron Magic consists of an elemental sub-style – grounded
  in Making and Breaking spells, sprinkled with Technological
  metal magic – amalgamated with a martial sub-style special-
  ized in Body Control and Protection and Warning “buffs.”
  The required skills reinforce this: Armoury and Smith for
  metalwork, Breath Control and Mental Strength to comple-
  ment magical defenses, and Tactics and a sword-fighting
  skill to match the style’s martial personality. Optional skills
  mostly expand on either crafting (Connoisseur, Jeweler, and
  more Armoury) or the military angle (especially Leadership
  and Strategy), with Teaching and Thaumatology appearing
  as nods to the fact that the order does indeed teach magic.
  The focus on craft in early training makes it hard to imag-
  ine that Identify Metal, Inspired Creation, and Shape Metal
  wouldn’t be taught. As that’s tiring stuff, requiring Recover
  Energy (and thus Lend Energy) is logical. Meanwhile, the
  style’s alternative prerequisites make Shield (a wonderful
  spell in its own right) the keystone of its defensive magic, so
  that’s required, too.
  That comes to six skills and six spells. With a point 
  for Magical School Familiarity, style cost is 6 + 6 + 1 = 
  13 points.
  Since Iron Magic values material craft highly, any perk
  concerned with artifacts fits, justifying Boost Enchantment,
  Convenience Casting (Create Object), Improvised Items,
  Magical Weapon Bond, Named Possession, Paraphernalia
  Pro, Reinforce, Rote Alchemy, and Super-Sympathy. Yet a
  defensive martial style wouldn’t leave out options such as
  Blocking Spell Mastery – or Huge Subjects and Reduced
  Footprint for its “buffs.” And the order’s love affair with per-
  sonal grit adds Blood Magic, Elixir Resistance, Flagellant’s
  Blessing, Special Exercises (allowing DR), Spell Hardiness,
  and Spell Resistance.
  Iron Magic uses restructured prerequisites to manage col-
  lege shifts, not to make powerful spells easier to learn. Many
  prerequisite chains are more demanding than usual! The
  exception is that a few Making and Breaking spells are
  slightly more accessible – a state of affairs for which six
  required skills amply compensate. The GM who dislikes long
  lists of mundane skills in magical styles could safely remove
  a few. As for secret spells, this style has many, justified by
  seven of eight being somewhat similar and Iron Mages get-
  ting no Secret Material perks.
  Optional attributes and advantages are traits that obviously
  suit smith-mages (e.g., Artificer and Gizmos), warrior-wizards
  (DX, Combat Reflexes, etc.), or both (most of the rest, but par-
  ticularly ST and Signature Gear). Disadvantages reflect the
  “faithful to my allies, deadly to my enemies” view of many
  dyed-in-the-wool martial types. Greed and the Merchant skill
  appear for the subset of Iron Mages who market the red-robes’
  armaments and negotiate mercenary contracts.
  The mandatory Shield spell imposes a style prerequisite of
  Magery 2. While the GM might allow One College Only, that
  isn’t recommended. The style’s spell list is easily three colleges
  in size and pulls in powerful spells from many places.
  
  SEVEN SORCEROUS SOCIETIES
  13
  Nicknames: Black-robes; underworld mages.
  Allies: Wizards of the Mirrored Gaze (pp. 29-32).
  Rivals: Fluidists (pp. 6-9).
  Old School wizards claim to be dispassionate guardians of
  the lore of the literal and metaphorical underworld (subter-
  ranean places and the land of the dead, respectively), as well
  as civil society’s bulwark against malevolent spirits and
  undead. They do everything in their considerable power to
  avoid identification as “necromancers” or “evil wizards.”
  Still, everybody knows that they’re masters of curses (on peo-
  ple and places), rituals of withering, spells that summon
  supernatural denizens, and magic for poking around in dark
  places and exhuming corpses. When dealing with a black-
  robe, the average person exercises the kind of caution he
  would exhibit around an apothecary who’s an expert poi-
  soner or an executioner whose job includes torture.
  The Old School has common cause with the Wizards of the
  Mirrored Gaze (pp. 29-32), as both orders strive to appear noble
  even as they practice magic that’s most people would deem sin-
  ister. The white-robes handle subtle magical cover-ups for the
  black-robes, who reciprocate by perpetrating the occasional
  quiet assassination. Most other wizards steer clear of the Old
  School, knowing better than to war with masters of death
  magic, but the black-robes’ secrecy, convoluted hierarchy, and
  concern with the dead-and-static offend the Fluidists (pp. 6-9).
  The black-robes are more than happy to rise to the challenge –
  they didn’t survive all these centuries by not dealing with poten-
  tial enemies, after all.
  Officially, Old School wizards wear black robes because
  these represent subterranean darkness – “It has nothing to 
  do with black magic or death or any of that.” Their power 
  items (Powerstones, if not using GURPS Dungeon Fantasy)
  inevitably involve onyx. Black-robes arm themselves with sick-
  les, along with slings that lob lead bullets, both of which invoke
  ancient symbolism associated with their art.
  UNDERWORLD LORE
  13 points
  Style Prerequisite: Magery 1 (not One College Only).
  Underworld Lore is exactly the sort of paranoid, hierarchi-
  cal style that befits secretive black magicians. Neophytes
  spend years studying old tomes to learn about the undead,
  the denizens of Hell and the Spirit World, and the truth and
  folklore surrounding sorcery (misconceptions are valuable
  for manipulating common folk). Often, what actually sticks is
  a near-encyclopedic knowledge of moldy grimoires. Training
  in spells is restricted to “the First Six”: a few thaumatological
  fundamentals, Shape Earth for exhuming corpses for the mas-
  ters, and a couple of minor curses. Neophytes who embrace
  the curses enjoy promotion to apprentice-candidate.
  Apprentices-candidate study the real basics: the “Second
  Six.” These spells call for the exceptional magical talent of a
  promising black magician, weeding out the weak. With them,
  the wizard can see spirits and buried bones, and converse with
  the dead. He can also conjure darkness and even darker curses.
  This, too, is a test – though of aptitude rather than ethics.
  If the apprentice-candidate excels at working with the dead
  – bones and spirits – he becomes an apprentice spirit-worker
  who studies the Six Lesser Spirit Workings. On acquiring this
  knowledge, he is promoted to journeyman-candidate spirit-
  worker and learns the Six and Six Sophomore Spirit Workings.
  Eventually, he knows enough such magic to gain the rank of
  journeyman spirit-worker and pursue the Six and Six Greater
  Spirit Workings.
  On the other hand, if the apprentice-candidate shows a flair
  for cursing, he’s made an apprentice maledictionist and taught
  the Six and Six Lesser Curses. Sufficient mastery in this field
  leads to the lofty title of journeyman-candidate maledictionist
  and the privilege of studying the Six and Six Sophomore Curses.
  THE OLD SCHOOL
  Secret Spell: Great Deflect Missile
  Blocking
  Works identically to Deflect Missile (GURPS Magic,
  p. 143) but protects an area against projectiles, whether
  they’re launched from outside it or within it. Assess energy
  cost as for an Area spell. If the caster cannot touch the area,
  he has a skill penalty equal to the distance in yards to the
  nearest edge.
  If the spell works against a single-target attack, it protects
  not only the intended target but also everyone else in the area.
  Objects lobbed at the area are likewise deflected. In all cases,
  follow the attack’s line of fire through the spell’s area of effect
  to determine where it goes after it exits that zone, using Hitting
  the Wrong Target (p. B389), Overshooting and Stray Shots
  (p. B390), or Scatter (p. B414) as applicable. Don’t bother to
  check for anyone in the area, and reroll results that have the
  miss striking that region or someone inside it.
  Success against an attack that bombards some or all of the
  area screens against the entire rapid-fire attack or volley. This
  includes fragmentation, even from explosions inside the area
  (in that case, start checking for fragment hits from the area’s
  edge on out).
  Base cost: 1. Minimum radius 2 yards.
  Prerequisites: Deflect Missile and Secret Spell (Great Deflect
  Missile).
  Secret Spells: Mass Resist (Effect)
  Area
  This isn’t one spell but a whole set of spells that protect mul-
  tiple subjects in an area while counting as but a single spell
  “on.” There’s a Mass version of each of Resist Acid, Resist Cold,
  Resist Fire, Resist Lightning, Resist Pressure, Resist Sound,
  and Resist Water. In all cases, the effect is cast on people in the
  area at the moment of casting, not on the area itself.
  Duration: As regular Resist spell.
  Base cost: As regular Resist spell. Minimum radius 2 yards.
  Time to cast: 1 second per energy point.
  Prerequisites: IQ 13+, Resist (Effect), and Secret Spell (Mass
  Resist (Effect)).
  
  With enough expertise, he becomes a full journeyman maledic-
  tionist, free to learn the Six and Six Greater Curses.
  A black-robe who has completed apprenticeship – that is,
  any journeyman-candidate or journeyman – is welcome to go
  back and learn the other stream of magic: curses for spirit-
  workers, spirit workings for maledictionists. A would-be mas-
  ter is expected to do so, and masters often possess the
  knowledge of both journeyman spirit-workers and journey-
  man maledictionists. As befits an old-boys’ club, though,
  there are exceptions.
  A journeyman spirit-worker with adequate magical apti-
  tude and knowledge will be invited to study the Final Six. Any
  journeyman who has demonstrated a suitable grasp of magic
  and lack of qualms may be chosen to learn the Old School’s
  secret spells (of which there are at least three). Being accorded
  either privilege is a sign of being groomed to join the masters.
  Many a journeyman has emerged from long hours immersed
  in two vast bodies of magic, only to witness a better-
  liked peer elevated to master after demonstrating a few
  powerful spells that were never mentioned to him.
  The magic-using tricks of Underworld Lore are likewise
  split. Maledictionists favor perks like Frightening Side Effects,
  Intimidating Curses, Rule of 17, and Secret Material (The
  Bones), while spirit-workers’ interests run to Corpse Smart,
  Magical Lawyer, Shaman’s Trance, and Spell Enhancement
  (Affects Insubstantial). However, nearly all black-robes are fas-
  cinated with alchemy (or at least choice elixirs), reading magic
  in dead languages, and questionable rituals that shed blood to
  boost magic. The often-deadly world of guild politics also
  ensures an interest in building up resistance to curses, noxious
  potions, and even death itself.
  Required Skills: Hidden Lore (Demons); Hidden Lore (Mag-
  ical Writings); Hidden Lore (Spirits); Hidden Lore (Undead);
  Occultism; Thaumatology.
  Required Spells: Counterspell; Death Vision; Debility;
  Recover Energy; Shape Earth; Ward.
  Perks: Blood Magic; Elixir Resistance (Aging, Death, Eter-
  nal Rest*, or Weakness); Frightening Side Effects (any offen-
  sive spell on list); Huge Subjects 1 (any offensive Regular spell
  on list); Huge Subjects 1 or 2 (Zombie); Intimidating Curses;
  Intuitive Cantrip (Corpse Smart or Pebbles); Life-Force Burn
  1-5; Magical Lawyer; Melee Spell Mastery (any Melee spell on
  list); Reduced Footprint 1 or 2 (any maintainable offensive
  spell on list); Rote Alchemy (Aging, Death, Eternal Rest, Rean-
  imation, or Resurrection); Rule of 17 (any Resisted spell on
  list); Scroll-Reading (any); Secret Material (The Bones); Secret
  Spell (Death, Grasping Doom, or Soul Prison); Shaman’s
  Trance; Special Exercises (Extra Life 1); Spell Enhancement
  (Affects Insubstantial); Spell Hardiness 1-6 (any damaging
  spell on list); Spell Resistance (any Resisted spell on list); Thau-
  matological Doublespeak.
  Secret Spells: Death; Grasping Doom; Soul Prison.
  * Elixir Resistance (Eternal Rest) lets the wizard’s corpse
  resist using his HT in life.
  Optional Traits
  Attributes and Secondary Characteristics: Improved IQ
  and FP.
  Advantages: Allies (undead horde); Energy Reserve; Lan-
  guages (ancient or lost); improved Magery; Night Vision;
  Resistant to Disease or Poison; Spirit Empathy.
  Disadvantages: Appearance; Callous; Frightens Animals;
  Obsession (anything power-hungry); Paranoia; Selfish; Unnat-
  ural Features (anything creepy or undead-looking).
  Skills: Alchemy; Archaeology; Axe/Mace; Expert Skill
  (Thanatology); Hazardous Materials (Magical); Hidden Lore
  (almost any other); History; Intimidation; Poisons; Profes-
  sional Skill (Mortician); Research; Sling; Teaching.
  Spell List
  The Old School’s magic is partitioned into a complex pat-
  tern of “Sixes” that must be learned in a specific order. Its
  secret spells exist outside this structure, however. Black-robes
  maintain secrecy in part by encouraging everyone but hand-
  picked journeymen to assume that all Underworld Lore follows
  a predictable pattern, when the most powerful spells don’t.
  The First Six
  Six spells are required of
  every neophyte. No guild mem-
  ber will teach more advanced
  magic to anyone who hasn’t learned
  them all. When learned as part of Underworld
  Lore, all of these spells require Magery 1.
  Counterspell
  Debility
  Shape Earth
  Death Vision
  Recover Energy
  Ward
  The Second Six
  The Second Six require all of the First Six and Magery 2
  when learned as Underworld Lore.
  Darkness
  Frailty
  Sense Spirit
  Earth Vision
  Pain
  Summon Spirit
  The Six and Six Lesser Curses
  A wizard who has learned the entire First and Second Six –
  12 spells – may learn any of these dozen curses, in any order.
  Foul Water
  Poison Food
  Strike Deaf
  Hunger
  Sensitize
  Strike Dumb
  Nauseate
  Steal Energy
  Strike Numb
  Paralyze Limb
  Strike Blind
  Thirst
  The Six Lesser Spirit Workings
  Someone who has learned all 12 spells of the First and
  Second Six may also pick and choose among these spells for
  dealing with matters of spirit.
  Animation (VH)
  Materialize
  Summon Shade (VH)
  Dark Vision*
  Shape Darkness*
  Turn Spirit
  * The Old School considers darkness, not ectoplasm, to be
  the stuff of spirits.
  The Six and Six Sophomore Curses
  Learning any six Lesser Curses – for a total of at least 18
  spells – grants access to a dozen more curses.
  Agonize
  Retch
  Steal Vitality
  Dry Spring
  Sickness
  Total Paralysis
  Gauntness (VH)
  Slow Healing
  Weaken Blood
  Icy Touch
  Steal 
  Wither Limb
  (Attribute) (VH)
  SEVEN SORCEROUS SOCIETIES
  14
  
  The Six and Six Sophomore Spirit Workings
  A mage who has learned all six of the Lesser Spirit
  Workings (a minimum tally of 18 spells) may learn 12 more
  spells that concern spirits, undead, and the underworld.
  Affect Spirits
  Earth to Air
  Solidify
  Astral 
  Ethereal 
  Turn Zombie
  Vision (VH)
  Body (VH)
  Command Spirit
  Phase
  Walk Through Earth
  Control Zombie
  Skull-Spirit
  Zombie
  The Six and Six Greater Curses
  With any six of the Sophomore Curses – which implies at
  least 24 spells – a wizard may go on to acquire the final, dead-
  liest set of curses.
  Choke
  Entombment
  Rotting Death (VH)
  Curse
  Evisceration (VH)
  Steal Beauty (VH)
  Deathtouch
  Frostbite
  Steal Skill (VH)
  Dehydrate
  Pestilence
  Stop Healing
  The Six and Six Greater Spirit Workings
  Upon learning any six of the Sophomore Spirit Workings –
  a running total of 24 spells, at a minimum – the necromancer
  can acquire these advanced techniques.
  Animate Shadow
  Possession
  Banish
  Repel Spirits
  Divination (Dactylomancy)*
  Soul Jar (VH)
  Mass Zombie (VH)
  Summon Demon
  Pentagram
  Summon Earth Elemental
  Phase Other (VH)
  Zombie Summoning
  * Wizards of the Old School summon a spirit to do the
  writing.
  The Final Six
  The top Six is reserved for advanced spirit-workers, and pro-
  vides the most powerful defenses against spirits and magic, as
  well as control over the earthly underworld in the form of ele-
  mental spirits. All of these spells require any six Greater Spirit
  Workings (so no fewer than 30 spells, all told) and Magery 3.
  Astral Block
  Control Earth Elemental
  Dispel Magic
  Bind Spirit (VH)
  Create Earth Elemental
  Entrap Spirit
  Secret Material: The Bones
  “The Bones” describes both a grim sympathetic magic
  technique perfected by the Old School and the ghastly prop
  this requires. A black-robe who has the Secret Material (The
  Bones) perk and access to intact bones (which can be tiny,
  but not chips or shards!) from someone’s family or associates
  can prepare said bones to give a skill bonus when casting one
  specific Underworld Lore spell on that particular target. He
  must specify both spell and subject, and then roll against the
  lower of Occultism or Thaumatology. The magical attune-
  ment process takes an hour.
  The bonus is +1 per point of success (minimum +1) if the
  bones come from a relative in the subject’s immediate bloodline
  (grandparent, parent, sibling, child, grandchild, etc.), or from
  the clone of such a relation or of the target . . . and the subject’s
  own bones, rather than those of a clone or other replica, double
  the bonus (minimum +2). If the bones are from any other clan
  member, or a relation by marriage, halve the bonus (minimum
  +1). And if they’re from someone who isn’t even that close but
  whose social ties to the subject constitute an advantage or a dis-
  advantage – e.g., a soldier with a Duty to the same army, a knight
  who got his Status from the king at whom the ritual is aimed, or
  a PC who would count as the Ally of an NPC or another PC if the
  rules permitted that – divide by 3 (no minimum). Black-robes
  have been known to pay handsomely for the bones of blood rel-
  atives of powerful or dangerous people!
  When casting using The Bones, the bonus also adds to base
  skill level for the purpose of reducing energy cost and to 16 for
  the purpose of The Rule of 16 (p. B349) – or to 17, if the wizard
  has a suitable Rule of 17 perk.
  Example: A black-robe visits the clan burial grounds of the
  orc chief, procures some bones, and gets to work. An hour
  later, he rolls vs. skill and succeeds by eight – good enough for
  +4. If he casts Rotting Death-17 on the chief, he not only gets
  to roll vs. skill 17 + 4 = 21, but also uses that level for energy
  cost reduction (reduced by 2, for skill 20-24, instead of by 1, for
  skill 15-19) and is limited to effective skill 16 + 4 = 20 for over-
  coming the chief’s resistance.
  This bonus applies to the first casting of the specified
  Underworld Lore spell on that one subject by the person who
  prepared the bones. The bones lose power once the bonus is
  claimed, and the benefit isn’t transferable to another caster. A
  wizard may have only one set of bones attuned. If he performs
  the rite again, on the same or different bones, his previous rit-
  ual is undone – and if the bones are smashed, they lose all
  power and cannot be reused.
  Secret Spell: Death (VH)
  Regular; Resisted by HT
  Also called “the Greatest Curse,” this is an attempt to kill the
  subject outright without the intermediary of disease or injury.
  If the victim fails to resist, he suffers a heart attack exactly as
  described on p. B429 . . . thus, he can be resuscitated if he
  gets suitable help in time. Death will look like “natural
  causes,” but the magic isn’t traceless – someone who suspects
  sorcery can divine supernatural evidence via means such as
  Reconstruct Spell.
  This spell can affect only a living being who has both a
  heart and blood to pump! Targets with the No Blood, No
  Vitals, Homogenous, or Diffuse form of Injury Tolerance are
  immune, as are those whose FP score is “N/A.”
  Duration: The spell lasts an instant, but the effects are per-
  manent unless reversed via healing magic or medical care.
  Cost: 12.
  Time to cast: 3 seconds.
  Prerequisites: Magery 3, six Greater Curses including Choke
  and Deathtouch, and Secret Spell (Death).
  Secret Spell: Grasping Doom
  Area
  Temporarily animates dead bodies interred in the
  ground, walls, and ceiling, causing them to impede the
  caster’s enemies. This calls for the corpses of sapient (IQ 6+)
  beings with grasping hands, so it’s most powerful in ceme-
  teries and similar burial places, and rarely effective on ran-
  dom plots of earth (even ones full of small animal carcasses).
  SEVEN SORCEROUS SOCIETIES
  15
  
  However, the GM may agree that there’s a grave underfoot
  almost anywhere if the black-robe enjoys Serendipity – or if a
  potential victim suffers from Unluckiness or Cursed!
  When the spell is cast, the arms of the dead erupt from all
  corpse-filled surfaces in the area and grapple everyone within
  a yard. In most burial grounds, those in the vicinity are
  grabbed by one zombie or skeleton reaching up from below.
  Underground, add an extra pair of arms (for a total of two
  undead) for victims standing within a yard of a wall or a ceil-
  ing – or two extra pairs (three undead) if both conditions hold.
  In an ossuary or other mass grave, double these numbers.
  Each set of arms grapples with ST 10 and DX 10 (regardless
  of the corpses’ stats in life), but multiple pairs coordinate as a
  single attacker, adding ST and DX as explained in Multiple Close
  Combat (p. B392). For instance, someone standing near a wall
  and under a low ceiling in an underground mass grave would be
  grabbed by six undead with collective ST 20 and DX 20! If effec-
  tive DX is above 12, the undead will reduce it to that level to
  make a Deceptive Attack (p. B369). Victims defend at -2 in any
  event, as the attack comes from below, above, and the sides.
  As usual, grappled victims have -4 to DX (giving -2 to
  Block, -2 to Parry, and -1 to Dodge), and cannot move, change
  facing, retreat, or use Acrobatic Dodge. They may try to break
  free normally. If they opt to smash the undead limbs, treat each
  pair of arms as a single target requiring 10 HP of injury to hack
  apart. On a combat map, it speeds play to mark the number of
  intact undead in each hex and reduce this by one per set of
  limbs crippled.
  People who avoid being grappled or who break free may
  move normally – but if they stay in the area, the limbs will try
  to grab them on their next turn. Defense is no longer at -2, but
  the arms will still try a Deceptive Attack if possible!
  Duration: 1 minute.
  Base cost: 3 to cast. Same cost to maintain.
  Prerequisites: Mass Zombie and Secret Spell (Grasping
  Doom).
  Secret Spell: Soul Prison (VH)
  Regular; Resisted by Will
  “The Greatest Spirit Working” is closer to a curse, a death
  spell of sorts. It attempts to rip out the subject’s soul, leaving his
  body to perish. It can only affect a target who has both a physi-
  cal body and a genuine soul to separate from it. Spirit entities
  are immune, as are summoned and created ones; when in doubt,
  the GM decides. Shamans and holy folk aren’t immune, but may
  add Power Investiture to their resistance roll.
  A subject who fails to resist collapses in a coma. This works
  much as described on p. B429, but the victim gets no HT roll
  to awaken and cannot be roused with the Awaken spell or sim-
  ilar measures – he’s soulless, not asleep. He must roll vs. HT
  every 12 hours until he finally fails and dies.
  SEVEN SORCEROUS SOCIETIES
  16
  It’s easy to mistake Underworld Lore for a Necromantic
  elemental style. Functionally, however, the black-robes’
  thirst for knowledge of supernatural entities and thau-
  maturgical secrets of all kinds renders it a part-theoretical,
  part-experimental academic style . . . though practitioners
  do relish applications. Thus, it requires Occultism, Thau-
  matology, and four Hidden Lore specialties. Necromantic
  leanings emerge more in the optional skills: Expert Skill
  (Thanatology) and Professional Skill (Mortician), for obvi-
  ous reasons, plus Archaeology and History for studying
  secrets of the dead. Further options take care of mundane
  academia (Research and Teaching) and the order’s tradi-
  tional weaponry (Axe/Mace, Sling, and Poisons).
  As in many hierarchical styles, neophytes are trusted
  mostly with spells that lack prerequisites – Death Vision
  and Debility for cursing, Counterspell and Ward for
  defense against curses. Six required skills afford a grasp of
  the supernatural that makes it possible to avoid the need-
  lessly selfless Lend Energy to learn Recover Energy
  (important to any power-hungry wizard), and to skip the
  grubby miner’s Seek Earth to acquire Shape Earth (for
  uncovering tombs).
  Six skills, six spells, and a point for Magical School
  Familiarity make style cost 6 + 6 + 1 = 13 points.
  Several of the Old School’s perks are the gruesome,
  death-aspected norm for necromancers, especially Blood
  Magic, Corpse Smart, Life-Force Burn, and Shaman’s
  Trance, plus Huge Subjects for gigantic zombies and Rote
  Alchemy for death-oriented elixirs. Many of the rest show
  a black magician’s love of curses: Frightening Side Effects,
  Intimidating Curses, Melee Spell Mastery, Rule of 17, and
  Huge Subjects and Reduced Footprint for nasty spells. Still
  others provide safety when dealing with dark forces; e.g.,
  Elixir Resistance, Magical Lawyer, Spell Hardiness, and
  Spell Resistance. Odds and ends include Pebbles for sling
  stones, Special Exercises (Extra Life) for quasi-immortal-
  ity, and a Secret Material that’s fundamentally a twisted
  version of Knower of Names.
  Underworld Lore radically restructures prerequisites into
  a bewildering system of tiers. This mirrors prerequisite
  count, with a couple of spells moved up in importance, and
  a few shifts up or down a level to give a more plausible set of
  steps. Between six required skills and the numerous spells
  needed to get anywhere near potent magic, the revised struc-
  ture remains balanced. The secret spells are all Not Nice,
  and sit outside the hierarchy – don’t overlook them!
  Optional traits include the improved IQ, FP, and
  Magery – and Energy Reserve – of power-seeking sorcerers
  everywhere. As befits wizards who raid tombs, there’s also
  Night Vision to see in the dark, Resistant to withstand
  plague and toxic traps, and musty old Languages to read
  buried texts. Undead Allies and Spirit Empathy round out
  the necromancer’s tool kit. Disadvantages are the creepy
  norm for such people.
  All six required spells need Magery 1 when learned
  through the style’s restructured spell list, so that’s a style pre-
  requisite. One College Only is forbidden on the grounds that
  the Old School wouldn’t accept such an ungifted student!
  Design Notes: Underworld Lore
  
  Soul Prison has one creepy drawback: Victims killed by it
  get to roll a Quick Contest of Will with the caster at the
  moment of death. Slain wizards add Magery to Will, while holy
  folk add Power Investiture. Victory lets them return to haunt
  their killer as whatever kind of ghostly undead suits their per-
  sonality (GM’s preference).
  Duration: Permanent, unless reversed by Remove Curse
  before the subject dies.
  Cost: 12.
  Time to cast: 3 seconds.
  Prerequisites: Magery 3, six Greater Spirit Workings includ-
  ing Banish and Soul Jar, and Secret Spell (Soul Prison).
  SEVEN SORCEROUS SOCIETIES
  17
  Nicknames: Yellow-robes; thaumaturgeticists.
  Allies: Fluidists (pp. 6-9); Guild of Iron Mages (pp. 10-13).
  Rivals: Wizards of the Mirrored Gaze (pp. 29-32).
  Though its moniker sounds cheerful enough, the Order of
  the Sun doesn’t especially represent the forces of good com-
  monly associated with the solar orb. Rather, the name stems
  from a fascination with the sun’s sheer power. The Order’s
  magic is exclusively about energetic effects: light, heat, electric-
  ity, and anything else that can burn, including steam, acid, and
  direct disintegration. The emphasis is indisputably on destruc-
  tion. This doesn’t mean that every yellow-robe is a wanton
  killer – in fact, most use their powers to combat undead and
  other creatures of the night – but there’s no denying that the
  group’s quick-and-easy approach to potent offensive magic
  attracts wizards who are overfond of fire and explosions.
  The Order’s easygoing approach to wizardry and love of
  elemental effects put them on excellent terms with the
  Fluidists (pp. 6-9), while their skill with battle magic and
  spells useful for firing up the forge has earned the friendship
  of the Iron Mages (pp. 10-13). Both alliances are very loose –
  the yellow-robes’ partiality to devastation encourages careful
  people to keep their distance. Equally informal is their rivalry
  with the Wizards of the Mirrored Gaze (pp. 29-32). Yellow-
  robes love to tease white-robes for wasting their time on
  spells that merely bend light and emulate flame, and they all
  too often engage in ham-fisted pranks that upend subtle
  plans that were years in the making. The mirror-mages’ feel-
  ings about this are somewhat darker . . .
  At formal Order functions, members wear yellow clothing
  adorned with sun symbols, whence the nickname “yellow-
  robe.” In or out of costume, they favor accessories in gold and
  diamonds. The most powerful of them possess fantastically
  expensive orbs made of these materials, which double as cere-
  monial regalia and power items (Powerstones, if the campaign
  doesn’t use GURPS Dungeon Fantasy).
  THAUMATURGETICS
  13 points
  Style Prerequisite: Magery 2 (not One College Only).
  “Thaumaturgical Energetics” might appear to be a struc-
  tured style like Underworld Lore (pp. 13-17) – for instance, its
  spells are arranged in six progressively more potent tiers – but
  nothing could be further from the truth. In reality, the Order of
  the Sun amounts to a loose brotherhood of wizards who have
  discovered a “Blast Things in Six Easy Steps” program and do
  their enthusiastic best to show others the light. Adherents are
  required to learn a mere six spells, purportedly the smallest
  investment needed to “. . . hurl the element of your choice from
  your very hand!” Most would be happy to discover an even
  shorter path.
  The flexibility of these teachings is manifest in the fact that
  yellow-robes need only learn half the Cantrips and three of 14
  Basic Conjurations, whereupon they’re welcome to study any
  of the Minor Directed Effects. Moreover, any three Minor
  Directed Effects are enough to understand the Major Directed
  Effects, any three of those suffice to grasp the Transforma-
  tions, and any three of those open the door to the style’s top
  spells, the Ultimata. The wizard can dabble with spells com-
  manding acid, electricity, fire, light, steam, and pure mana,
  using the basics of one “element” as a springboard to mastery
  of another. Individual spells (especially Missile spells) are open
  to a lot of variation and enhancement, and many thaumatur-
  geticists can improvise effects they haven’t learned.
  The catch is that Thaumaturgetics has steep requirements
  in other areas. The would-be yellow-robe needs to grasp thau-
  matology well to hope to understand the style’s wild shifts in
  direction, and even that isn’t enough – he must also devote sig-
  nificant time and money to energetic alchemical proofs, hope-
  fully without getting dissolved, burned, or blown up. As few
  beginners have the resources this demands, they end up at one
  of the Order’s “Solar Centers,” which provides the necessary
  labs and texts in return for work transcribing tracts, spreading
  the movement, and supervising novices.
  A Solar Center is equal parts academy, cult retreat, and mag-
  ical fight club. Residents do learn thaumatological principles
  and spells – but also how to “project energy” socially (which
  involves yelling) and in duels (ditto). Further lessons address
  blowing things up, recruiting new yellow-robes, setting fires,
  using magic in battle, dissolving things, and incinerating the
  undead. The cultish side of things has to do not with “peace,
  love, and harmony,” but with how the style is spread, some
  weird ideas about astrology, and the belief that strength of char-
  acter gives magical energy. As one white-robe wag famously
  sneered, “It’s a university in reverse, with students dueling all
  day, but resorting to academics to resolve differences.” Towns
  prefer that Solar Centers be built outside the walls.
  And with good reason: Thaumaturgetics is all about raw
  power. Adherents require an exceptional level of Magery to
  bull through prerequisites with brute force, and the style
  teaches methods for focusing partially mastered magic by
  dumping energy and shouting magical words. Other tweaks
  and tips make dangerous quantities of mana available 
  from items and casters (the unsafe practice of carrying
  around Energy Orbs merges the two), and enable cramming
  greater-than-usual quantities into Missile spells. Thaumatur-
  getics’ unique spells all concern hurling bolts of energy. 
  THE ORDER OF THE SUN
  
  Yellow-robes themselves learn how to block and withstand
  these menaces (including how to avoid blowing their own
  socks off, literally), but this does bystanders little good . . . so
  outside city walls it is.
  Required Skills: Alchemy; Hazardous Materials (Magical);
  Intimidation; Thaumatology; and any two Innate Attack spe-
  cialties (Beam, Breath, Gaze, or Projectile).
  Required Spells: Create Acid; Create Steam; Deflect Energy;
  Ignite Fire; Lend Energy; Light.
  Perks: Area Spell Mastery (any Area spell on list); Astrologi-
  cal Ceremonies (Thaumaturgetics); Better Power Items*;
  Brute-Force Spell (any spell on list); Convenience Casting
  (Continual Light); Frightening Side Effects (any offensive spell
  on list); Improvised Magic (Thaumaturgetics); Intuitive
  Cantrip (Eye of the Storm, Kindle, or Screen); Limited Energy
  Reserve 1-5 (Thaumaturgetics); Mighty Spell (any Missile spell
  on list); Missile Spell Mastery (any Missile spell on list); Power
  Casting 1 or 2 (any Missile spell on list); Secret Material
  (Energy Orbs); Secret Spell (Blast Ball, Stroke of Lightning, or
  Transference Bolt); Secret Words 1-5; Spell Duelist (Thau-
  maturgetics); Spell Enhancement (Incendiary); Spell Hardi-
  ness 1-6 (any damaging spell on list); Spell Resistance (any
  Resisted spell on list); Spell Variation (any Missile spell on list);
  Thaumatological Doublespeak; Wizardly Garb.
  Secret Spells: Blast Ball; Stroke of Lightning; Transfer-
  ence Bolt.
  * Treat any artifact as worth 50% more for power-item pur-
  poses (e.g., a $2,000 jewel, normally limited to 11 FP, functions
  as a $3,000 one that can hold 14 FP), but double recharge cost
  ($10/FP).
  Optional Traits
  Attributes and Secondary Characteristics: Improved DX and
  FP.
  Advantages: Daredevil; Energy Reserve; Luck; improved
  Magery; Temperature Tolerance 1 or 2.
  Disadvantages: Impulsiveness; Odious Personal Habit
  (Proselytizing); Overconfidence; Pyromania.
  Skills: Artist (Calligraphy); Fast-Talk; Forced Entry; Hidden
  Lore (Undead); Occultism; Tactics; Teaching; Throwing; Writing;
  and any skill allowed but not selected as a required skill choice.
  Spell List
  Thaumaturgetics is designed to be learned quickly, with few
  spells needed to reach the next tier. Steeply increasing Magery
  requirements enable the shortcuts inherent in the teachings.
  Cantrips
  The Order of the Sun regards these spells as nigh trivial.
  Since the style only requires Ignite Fire (basic energy as fire),
  Lend Energy (basic energy as mana), and Light (basic energy
  as light), many yellow-robes skip half this list! Cantrips require
  Magery 1 when learned from the Order.
  Counterspell
  Lend Energy
  Seek Fire
  Ignite Fire
  Light
  Ward
  Basic Conjurations
  All of these spells require Magery 2, Ignite Fire, Lend
  Energy, and Light. A wizard who meets those requirements
  can pick up the Basic Conjurations in whatever order he likes.
  The only ones he must learn are Create Acid (basic energy as
  acid), Create Steam (basic energy as steam), and Deflect
  Energy (basic dissipation).
  Boil Water
  Create Steam
  Shape Fire
  Bright Vision
  Deflect Energy
  Shape Light
  Continual Light
  Heat
  Share Energy
  Create Acid
  Melt Ice
  Warmth
  Create Fire
  Recover Energy
  Minor Directed Effects
  This magic requires the wizard to know the style’s six
  required spells. If he does, he may immediately learn any of the
  Minor Directed Effects, in any order.
  Acid Ball
  Glow
  Shatter (VH)
  Acid Jet
  Light Jet
  Smoke
  Fast Fire
  Lightning
  Steam Jet
  Fireball
  Resist Acid
  Sunbolt
  Flame Jet
  Resist Fire
  Sunlight
  Flash
  Resist Lightning
  Wall of Light
  Major Directed Effects
  These potent spells are available to wizards who possess
  Magery 3 and know at least three Minor Directed Effects (which,
  with the six required spells, means a total of nine spells).
  Ball of Lightning
  Flaming Armor
  Rain of Acid
  Breathe Fire (VH)
  Flaming Missiles
  Rain of Fire
  Breathe Steam (VH)
  Flaming Weapon
  Rive (VH)
  Burning Touch
  Lightning Armor
  Shocking 
  Touch
  Continual Sunlight
  Lightning Missiles
  Spark Cloud
  Explosive Fireball
  Lightning Stare (VH)
  Spark Storm
  Explosive Lightning
  Lightning Weapon
  Spit Acid (VH)
  Fire Cloud
  Lightning Whip
  Wall of 
  Lightning
  Transformations
  A wizard who knows at least three Major Directed Effects
  (no fewer than 12 spells in all) may learn spells concerning
  energetic elementals and essences, and imbuing oneself and
  others with energy.
  Blast Ball
  Essential Flame
  Body of Flames (VH)*
  Explode (VH)
  Body of Lightning (VH)*
  Stroke of Lightning
  Burning Death (VH)*
  Summon Fire Elemental
  Control Fire Elemental
  Transference Bolt
  Essential Acid (VH)
  * The Order sees “Body of” spells as transforming the sub-
  ject into a highly energetic elemental, and Burning Death as an
  unstable partial transformation.
  Ultimata
  Wizards who learn three or more Transformations (mean-
  ing at least 15 spells) can go on to learn spells that create ele-
  mentals and major energetic effects out of nothing.
  Create Fire Elemental
  Dispel Magic
  Geyser (VH)
  Disintegrate (VH)
  Divination 
  Volcano
  (Pyromancy)*
  * Takes the form of a conjured fire elemental that speaks
  secret knowledge.
  SEVEN SORCEROUS SOCIETIES
  18
  
  Secret Material: Energy Orbs
  Energy Orbs are glowing “mana balls” carried around for
  an extra boost. To prepare one, a yellow-robe who has the
  Secret Material (Energy Orbs) perk casts a Missile spell from
  the Thaumaturgetics list – Acid Ball, Ball of Lightning, Explo-
  sive Fireball, Explosive Lightning, Fireball, Lightning, Sunbolt,
  or any secret spell – at -3, and then invests up to the usual max-
  imum energy allowed. This is stored for later use. After creat-
  ing the Orb, the wizard can rest and recover normally, and
  then venture forth with an energy reserve in hand.
  There are several drawbacks to this trick. First, the Orb hov-
  ers in hand like a Missile spell projectile; moreover, the hand
  has to be empty and ungloved. The wizard is limited to one-
  handed tasks until the Orb is dissipated, and must risk going
  around with an unarmored hand.
  Second, the wizard’s next spell, successful or not, automati-
  cally consumes all of the energy. Energy in excess of what the
  spell requires is lost. The spell is cast at -3 due to magical inter-
  ference. Casting a spell is the only safe way to dissipate the Orb.
  Finally, if the wizard is injured or stunned, or falls, while
  holding an Orb, he must make a Will roll or it will discharge
  violently. If he tries to use the occupied hand for a task, or if
  the spell that uses the energy critically fails, this happens auto-
  matically! Such a discharge causes HP of injury equal to the
  energy in the Orb. If this exceeds the mage’s HP/2, his
  Magery is crippled until he’s fully healed.
  Example: Fergus the Thaumaturgeticist has
  Explosive Fireball-17, so he can create an Energy
  Orb by casting this at 14. With Magery 3, he can
  invest up to 6 energy points per second, for up to
  three seconds, or 18 points. He does so, and then
  rests until he’s at full strength. He must now walk
  around with the Orb in hand, and can’t cast a spell
  without using it . . . He could cast Explosive Fireball
  at the 9d level “for free,” but his roll would be at -3,
  and critical failure would cost him 18 HP – more than his HP/2
  – and cripple his Magery. If he’s hurt, a failed Will roll would
  mean the same fate.
  No wizard can have more than one Energy Orb ready, hand
  off an Orb to someone else, or use multiple Orbs to cast a spell
  (e.g., via ceremonial magic).
  Secret Spell: Blast Ball
  Missile
  Works like Explosive Fireball (GURPS Magic, p. 75), with
  one exception: damage is divided by distance in yards rather
  than three times that.
  Example: Where an Explosive Fireball that rolls 10 points of
  damage on contact inflicts 3 points at 1 yard, 1 point at 2-3
  yards, and no appreciable damage past that, a Blast Ball of
  similar size delivers 10 points at 1 yard, 5 points at 2 yards, 3
  points at 3 yards, 2 points at 4-5 yards, 1 point at 6-10 yards,
  and no damage beyond that.
  Cost: Any amount up to twice your Magery level per second,
  for three seconds. The blast does 1d burning damage per full 2
  points of energy.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Three Major Directed Effects and Secret Spell
  (Blast Ball).
  Secret Spell: Stroke of Lightning
  Missile
  Similar to Lightning (GURPS Magic, p. 196), but with
  higher damage, 1/2D 50 and Max 50, and the potential to
  affect everyone in a straight line out to Max. Resolve the ini-
  tial attack normally, observing the rules for metal armor,
  stunning, Surge, etc. Hit or miss, though, draw a line from
  the attacker through his primary target, out to 50 yards.
  Everyone past the target along that line is also attacked, at the
  lower of the roll the wizard would need to hit him or 9.
  Damage to anyone hit this way is at -1 per die. The bolt stops
  cold if it strikes anything that has SM +2 or more and non-
  metallic DR equal to or greater than maximum damage.
  Example: A yellow-robe with an Innate Attack (Projectile)
  skill of 15 hurls a Stroke of Lightning at an orc 10 yards away.
  He has -4 to hit, so he rolls at 11 or less. The target is in a tight
  file, with allies behind him at 11, 12, 13, and 14 yards. As 11-
  15 yards gives -5 to hit, for 10 or less, the bolt attacks each of
  these foes at 9 or less (the maximum). An orc chief 50 yards
  down that line (-8 to hit) would be attacked at 7 or less. If the
  missile was built up to 3d damage, the initial target would take
  3d, later ones would suffer just 3d-3, and a stone wall with DR
  15+ would stop it.
  Cost: Any amount up to twice your
  Magery level per second, for three
  seconds. The bolt does 1d burning
  damage per full 2 points of energy to
  the primary target, reduced to 1d-1
  per 2 points to secondary ones.
  Time to cast: 1 to 3 seconds.
  Prerequisites: 
  Three 
  Major
  Directed Effects and Secret Spell
  (Stroke of Lightning).
  Secret Spell: Transference Bolt
  Missile
  A helpful Missile spell designed to let thaumaturgeticists aid
  distant allies. The caster shoots a bolt of mana from a finger-
  tip. This projectile has Max 100 and Acc 3.
  Being hit by the bolt surrounds the target in a fizzing nimbus
  that sheds sparks and stands hair on end, which is distracting.
  Someone in the midst of a Concentrate maneuver must make a
  Will-3 roll to maintain concentration. If he’s enlarging a Missile
  spell, he must roll against Will to avoid dropping it. And if he’s
  taking an Aim, he must roll vs. Will or lose his aim.
  There’s no other effect on most targets. If a spellcaster is hit,
  though, he briefly gains half the energy points in the bolt. He
  can spend these on a spell he’s currently casting, a Missile spell
  he’s enlarging, or a spell he starts casting on the first turn
  after he’s struck. A longer wait means the energy dissipates.
  Any energy beyond what his magic requires is likewise lost.
  The bolt’s creator has no control over the energy after hurl-
  ing it. If it strikes an enemy spellcaster – accidentally or in a
  failed distraction attempt – the foe can use the energy!
  A spellcaster can benefit from any number of Transference
  Bolts that strike during his casting. One who’s concentrating for
  a long time, enlarging a Missile spell, etc. could be zapped
  repeatedly, while a “firing squad” could circumvent restrictions
  on ceremonial magic. However, the high odds of distraction
  (each bolt requires a check for this!) make this impractical.
  SEVEN SORCEROUS SOCIETIES
  19
  
  Duration: The bolt can be “held”
  indefinitely (like any Missile spell), but
  after it’s thrown, the energy must be used
  within a second. Cannot be maintained.
  Cost: Any amount up to twice your
  Magery level per second, for three 
  seconds. Half this is transferred to the tar-
  get. The cost to cast this spell is never
  reduced by high skill.
  Time to cast: 1 to 3 seconds.
  Prerequisites: Three Major Directed
  Effects and Secret Spell (Transference Bolt).
  SEVEN SORCEROUS SOCIETIES
  20
  Nicknames: Green-robes; Echoists.
  Allies: Fluidists (pp. 6-9); Tower of Pentacles (pp. 24-28).
  Rivals: Guild of Iron Mages (pp. 10-13); Wizards of the Mir-
  rored Gaze (pp. 29-32).
  This is nominally two groups, the Sisters of Echoes 
  and the Brothers of Echoes, but the division exists only to sim-
  plify living arrangements. Magical instruction is co-ed. Their art
  is communication – whether that means speech, mental contact,
  or a meeting in the Dream World – and they regard cooperation
  between the sexes as an admirable test of mettle (despite or per-
  haps because of outsiders’ jokes about ritual orgies). Their spells
  extend to strengthening the faculties of speech and hearing, and
  the mind. While the uninformed commonly regard green-robes
  as lovey-dovey pacifists, their enemies have learned that the dif-
  ference between dream and nightmare – or song and thunder –
  is merely one of intensity.
  The Echoists admire both the live-and-let-live attitude of the
  Fluidists (pp. 6-9) and the diplomatic stance of the Tower of Pen-
  tacles (pp. 24-28), and accord both orders considerable respect.
  THE SISTERS AND
  BROTHERS OF ECHOES
  Despite its philosophical veneer, Thaumaturgetics is a
  martial style built on direct magical attacks. Spells range too
  widely to defend the “elemental” label (beyond “all the dan-
  gerous elements”). Required skills reflect all this – Alchemy
  and Thaumatology validate the broad elemental base, Haz-
  ardous Materials covers destructive magical materials (often
  created by Alchemy), two Innate Attack specialties benefit
  missiles and jets, and Intimidation cows opponents.
  Optional skills mostly complement the Order’s combative
  bent: Forced Entry for destroying stuff, Hidden Lore and
  Occultism to reveal supernatural weaknesses, Tactics for
  warfare, and Throwing to hurl flaming vials. Then again,
  there’s Artist (Calligraphy) and Writing for tracts, and Fast-
  Talk and Teaching for recruitment.
  Required spells offer a foundation in acid (Create Acid),
  fire (Ignite Fire), light (Light), and steam (Create Steam).
  Since even the Order hasn’t found shortcuts for bolts of elec-
  tricity and mana, it settles for Deflect Energy (which stylists
  name “Deflect Lightning”) and Lend Mana (“Project Mana”).
  Thaumaturgetics’ modified prerequisites make it possible to
  learn these spells without knowing others.
  Thaumaturgeticists thus start with six skills and six
  spells. Taking into account Magical School Familiarity,
  style cost is 6 + 6 + 1 = 13 points.
  Most of the perks fit into three predictable categories.
  The first collection gives offensive spells more oomph, and
  encompasses things like Brute-Force Spell, Frightening
  Side Effects, Mighty Spell, Missile Spell Mastery, Power
  Casting, Secret Words, and Spell Enhancement. The sec-
  ond group facilitates hoarding energy; witness Better
  Power Items, Limited Energy Reserve, and the style’s
  Secret Material. The last set concerns defense against ener-
  gies: Eye of the Storm, Screen, Spell Duelist, Spell Hardi-
  ness, Spell Resistance, and Wizardly Garb. Odder perks
  exist; e.g., Astrological Ceremonies for sun-worshipping
  yellow-robes, Improvised Magic for those who dislike even
  simplified prerequisites, and Thaumatological Doubles-
  peak for intimidation through raw magical power.
  The style waives spell prerequisites left and right, excused
  chiefly by the overlapping utility of so many of its spells. For
  instance, Melt Ice is just a subtle shading of Heat, while
  offensive acid, electricity, fire, and steam magic mostly do
  the same thing. Elevated Magery prerequisites also play a
  role. Still, of the styles in Dungeon Magic, this one most
  needs its required skills for game balance. The secret spells
  are yet more of the same, really, but Transference Bolt adds
  a unique and valuable magical capability.
  Optional traits are few because the yellow-robes recruit
  exclusively for Magery and don’t require long apprenticeship
  that would transform a wizard (though the GM may allow
  high Temperature Tolerance as a leveled Magic Perk). Most
  important are DX for directing jets and missiles, and FP and
  Energy Reserve to fuel the destruction. Daredevil, Impul-
  siveness, Luck, Overconfidence, and Pyromania simply suit
  thaumaturgeticists’ wild-and-crazy reputation.
  Learned using Thaumaturgetics’ shortcuts, three
  required spells need Magery 2, so that’s a style prerequisite.
  Given the Order’s pilferage from multiple colleges dear to
  adventurers, the GM should forbid One College Only unless
  something like Destruction Magery suits the campaign.
  Design Notes: Thaumaturgetics
  
  All things being equal, they’ll take the same side as these groups
  in matters of wizardly politics. However, the green-robes also
  have their share of disputes. They view the perpetual battle
  preparations of the Iron Mages (pp. 10-13) as a coldhearted
  rejection of communication in favor of violence, and they find
  the way the Wizards of the Mirrored Gaze (pp. 29-32) twist
  sounds and thoughts to be worrisome, if not evil. Still, overlap-
  ping expertise has forced Sisters and Brothers of Echoes to work
  alongside white-robes on more than a few occasions.
  Sisters and Brothers of Echoes wear green for historical
  reasons: it symbolizes the goddess of fertility from whose
  cult the order emerged in ancient times. Green-robes’ regalia
  also includes a chalice, bowl, or similar vessel, shaped to
  capture sounds. Power items (Powerstones, if not using
  GURPS Dungeon Fantasy) involve green precious stones,
  typically emeralds, which are sometimes set in copper gone
  green with verdigris.
  WAY OF ECHOES
  13 points
  Style Prerequisite: Magery 0.
  The Way of Echoes is learned at “conservatories” that
  amount to arts communes for wizards. Sisters have a separate
  room, wing, or entire building from Brothers (details depend
  on the place’s size), but this arrangement exists solely to pre-
  vent fraternization from disturbing sleep and thus the dreams
  the order deems essential to thaumatological enlightenment.
  All meals, study, and recreation use shared spaces, and rela-
  tionships are encouraged. Many people find the Echoists’ lib-
  eral attitude in this regard appealing, and younger mages often
  don the green robe for this reason alone, giving conservatories
  a reputation as hotspots for sexual adventures (“They put on
  the green so they can take it off.”).
  Echoists don’t segregate themselves by degree of accomplish-
  ment, either. Residents provide or request help as need and abil-
  ity dictate, and have no use for titles or ranks. The order’s
  liberalism and egalitarianism don’t imply an absence of rules,
  however. Green-robes must acknowledge the Three Truths:
  Civility in all things. Echoists are expected to conduct
  themselves politely. Around the conservatory, this means
  peaceful collectivity, encompassing not just philosophical
  considerations but also practical ones such as avoiding
  unnecessary racket.
  Our minds are linked. Echoists regard dreams as a shared
  reality, and hold wizards – who can influence dreams – to
  higher standards there. A green-robe must endeavor not to
  interrupt others’ dreams with waking noise or psychic inva-
  sion. As conscious minds are no less entangled, Sisters and
  Brothers have to avoid mental “shouting,” too.
  The truthful mind is free; the lying mind is a danger to itself
  and others. An Echoist who sees an uncomfortable truth
  about someone has a duty to inform that person, which
  empowers self-improvement. The green-robe is expected to
  deliver such revelations diplomatically, and also to accept
  and act on them gracefully.
  Those who live up to these standards are welcome to stay at
  the conservatory. Those who don’t are invited out by collective
  decision. Thus, a green-robe who sticks around for long
  enough to learn spells is inevitably strong of mind (whether
  asleep or awake), diplomatic and socially perceptive, and adept
  at silent communication.
  A green-robe is expected to mirror these lessons magically
  by quickly learning spells for strengthening the mind, seeing
  dreams shared by associates who request assistance, divining
  feelings and uncomfortable truths, and maintaining silence.
  The Echoist may acquire other spells as desired, limited only
  by the need to grasp lesser magic in order to understand
  greater magic, with the Way’s philosophy illuminating paths
  different from the prerequisite structure taught by traditional
  wizards’ academies. For instance, a young Sister may have a
  broad-but-shallow grasp of many “basic” spells if she keeps
  company with youthful peers . . . or master an “advanced” spell
  and its predecessors if befriended by an older Sister.
  This liberal attitude extends to other facets of the magical
  arts. Depending on their interests, Echoists might acquire
  tricks for turning magic to reading and producing texts; exper-
  iment with potions, magical and intoxicating; learn how to cast
  through the Dream World, where mundane size and distance
  matter less; master directing their will into their magic, or ral-
  lying it against hostile spells; or practice working together
  under duress, or even leading whole communities in group rit-
  uals. And while green-robes are peaceful, their grasp of peace
  in the material world and psychic realm alike imparts an unri-
  valled understanding of how to enforce it (the unique Pacify
  spell) and how to disrupt it if need be – the latter involving both
  “conventional” offense (Concussion, Nightmare, Sound Jet,
  Thunderclap, etc.) and two scary specialty spells (Disrupt and
  Mind-Whip).
  Finally, the Sisters and Brothers value the nonmagical arts,
  notably languages, music, poetry, and literature. Gifted resi-
  dent mages are encouraged to entertain and teach others. Even
  non-mages are welcome to study the arts at conservatories,
  provided that they can abide by the rules.
  Required Skills: Detect Lies; Diplomacy; Dreaming; Gesture;
  Lip Reading; Mental Strength*.
  Required Spells: Dream Viewing; Hide Thoughts; Sense
  Emotion; Sense Foes; Silence; Truthsayer.
  Perks: Attribute Substitution (Dispel Possession, Hide Emo-
  tion, or Hide Thoughts based on Will); Combat Ceremony (any
  non-Blocking spell on list); Convenience Casting (Copy); Elixir
  Resistance (Fear, Foolishness, Hatred, Jealousy, Lecherous-
  ness, Madness, Self-Love, or any mental control elixir on p. 219
  of GURPS Magic); Far-Casting 1-5 (any Regular spell on list);
  Huge Subjects 1 or 2 (any Regular spell on list); Intuitive
  Cantrip (Avatar or Muffle); Knower of Names; Mass Magician;
  Mundane Magic (Scribe as Writing or Voices as Public Speak-
  ing); Mystic’s Stupor; Reduced Footprint 1 or 2 (any non-
  instantaneous spell on list); Rote Alchemy (Attractiveness,
  Charisma, Friendship, Hardheartedness, Hearing, Keen Sight,
  Leadership, Memory, Sleep, Tranquility, Truth, or Wisdom);
  Scroll-Reading (any); Secret Material (Psychic Patina); Secret
  Spell (Disrupt, Mind-Whip, or Pacify); Spell Resistance (any
  Resisted spell opposed by IQ, Will, or Per); Willful Casting.
  Secret Spells: Disrupt; Mind-Whip; Pacify.
  * In GURPS Dungeon Fantasy, Sisters and Brothers of
  Echoes may learn this skill despite lacking Chi Talent.
  Optional Traits
  Attributes and Secondary Characteristics: Improved IQ and
  Will.
  SEVEN SORCEROUS SOCIETIES
  21
  
  Advantages: Acute Hearing; Appearance; Charisma; Cul-
  tural Adaptability; Energy Reserve; Language Talent; Lan-
  guages (any); Mind Shield; Musical Ability; Penetrating Voice;
  Sensitive or Empathy; Voice.
  Disadvantages: Chummy or Gregarious; Lecherousness;
  Selfless; Truthfulness; Xenophilia.
  Skills: Body Language; Carousing; Fortune-Telling (Dream
  Interpretation); Innate Attack (Beam or Projectile); Interroga-
  tion; Literature; Meditation; Musical Instrument (any); Poetry;
  Psychology; Sex Appeal; Singing; Stealth; Teaching; Thauma-
  tology; Writing.
  Spell List
  While some green-robes focus on spells dealing with com-
  munication, dreams, mental strength, or sound, the order’s
  outlook discourages specialization; Echoists believe that an
  open mind is the key to tackling life’s challenges. Thus, their
  magic doesn’t respect conventional college lines. This means
  that Sisters and Brothers of Echoes follow a path that tradi-
  tionally apprenticed wizards might find somewhat odd. Pre-
  requisite changes are mostly fairly minor, though – simple
  workarounds to keep the magic self-sufficient.
  Spell
  Prerequisites
  Alertness (VH)
  Magery 1 and Sound Vision
  Alter Voice
  Magery 1 and Imitate Voice
  Boost Intelligence
  Wisdom
  Borrow Language
  Lend Language
  Borrow Skill
  Lend Skill
  Communication (VH) Magery 2, and either Far-Hearing, 
  Message, and Sound Vision or 
  Telepathy
  Compel Truth
  Magery 2 and Truthsayer
  Concussion
  Magery 1 and Great Voice
  Converse
  Magery 1, Garble, and Silence
  Copy
  Magery 2 and six Way of Echoes 
  spells, including Scribe
  Counterspell
  Magery 1
  Delayed Message
  Magery 1, Sense Emotion, and Voices
  Dispel Magic
  Counterspell and 12 other Way of 
  Echoes spells
  Dispel Possession
  Soul Rider
  Disrupt
  Magery 2, Concussion, and Sound Jet
  Divination 
  Magery 1, IQ 12+, Sleep, and Wisdom
  (Gastromancy)
  Divination 
  Magery 1, IQ 12+, Wisdom, and 
  (Oneiromancy)
  the Dreaming skill at 15+
  Dream Projection
  Dream Sending
  Dream Sending
  Dream Viewing or Sleep
  Dream Viewing
  Truthsayer
  Echoes of the Past
  Recall and Voices
  Far-Hearing
  Magery 1, four Way of Echoes spells 
  including Keen Hearing, and 
  no hearing disadvantages
  Garble
  Voices
  Gift of Letters (VH)
  Borrow Language and Accented or 
  better literacy in three languages
  Gift of Tongues (VH)
  Borrow Language and Accented or 
  better spoken comprehension in 
  three languages
  Glib Tongue
  Mind-Reading and Silver Tongue
  Spell
  Prerequisites
  Great Voice
  Thunderclap and Voices
  Hide Emotion
  Sense Emotion
  Hide Thoughts
  Hide Emotion or Truthsayer
  Hush
  Silence
  Imitate Voice
  Voices
  Invisible Wizard Ear
  Magery 3 and Wizard Ear
  Keen Hearing
  None
  Lend Energy
  Magery 1
  Lend Language
  IQ 11+ and Mind-Sending
  Lend Skill
  IQ 11+ and Mind-Sending
  Mass Sleep
  IQ 13+ and Sleep
  Memorize
  Six Way of Echoes spells
  Message
  Magery 1 and Great Voice
  Mind-Reading
  Truthsayer
  Mind-Search (VH)
  Mind-Reading
  Mind-Sending
  Mind-Reading
  Mind-Whip
  Magery 2, Telepathy, and 
  Thunderclap
  Musical Scribe
  Scribe
  Nightmare
  Magery 2 and Dream Projection
  Noise
  Wall of Silence
  Pacify
  Magery 2, Persuasion, and 
  Relieve Madness
  Peaceful Sleep
  Silence and Sleep
  Persuasion
  Sense Emotion
  Presence
  Six Way of Echoes spells, 
  including Persuasion
  Recall
  Magery 2, Memorize, and Wisdom
  Recover Energy
  Lend Energy
  Relieve Madness
  Strengthen Will and Wisdom
  Resist Sound
  Hush
  Restore Hearing
  Magery 2 and Keen Hearing
  Restore Memory
  Magery 2 and Retrogression
  Restore Speech
  Magery 2 and Great Voice
  Retrogression
  Mind-Search and Mind-Sending
  Scribe
  Magery 1, four Way of Echoes spells 
  including Voices, and Accented or 
  better literacy in one language
  Sense Emotion
  Sense Foes
  Sense Foes
  None
  Silence
  None
  Silver Tongue
  Persuasion and Voices
  Sleep
  Dream-Sending or Mind-Sending
  Soul Rider
  Mind-Reading
  Sound
  None
  Sound Jet
  Great Voice
  Sound Vision
  Keen Hearing
  Strengthen Will
  Magery 1 and six Way of Echoes 
  spells
  Telepathy (VH)
  Mind-Sending
  Thunderclap
  Sound
  Truthsayer
  Sense Emotion
  Vigil (VH)
  Magery 2, Lend Energy, and Sleep
  Voices
  Sound
  Wall of Silence
  Silence
  Ward
  Magery 1
  Wisdom
  Six Way of Echoes spells
  Wizard Ear
  Magery 2, Far-Hearing, and 
  Sound Vision
  Wizard Mouth
  Magery 2 and Great Voice
  SEVEN SORCEROUS SOCIETIES
  22
  
  Secret Material: Psychic Patina
  A green-robe with the Secret Material (Psychic Patina) perk
  may opt to wield a single copper vessel (basin, chalice, etc.) in
  one or both hands when working magic, to collect “magical
  residuum.” This has no useful effect in a low-stress situation.
  However, when he casts a spell for anything the GM deems
  adventuring purposes rather than casual use – e.g., in combat,
  during a chase, or while undertaking negotiations at which
  failure risks real harm (such as being imprisoned or eaten) –
  the wizard’s emotional urgency coats the object in Psychic
  Patina, which is visible as verdigris.
  For each suitable article, keep a running total of energy
  points spent on “stressful” uses of Way of Echoes spells
  (whether to cast, maintain, or cancel them) – ignoring all
  reductions for high skill – while wielding it. The wizard whose
  magic coated it has access to 1/20 of this (rounded down) as
  “free” energy, much as from a power item or a Powerstone,
  while the object is on his person. Each energy point spent sub-
  tracts 20 points from the accumulated Psychic Patina.
  Example: Sister Marianna wields a small copper cup at all
  times. Over the course of a battle, she hurls a Concussion spell
  for 3d damage (cost 6) and then conjures a three-yard Sound
  Jet (cost 3) which she maintains for a turn (another 3). After-
  ward, she uses Lend Energy to transfer 5 FP to the cleric so
  that he can heal an ally badly wounded by an ogre (cost 5).
  Later, she works Mass Sleep over a three-yard radius (cost 9)
  to let her wounded friends avoid another risky fight with ogres
  guarding a gate, and then repeats this feat at the next gate
  (another 9). Finally, she uses Gift of Letters at Native level (cost
  6) to read runes in an attempt to deactivate a crusher that’s
  about to kill everyone. Her little cup is now coated with 41
  points of Psychic Patina. This gives her 2 energy points for free,
  and using those would reduce the total to 1 point of Patina.
  No other wizard can draw on this energy, and a given cast-
  ing can benefit from just one item. However, there’s no limit to
  how many vessels an Echoist may carry, how much Patina
  each one can accumulate, or how long he can keep the Patina
  before using it.
  Secret Spell: Disrupt
  Regular
  This deadly version of Sound Jet (GURPS Magic, p. 173)
  illustrates how the Way of Echoes “turns up the volume” to
  deal with enemies. It’s used exactly like Sound Jet, but pro-
  duces a very different effect on a hit: it inflicts corrosion dam-
  age, not stunning! Such damage can destroy DR permanently
  (see p. B379), making Disrupt an excellent tool for whittling
  down tough monsters, armored knights, etc., even if it cannot
  pierce their initial DR.
  SEVEN SORCEROUS SOCIETIES
  23
  This is an elemental style, if “Social Communion” is
  deemed an element – neither Communication and Empa-
  thy nor Sound, it’s a hybrid. It’s also the remnant of a tem-
  ple style, stripped of theological teachings. Required skills
  are therefore peculiar: Detect Lies to discern social truths,
  and Diplomacy to present them graciously, express the
  style’s elemental nature; Dreaming and Mental Strength
  are leftover devotional exercises; and Gesture and Lip
  Reading pull double duty as communication and ways to
  uphold near-monastic silence. Some optional skills pair up
  with these (e.g., Body Language and Interrogation with
  Detect Lies, and Meditation with Mental Strength); others
  concern the arts (Literature, Musical Instrument, Poetry,
  etc.), social intercourse (Carousing and Sex Appeal), or
  spells (Innate Attack).
  The Way matches spell requirements to its required
  skills, though not one-for-one. Social angles are privileged
  with three spells (Sense Emotion, Sense Foes, and Truth-
  sayer), mental disciplines enjoy two (Dream Viewing and
  Hide Thoughts), and the need for quiet gets just one
  (Silence). There are no real shortcuts – Silence slips one
  step down the prerequisite ladder, but there’s no reason to
  consider it less basic than Sound.
  Echoists end up requiring six skills and six spells. With
  Magical School Familiarity, style cost is 6 + 6 + 1 = 13 points.
  Perks for the Way mostly don’t clump around thauma-
  tological principles, but echo style philosophy: Attribute
  Substitution allows defensive spells to enhance rather
  than replace willpower, and makes the caster’s Will rele-
  vant to magical exorcism; Convenience Casting (Copy)
  and Mundane Magic (Scribe as Writing) let magic aid the
  arts; and Muffle helps the wizard work in peace. Still, the
  most desirable capabilities are a generous level of Far-
  Casting, plus Reduced Footprint, for spells routinely cast
  from afar and maintained. Perks aiding group coopera-
  tion (Combat Ceremony and Mass Magician) are also val-
  ued. And green-robes know much about how magic
  interacts with potions, both intoxicating (Mystic’s Stu-
  por) and magical (Elixir Resistance and Rote Alchemy).
  The Way mostly follows standard prerequisites, but
  omits anything that falls outside its sphere – especially
  offensive mind control – in favor of more fitting spells with
  comparable prerequisite counts. There are no high-pow-
  ered shortcuts for the GM to worry about if he opts to
  remove some required skills. The unique spells are likewise
  both useful and balanced against other magic (although
  Pacify is subtle and requires careful GM adjudication).
  As for optional traits, green-robes benefit not only from
  high IQ but also better Will (several perks rely on it), and
  tend toward advantages that fit Communication and
  Empathy specialists (e.g., Charisma, Empathy, and Lan-
  guage Talent) and Sound wizards (Acute Hearing, Musical
  Ability, Penetrating Voice, and Voice). Disadvantages suit
  idealistic, extraverted types.
  None of the Way’s required spells need Magery, so non-
  mages could learn this style, but it assumes that Magery 0 is
  necessary to practice casting. One College Only is fine – and
  in GURPS Dungeon Fantasy, the GM could let bards use
  Bardic Talent with this style instead of their usual spell list.
  Design Notes: Way of Echoes
  
  Duration: 1 second.
  Cost: 2 to 6 to cast. Inflicts 1d corrosion damage per 2
  points put into the spell. The jet’s range in yards is equal to the
  number of dice. Same cost to maintain.
  Prerequisites: Magery 2, Concussion, Sound Jet, and Secret
  Spell (Disrupt).
  Secret Spell: Mind-Whip
  Regular; Resisted by Will
  Another example of how Echoists defend themselves by
  amplifying their less-harmful spells, this spell is a no-frills
  telepathic stab. If the subject fails to resist, he suffers HP of
  injury. This isn’t damage – DR is of no value here, and the
  magic can only affect a target that has a mind (IQ 1+, unless
  the GM rules otherwise).
  Duration: Injury is permanent until healed.
  Cost: 1 per die of injury inflicted, up to 3.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2, Telepathy, Thunderclap, and Secret
  Spell (Mind-Whip).
  Secret Spell: Pacify
  Area; Resisted by Will
  Every sapient (IQ 6+) being in the area when the spell is cast
  must resist or become unwilling to take further offensive action
  unless first subjected to it, which breaks the spell. In effect, they
  acquire the Pacifism (Self-Defense Only) disadvantage (p. B148),
  recover instantly from all aggressive traits (including Berserk),
  stop interpreting mental disadvantages in ways that demand vio-
  lence, and ignore orders to engage in hostilities.
  For the purposes of this spell, “offensive action” – on behalf
  of both the subjects and those who interact with them – consti-
  tutes not merely attacks but any use of items or abilities that
  could inflict FP or HP loss, affliction (stunning, sickness, uncon-
  sciousness, etc.), or inconvenience (e.g., disarming, grappling, or
  theft). Those under the spell’s influence are free to use active
  defenses, assist unaffected allies with helpful items or abili-
  ties, leave, summon aid, etc. Provided that a subject is left in
  peace, he’ll return the favor . . . but if he’s offered violence, this
  ends the spell on him, though not on others. To exploit this to get
  a friend to “snap out of it” calls for actual injury (at least 1 HP),
  as the magic gives the perception that any lesser hurt was a for-
  givable accident.
  This is the green-robes’ only concession to pure mind
  control – and Pacify does count as such for the purpose of
  measures like Immunity to Mind Control. They view it as
  “fair play” because it doesn’t let the caster command the sub-
  jects to disarm, surrender, change sides, etc., or cause an
  affliction that makes them easier to kill (such as defense
  penalties or daze). It simply removes the urge to fight . . .
  contingent on both sides playing along!
  Duration: 1 minute, though it ends instantly on subjects tar-
  geted by offensive action.
  Base cost: 2 to cast. Same cost to maintain. Minimum
  radius 2 yards.
  Time to cast: 2 seconds.
  Prerequisites: Magery 2, Persuasion, Relieve Madness, and
  Secret Spell (Pacify).
  SEVEN SORCEROUS SOCIETIES
  24
  Nicknames: Orange-robes; Pentaclists; tower-mages.
  Allies: Sisters and Brothers of Echoes (pp. 20-24), though all
  orders respect their judgment.
  Rivals: None.
  Strictly speaking, the Tower of Pentacles is a place, the
  mythic headquarters of this most ancient order, but “the Tower”
  is the only public name of the associated wizards’ guild. Its
  members are known variously as “Pentaclists,” “tower-mages,”
  and “orange-robes.” Their methods concern seeing truths –
  mundane, magical, and otherworldly – and using “the sight”
  not only to accumulate wisdom but also to perceive and ward
  against supernatural forces, from curses to haunting spirits.
  While many of their spells directly manipulate magic, these
  wizards are philosophically opposed to doing so in any way
  that obscures or twists the truth. Many sages consider them to
  be the world’s only school of pure thaumatology.
  Pentaclists refuse to take sides in wizardly disputes. Since
  their formation millennia ago, they’ve seen too much evil perpe-
  trated in the name of high-minded goals – and too many men-
  aces that could only be defeated using the blackest magic – to
  paint an entire guild or school with a broad brush. Still, their
  love of diplomacy and truth often aligns them with the Sisters
  and Brothers of Echoes (pp. 20-24), though they disapprove of
  the green-robes’ habit of setting up libertine enclaves that offend
  local customs. The orange-robes have no real enemies; even the
  black-robes (pp. 13-17) respect them, if only because they’re
  more than willing to share ancient thaumatological secrets.
  THE TOWER OF PENTACLES
  Music can name the unnameable and
  communicate the unknowable.
  – Leonard Bernstein
  
  Tower-mages’ robes are always decorated with pentacles –
  the universal symbol of magic – and have orange in the color
  scheme. According to Pentaclists, the shade is more accurately
  deep saffron, connoting disinterestedness and neutrality.
  Their power items (Powerstones, outside of GURPS Dungeon
  Fantasy) inevitably involve opals, the most prized being 
  stones that reflect every color, another symbol of balance. This
  symbolism isn’t entirely for show, as the Tower takes great
  pains to remain unbiased in disagreements between wizards,
  its members historically refereeing many such disputes.
  Some orange-robes joke that they don bright robes and iri-
  descent gems so nobody can claim they blasted the
  arbitrator because they didn’t see him!
  PENTACLISM
  13 points
  Style Prerequisites:
  IQ
  12+ and Magery 1 (not One
  College Only).
  Superficially, Pentaclists are difficult to distinguish from
  traditional, unspecialized wizards. Their society involves arch-
  mages – always older, invariably bearded if male – teaching
  callow novices ever-more-abstruse theory and successively
  more advanced spells. Some take a lone apprentice; others
  form academies. They even have a predilection for towers and
  knotty magic staffs.
  The difference is that orange-robes don’t seek broad-based
  power, but broad-based wisdom. They care about gathering
  information and deciphering magic’s innate structure. Every
  apprentice Pentaclist is expected to understand the ins and
  outs of library research, learn theoretical thaumatology, and
  select a “minor” – most often the study of ancient artifacts, for-
  gotten texts, or strange entities associated with magic. No jun-
  ior wizard sees a spellbook until his supervisor is satisfied with
  his academic achievements.
  The first actual magic the apprentice learns consists of
  basic spells to focus “the sight”: Detect Magic, Mage Sight,
  and a couple of forms of simple object-finding (the classics
  involve dousing for water and minerals). Then comes training
  in more advanced workings for tracking down artifacts and
  reading their history. While studying these early spells, the
  novice receives instruction in how to meditate on what “the
  sight” has revealed, with the goal of arriving at deeper truths;
  some masters teach how to build memory palaces while
  they’re at it.
  Once the apprentice has demonstrated the ability to cast
  (and in theory meditate on) seven information-seeking spells,
  he has leave to learn other magic. Details depend only some-
  what on his master’s interests. If a Pentaclist archmage isn’t
  adept at magic in which his student has a keen interest, he’s
  expected to write his protégé a letter of introduction to another
  senior orange-robe. With few exceptions, the order sets aside
  ego to nurture the drive to learn.
  Bouncing around between accomplished thaumatologists is
  a superb way for a junior wizard to learn endless tidbits of
  craft. Most grow comfortable with the structure of their spells,
  adapting rituals, duration, and so on as necessary; more than
  a few spend so much time on dabbling and improvisation that
  they actually get good at it. Some sharpen “the sight” to find
  scarce mana, merge with conventional senses, or even detect
  nonmagical dangers by the ripples they leave in the mana field.
  Others become familiar with magical items (especially scrolls
  and staffs) and materials, and perhaps take up alchemy. Tricks
  to focus the mind are widespread. And instruction in astron-
  omy, folk beliefs, languages, mapmaking, natural philosophy,
  and pedagogy is always available on request.
  Throughout all this, the apprentice is judged not only on
  his magical prowess but also on his respect for magic and his
  instructors. The Tower of Pentacles knows just how many
  terrible deeds have been carried out by wizards seeking
  power at any cost. A would-be
  orange-robe who can’t muster
  basic diplomacy is summarily
  cut off. While he might not be a
  future megalomaniac, the Pen-
  taclists have a reputation for fair
  judgment to uphold.
  Conversely, exceptionally equable
  candidates are quietly offered training in
  defense against dark forces, components of which
  include quick invocations for blunting curses, a handful of
  secret spells with obvious combat applications (though rumors
  about Drain Magery abound, that spell appears in none of the
  order’s grimoires), and investment with an improved form of
  Magic Resistance. Those who wish to bolster this with skill at
  staff-fighting won’t want for a tutor. The resulting “Judges”
  combine strong convictions with mundane perceptions to rival
  their magical ones. They’re opposed not to particular kinds of
  magic, but to the irresponsible use of any magic. A black-robe
  becoming an undead master in the privacy of his own tomb is
  fine; a green-robe abusing magic to turn a town into a free-love
  utopia is a problem.
  Required Skills: Diplomacy; Meditation; Research; Thauma-
  tology; and one Hidden Lore specialty from among Magical
  Items, Magical Writings, and Spirits.
  Required Spells: Detect Magic; History; Mage Sight; Seeker;
  Trace; and any two Seek spells.
  Perks: Attribute Substitution (any Information spell based
  on Per); Better Power Items*; Blocking Spell Mastery (Sover-
  eign Ward or Ward); Continuous Ritual (any spell on list); Con-
  venience Casting (Copy); Covenant of Rest; Elixir Resistance
  (Magic Resistance); Flexible Ritual (any spell on list); Impro-
  vised Items 1-3; Improvised Magic (Pentaclism); Intuitive
  Cantrip (Boost Enchantment, Gate Experience, or Magical
  Analysis); Kill Switch (any spell on list); Knower of Names;
  Mana Compensation (Pentaclism); Paraphernalia Pro;
  Reduced Footprint 1 or 2 (any maintainable Knowledge spell
  on list); Rote Alchemy (Alchemical Antidote, Foresight, Magic
  Resistance, Memory, Paut, True Sight, or Wisdom); Scroll-
  Reading (any); Secret Spell (Mana Vortex, Mind over Matter,
  Sovereign Countermagic, or Sovereign Ward); Secret Words 1-
  5; Shaman’s Trance; Spell Enhancement (Affects Insubstan-
  tial); Spell Hardiness 1-3 (any damaging spell); Spell
  Resistance (any Resisted spell); Staff Attunement; Thaumato-
  logical Doublespeak; Willful Casting; Wizardly Dabbler.
  Secret Spells: Mana Vortex; Mind over Matter; Sovereign
  Countermagic; Sovereign Ward.
  * Treat any artifact as worth 50% more for power-item pur-
  poses (e.g., a $2,000 jewel, normally limited to 11 FP, functions
  as a $3,000 one that can hold 14 FP), but double recharge cost
  ($10/FP).
  SEVEN SORCEROUS SOCIETIES
  25
  
  Optional Traits
  Attributes and Secondary Characteristics: Improved IQ and
  Per.
  Advantages: Danger Sense; Eidetic or Photographic Mem-
  ory; Energy Reserve; Intuition; Languages (any); improved
  Magery; Magic Resistance (Improved).
  Disadvantages: Curious; Honesty; Obsession (nearly any-
  thing involving unearthing information); Truthfulness; Weird-
  ness Magnet.
  Skills: Alchemy; Astronomy; Cartography; Hazardous Mate-
  rials (Magical); Hidden Lore (almost any other); Literature;
  Naturalist; Occultism; Speed-Reading; Staff; Symbol Drawing
  (any); Teaching; Writing.
  Spell List
  Pentaclists have access to many spells, most of them rather
  specialized and aimed at procuring knowledge and dealing
  directly with magic. Their magic follows conventional lines
  except where those stray into territory well outside the orange-
  robes’ interests (like spells concerned with gross physical
  effects, from lighting fires to animating furniture). Being adept
  thaumatologists, they’ve concocted many clever workarounds
  in such cases.
  Spell
  Prerequisites
  Air Vision
  Mage Sight and Seek Air
  Alarm
  Tell Time
  Analyze Magic
  Identify Spell
  Ancient History
  History
  Astral Block
  Pentagram and Repel Spirits
  Astral Vision (VH)
  See Invisible and Sense Spirit
  Aura
  Detect Magic
  Banish
  Dispel Magic or Remove Curse
  Continual Mage 
  Magery 2, Lend Energy, and 
  Light
  Mage Light
  Control Gate
  Magery 3 and Seek Gate
  Copy
  Scribe
  Counterspell
  Magery 1
  Detect Magic
  Magery 1
  Detect Poison
  Sense Danger or Test Food
  Dispel Creation
  Dispel Magic
  Dispel Illusion
  Dispel Magic
  Dispel Magic
  Magery 2 and Suspend Magic
  Displace Spell
  Suspend Magic
  Divination 
  History, Predict Weather, and 
  (Astrology)
  the Astronomy skill at 15+
  Divination (Augury 
  History, Seek Air, Seek Earth,
  or Cartomancy)
  Seek Fire, and Seek Water
  Divination 
  History, and Earth Vision 
  (Crystal Gazing)
  or Water Vision
  Divination 
  History and any Symbol Drawing 
  (Symbol-Casting)
  skill at 15+
  Drain Mana (VH)
  Dispel Magic and Suspend Mana
  Earth Vision
  Mage Sight and Seek Earth
  Echoes of the Past
  Magery 2, Far-Hearing, and History
  Far-Feeling
  Magery 1 and not Numb
  Far-Hearing
  Magery 1, Seek Air, and 
  no hearing disadvantages
  Far-Tasting
  Magery 1, Seek Food, and no anosmia
  Find Direction
  Magery 1
  Spell
  Prerequisites
  Find Weakness
  Seek Air, Seek Earth, Seek Fire, and 
  Seek Water
  Gift of Letters (VH)
  Ancient History and Accented or 
  better literacy in three languages
  Gift of Tongues (VH)
  Ancient History and Accented or 
  better spoken comprehension in 
  three languages
  Glass Wall
  Earth Vision and Metal Vision
  History
  Trace
  Identify Metal
  None
  Identify Plant
  Seek Plant
  Identify Spell
  Detect Magic
  Images of the Past
  Magery 2, History, and Mage Sight
  Know Illusion
  IQ 11+ and Detect Magic
  Know Location
  Magery 1 and Tell Position
  Know Recipe
  Far-Tasting and History
  Know True Shape
  Magery 2, Aura, Know Illusion, Mage
  Sight, Sense Life, and Sense Spirit
  Lend Energy
  Magery 1
  Mage Light
  Aura and Mage Sight
  Mage Sense
  Detect Magic
  Mage Sight
  Detect Magic
  Magic Resistance
  Magery 1, seven Pentaclism spells, 
  and Thaumatology skill at 15+
  Mana Vortex
  Magery 2, Lend Energy, 
  Sense Danger, and Sense Mana
  Mapmaker
  Measurement and Scribe
  Measurement
  None
  Memorize
  Wisdom
  Metal Vision
  Identify Metal and Mage Sight
  Mind over Matter
  Magery 2, Divination (any), and 
  Mage Sight
  Mystic Mark
  Magery 2, See Secrets, and Trace
  Pathfinder
  Magery 1, IQ 12+, and two Seek spells
  Pentagram
  Spell Shield
  Predict Earth 
  Seek Earth, Seek Fire, and 
  Movement 
  Sense Danger
  Predict Weather
  Seek Air, Seek Fire, and Seek Water
  Prehistory
  Ancient History
  Projection
  Wizard Ear, Wizard Eye, 
  Wizard Hand, Wizard Mouth, 
  and Wizard Nose
  Recall
  Magery 2, History, and Memorize
  Reconstruct Spell
  Magery 2, History, and Identify Spell
  Recover Energy
  Lend Energy
  Remember Path
  Find Direction and Memorize
  Remove Curse
  Magery 2 and Suspend Curse
  Repel Spirits
  Banish and Turn Spirit
  Restore Mana (VH)
  Dispel Magic and Suspend Mana
  Scents of the Past
  Magery 2, Far-Tasting, and History
  Scribe
  Mystic Mark and Accented or 
  better literacy in one language
  Scry Gate
  Seek Gate
  See Invisible
  Know Illusion and Mage Sight
  See Secrets
  Aura and Seeker
  Seek Air
  None
  Seek Coastline
  Seek Earth and Seek Water
  Seek Earth
  None
  Seek Fire
  None
  Seek Food
  None
  SEVEN SORCEROUS SOCIETIES
  26
  
  Spell
  Prerequisites
  Seek Gate
  Magery 2 and 11 Pentaclism spells, 
  including Seek Magic
  Seek Magic
  Detect Magic
  Seek Pass
  Seek Earth
  Seek Plant
  None
  Seek Water
  None
  Seeker
  Magery 1, IQ 12+, and two Seek spells
  Sense Danger
  Sense Foes
  Sense Foes
  None
  Sense Life
  None
  Sense Mana
  Detect Magic
  Sense Observation
  Sense Danger
  Sense Spirit
  Detect Magic
  Small Vision
  Magery 1, Mage Sight, and 
  no vision disadvantages
  Sovereign 
  Magery 3, Analyze Magic, and 
  Countermagic (VH)
  Dispel Magic
  Sovereign Ward
  Magery 3, Dispel Magic, and Ward
  Spell Shield
  Magery 2, Counterspell, 
  Magic Resistance, and Ward
  Spell Wall
  Spell Shield
  Spellguard (VH)
  Dispel Magic
  Staff*
  Magery 2, 11 Pentaclism spells, and 
  Thaumatology skill at 15+
  Steal Spell (VH)
  Dispel Magic
  Summon Shade (VH) Any Divination spell
  Suspend Curse
  Suspend Magic
  Suspend 
  Magery 2 and Suspend Magic
  Enchantment*
  Suspend 
  Magery 2, 20 Pentaclism spells, and 
  Magery (VH)
  Thaumatology skill at 15+
  Suspend Magic
  Nine Pentaclism spells, including 
  Suspend Spell, and Thaumatology 
  skill at 15+
  Suspend Mana (VH)
  Magery 2 and Suspend Magic
  Suspend Spell
  Counterspell
  Tell Position
  Measurement
  Tell Time
  None
  Test Food
  None
  Test Load
  Measurement
  Trace
  Seeker
  Turn Spirit
  Sense Foes and Sense Spirit
  Ward
  Magery 1
  Water Vision
  Mage Sight and Seek Water
  Wisdom
  Six Pentaclism spells
  Wizard Ear
  Far-Hearing and Trace
  Wizard Eye
  Mage Sight and Trace
  Wizard Hand
  Far-Feeling and Trace
  Wizard Mouth
  Far-Tasting and Trace
  Wizard Nose
  Far-Tasting and Trace
  * Learned this way, these spells don’t require Enchant,
  aren’t limited by that spell, and are treated as Meta-Spells
  where a conventional college is needed.
  Secret Spell: Mana Vortex
  Regular; Resisted by the higher of 
  HT+Magery or Will+Magery
  This is the only purely offensive spell in the Pentaclist
  grimoire, developed out of necessity by orange-robes who
  ventured onto the road and encountered menaces they
  couldn’t dispel or repel – foes like hulking ogres and well-
  armed thugs.
  Mana Vortex causes ambient mana to swirl around and 
  harm the subject. This affects all targets: animate or inanimate,
  material or spirit. However, the subject may resist with the
  higher of HT or Will – and anyone with Magery may add that
  to his resistance roll. Failure to resist causes HP of injury
  equal to the caster’s Magery level.
  This magic is short-ranged (it’s a Regular spell, not a Missile
  spell) and easy to resist, and inflicts relatively little injury. Still,
  it’s quick, cheap, and capable of damaging any target regard-
  less of form or DR, making it much better than nothing. Most
  adventuring tower-mages eventually learn it.
  Duration: Injury is permanent until healed.
  Cost: 2.
  Prerequisites: Magery 2, Lend Energy, Sense Danger, Sense
  Mana, and Secret Spell (Mana Vortex).
  Secret Spell: Mind over Matter
  Regular; Special Resistance
  The subject is able to see the outcome of his physical
  actions an instant before undertaking them. If he’s quick-wit-
  ted, this lets him make corrections, effectively altering reality
  with his mind. If he isn’t, the visions merely distract him!
  For good or for ill, the subject’s Perception replaces his
  Dexterity for the spell’s duration. This affects DX for all pur-
  poses, including DX-based skills and therefore Block and
  Parry based on them, along with Basic Speed and thus Dodge
  and Basic Move. The abrupt bout of second sight is likely to
  confuse someone who has never experienced this spell (that’s
  most non-Pentaclists, as this is a secret spell!) – make an IQ
  roll or be mentally stunned, with an IQ roll to recover allowed
  each turn.
  Subjects with DX greater than or equal to Per resist using
  DX. Those who have DX less than Per but no past experience
  with this magic feel an upsetting influence similar to the
  Mental Stun spell (GURPS Magic, p. 135), and instinctively
  resist with Per (not Will). People with DX less than Per and
  familiarity with Mind over Matter experience only beneficial
  effects; don’t bother with a resistance roll.
  Example: A thug with DX 14, Per 10 resists at 14. Failure
  means he functions at DX 10, suffering -4 to DX and DX-
  based skills, -2 to Block and Parry, and -1.00 to Basic Speed.
  Moreover, if he has never experienced the spell, he must
  make an IQ roll to avoid mental stun. A rogue with DX 12,
  Per 16 and would stand to function at DX 16, gaining +4 to
  DX and DX-based skills, +2 to Block and Parry, and +1.00 to
  Basic Speed. However, if he’s unfamiliar with the effect, he
  resists reflexively at 16, and failure also forces a check for
  mental stun.
  This is potentially far cheaper and more powerful than the
  Grace spell (Magic, p. 37) on high-Per, low-DX subjects, but a
  poor substitute for the Clumsiness spell (Magic, p. 36) on high-
  DX targets. Thus, it’s rarely used offensively.
  Duration: 1 minute.
  Cost: 10 to cast. Same cost to maintain.
  Prerequisites: Magery 2, Divination (any), Mage Sight, and
  Secret Spell (Mind over Matter).
  SEVEN SORCEROUS SOCIETIES
  27
  
  Secret Spell: 
  Sovereign Countermagic (VH)
  Regular; Resisted by subject spell
  Functions like Counterspell (GURPS Magic, p. 121) with
  the important exception that the caster does not need to
  know the spell he’s attempting to nullify! First, determine his
  grasp of the general kind of magic he’s trying to remove. For
  spells, this is the higher of his skill at Thaumatology or with the
  specific spell he wishes to end; for spell-like effects, the GM
  may require another skill (e.g., Ritual Magic for an alternative
  magical art). The wizard’s roll to negate the subject magic is
  against the lower of this skill and Sovereign Countermagic.
  This is effectively a selective, non-Area variant of Dispel
  Magic. It’s valuable when somebody who’s “buffed” with desir-
  able spells is hit with an unknown baneful spell and it’s imper-
  ative to erase that one spell without endangering the rest.
  However, Sovereign Countermagic shares Counterspell’s limi-
  tations on what it can’t affect: spells that make permanent
  changes in the world, enchantments, and anything that needs
  Remove Curse.
  Duration: Countered magic is permanently gone.
  Cost: Half that of the spell countered, not counting bonuses
  the other caster got for high skill. For spell-like effects, use half
  the cost of the nearest spell.
  Time to cast: 5 seconds.
  Prerequisites: Magery 3, Analyze Magic, Dispel Magic, and
  Secret Spell (Sovereign Countermagic).
  Secret Spell: Sovereign Ward
  Blocking; Resisted by subject spell
  Works like Ward (GURPS Magic, p. 122), with one exception:
  the caster may attempt to block any non-Missile spell, regardless
  of whether he knows it! First, determine his understanding of
  the general kind of magic he’s trying to stop, which is the higher
  of his skill at Thaumatology or with the specific spell he hopes
  to ward off. His actual defense is the lower of this skill and his
  skill at Sovereign Ward. An expert at Thaumatology and Sover-
  eign Ward can defend capably against almost anything!
  This spell also works against spell-like effects, provided that
  they’re magical. In that case, the roll is against the lower of the
  caster’s Sovereign Ward skill and whatever skill the GM deems
  relevant to the effect – Thaumatology in most cases, but often
  something like Hidden Lore (Spirits) for magical spirit posses-
  sion or Hidden Lore (Magical Items) for a magical relic that
  uses no known spell.
  Cost: 3 to cast it on yourself, 4 to cast on anyone you can
  see; you cannot protect someone you cannot see.
  Prerequisites: Magery 3, Dispel Magic, Ward, and Secret
  Spell (Sovereign Ward).
  SEVEN SORCEROUS SOCIETIES
  28
  Pentaclism is a strongly theoretical style that leans
  toward Knowledge spells and Meta-Spells enough to feel
  like an elemental one in some ways. Four of its required
  skills – Hidden Lore, Meditation, Research, and Thauma-
  tology – are typical of theoreticians. The fifth, Diplomacy,
  is there because orange-robes aren’t cloistered academics,
  but wise judges. Optional skills encompass classics for
  bookworm wizards (Literature, Occultism, Speed-Reading,
  Symbol Drawing, Teaching, and Writing), some learned-
  but-practical subjects (Alchemy, Astronomy, Cartography,
  and Naturalist), and Staff (because anyone who goes
  around judging others shouldn’t neglect self-defense).
  The style’s required spells are calculated to give the
  beginner a solid grounding in information magic: a couple
  of Seek spells, Seeker, Trace, and History, plus Detect
  Magic and Mage Sight, all according to standard prerequi-
  sites. This is one more spell than the other styles in
  Dungeon Magic require, on the grounds that tower-mages
  are pure thaumatologists with a lengthy spell list. To com-
  pensate, they need five mundane skills, not six.
  Thus, Pentaclists require five skills and seven spells.
  Adding in Magical School Familiarity, style cost is 5 + 7 +
  1 = 13 points.
  Pentaclism comes with many thaumatological perks for
  tweaking spell parameters: Flexible Ritual, Kill Switch,
  Mana Compensation, Reduced Footprint, Secret Words,
  Spell Enhancement, etc. At the same time, tower-mages are
  serious about their role as defenders against the dark arts,
  leading to the development of Blocking Spell Mastery,
  Covenant of Rest, Elixir Resistance, Spell Hardiness, and
  Spell Resistance. As befits an ancient theoretical style, other
  perks abound, especially ones for magical widgets (Better
  Power Items, Boost Enchantment, Improvised Items, Para-
  phernalia Pro, and Staff Attunement). Most interesting, per-
  haps, is the ability to focus information magic through the
  mundane senses (Attribute Substitution).
  The orange-robes’ spell list is long. Prerequisites are often
  more difficult than usual, both for the sake of balance and to
  suit the tower-mages’ slow-and-bookish take on instruction.
  They’ve also been restructured to keep the style’s extensive
  grimoire consistent with its goals. The Pentaclists’ many
  spells include four secret ones, all powerful in their own
  way. The GM who’s uncomfortable with any of this might
  consider making a few optional skills required, or adding a
  high Thaumatology level as a prerequisite wherever this
  feels right (several spells already have this feature).
  Optional traits bring few surprises – Eidetic Memory,
  Energy Reserve, Languages, and more IQ and Magery suit
  theoreticians everywhere. The interesting abilities are
  higher Per, Danger Sense, and Intuition; tower-mages mean
  “the sight” literally, and it extends to seeing objects, dan-
  gers, and options. As Magic Resistance (Improved) results
  from a secret ritual, the GM might prefer to allow this only
  after the orange-robe has done the Tower a great service
  against dark forces. Disadvantages suit both self-pro-
  claimed judges and dabblers in magic.
  As the mandatory Seeker spell requires IQ 12+ and
  Magery 1, these become style prerequisites. One College
  Only isn’t recommended . . . the spell list is so long as to
  make that unfair.
  Design Notes: Pentaclism
  
  SEVEN SORCEROUS SOCIETIES
  29
  Nicknames: White-robes; mirror-mages.
  Allies: Old School (pp. 13-17).
  Rivals: Order of the Sun (pp. 17-20); Sisters and Brothers of
  Echoes (pp. 20-24).
  The Wizards of the Mirrored Gaze, known as mirror-mages
  and white-robes, deal in glamour and madness, mist and mir-
  rors, lies and deceit. Theirs is the art of the cunning illusionist
  and the seductive enchantress, bending light, mind, and truth
  – even magical truth – to its will. Perhaps their biggest decep-
  tion has to do with how they don “virtuous” white and pass
  themselves off as an inoffensive social club for magic-users,
  particularly women. Then again, while nobody enjoys being
  manipulated, white-robes engaged to deal with enemies (from
  monsters to city-states) do get results without blowing up or
  burning down anything. Whatever their motives, they enjoy
  remarkable leeway from highborn folk who understand how
  power works.
  Mirror-mages and the Old School (pp. 13-17) often collabo-
  rate. In a way, they’re the yin and yang of baleful magic, the for-
  mer mastering maledictions of the mind and the world of
  shadows, the latter perfecting curses of the body and the mate-
  rial world. Senior white-robes being overwhelmingly female,
  this has led to snide comments about “an old-girls’ club to go
  with the old-boys’ club,” and about the two adding up to “a gray
  old-couples’ club.” More seriously, there’s no love lost between
  the Wizards of the Mirrored Gaze and either the Order of the
  Sun (pp. 17-20) or the Sisters and Brothers of Echoes (pp. 20-
  24). The yellow-robes are infuriated by the white-robes’ practice
  of stealing “troubleshooting” contracts by pointing out who’s
  less likely to burn down the place, while the green-robes find the
  use of mind-magic to obscure the truth distasteful.
  When Wizards of the Mirrored Gaze deign to appear as
  such publicly, they dress in white and veil the face as a matter
  of policy. Their power items (Powerstones, if not using GURPS
  Dungeon Fantasy) often involve pearls or other white stones,
  ideally set in silver polished to a mirror finish. The showier of
  them go in for moon symbolism, gossamer robes, and mirror-
  decked halls (whence “mirror-mage”), and make a habit of
  speaking in riddles. This is all about appearances, however,
  and has no bearing on how they work magic.
  THE MIRRORED GAZE
  13 points
  Style Prerequisites: IQ 12+, Magery 1 (not One College Only),
  and must not have Blindness.
  The Mirrored Gaze is less the magical style of a guild than
  that of a secret society. Its most powerful adherents – the
  “superior mistresses” (or less often, “grandmasters”) – are
  often highborn and rarely hang out a shingle. Most outsiders
  who’ve heard of the order know them as a social club that
  meets in isolated woods after dark, clad in white robes and
  hoods, to engage in superstitious rites. Some even trace the
  group’s origins back to the days of religious covens. All of
  which tends to lead the uninformed to conclude that any magic
  these people wield must be primitive . . . which is why the
  white-robes spread such silly rumors.
  Traditionally, mirror-magic was passed from parent to
  child (customarily from mother to daughter), but these days
  the apprentice might be any smart, magically talented youth
  gifted with some combination of good looks and a knack for
  navigating social situations. The older mage cannily feels out
  the younger one’s suitability through a combination of clever
  conversation and magic spells. If the candidate meets expecta-
  tions, the elder offers to teach the youngster magic. This invi-
  tation is often couched in terms of joining a fun little club, and
  sufficiently vague that it’s easily dismissed as a misunderstand-
  ing if rejected.
  A student who accepts the offer is immediately regaled with
  tales of how bright and talented she is, and taught six basic
  spells (the ones the teacher first learned, as did her teacher
  before her) as quickly as she can absorb them. This is magic for
  weakening the mind against more potent enchantment, tinker-
  ing with the emotional tensions between people, and conjuring
  phantasms. At the same time, the apprentice learns how to
  undermine willpower through hypnotism, manipulate others
  with words, and alter appearances using clothing and makeup.
  These two threads aren’t separated into “magical” and “mun-
  dane” – here as in all things, mirror-magic blurs details.
  The only distinctly odd art taught separately from magic is
  that of “self-conviction” (Mind Block): the feat of repeating the
  details of a false identity in one’s mind until they’re second-
  nature. When the white-robe is in disguise, this helps her change
  her inner self to match her outward appearance. The rest of the
  time, it makes it difficult to glean her true thoughts using magic.
  Once the apprentice is ready, she makes her debut at a mir-
  ror-mage gathering, where she’s formally robed and veiled in
  white. Future personal growth depends in part on how the supe-
  rior mistresses use her in their machinations and in part on her
  willful ambitions. The path for acquiring later spells is blazed by
  thaumatological realities (prerequisites), not tradition; some
  white-robes master illusions, others prefer social influence, and
  still others dispense with indirectness to control minds outright.
  THE WIZARDS OF
  THE MIRRORED GAZE
  O infallible one, my illusion is now gone. I have regained my memory by Your mercy, 
  and I am now firm and free from doubt and am prepared to act according to Your instructions.
  – Bhagavad Gita, 18:73
  
  As before, magic is taught part-and-parcel with mundane craft,
  from material concealment and forging documents, through
  polite (or naughty) speech, to the science of mind and magic.
  Unsurprisingly, the Mirrored Gaze loves its secrets, and
  much of a white-robe’s early career consists of convincing older
  wizards to part with these. Examples include how to brew mind-
  clouding potions, cast without being seen or heard to do so,
  exploit the link between fear and magic so that one enhances the
  other, extend self-conviction to one’s True Name (and even to
  avoid being sensed as a mage), finesse magical contracts with
  demons and faerie, and harness the power of group-think to
  energize spells. There are a lot of tricks for resisting mind con-
  trol or pushing through resistance, too, but these are more
  closely guarded. Most desirable – and least accessible – are a few
  spells not found in conventional grimoires.
  It bears mention that while sorceresses constitute the
  majority of the Wizards of the Mirrored Gaze, there are male
  white-robes. A group bent on social control simply can’t
  afford not to include members of both sexes. However, tradi-
  tionalists at the top in some regions manipulate matters so
  that men become illusionists rather than mind-mages –
  mostly by dangling secrets. A male white-robe in such a coven
  is likely to acquire potent spells such as Alter Body, Initiative,
  and Invisibility early on, enjoy easy access to perks like Intu-
  itive Illusionist and Rote Alchemy (Invisibility), and handed
  the mystery of the Mass Invisibility spell . . . all while being
  politely stonewalled elsewhere. Still, plenty of factions are
  more egalitarian, and there are even areas where most mir-
  ror-mages are male (and where black-robes are prevalently
  female, complete with pointy black hats).
  Required Skills: Acting; Artist (Illusion); Disguise; Fast-Talk;
  Hypnotism*; Mind Block*.
  Required Spells: Complex Illusion; Fear; Foolishness; Per-
  suasion; Simple Illusion; Weaken Will.
  Perks: Brute-Force Spell (any Resisted spell on list); Elixir
  Resistance (Fear, Foolishness, Hatred, Jealousy, Lecherousness,
  Madness, Self-Love, or any mental control elixir on p. 219 of
  GURPS Magic); Frightening Side Effects (any offensive spell
  on list); Huge Subjects 1 (any offensive Regular spell on list);
  Intimidating Curses; Intuitive Cantrip (Controlled Mental Dis-
  advantage or Intuitive Illusionist); Magical Lawyer; Mass
  Magician; No Gestures (any spell on list); No Incantations (any
  spell on list); Obscure True Name; Reduced Footprint 1 or 2
  (Charm or Loyalty); Rote Alchemy (Drunkenness, Fear, Fool-
  ishness, Forgetfulness, Friendship, Gullibility, Hatred, Invisi-
  bility, Jealousy, Lecherousness, Love, Madness, or Sleep); Rule
  of 17 (any Resisted spell on list); Secret Mage; Secret Spell
  (Discord, Mass Charm, Mass Hallucination, or Mass Invisibil-
  ity); Spell Resistance (any Resisted spell on list); Thaumatolog-
  ical Doublespeak; Willful Casting.
  Secret Spells: Discord; Mass Charm; Mass Hallucination;
  Mass Invisibility.
  * In GURPS Dungeon Fantasy, mirror-mages may learn
  these skills despite lacking Bardic Talent and Chi Talent.
  Optional Traits
  Attributes and Secondary Characteristics: Improved IQ and
  Will.
  Advantages: Appearance; Energy Reserve; Honest Face;
  improved Magery; Mind Shield; Rapier Wit; Smooth Operator;
  Social Chameleon.
  Disadvantages: Compulsive Lying; Secret; Selfish; Trickster.
  Skills: Camouflage; Diplomacy; Forgery; Intimidation;
  Mimicry (Speech); Occultism; Propaganda; Psychology; Public
  Speaking; Savoir-Faire (High Society); Sex Appeal; Stealth;
  Teaching; Thaumatology; Ventriloquism.
  Spell List
  All Mirrored Gaze spells are cunning deceptions, even those
  that seem to manipulate the physical world or mana. Illusions
  of light and mind swirl together, blurring the lines between tra-
  ditional colleges. A consequence of this is that all rolls to resist
  or shake off the ill effects of these spells are Will-based, no mat-
  ter what score they’re normally based on (IQ, HT, Per, etc.).
  Modifiers to such rolls remain. For instance, Alter Body and
  Sleep are resisted by Will, not HT; the IQ+Magic Resistance
  roll for Mystic Mist becomes a Will+MR roll; and the Per+1 roll
  to resist Insignificance cast on an Attractive subject changes to
  a Will+1 roll.
  Spell
  Prerequisites
  Alter Body
  Magery 2 and Alter Visage
  Alter Visage
  Illusion Disguise and Perfect Illusion
  Alter Voice
  Glib Tongue and Persuasion
  Avoid
  Fear, Forgetfulness, and Hide
  Blur
  Darkness
  Charm
  Eight Mirrored Gaze spells, 
  including Loyalty
  Colors
  Simple Illusion
  Command
  Magery 2 and Forgetfulness
  Compel Lie
  Emotion Control
  Complex Illusion
  Persuasion and Simple Illusion
  Control Illusion
  Perfect Illusion
  Counterspell
  Magery 1
  Darkness
  Colors
  Daze
  Foolishness
  Discord
  Magery 2, Emotion Control, and 
  Vexation
  Disorient
  Foolishness
  Dispel Illusion
  Control Illusion
  Dispel Magic
  Magery 2, Counterspell, 
  Dispel Illusion, and Ward
  Divination 
  IQ 12+, Sleep, and Suggestion
  (Gastromancy)
  Drunkenness
  Foolishness and Dullness
  Dull (Sense)
  None
  Dullness (VH)
  Any two Dull (Sense) spells
  Ecstasy (VH)
  Magery 2 and Emotion Control
  Emotion Control
  Loyalty or Mental Stun
  Encrypt
  Daze
  Enthrall
  Dullness, Fascinate, and Forgetfulness
  False Aura
  Scryfool
  False Memory
  Seven Mirrored Gaze spells, 
  including Forgetfulness
  Fascinate
  Daze
  Fear
  Magery 1
  Fool’s Banquet
  Perfect Illusion
  Foolishness
  IQ 12+
  Forgetfulness
  Magery 1 and Foolishness
  Glib Tongue
  Suggestion
  Great Geas (VH)
  Magery 3 and 15 Mirrored Gaze 
  spells, including Lesser Geas
  SEVEN SORCEROUS SOCIETIES
  30
  
  Spell
  Prerequisites
  Great 
  Magery 2 and Hallucination
  Hallucination (VH)
  Hallucination
  Madness and Suggestion
  Hide
  Blur or Forgetfulness
  Hide Emotion
  Emotion Control
  Hide Thoughts
  Hide Emotion
  Illusion Disguise
  Simple Illusion
  Illusion Shell
  Simple Illusion
  Independence
  Simple Illusion
  Initiative
  Magery 2, IQ 12+, Independence, and 
  Perfect Illusion
  Insignificance
  Avoid and Persuasion
  Invisibility
  Blur, Hide, and Illusion Disguise
  Know Illusion
  Simple Illusion
  Lend Energy
  Magery 1
  Lesser Geas (VH)
  Magery 2 and 10 Mirrored Gaze spells
  Loyalty
  Persuasion
  Lure
  Emotion Control
  Madness
  Drunkenness or Forgetfulness
  Mass Charm
  Magery 2, IQ 13+, and Charm
  Mass Daze
  IQ 13+ and Daze
  Mass Hallucination
  Magery 2, IQ 13+, and Hallucination
  Mass Invisibility
  Magery 2, IQ 13+, and Invisibility
  Mass Sleep
  IQ 13+ and Sleep
  Mass Suggestion
  IQ 13+ and Suggestion
  Mental Stun
  Daze
  Mindlessness (VH)
  Magery 2 and Forgetfulness
  Mirror
  Colors
  Mystic Mist
  Disorient, Simple Illusion, and Terror
  Nightmare
  Magery 2, Sleep, and Terror
  Panic
  Fear
  Perfect Illusion
  Complex Illusion
  Perfume
  Perfect Illusion
  Permanent 
  Magery 2, IQ 13+, and Forgetfulness
  Forgetfulness (VH)
  Permanent 
  Magery 2, IQ 13+, and Madness
  Madness (VH)
  Persuasion
  Weaken Will
  Phantom (VH)
  Magery 2, Perfect Illusion, and Terror
  Phantom Flame
  Simple Illusion
  Presence
  Lure and Persuasion
  Recover Energy
  Lend Energy
  Remove Aura
  Dispel Magic and False Aura
  Remove Reflection
  Mirror
  Remove Shadow
  Simple Illusion
  Restore
  Simple Illusion
  Scryfool
  Magery 2, Counterspell, 
  Simple Illusion, and Ward
  Simple Illusion
  IQ 11+ and no Blindness
  Sleep
  Daze
  Suggestion
  Emotion Control and Forgetfulness
  Terror
  Fear
  Vexation
  Fear
  Ward
  Magery 1
  Weaken Will
  Magery 1 and Foolishness
  Secret Spell: Discord
  Area; Resisted by Will
  Every sapient (IQ 6+) being in the area when the spell is
  cast must resist or be overcome with hostility toward others.
  Subjects become argumentative, unable to agree on anything
  (or even to agree to disagree!), and unwilling to grant requests
  for aid, however urgent. This overrides virtuous mental advan-
  tages – a saint with Charitable will brush past a wounded man
  and complain about being bled on.
  For each subject, also make a single reaction roll toward the
  nearest individual, using all the usual modifiers. If several peo-
  ple are equally proximate, choose one at random. A “Poor”
  reaction (result of 7-9) means that any mental disadvantage
  that could cause horrible behavior toward that person does –
  Greed, Lecherousness, or Bloodlust might lead to attempted
  theft, rape, or murder, respectively. A “Bad” or worse reaction
  (6 or less) means the subject initiates combat instead!
  If Discord is cast in combat, where hostility runs rampant,
  subjects will pursue the opposition as though afflicted with
  Intolerance, even if ordered not to do so or one of their allies
  needs help. Thus, the spell might succeed only in driving every
  last enemy warrior to single out one of the caster’s friends!
  However, if proximity or a random roll indicates that some-
  one’s chosen victim is on his own side, then even a “Poor” or
  worse reaction is enough to make him attack that person.
  Discord doesn’t let the caster give commands, choose who
  takes a disliking to whom, or specify what reactions or behav-
  ior result. It just causes a group to fall to bickering and unco-
  operativeness, punctuated by hands-on brutality.
  Duration: 1 minute.
  Base cost: 5. Cannot be maintained.
  Time to cast: 1 second per energy point spent.
  Prerequisite: Magery 2, Emotion Control, Vexation, and
  Secret Spell (Discord).
  Secret Spell: Mass Charm
  Area; Resisted by Will
  Works like Charm (GURPS Magic, p. 139) on everyone in the
  area at the moment it is cast. As with Emotion Control and Mass
  Suggestion, all subjects feel the same influence. While individu-
  ally loyal, they can be given collective commands only. For
  instance, a gang of goblins would protect the caster without
  orders, but if he told them to open a door, defend him, or attack
  his enemies, they’d all do that – he couldn’t have one kick in the
  door, two watch his back, and the rest go on the offensive.
  Duration: 1 minute.
  Base cost: 6 to cast. 2 to maintain. Minimum radius 2 yards.
  Time to cast: 1 second per energy point spent.
  Prerequisite: Magery 2, IQ 13+, Charm, and Secret Spell
  (Mass Charm).
  SEVEN SORCEROUS SOCIETIES
  31
  Where there is
  personality, there is discord.
  – Terry Pratchett,
  Reaper Man
  
  Secret Spell: Mass Hallucination
  Area; Resisted by Will
  Works like Hallucination (GURPS Magic, p. 140) on every-
  one in the area at the moment it is cast. As with most area-effect
  mind control, all the subjects share the same effect – the caster
  cannot tailor it to each individual. Impossible or obviously false
  hallucinations are resisted at a bonus only if they’re implausible
  to a majority of potential subjects, though. If more than half of
  the group (round up) would find the deception reasonable, the
  group mind is enough to prevent a bonus, and those who fail to
  resist will ignore the disbelief of those who resist.
  Example: Nine of King Roger’s servants are caught within the
  area of a Mass Hallucination. The white-robe specifies that the
  effect is that Roger walks in and starts speaking. Four of them
  just saw Roger assassinated, but since the majority did not,
  there’s no bonus to resist! If seven of them fail to resist, they’ll
  ignore the two who succeed, simply not hearing their cries of
  “The king is dead!” or “Nobody is there!”
  Duration: 1 minute.
  Base cost: 4 to cast. 1 to maintain. Minimum radius 2 yards.
  Time to cast: 1 second per energy point spent.
  Prerequisite: Magery 2, IQ 13+, Hallucination, and Secret
  Spell (Mass Hallucination).
  Secret Spell: Mass Invisibility
  Area
  Anyone in the area when this spell is cast becomes invisible,
  as per Invisibility (GURPS Magic, p. 114), with one crucial dif-
  ference: The subjects may move past, observe, and even steal
  from those who can’t see them, but if any of them botches such
  a task (e.g., falls while climbing, fails at Pickpocket, or loses a
  Quick Contest of Stealth vs. Hearing) – or attacks, casts hostile
  magic, or otherwise does anything violent – the spell immedi-
  ately ends for everyone. Thus, Mass Invisibility is good for
  ambushes and enabling groups to lurk undetected, but isn’t a
  practical combat spell.
  Duration: 1 minute, unless ended sooner by clumsiness or
  violence.
  Base cost: 4 to cast. 2 to maintain. Minimum radius 2 yards.
  Time to cast: 1 second for each energy point spent.
  Prerequisites: Magery 2, IQ 13+, Invisibility, and Secret Spell
  (Mass Invisibility).
  SEVEN SORCEROUS SOCIETIES
  32
  Mirror-magic’s structure is reminiscent of an elemen-
  tal style for Illusion and Creation mixed with one for
  Mind Control. Yet in many ways it’s a folk style – or what
  would pass as such among highborn magic-users whose
  “practical” interests run to politics, not cattle and mid-
  wifery. Required skills fall into the realm of deceit, both
  verbal (Acting and Fast-Talk) and visual (Artist and Dis-
  guise), and incorporate Hypnotism and Mind Block to
  cover the mumbo-jumbo lurking between the mundane
  and the magical. Optional skills are mostly social (Diplo-
  macy, Intimidation, Propaganda, Psychology, Public
  Speaking, Savoir-Faire, Sex Appeal, and Teaching), but
  several involve physical deception (Camouflage, Forgery,
  Mimicry, Stealth, and Ventriloquism) or supernatural
  studies (Occultism and Thaumatology).
  Magically, the Mirrored Gaze teaches all students the
  fundamentals of what it calls “The Three Corners of
  Manipulation”: weakening the mind (Foolishness and
  Weaken Will), misleading the senses (Simple Illusion and
  Complex Illusion), and controlling emotions (Fear and Per-
  suasion). These spells use alternative prerequisites that are
  no easier than the standard ones.
  White-robes require six skills and six spells, which with
  Magical School Familiarity brings style cost to 6 + 6 + 1 =
  13 points.
  Most Mirrored Gaze perks make magic easier to work
  and harder to resist, letting the wizard cast subtly, with
  reduced effort, and/or with increased odds of success. This
  explains Brute-Force Spell, Huge Subjects, Intimidating
  Curses, No Gestures, No Incantations, Reduced Footprint,
  and Rule of 17 (and the absence of clumsy methods like
  messy Blood Magic and shouted Secret Words). Defense
  against deception is valued, with senior stylists hoarding
  Elixir Resistance, Intuitive Illusionist, Obscure True Name,
  and Spell Resistance. Classic “sinister enchantress” tricks
  are also here – like Frightening Side Effects and Thauma-
  tological Doublespeak for sudden transitions from “pretty
  elf” to “fearsome mistress,” and Rote Alchemy for love
  potions. The politically minded get Magical Lawyer and
  Mass Magician.
  The Mirrored Gaze restructures prerequisites to avoid
  spells that are of little value to its goals. There’s enough
  overlap among prerequisites for earlier spells that
  advanced ones are slightly more accessible than usual. The
  fact that the magic is one-dimensional – always targeting
  Will, and useless against unthinking, physical dangers –
  balances this. Still, mirror-magic’s secret spells are defi-
  nitely powerful, and the GM probably shouldn’t make the
  style any easier.
  White-robes have the sorts of optional traits that one
  expects from social game-players. Manipulative advan-
  tages like Rapier Wit, Smooth Operator, and Social
  Chameleon meet sociopathic shortcomings such as Com-
  pulsive Lying, Selfish, and Trickster. The mixture is often
  made more dangerous by high IQ.
  With Fear and Weaken Will requiring Magery 1, Fool-
  ishness needing IQ 12+, and Simple Illusion prohibiting
  Blindness, this style has several prerequisites. The arche-
  typal practitioner isn’t just lucky to have been born high,
  free of affliction, charming, and magically talented – she’s
  also smart. By default, Magery (One College Only) isn’t per-
  mitted, but the dedicated wizardly deceiver has fictional
  precedent and should be fine in a campaign where many
  foes (e.g., demons) have Immunity to Mind Control.
  Design Notes: The Mirrored Gaze
  
  The magical styles in Chapter 1 are designed to integrate
  well with GURPS Dungeon Fantasy, which uses 250-point
  character templates that many GMs consider mandatory.
  Styles aren’t templates, however. Practitioners are free to
  choose everything but required style elements – and some
  schools of magic offer a little leeway even there. While a skilled
  GURPS player could certainly rework the standard Dungeon
  Fantasy wizard template to accommodate each style, dedi-
  cated templates would be quicker . . . so here they are!
  Think of these as new Dungeon Fantasy spellcaster arche-
  types, almost as different from “generic” wizards as clerics,
  druids, and shamans are. They ought to be especially attrac-
  tive to gamers who can’t decide whether to play a wizard or
  something else. The blue-robe is part Magery-based elemen-
  talist and part thief; the red-robe is a magic-using artificer-
  knight; the black-, yellow-, and green-robe offer Magery-based
  alternatives to the necromancer, elementalist, and bard,
  respectively; the orange-robe is a wizardly scholar; and the
  white-robe is a second bard alternative, for players who prefer
  mind control to communication.
  Even outside of Dungeon Fantasy, the design of high-pow-
  ered wizard PCs is tricky business. The player has a lot to buy,
  while the GM might not want every last spellcaster selling back
  ST, DX, and HT to pay for game-breaking levels of IQ, Magery,
  and one or two easily abused spells. A little structure helps a lot
  on both counts. These templates offer balanced 250-point
  magic-users who have ample IQ, Magery, and spells – but also
  a bit more depth than just that, including a spread of mun-
  dane advantages and skills for when the FP run out or
  there’s no mana.
  In any campaign, the player is free to tweak the template,
  which is ultimately just an elaborate suggestion; gamers
  new to all this should read Character Templates (pp. B258-
  260). On these templates, however, Magical School Famil-
  iarity and the style’s required skills and spells aren’t open to
  adjustment. Such things are required to gain access to
  Magic Perks, secret spells, alternative prerequisites, etc.
  FLUIDIST (BLUE-ROBE)
  250 points
  An experienced, adventuring blue-robe, you’re both
  graceful and well-versed in Fluidism – a credit to your
  order, fit to enlighten students of your own. Your practical
  methods for escaping sticky situations and making ends
  meet more than make up for whatever you may lack in
  conventional wizardly book-learning. Unlike guildsmen and
  academics, you’ve honed your skills in the real world; you
  know to come in out of the rain, and are handy with cloak
  and wand (or sword, if need be).
  Attributes: ST 10 [0]; DX 13 [60]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 13 [-10]; FP 11 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Magery 3 [35]; Magical School Familiarity (Flu-
  idism) [1]; and four Magic Perks from the Fluidism list
  (p. 7) [4]. • 30 points chosen from among DX or IQ +1
  [20], Will or Per +1 to +5 [5/level], FP +1 to +3 [3/level],
  Basic Speed +1.00 [20], Basic Move +1 to +3 [5/level],
  Absolute Direction [5] or 3D Spatial Sense [10], Ambidex-
  terity [5], Energy Reserve 1-10 (Magical) [3/level],
  Enhanced Dodge 1 [15], Flexibility [5] or Double-Jointed
  [15], Gizmos 1-3 [5/level], High Manual Dexterity 1-4
  [5/level], Languages (any) [2-6/language], Luck [15] or
  Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20, or 30],
  Perfect Balance [15], Serendipity 1 or 2 [15 or 30], Signa-
  ture Gear [Varies], or Wild Talent 1 (Retention, +25%;
  Focused, Magical, -20%) [21].
  Disadvantages: -15 points chosen from among Curious 
  [-5*], Impulsiveness [-10*], Intolerance (Elitists and
  keepers of secrets) [-5], Kleptomania [-15*], Laziness
  [-10], Trickster [-15*], or Wealth (Struggling) [-10].
  CHARACTER TEMPLATES
  33
  CHAPTER TWO
  CHARACTER
  TEMPLATES
  Fatigue Points and Energy Reserve
  To be “legal” for campaigns that don’t use GURPS
  Dungeon Fantasy, these templates enforce the standard
  secondary characteristic limits on pp. B15-18. In particular,
  FP scores are restricted to 30% above HT. In lieu of the “FP
  +1 to +10 [3/level]” on the wizard template, these arche-
  types get Energy Reserve (Magical) [3/level]. This normally
  isn’t a starting option for wizards, but a power-up bought
  with earned points, described in GURPS Dungeon Fantasy
  3: The Next Level (see also GURPS Powers, p. 119). In a
  pure Dungeon Fantasy campaign, the GM should ensure
  that all Magery-based casters have access to the same total
  FP and ER. However, it would be reasonable to rule that
  only stylists may enter play with an ER – a benefit of con-
  centrated schooling in magical secrets.
  
  • Another -25 points chosen from among the previous traits
  or Absent-Mindedness [-15], Bad Temper [-10*], Clueless
  [-10], Combat Paralysis [-15], Cowardice [-10*], Frightens
  Animals [-10], Hard of Hearing [-10], Loner [-5*], Low Pain
  Threshold [-10], Nervous Stomach [-1], Oblivious [-5],
  Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of
  Duty (Adventuring companions) [-5], Skinny [-5], Stub-
  bornness [-5], Unnatural Features 1-5 [-1/level], or Weird-
  ness Magnet [-15].
  Primary Skills: Teaching and Weather
  Sense, both (A) IQ [2]-15; Philosophy
  (Fluidism) (H) IQ-1 [2]-14; and Thau-
  matology (VH) IQ+1 [2]-16†.
  Secondary Skills: Two of Acrobatics, 
  Aerobatics, Aquabatics, or Body Sense,
  all (H) DX-1 [2]-12; Swimming (E)
  HT+1 [2]-12; or Flight (A) HT [2]-11. 
  • Cloak (A) DX [2]-13, and either
  Shortsword or Smallsword, both (A)
  DX [2]-13. • Innate Attack (Beam or
  Projectile) (E) DX+1 [2]-14, or both
  specialties at (E) DX [1]-13. • Four 
  of Hazardous Materials (Magical),
  Occultism, Research, Speed-Reading,
  or Writing, all (A) IQ-1 [1]-14; Natural-
  ist (H) IQ-2 [1]-13; Alchemy (VH) IQ-3
  [1]-12; Meditation (H) Will-2 [1]-13; or
  Survival (any) (A) Per-1 [1]-12.
  Background Skills: Eight of Jumping (E)
  DX [1]-13; Climbing, Dancing, Filch, or
  Stealth, all (A) DX-1 [1]-12; Escape,
  Pickpocket, or Sleight of Hand, all (H)
  DX-2 [1]-11; First Aid, Gesture, or Sea-
  manship, all (E) IQ [1]-15; Hidden Lore
  (any), Navigation (any), or Perform-
  ance, all (A) IQ-1 [1]-14; Diplomacy or
  Ventriloquism, both (H) IQ-2 [1]-13;
  Carousing (E) HT [1]-11; Hiking or
  Running, both (A) HT-1 [1]-10; Scrounging (E) Per [1]-13; 1
  point to raise one of those skills by a level; or 1 point to buy
  any unselected secondary skill at the 1-point level.
  Spells: Apportation and Haste, both (H) IQ+1 [1]-16†; Create
  Fluid, Purify Fluid, Seek Fluid, and Shape Fluid, all (VH) IQ
  [1]-15†; and 24 points in additional Fluidism spells (pp. 7-8).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Magery.
  Customization Notes
  Like any wizard, the Fluidist is defined by his spell
  choices. These just happen to go with unorthodox advantage
  and skill choices!
  The naturalist values Per to be aware of the world, Basic
  Move for hiking, and Absolute Direction for navigation. He’s
  often Curious and has minimal possessions (low Wealth), and
  avoids the crackling magic behind Frightens Animals – though
  he may be awkward with people (Bad Temper, Clueless, and/or
  Loner). He favors outdoor skills like Climbing, Flight, Hiking,
  Naturalist, Navigation, Seamanship, Survival, and Swimming.
  His preferred spells concern travel (e.g., Cloud-Walking, Flying
  Carpet, Quick March, and Snow Shoes) and manipulating
  nature (Create Spring, Current, Rain, Windstorm, etc.).
  The philosopher goes for improved IQ and Magery. His per-
  sonality mirrors his beliefs, leading to Intolerance of overstruc-
  tured thinkers and Impulsiveness in his actions. If any Fluidist
  is prone to classic wizardly flaws like Absent-Mindedness,
  Combat Paralysis, and Weirdness Magnet, it’s him. He pos-
  sesses physical skills because that’s expected, but enjoys schol-
  arly disciplines – particularly Alchemy, Hidden Lore (possibly
  many sorts!), Meditation, Research, and Writing. His spells
  lean toward purely magical concepts; e.g., Control Elemental,
  Counterspell, Create Ele-
  mental, Dispel Magic,
  Divination, 
  Essential
  Air, Essential Water,
  Summon 
  Elemental,
  and Ward.
  The rogue is the
  stereotypical blue-robe,
  if not the most common
  kind. He goes for DX,
  Basic 
  Speed, 
  Basic
  Move, Enhanced Dodge,
  Flexibility, High Manual
  Dexterity, and Perfect
  Balance – and on the
  other side of the ledger,
  exhibits traits like Impul-
  siveness, Kleptomania,
  Laziness, 
  Overconfi-
  dence, and Trickster. His
  education ensures a few
  mental skills, but his real
  love is for stuff like Acro-
  batics, Climbing, Escape,
  Filch, Jumping, Pick-
  pocket, Sleight of Hand,
  and Stealth. He wields
  decidedly roguish spells,
  too: Balance, Freedom,
  Grace, Infiltrate, Light Tread, Lockmaster, No-Smell, Undo,
  Wallwalker, etc.
  Where Fluidists bother with gear, they prefer enchanted
  robes for protection (armor is so restrictive!), cloaks to block
  blows, wands solid enough to double as weapons (batons or
  short staffs), and jade power items (or Powerstones). Cloaks
  and robes are inevitably blue-colored.
  IRON MAGE (RED-ROBE)
  250 points
  A journeyman or a junior master in the Guild of Iron
  Mages, you’re not just a wizard, but also a solid fighter and a
  respectable craftsman. Cloistered academics often point out
  that you aren’t the intellectual that they are, and that’s fine by
  you – your actions speak louder than their sneering, and
  demonstrate how much more useful you are in practice. Years
  in the workshop and on the battlefield have made you tough
  and resourceful, ready for the adventurer’s life.
  Attributes: ST 11 [10]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  11 [0]; Will 14 [0]; Per 14 [0]; FP 14 [6]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  CHARACTER TEMPLATES
  34
  
  Advantages: Magery 3 [35]; Magical School Familiarity (Iron
  Magic) [1]; and four Magic Perks from the Iron Magic list
  (p. 11) [4]. • 30 points chosen from among ST or HT +1 to
  +3 [10/level], DX or IQ +1 [20], HP +1 to +3 [2/level], Will +1
  to +6 [5/level], FP +1 [3], Artificer 1-3 [10/level], Combat
  Reflexes [15], Energy Reserve 1-10 (Magical) [3/level], Fear-
  lessness [2/level], Fit [5] or Very Fit [15], Gizmos 1-3
  [5/level], Hard to Kill [2/level], Hard to Subdue [2/level],
  High Pain Threshold [10], Languages (any) [2-6/language],
  Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck
  [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield [4/level],
  Signature Gear [Varies], Wealth (Comfortable or Wealthy)
  [10 or 20], or Weapon Bond [1].
  Disadvantages: -15 points chosen from among Bloodlust
  [-10*], Code of Honor (Mercenary’s, Soldier’s, or Chivalry)
  [-5, -10, or -15], Greed [-15*], Intolerance (any) [-5 or -10],
  Overconfidence [-5*], Sense of Duty (Adventuring compan-
  ions) [-5] or (Any large group) [-10], or Stubbornness [-5].
  • Another -35 points chosen from among the previous traits
  or Bad Temper [-10*], Bully [-10*], Chummy [-5] or Gregar-
  ious [-10], Clueless [-10], Curious [-5*], Honesty [-10*], No
  Sense of Humor [-10], Oblivious [-5], Obsession (Some feat
  of craftsmanship) [-5*], Post-Combat Shakes [-5*], Pyroma-
  nia [-5*], Vow (Never refuse a challenge to combat) [-10], or
  Wounded [-5].
  Primary Skills: Armoury (Body Armor or Melee Weapons) and
  Smith (Iron), both (A) IQ [2]-14; Tactics (H) IQ [4]-14;
  Breath Control (H) HT [4]-12; and Mental Strength (E)
  Will+1 [2]-15.
  Secondary Skills: Four of Armoury (any other), Connoisseur
  (Jewelry or Weapons), Hazardous Materials (Magical),
  Leadership, Merchant, or Teaching, all (A) IQ-1 [1]-13; Jew-
  eler or Strategy, both (H) IQ-2 [1]-12; Thaumatology (VH)
  IQ [1]-14†; Alchemy (VH) IQ-3 [1]-11; or Meditation (H)
  Will-2 [1]-12. • Either Hiking (A) HT [2]-12 or Riding
  (Horse) (A) DX [2]-12. • One of Crossbow or Thrown
  Weapon (any), both (E) DX+2 [4]-14; Bow or Throwing,
  both (A) DX+1 [4]-13; or Sling (H) DX [4]-12. • One of these
  12-point melee skills packages:
  1. Either Shield or Shield (Buckler), both (E) DX+2 [4]-14.
  • One of Broadsword, Rapier, Saber, Shortsword, or
  Smallsword (A) DX+2 [8]-14.
  2. Two-Handed Sword (A) DX+3 [12]-15.
  Background Skills: Eight of Brawling, Fast-Draw (any),
  Forced Entry, or Leatherworking, all (E) DX [1]-12; Climb-
  ing, Stealth, or Wrestling, all (A) DX-1 [1]-11; First Aid or
  Gesture, both (E) IQ [1]-14; Cartography, Hidden Lore
  (any), Occultism, Research, Speed-Reading, or Writing, all
  (A) IQ-1 [1]-13; Intimidation (A) Will-1 [1]-13; Scrounging
  (E) Per [1]-14; 1 point to raise one of those skills or any
  1-point secondary skill by a level; or 1 point to buy any uns-
  elected primary or secondary skill at the 1-point level.
  Spells: Identify Metal, Lend Energy, Recover Energy, Shape
  Metal, and Shield, all (H) IQ+1 [1]-15†; Inspired Creation
  (VH) IQ+1 [2]-15†; and 23 points in additional Iron Magic
  spells (pp. 11-12).
  * Multiplied for self-control number; see p. B120.
  † Includes +3 for Magery.
  Customization Notes
  While all Iron Mages learn three trades – Magic, Martial
  Arts, and Metalwork – and the order encourages balance, most
  have a specialty.
  Magicians flaunt high IQ and Magery, and sizeable Energy
  Reserves. Intermediaries between the other factions, running
  the guild and bargaining on its behalf, they excel at Intimida-
  tion, Leadership, Merchant, and Teaching. Red-robes being a
  notably blunt lot, less-endearing traits of their leaders include
  Bad Temper, Bully, Greed, Intolerance of enemy groups, and
  Stubbornness. Further skills run to Connoisseur and Jeweler
  for avaricious appraisals, plus Alchemy, Hidden Lore, Occult -
  ism, and Thaumatology for magical research. Magicians go
  for balanced grimoires, but are the most likely group to know
  Counterspell, Dispel Magic, and Ward, and to build up men-
  tal defenses such as Hide Emotion, Hide Thoughts, and
  Strengthen Will.
  Martial artists have better ST, DX, HT, HP, and/or FP than
  most wizards (and some warriors!), alongside advantages such
  as Combat Reflexes, Fearlessness, Fit, Hard to Kill, and High
  Pain Threshold – and Lifting ST for armor. Like fighters,
  they’re prone to Bloodlust, Overconfidence, martial Vows, and
  Wounded, but may show their quality through Chummy, Code
  of Honor, Honesty, or Sense of Duty. They value combat skills,
  and also Armoury, First Aid, Intimidation, Leadership, and
  Strategy. Their spells are primarily combat preparations,
  including advanced tricks such as Body of Metal, Create War-
  rior, Weapon Self, and the order’s secret spells.
  Metalworkers prize Artificer, not to mention Gizmos, Signa-
  ture Gear, and high ST for labor. Greed is common (the arma-
  ments they make sell well), as are Overconfidence (in matters
  of craft), Clueless and Oblivious (due to spending more time
  around a forge than with people), and Obsessions with creat-
  ing things. They hold craft skills dear – notably Armoury, Jew-
  eler, and Leatherworking – but also know how to destroy
  things (Forced Entry). It’s a matter of pride to be phenomenal
  at Scrounging, too. Their favorite spells – Cadence, Fasten,
  Repair, and Reshape – facilitate the production of durable
  goods, but quick fixes like Create Object, Duplicate, Rejoin,
  and Transform Object have uses, and Coolness and Fireproof
  are wonderful around a forge.
  CHARACTER TEMPLATES
  35
  The great questions of the day will not be settled by means
  of speeches and majority decisions, but by iron and blood.
  – Otto von Bismarck
  
  Iron Mages love fine gear. It’s unusual for a red-robe not to
  have a sword (often with a Weapon Bond) and metal armor –
  although this may mean buying Signature Gear or trading
  points from quirks for money. Whenever possible, power items
  (Powerstones) are rubies and garments are red.
  UNDERWORLD MAGE
  (BLACK-ROBE)
  250 points
  You’re an upwardly mobile journeyman or even a newly
  minted master of the Old School, out to unearth long-forgotten
  wisdom and gather personal power. To the uninformed, you’re
  “just another wizard” – and you hone stereotypical wizardly
  gifts and entertain corresponding foibles to encourage this
  view. However, you know far more than any generalist about
  occult secrets (if less about “traditional” alchemy and fireball-
  hurling), and your magic is especially powerful and graphic
  when it comes to . . . removing challengers.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 13 [-10]; FP 14 [9]; Basic Speed 6.00
  [5]; Basic Move 6 [0].
  Advantages: Magery 3 [35]; Magical School Familiarity
  (Underworld Lore) [1]; and four Magic Perks from the
  Underworld Lore list (p. 14) [4]. • 30 points chosen from
  among IQ +1 [20], Will +1 to +5 [5/level], Allies (Undead)
  [Varies], Eidetic Memory [5] or Photographic Memory [10],
  Energy Reserve 1-10 (Magical) [3/level], Fearlessness
  [2/level] or Unfazeable [15], Gizmos 1-3 [5/level], Language
  Talent [10], Languages (any) [2-6/language], Luck [15] or
  Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20, or 30],
  Night Vision 1-9 [1/level], Resistant to Disease (+3) or (+8)
  [3 or 5], Resistant to Poison (+3) [5], Signature Gear
  [Varies], or Spirit Empathy [10].
  Disadvantages: -20 points chosen from among Appearance
  (Unattractive or Ugly) [-4 or -8], Callous [-5], Frightens Ani-
  mals [-10], Megalomania [-10], Obsession (Become the
  world’s most powerful wizard, a lich, etc.) [-10*], Paranoia
  [-10], Selfish [-5*], Social Stigma (Excommunicated)† [-10],
  or Unnatural Features 1-5 [-1/level]. • Another -20 points
  chosen from among the previous traits or Bad Temper
  [-10*], Bloodlust [-10*], Curious [-5*], Cowardice [-10*],
  Jealousy [-10], Loner [-5*], No Sense of Humor [-10], Odi-
  ous Personal Habits (Morbid, Tactless, etc.) [-5, -10, or -15],
  Overconfidence [-5*], Sense of Duty (Fellow black-robes)
  [-5], Skinny [-5], Stubbornness [-5], Unfit [-5] or Very Unfit
  [-15], or Weirdness Magnet [-15].
  Primary Skills: Hidden Lore (Demons), Hidden Lore (Magical
  Writings), Hidden Lore (Spirits), Hidden Lore (Undead),
  and Occultism, all (A) IQ [2]-15; and Thaumatology (VH) IQ
  [1]-15‡.
  Secondary Skills: Axe/Mace (A) DX+1 [4]-13 and Sling (H) DX
  [4]-12. • Either Shield (Buckler) (E) DX+2 [4]-14 or Cloak
  (A) DX+1 [4]-13. • Seven of Cartography, Hazardous Mate-
  rials (Magical), Hidden Lore (any other), Professional Skill
  (Mortician), Research, Speed-Reading, Teaching, or Writ-
  ing, all (A) IQ-1 [1]-14; Archaeology, Expert Skill (Thanatol-
  ogy), History, Literature, Physiology (monster type),
  Poisons, or Psychology (monster type), all (H) IQ-2 [1]-13;
  Alchemy (VH) IQ-3 [1]-12; Intimidation (A) Will-1 [1]-14;
  Meditation (H) Will-2 [1]-13; or 1 point to raise one of those
  skills by a level.
  Background Skills: Six of Fast-Draw (Potion) or Knife, both
  (E) DX [1]-12; Climbing or Stealth, both (A) DX-1 [1]-11;
  First Aid, Gesture, or Savoir-Faire (High Society), all (E)
  IQ [1]-15; Diplomacy or Theology, both (H) IQ-2 [1]-13;
  Hiking (A) HT-1 [1]-10; Scrounging (E) Per [1]-13; Search
  (A) Per-1 [1]-12; 1 point to raise one of those skills by a
  level; or 1 point to buy any unselected secondary skill at
  the 1-point level.
  Spells: Counterspell, Death Vision, Debility, Recover Energy,
  Shape Earth, and Ward, all (H) IQ+1 [1]-16‡; and 24 points
  in additional Underworld Lore spells (pp. 14-15).
  * Multiplied for self-control number; see p. B120.
  † Means that helpful clerical spells (such as healing) work
  at -3 on you. Harmful ones aren’t affected!
  ‡ Includes +3 for Magery.
  Customization Notes
  The Old School pushes black-robes toward becoming
  either maledictionists or spirit-workers, but the truly power-
  hungry dabble in both specialties (and often in magic from
  outside the style).
  A maledictionist needs all the IQ, Energy Reserve, and
  Magery he can afford; that lets him keep cursing without
  worrying about his energy supply or penalties for spells “on.”
  This subject attracts mages with Bad Temper, Bloodlust, Cal-
  lous, and Paranoia, while curses gone awry lead to Frightens
  Animals, Social Stigma (Excommunicated), Unnatural Fea-
  tures, Weirdness Magnet, or low Appearance. The Intimida-
  tion skill is vital; anything with harmful uses is popular,
  especially Knife, Physiology, and Poisons; and Alchemy, Fast-
  Draw (Potion), and Hazardous Materials (Magical) are useful
  for magical poisoning to supplement spells. Favorite spells
  begin with Lesser Curses and soar on up to Greater Curses –
  and beyond, to the secret spells.
  A spirit-worker might want raw magical power like a male-
  dictionist, but he’s more likely to desire undead Allies, exhibit
  Fearlessness (he deals with demons!), speak dead Languages,
  have Night Vision for tomb exploration, and find uses for
  Spirit Empathy. Social Stigma (Excommunicated) is com-
  mon among such wizards, who also tend to have Obsessions
  with becoming undead, as well as a resemblance to the living-
  challenged (Odious Personal Habits, Skinny, Unfit, low
  Appearance, etc.). Mundane training encompasses skills for
  understanding dead people and societies: Archaeology,
  Expert Skill (Thanatology), History, Professional Skill (Mor-
  tician), and really obscure Hidden Lore, often alongside some
  Meditation and Theology. Favorite spells range from Lesser
  Spirit Workings to the Final Six, and perhaps Grasping Doom
  or Soul Prison.
  An all-around megalomaniac resembles both of the above,
  but with Resistant to Poison (to foil assassins) and of course
  Megalomania – and perhaps Jealousy and Selfish – replacing
  other traits. Social facility never hurts a meteoric rise, so such
  people learn Diplomacy and Savoir-Faire; a few even pose as
  kindly magic tutors (add Teaching). A hunger for power tends
  to accompany a lust for treasure-hunting, which manifest 
  as Archaeology, Cartography, Hidden Lore (Lost Civilizations
  or Magical Items), History, Literature, Research, and Search.
  CHARACTER TEMPLATES
  36
  
  Spells mix curses and spirit workings, but no would-be dark
  lord would stop at less than the Greater ones or miss out on the
  Death spell.
  Black-robes love magical gear, so it’s fitting to use Signature
  Gear or points from quirks to obtain magic gewgaws – if only
  an onyx power item (or Powerstone). Other equipment to
  remember is the essential black robe, a sickle (GURPS Low-
  Tech, p. 65), and a sling with lead bullets (p. B276).
  THAUMATURGETICIST
  (YELLOW-ROBE)
  250 points
  You’re a rootin’, tootin’, fireball-shootin’ wizard! Not for you,
  the ivory towers and musty grimoires of pure research. No, you
  did your stint at the Solar Center, copying tracts and supervising
  freshmen, and now it’s your turn to blow things up. You’re aware
  that other mages deem your education incomplete and your
  methods unsophisticated. Let them blather! Basking in the glory
  of saving the world from darkness-loving horrors is hard work,
  but somebody has to do it – and that’s you.
  Attributes: ST 10 [0]; DX 13 [60]; IQ 14 [80]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 14 [0]; Per 14 [0]; FP 14 [9]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Magery 3 [35]; Magical School Familiarity (Thau-
  maturgetics) [1]; and four Magic Perks from the Thau-
  maturgetics list (p. 18) [4]. • 30 points chosen from among
  DX or IQ +1 [20] , Will or Per +1 to +6 [5/level], Basic Speed
  +1.00 [20], Combat Reflexes [15], Daredevil [15], Energy
  Reserve 1-10 (Magical) [3/level], Enhanced Dodge 1-3 (Dive
  for Cover)† [5/level], Fearlessness [2/level], Gizmos 1-3
  [5/level], Hard to Kill [2/level], Languages (any) [2-6/lan-
  guage], Luck [15] or Extraordinary Luck [30], Magery 4, 5,
  or 6 [10, 20, or 30], Signature Gear [Varies], or Temperature
  Tolerance 1 or 2 [1 or 2].
  Disadvantages: -15 points chosen from among Bad Temper
  [-10*], Impulsiveness [-10*], Intolerance (Creatures of
  darkness) [-5], Obsession (Blow up a specific large tar-
  get, defeat a particular monster, etc.) [-5*], Odious Per-
  sonal Habit (Proselytizing) [-5], Overconfidence [-5*],
  Pyromania [-5*], Sense of Duty (Fellow yellow-robes)
  [-5], or Vow (Never back down from a formal duel) [-5].
  CHARACTER TEMPLATES
  37
  Several skills on these templates (and in the styles in
  Chapter 1) don’t appear in GURPS Dungeon Fantasy 1 –
  they aren’t on its templates, Suitable Skills list, or lists of
  “special skills” for powers. Consequently, GURPS Dungeon
  Fantasy 2 assigns no tasks to them; they lack even implied
  uses for delvers. To remedy this, here are a few suggestions:
  Aerobatics and Aquabatics: Replace Acrobatics while fly-
  ing or swimming, respectively. Especially useful for dodg-
  ing and evasion (allowing all such stunts in the air or
  water). The GM may require rolls when negotiating narrow
  openings in an effort to avoid traps.
  Archaeology and History: Act as Hidden Lore for any-
  thing “hidden” by sheer age, not deliberate secrecy. Suc-
  cess might identify ruins (common in dungeons) or ancient
  artifacts, or confirm tavern tales involving long-forgotten
  places or events.
  Artist: The Calligraphy specialty acts as a comple-
  mentary skill when using Writing to embellish a
  document for sale or to impress a potential
  sponsor. The Illusion specialty works as noted
  on p. 95 of GURPS Magic, and is used against
  enemy IQ to determine whether an illusion is
  an effective distraction or lure.
  Astronomy*: Serves as a prerequisite for
  the Divination (Astrology) spell. Might tell
  the wizard whether the stars are right for
  obscure rites – especially those to do with
  Elder Things.
  Dreaming*: Serves as a prerequisite
  for Divination (Oneiromancy). The wiz-
  ard can use it to resist anything that
  affects his dreams (e.g., the Night-
  mare spell), if advantageous.
  Expert Skill (Thanatology): Success identifies tombs and
  burial goods before anyone offends the undead. See also
  GURPS Dungeon Fantasy 9, p. 15.
  Flight: Lets a wizard conserve energy for long-distance
  travel when he casts Levitation, Flight, or Hawk Flight on
  himself. No effect on the initial casting, but out of com-
  bat, roll at every one-minute maintenance interval; suc-
  cess reduces maintenance cost by 1.
  Fortune-Telling (Dream Interpretation)*: Mostly useful
  when plying passersby for coin (“Cross my palm with sil-
  ver!”), working like Performance for this purpose. Can
  serve as Dreaming (above) when interpreting another
  delver’s dreams.
  Literature: Acts as Hidden Lore for anything “hidden” by
  the lack of widespread literacy. Success can identify a valu-
  able nonmagical book, or reveal a false tavern tale as
  bunkum from an old story. Also a complementary skill when
  rolling to recall any mundane book-learned knowledge.
  Philosophy*: Works like Theology when try-
  ing to earn coin with a soapbox lecture.
  Professional Skill (Mortician): Roll to collect
  useful bits from defeated undead. As well, suc-
  cess turns a badly broken corpse into a “rela-
  tively complete” one that Zombie can animate.
  Symbol Drawing: Success identifies what
  Evil Runes will do if activated – but note that
  there are many symbol alphabets!
  * These can also act as “enlightenment
  skills” that channel small hints from the GM
  when the players are stumped; see Dungeon
  Fantasy 2, p. 15. An astronomer must be able
  to see the stars, a dreamer has to sleep, and a
  philosopher needs peace and quiet.
  Arcane Arts
  
  • Another -35 points chosen from among the previous traits
  or Absent-Mindedness [-15], Chummy [-5] or Gregarious
  [-10], Clueless [-10], Curious [-5*], Easy to Read [-10],
  Frightens Animals [-10], Hard of Hearing [-10], Klutz [-5] or
  Total Klutz [-15], Oblivious [-5], Post-Combat Shakes [-5*],
  Sense of Duty (Adventuring companions) [-5], Skinny [-5],
  Stubbornness [-5], Unnatural Features 1-5 [-1/level], or
  Wounded [-5].
  Primary Skills: Alchemy (VH) IQ [8]-14; Hazardous Materials
  (Magical) (A) IQ [2]-14; Intimidation (A) Will [2]-14; and
  Thaumatology (VH) IQ [1]-14‡.
  Secondary Skills: Two specialties of Innate Attack (Beam,
  Breath, Gaze, or Projectile), both (E) DX+2 [4]-15. • Either
  Shield (Buckler) (E) DX+1 [2]-14 and Smallsword (A) DX
  [2]-13, or Staff (A) DX+1 [4]-14. • Four of Forced Entry or
  Innate Attack (any other), both (E) DX+1 [2]-14; Throwing
  (A) DX [2]-13; Architecture, Fast-Talk, Hidden Lore
  (Undead), Occultism, Prospecting, Teaching, or Writing, all
  (A) IQ [2]-14; Artist (Calligraphy) or Tactics, both (H) IQ-1
  [2]-13; or 2 points to raise one of those skills by a level. •
  Optionally, sacrifice two choices from the previous list for 4
  points to raise an Innate Attack skill by a level.
  Background Skills: Eight of Fast-Draw (Potion) (E) DX [1]-13;
  Climbing or Stealth, both (A) DX-1 [1]-12; First Aid or Ges-
  ture, both (E) IQ [1]-14; Cartography, Hidden Lore (any
  other), Research, or Speed-Reading, all (A) IQ-1 [1]-13;
  Physiology (monster type) or Strategy, both (H) IQ-2 [1]-12;
  Hiking (A) HT-1 [1]-10; Meditation (H) Will-2 [1]-12; Obser-
  vation (A) Per-1 [1]-13; 1 point to raise one of those skills by
  a level; or 1 point to buy any unselected secondary skill at
  the 1-point level. • Optionally, sacrifice four choices for 4
  points to raise an Innate Attack skill by a level.
  Spells: Create Acid, Create Steam, Deflect Energy, Ignite Fire,
  Lend Energy, and Light, all (H) IQ+1 [1]-15‡; and 24 points
  in additional Thaumaturgetics spells (p. 18).
  * Multiplied for self-control number; see p. B120.
  † Gives +1 per level to Dodge only when diving for cover
  (p. B377) to avoid an area effect or an explosion.
  ‡ Includes +3 for Magery.
  Customization Notes
  All yellow-robes are “artillery mages.” Some like lightning;
  others, fire. Acid, steam, magical disintegration, and pure light
  all have fans, too. However, what really differs is outlook.
  The engineer specializes in destroying inanimate objects:
  gates, castles, etc. Demolishing big things takes big spells that
  need big energy, so high Magery and an Energy Reserve are
  vital. He knows where to focus his efforts (Architecture and
  Forced Entry), and often sidelines in military support (Cartog-
  raphy, Observation, Strategy, and Tactics) and blasting miner-
  als from the ground (Prospecting). Useful spells include Blast
  Ball, Disintegrate, Explode, Explosive Fireball, Geyser, Rive,
  Shatter, and Volcano. Such work attracts magic-users with dis-
  turbing levels of Overconfidence and Pyromania, and destruc-
  tive Obsessions – and a distressing number of jittery menaces
  with Absent-Mindedness, Hard of Hearing, Klutz, and Post-
  Combat Shakes.
  The spell-slinger is a duelist, out to show that his magic can
  beat steel – or other spells. Power comes second to speed, mak-
  ing DX, Basic Speed, Combat Reflexes, and Enhanced Dodge
  top choices, along with the classics: Daredevil and Luck. A Vow
  about dueling is a must (feel free to use Code of Honor
  instead); Bad Temper, Impulsiveness, Overconfidence, Stub-
  bornness, and Wounded are likely. A single, impressive Innate
  Attack skill is important; First Aid, Tactics, Throwing, and
  extra Innate Attack specialties are useful; and some mages per-
  form Meditation before showdowns. Magic for face-offs con-
  sists of jets (especially Flame Jet) and Missile spells with high
  Accuracy (particularly Lightning).
  The undead-slayer best embodies qualities the Order wants
  to show the world. Advantages for survival matter: Per to spot
  evil, Will and Fearlessness to resist it, and Hard to Kill for
  when things go wrong. Intolerance of monsters and an
  Obsession with slaying them are likely, and such wizards are
  the most cultish, exhibiting Chummy, Odious Personal Habit
  (Proselytizing), and Sense of Duty. Important skills are Hidden
  Lore, Occultism, Physiology, and Research for learning the
  fiends’ weaknesses, and Observation and Stealth for the hunt.
  The most effective spells employ light (e.g., Sunbolt and
  Sunlight), though Essential Acid for dissolving remains is valu-
  able – and many slayers use Divination for mission prep and
  Dispel Magic for knocking down magical defenses.
  Thaumaturgeticists like flashy gold and diamonds. If they
  can buy a high-priced jeweled orb for a power item (or a dia-
  mond Powerstone), they will. Energy being so important to
  them, they also stockpile paut. Most wear yellow or gold.
  ECHOIST (GREEN-ROBE)
  250 points
  The conservatory was wonderful, but the world needs more
  wizards who refuse to submit to the temptation to hoard power.
  That’s your calling. You use magic to open clear channels of
  communication between people, and do so in service to the com-
  mon good – which is rarely the faux-moralistic “good” of tem-
  ples obsessed with collecting silver. After all, there’s boundless
  good in joyful music, free love, and egalitarianism . . . even if
  stodgy nobles and high priests happen to disapprove.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 15 [0]; FP 12 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  CHARACTER TEMPLATES
  38
  Blast things in six easy
  steps! Hurl the element
  of your choice from
  your very hand!
  – Thamaturgetics
  slogan
  
  Advantages: Magery 2 [25]; Magical School Familiarity (Way
  of Echoes) [1]; and four Magic Perks from the Way of
  Echoes list (p. 21) [4]. • 40 points chosen from among IQ
  +1 or +2 [20], Will +1 to +5 [5/level], FP +1 to +3 [3/level],
  Acute Hearing [2/level], Appearance (Attractive, Handsome,
  or Very Handsome) [4, 12, or 16], Charisma 1-4 [5/level],
  Cultural Adaptability [10], Eidetic Memory [5] or Photo-
  graphic Memory [10], Energy Reserve 1-13 (Magical)
  [3/level], Honest Face [1], Language Talent [10], Languages
  (any) [2-6/language], Luck [15] or Extraordinary Luck [30],
  Magery 3-6 [10/level], Mind Shield [4/level], Musical Ability
  1-4 [5/level], Penetrating Voice [1], Sensitive [5] or Empathy
  [15], Signature Gear [Varies], or Voice [10].
  Disadvantages: -15 points chosen from among Chummy [-5]
  or Gregarious [-10], Lecherousness [-15*], Selfless [-5*],
  Sense of Duty (Personal companions) [-5], Truthfulness
  [-5*], or Xenophilia [-10*]. • Another -35 points chosen
  from among the previous traits or Absent-Mindedness [-15],
  Charitable [-15*], Combat Paralysis [-15], Compulsive
  Carousing [-5*], Compulsive Generosity [-5*], Cowardice
  [-10*], Curious [-5*], Honesty [-10*], Klutz [-5] or Total
  Klutz [-15], Low Pain Threshold [-10], Nervous Stomach
  [-1], Overconfidence [-5*], Pacifism (any) [-5 to -30], Post-
  Combat Shakes [-5*], or Weirdness Magnet [-15].
  Primary Skills: Detect Lies (H) Per-1 [2]-14; Diplomacy (H)
  IQ-1 [2]-14; Dreaming (H) Will-1 [2]-14; Gesture (E) IQ+1
  [2]-16; Lip Reading (A) Per [2]-15; and Mental Strength (E)
  Will+1 [2]-16.
  Secondary Skills: Four of Stealth (A) DX [2]-12; Fortune-Telling
  (Dream Interpretation), Interrogation, Poetry, Teaching, or
  Writing, all (A) IQ [2]-15; Literature, Musical Instrument
  (any), or Psychology (any), all (H) IQ-1 [2]-14; Thaumatology
  (VH) IQ [2]-15†; Carousing or Singing, both (E) HT+1 [2]-13;
  Sex Appeal (A) HT [2]-12; Meditation (H) Will-1 [2]-14; Body
  Language (A) Per [2]-15; or 2 points to raise one of those skills
  or any primary skill by a level. • Either Shield (Buckler) (E)
  DX+2 [4]-14 and Smallsword (A) DX+1 [4]-13, or Staff (A)
  DX+2 [8]-14. • One of Innate Attack (Beam or Projectile) or
  Thrown Weapon (Dart), both (E) DX+2 [4]-14; Throwing (A)
  DX+1 [4]-13; or Sling (H) DX [4]-12.
  Background Skills: Eight of Fast-Draw (Potion) (E) DX [1]-12;
  Climbing or Dancing, both (A) DX-1 [1]-11; First Aid or
  Savoir-Faire (High Society), both (E) IQ [1]-15; Cartography,
  Hidden Lore (any), Occultism, Performance, Public Speak-
  ing, Research, or Speed-Reading, all (A) IQ-1 [1]-14; Musical
  Composition (H) IQ-2 [1]-13; Alchemy (VH) IQ-3 [1]-12; Hik-
  ing (A) HT-1 [1]-11; Observation (A) Per-1 [1]-14; or 1 point
  to buy any unselected secondary skill at the 1-point level.
  Spells: Dream Viewing, Hide Thoughts, Sense Emotion, Sense
  Foes, Silence, and Truthsayer, all (H) IQ [1]-15†; and 24
  points in additional Way of Echoes spells (p. 22).
  * Multiplied for self-control number; see p. B120.
  † Includes +2 for Magery.
  Customization Notes
  Echoists are discouraged from magical specialization, and
  are mostly generalists in that regard. Yet they’re all idealists,
  and their precise ideals aren’t nearly as uniform as outsiders
  want to believe.
  The artist values aesthetics. A magic-using troubadour, he
  might have Eidetic Memory (for memorizing text and verse),
  Musical Ability, Penetrating Voice, and Voice. Mental foibles
  range all over the map – although Compulsive Carousing is
  widespread, and crazier magical aesthetes are prone to Weird-
  ness Magnet. Skills of interest include Carousing, Dancing, 
  Literature, Musical Composition, Musical Instrument, Perform-
  ance, Poetry, Singing, and Writing. As for spells, musicians
  know Musical Scribe, employ Great Voice as an amp, use Alter
  Voice or Silver Tongue to improve vocal quality, cast Recall to
  dredge up forgotten tunes, and accompany themselves on
  Voices. Writers find Copy, Gift of Letters, and Scribe valuable.
  The facilitator prizes civil discourse and statesmanship, and
  acts as a wizardly diplomat and go-between. High IQ suits any-
  one who wants his words respected, though alternative
  approaches can find uses for Appearance, Charisma, Cultural
  Adaptability, Empathy, Languages, and Voice. This mindset
  often encompasses some of Honesty, Selfless, Sense of Duty,
  Truthfulness, and Xenophilia. High Detect Lies and Diplomacy
  are crucial, alongside Psychology, Teaching, and small invest-
  ments in Public Speaking and Savoir-Faire. Spells that ensure
  clear communication include Communication, Gift of
  Tongues, Great Voice, and Message – although Glib Tongue,
  Persuasion, and Presence are useful in moderation. Scribe is
  great for the permanent record.
  The peacenik wants everybody to get along. He exemplifies
  peace, love, unity, and respect – and outsiders’ views of the
  entire order – and embraces dreams and meditation. He has
  high Will and Mind Shield if he’s any good at such stuff, and
  often Charisma and Empathy. Customary disadvantages are
  traits like Charitable, Chummy, Compulsive Generosity, Paci-
  fism, and Selfless. Skills tend toward the abstruse, like
  improved Dreaming and Mental Strength, and knowledge of
  Fortune-Telling, Hidden Lore (Spirits), Meditation, Occultism,
  Thaumatology . . . and Sex Appeal. Favorite spells are Divina-
  tion, Dream Projection, Dream Sending, Dream Viewing,
  Pacify, and Peaceful Sleep.
  CHARACTER TEMPLATES
  39
  
  Green-robes don’t need high Magery, so 10 points have
  been moved from there to general advantage options. As
  Echoists walk a fine line between being underpowered for vio-
  lent adventures and overpowered for social ones, players might
  want to use the extra flexibility this affords to achieve better
  balance; e.g., giving a peacenik Energy Reserve will let him cast
  his few combat-effective spells more often.
  Echoists don’t need tons of specialized gear, either – just a
  green robe, a copper vessel, and possibly an emerald power
  item (Powerstone).
  PENTACLIST (ORANGE-ROBE)
  250 points
  “Evenness in all things is a prerequisite for wisdom. Wis-
  dom is the wizard’s highest virtue.” This ancient credo moti-
  vated you to leave the Tower to monitor the outside world’s
  magical pulse and right supernatural wrongs. You aren’t
  unduly bothered when people dismiss you as self-righteous,
  absent-minded, or inaccessible. Either they lack the benefit of
  your insight or they’re right – and if they’re right, then pru-
  dence dictates that you analyze and learn from the criticism,
  not fireball or zombify the critic.
  Attributes: ST 10 [0]; DX 11 [20]; IQ 16 [120]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 16 [0]; Per 16 [0]; FP 12 [0]; Basic Speed 6.00
  [5]; Basic Move 6 [0].
  Advantages: Magery 3 [35]; Magical School Familiarity (Pen-
  taclism) [1]; and four Magic Perks from the Pentaclism list
  (p. 25) [4]. • 30 points chosen from among DX or IQ +1
  [20], HT +1 to +3 [10/level], Per +1 to +4 [5/level], FP +1 to
  +3 [3/level], Danger Sense [15], Eidetic Memory [5] or Pho-
  tographic Memory [10], Energy Reserve 1-10 (Magical)
  [3/level], Enhanced Parry 1 (Staff) [5], Gizmos 1-3 [5/level],
  Higher Purpose (Magical balance)† [5], Intuition [15], Lan-
  guage Talent [10], Languages (any) [2-6/language], Luck
  [15] or Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20,
  or 30], Magic Resistance 1-6 (Improved, +150%) [5/level],
  Mind Shield [4/level], Signature Gear [Varies], or Wild Tal-
  ent 1 (Retention, +25%; Focused, Magical, -20%) [21].
  Disadvantages: -15 points chosen from among Curious [-5*],
  Honesty [-10*], Obsession (Take down a specific trouble-
  some wizard, unearth a particular bit of “lost” information,
  etc.) [-5*], Selfless [-5*], Sense of Duty (Adventuring com-
  panions) [-5], Truthfulness [-5*], or Weirdness Magnet
  [-15]. • Another -35 points chosen from among the previous
  traits or ST -1 [-10], DX -1 [-20], Basic Move -1 [-5], Absent-
  Mindedness [-15], Bad Sight (Mitigator, Corrective Specta-
  cles, -60%) [-10], Clueless [-10], Combat Paralysis [-15], 
  Frightens Animals [-10], Hard of Hearing [-10], Klutz [-5]
  or Total Klutz [-15], Low Pain Threshold [-10], Nervous
  Stomach [-1], No Sense of Humor [-10], Overconfi-
  dence [-5*], Post-Combat Shakes [-5*], Stubbornness
  [-5], Unnatural Features 1-5 [-1/level], or one of Over-
  weight [-1], Fat [-3], or Skinny [-5].
  Primary Skills: Hidden Lore (Magical Items, Magical
  Writings, or Spirits) and Research, both (A) IQ-1 [1]-15;
  Diplomacy (H) IQ-2 [1]-14; Thaumatology (VH) IQ
  [1]-16‡; and Meditation (H) Will-2 [1]-14.
  Secondary Skills: Seven of Cartography, Hazardous 
  Materials (Magical), Hidden Lore (any other),
  Occultism, Speed-Reading, Teaching, or Writing, all
  (A) IQ-1 [1]-15; Astronomy, Literature, Naturalist, or
  Symbol Drawing (any), all (H) IQ-2 [1]-14; or Alchemy
  (VH) IQ-3 [1]-13; or 1 point to raise one of those skills or
  a primary skill by a level. • Staff (A) DX+3 [12]-14. • One
  of Thrown Weapon (Dart) (E) DX+2 [4]-13; Throwing
  (A) DX+1 [4]-12; Sling (H) DX [4]-11; or 4 points to raise
  Staff by a level.
  Background Skills: Seven of Fast-Draw (Potion) (E) DX
  [1]-11; Climbing or Stealth, both (A) DX-1 [1]-10; Body
  Sense (H) DX-2 [1]-9; First Aid, Gesture, or Savoir-
  Faire (High Society), all (E) IQ [1]-16; Physiology (any)
  or Psychology (any), both (H) IQ-2 [1]-14; Hiking (A)
  HT-1 [1]-11; Scrounging (E) Per [1]-16; Observation or
  Search, both (A) Per-1 [1]-15; another 1-point second-
  ary skill; or 1 point to raise any 1-point primary, sec-
  ondary, or background skill by a level.
  Spells: Detect Magic, History, Mage Sight, Seeker, Trace, and
  two Seek spells, all (H) IQ+1 [1]-17‡; and 23 points in addi-
  tional Pentaclism spells (pp. 26-27).
  * Multiplied for self-control number; see p. B120.
  † Gives +1 to any roll made to protect the kingdom, world,
  plane of existence, or wizardly profession – never just “me,”
  “my pals,” or “this one village” – from out-of-control magic or
  magic-users.
  ‡ Includes +3 for Magery.
  Customization Notes
  The Pentaclists have a split personality: Like traditional
  masters of the arcane, they study their art at the cost of grow-
  ing slower, skinnier (or fatter), and more nearsighted. Yet they
  also endeavor to judge and punish magical troublemakers –
  they’re the Shaolin monks of magic, traipsing about in saffron,
  fighting with staffs. This template takes the middle ground,
  raising IQ and lowering DX relative to “generic” wizards,
  improving HT as befits wizened-yet-tough adventurers, and
  offering combative options for those who prefer mage-fu
  alongside physical disadvantages for those who don’t.
  CHARACTER TEMPLATES
  40
  
  Judges should see to their defenses; they ought to raise DX
  or HT, and/or buy some of Danger Sense, Enhanced Parry,
  Higher Purpose, Magic Resistance (Improved), and Mind
  Shield. Their archetypal disadvantage is Honesty, but No Sense
  of Humor, Obsession, Overconfidence, Selfless, and Stubborn-
  ness also fit. From there it’s wise to boost Diplomacy and
  Staff, and to focus on learning about likely troublemakers
  (Occultism and many kinds of Hidden Lore, Physiology, and
  Psychology can help) and their methods (Alchemy, Hazardous
  Materials, and improved Thaumatology). The handiest spells
  take down magic, magic-users, and magical pets: Banish, Dis-
  pel Creation, Dispel Magic, Drain Mana, Remove Curse, Sover-
  eign Countermagic, Sovereign Ward, Suspend Enchantment,
  Suspend Magery, and so on. Mind over Matter is wonderful,
  though, and Mana Vortex isn’t bad.
  Thaumatologists handle the order’s other business. They bal-
  ance astounding intellects (even higher IQ, Eidetic Memory,
  Intuition, etc.) and magical gifts (more Magery, Energy
  Reserve, and Wild Talent) against foibles of the soft and the eld-
  erly: lower ST, DX, and Basic Move, and problems like Bad
  Sight, Combat Paralysis, Fat (or Skinny), Hard of Hearing, and
  Low Pain Threshold. Magical research leaves them prone to
  Frightens Animals, Unnatural Features, and Weirdness Magnet.
  Still, they’re good at their work, combining mastery of academic
  tasks (Research, Speed-Reading, Teaching, and Writing) with
  encyclopedic knowledge of old documents (Cartography, Hid-
  den Lore, and Literature) and excellent skill at Thaumatology.
  They prize information spells – particularly Analyze Magic,
  Ancient History, and Divination – and “scriptorium magic” like
  Copy, Gift of Letters, and Scribe.
  A cloistered orange-robe needs little more than a saffron-
  colored gown and a nice opal power item (Powerstone). A
  judge should add some armor and a staff. It’s rare for a tower-
  mage to trade points for money or Signature Gear, though –
  that would represent passing up opportunities to learn merely
  to accumulate stuff.
  MIRROR-MAGE
  (WHITE-ROBE)
  250 points
  There’s little point to being a
  mage if you do not claim your
  birthright: power. That’s one of the
  few things your mentor taught you
  (perhaps before you usurped or
  murdered her) that you actually
  believe. You’re quite capable of
  playing nicely with others if they
  don’t get in your way, however –
  indeed, you’re downright delightful
  when things are going your way.
  The feebleness of weak-minded allies ensnared by the charms
  and illusions you cast at enemies isn’t your concern.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  10 [0]; Will 15 [0]; Per 13 [-10]; FP 12 [0]; Basic Speed 6.00
  [0]; Basic Move 6 [0].
  Advantages: Magery 3 [35]; Magical School Familiarity (Mir-
  rored Gaze) [1]; and four Magic Perks from the Mirrored
  Gaze list (p. 30) [4]. • 30 points chosen from among DX or
  IQ +1 [20], HT +1 [10], Will +1 to +5 [5/level], FP +1 to +3
  [3/level], Appearance (Attractive, Beautiful, or Very Beauti-
  ful) [4, 12, or 16], Charisma 1 or 2 [5 or 10], Energy Reserve
  1-10 (Magical) [3/level], Gizmos 1-3 [5/level], Honest Face
  [1], Intuition [15], Languages (any) [2-6/language], Luck
  [15] or Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20,
  or 30], Mind Shield [4/level], Rapier Wit [5], Signature Gear
  [Varies], Smooth Operator 1 or 2 [15 or 30], Social Cha -
  meleon [5], or Wealth (Comfortable or Wealthy) [10 or 20].
  Disadvantages: -15 points chosen from among Callous [-5],
  Compulsive Lying [-15*], Jealousy [-10], Megalomania
  [-10], Obsession (Become the world’s most powerful
  enchantress, an empress, etc.) [-10*], Secret [Varies], Self-
  ish [-5*], or Trickster [-15*]. • Another -25 points chosen
  from among the previous traits or ST -1 or -2 [-10 or -20],
  Bad Temper [-10*], Combat Paralysis [-15], Cowardice
  [-10*], Curious [-5*], Loner [-5*], Low Pain Threshold [-10],
  Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of
  Duty (Fellow white-robes) [-5], Skinny [-5], Social Stigma
  (Excommunicated)† [-10], or Stubbornness [-5].
  Primary Skills: Acting, Disguise, and Fast-Talk, all (A) IQ
  [2]-15; Artist (Illusion) and Hypnotism, both (H) IQ-1
  [2]-14; Mind Block (A) Will [2]-15; and 2 points to raise one
  of those skills by a level.
  Secondary Skills: Stealth (A) DX+1 [4]-13. • Six of Camouflage
  or Savoir-Faire (High Society), both (E) IQ [1]-15; Occultism,
  Propaganda, Public Speaking, or Teaching, all (A) IQ-1
  [1]-14; Diplomacy, Forgery, Mimicry (Speech), Psychology
  (any), or Ventriloquism, all (H) IQ-2 [1]-13; Thaumatology
  (VH) IQ [1]-15‡; Alchemy (VH) IQ-3 [1]-12; Sex Appeal (A)
  HT-1 [1]-11; Intimidation (A) Will-1 [1]-14; or 1 point to raise
  one of those skills by a level. • A total of 8 points spread
  among Fast-Draw (Knife or Potion), Garrote, Knife, Shield
  (Buckler), or Thrown Weapon (Knife), all (E) DX [1]-12,
  DX+1 [2]-13, or DX+2 [4]-14; Cloak, Main-Gauche, Rapier,
  Saber, Shortsword, Smallsword, or Throwing, all (A) DX
  [2]-12 or DX+1 [4]-13; Blowpipe (H) DX [4]-12; or Poi-
  sons (H) IQ-2 [1]-13 or IQ-1 [2]-14.
  Background Skills: Eight of Climbing or Riding
  (Horse), both (A) DX-1 [1]-11; First Aid or Gesture,
  both (E) IQ [1]-15; Hazardous Materials (Magical),
  Hidden Lore (any), Holdout, Research, Shadowing,
  Speed-Reading, Streetwise, or Writing, all (A) IQ-1
  [1]-14; Carousing (E) HT [1]-12; Hiking (A) HT-1
  [1]-11; Meditation (H) Will-2 [1]-13; Observation (A)
  Per-1 [1]-12; or 1 point to buy any unselected second-
  ary skill at the 1-point level.
  Spells: Complex Illusion, Fear, Foolishness, Persua-
  sion, Simple Illusion, and Weaken Will, all (H) IQ+1
  [1]-16‡; and 24 points in additional Mirrored Gaze
  spells (pp. 30-31).
  * Multiplied for self-control number; see p. B120.
  † Helpful clerical spells (such as healing) work at -3 on you.
  Harmful ones aren’t affected!
  ‡ Includes +3 for Magery.
  Customization Notes
  Mirror-mages being power-seekers, they prefer to achieve
  overwhelming strength in one area and exploit that to compen-
  sate for weaknesses elsewhere. Thus, they’re rarely generalists.
  CHARACTER TEMPLATES
  41
  
  The controller favors direct command; if someone twigs to
  a victim’s abnormal behavior, she dominates him, too, or has
  him silenced. This requires brute magical force (high Magery
  and an Energy Reserve), and provides familiarity that eventu-
  ally leads to Mind Shield. The definitive primary skill is Hyp-
  notism. Other essential knowledge is arcane (Alchemy, Hidden
  Lore, Occultism, Thaumatology, etc.) – though Gesture is valu-
  able for subtly ordering around thralls. Combat skills are for
  assassination; Fast-Draw, Knife, and Poisons are classics, and
  work best with Holdout. Preferred spells for enslaving minds
  are Charm, Command, Lesser Geas, and Loyalty. Most such
  white-robes exhibit an unattractive cocktail of Callous, Mega-
  lomania, Obsession, Overconfidence, and – if we’re being hon-
  est – Cowardice.
  The illusionist influences others by suborning their senses,
  conjuring something that everybody can perceive so that
  nobody disagrees. While there are no must-have advantages,
  DX assists stealthy backstage maneuvering and Luck is iconic.
  Disadvantages vary, but typically include Compulsive Lying
  (not all lies involve words) or Trickster. The key primary skill is
  Artist (Illusion). Mundane deceptions like Camouflage, For-
  gery, Mimicry, and Ventriloquism also have uses. Combat
  skills favor the swirling cape (Cloak) and potions hurled or
  blown from the shadows (Throwing or Blowpipe). Important
  spells are illusions – up to Great Hallucination, Invisibility,
  Perfect Illusion, and Phantom – plus tricks that deceive magic,
  like False Aura and Scryfool.
  The persuader employs spells socially, nudging people to act
  rather than using less-than-subtle magical dazes and hazes.
  This requires genuine social capability – Appearance, Cha -
  risma, Rapier Wit, Smooth Operator, or Wealth. Acting or
  Fast-Talk is vital, bolstered by Carousing, Intimidation, Propa-
  ganda, Psychology, Public Speaking, Savoir-Faire, Sex Appeal,
  and/or Streetwise. Combat skills often suit nobles (any sword
  skill), and accompany Riding. Spells focus on improving the
  caster’s charm (notably Alter Visage, Alter Voice, and Per-
  fume), influencing reactions (e.g., Insignificance, Presence,
  and Vexation), and planting subtle ideas (False Memory, Lure,
  Suggestion, etc.). Mirror-mages who play this game often have
  a Secret, engage in Compulsive Lying, and are motivated by
  Jealousy, if not Megalomania.
  White-robes like their gear classy, or at least stylish. Most
  wear costly garments (white fabric with silver baubles being
  customary), accompanied by a pearl power item (Powerstone).
  Pretenders to nobility tote a decent sword; any accompanying
  buckler is polished to a mirror finish, while even a fighting
  cloak should be fine.
  CHARACTER TEMPLATES
  42
  GURPS Dungeon Fantasy 11: Power-Ups offers “high-
  level” abilities to buy with earned character points. Its gen-
  eral power-ups suit all PCs – including ones built with
  these templates – but the wizard power-ups deserve some
  fine-tuning.
  All magical stylists may buy the following power-ups:
  • Any advantage or skill on their template (e.g., Magery
  up to 6).
  • Any component of their magical style that their
  template leaves implicit (remember: points in spells 
  limit perks).
  • Energy Reserve (Magical) up to 20 [3/level]. See
  Fatigue Points and Energy Reserve (p. 33).
  • IQ up to 25 before racial modifiers.
  Further options are template-specific. Those with an
  asterisk (*) come from Dungeon Fantasy 11. Many are
  Mana Sensitive (p. B34), abbreviated “MS” here. All are
  character growth options for over-the-top fantasy, rather
  than style components!
  Fluidist: Basic Move up to +6 [5/level]; Catfall (MS, -10%)
  [9]; Enhanced Dodge up to 2 [15/level]; Power Reincar-
  nate* [10]; Secret Teleportation Spell* [100]; Serendipity
  [15/level], with no upper limit; Terrain Adaptation (any;
  MS, -10%) [5]; Vibration Sense (MS, -10%; Universal, +50%)
  [14]; Wild Talent (Focused, Magical, -20%; Retention, +25%)
  [21/level], with no upper limit.
  Iron Mage: Armor Mastery* [5]; Artifact Lore* [25]; Artif-
  icer up to 6 [10/level]; Damage Resistance 1 or 2 (Tough
  Skin, -40%) [3 or 6]; Equipment Bond [1/item] or Weapon
  Bond [1/weapon] with any article that survives one full
  adventure with the wizard; Gizmos up to 6 [5/level]; Inextin-
  guishable Power* [5]; Shield Mastery* [15].
  Underworld Mage: Artifact Lore* [25]; Extra Life 1
  (MS, -10%) [23]; Inextinguishable Power* [5]; Magic Resist-
  ance (Improved, +150%) [5/level], with no upper limit; Mana
  Enhancer 1 [50]; Oracle (Scholarly)* [15]; Resistant to
  Supernatural Death Effects (+3) or (+8) [5 or 7], which helps
  against death spells (Burning Death, Death, Rotting Death,
  etc.), death potions, Hand of Death, and so on.
  Thaumaturgeticist: Damage Resistance 1-4 (Limited,
  Burning Damage, -40%; MS, -10%) [2.5/level, rounded up];
  Energy Reserve (Magical) [3/level], with no upper limit;
  Inextinguishable Power* [5]; Magical Bolt* [Varies]; Mana
  Enhancer 1 [50]; Ridiculous Luck [60]; Temperature Toler-
  ance up to 4 [1/level].
  Echoist: Charisma up to 6 [5/level]; Compartmentalized
  Mind 1 [50]; Discriminatory Hearing (MS, -10%) [14]; new
  Languages whenever points are available, even mid-
  encounter; Musical Ability up to 6 [5/level]; Parabolic
  Hearing 1 or 2 (MS, -10%) [4 or 8]; Protected Hearing [5];
  Serendipity 1-3 [15/level]; Wild Talent 1-3 (Focused, Magi-
  cal, -20%; Retention, +25%) [21/level].
  Pentaclist: Higher Purpose (Magical balance) up to 3
  [5/level]; Inextinguishable Power* [5]; Magic Resistance
  (Improved, +150%) [5/level], with no upper limit; Magical
  Bolt* [Varies]; Mana Enhancer 1 [50]; Oracle (Scholarly)*
  [15]; Power Reincarnate* [10]; Wild Talent (Focused, Mag-
  ical, -20%; Retention, +25%) [21/level], with no upper limit.
  Mirror-Mage: Charisma up to 6 [5/level]; Craftiness* 1-4
  [5/level]; Mimicry (MS, -10%) [9]; See Invisible (MS, -10%)
  [14]; Silence 1 or 2 (MS, -10%) [5 or 9]; Smooth Operator up
  to 6 [15/level]; Wealth up to Very Wealthy [30].
  Power-Ups
  
  Aerobatics skill, 37.
  Aquabatics skill, 37.
  Archaeology skill, 37.
  Artist skill, 37.
  Astronomy skill, 37.
  Black-robes, see Old School.
  Blast Ball spell, 19.
  Blue-robes, see Fluidists.
  Bones (material), 15.
  Characters, power-ups, 33, 42; starting
  Energy Reserve, 33; starting Fatigue
  Points, 33; see also Skills, Templates.
  Death spell, 15.
  Design notes, Fluidism, 9; Iron Magic, 12;
  Mirrored Gaze, 32; Pentaclism, 28;
  Thaumaturgetics, 20; Way of Echoes,
  23; Underworld Lore, 16.
  Discord spell, 31.
  Disrupt spell, 23-24.
  Dissipate spell, 8.
  Dreaming skill, 37.
  Echoist template, 38-40.
  Enchantment spells, 5.
  Energy Orbs (material), 19.
  Energy Reserve, 33, 42.
  Essential Fluid (material), 8.
  Expert Skill (Thanatology), 37.
  Fatigue Points, 33.
  Flight skill, 37.
  Flow spell, 9.
  Fluidism style, 4, 6-9; design notes, 9;
  secret spells, 8-9; spell list, 7-8; see
  also Fluidists.
  Fluidists, 4, 6-9; power-ups, 42;
  template, 33-34; see also Fluidism
  Style.
  Fortune-Telling (Dream
  Interpretation) skill, 37.
  Grasping Doom spell, 15-16.
  Great Deflect Missile spell, 13.
  Guild of Iron Mages, 4, 10-13; power-
  ups, 42; template, 34-36; see also
  Iron Magic Style.
  GURPS Basic Set, 3; Dungeon
  Fantasy, 3, 4, 5, 6, 10, 11, 13, 17,
  21, 23, 25, 29, 30, 33; Dungeon
  Fantasy 1: Adventurers, 5, 37;
  Dungeon Fantasy 2: Dungeons, 37;
  Dungeon Fantasy 3: The Next Level,
  33; Dungeon Fantasy 7: Clerics, 5;
  Dungeon Fantasy 9: Summoners, 37;
  Dungeon Fantasy 11: Power-Ups, 5,
  42; Low-Tech, 37; Magic, 3, 6, 11, 13,
  19, 21, 23, 27, 28, 30, 31, 32, 37;
  Powers, 33; Thaumatology: Magical
  Styles, 3, 4; see also Pyramid
  Magazine.
  History skill, 37.
  Infiltrate spell, 9.
  Iron Mages, see Guild of Iron Mages.
  Iron Magic style, 4, 10-13; design notes,
  12; secret spells, 13; spell list, 11-12; 
  see also Guild of Iron Mages.
  Literature skill, 37.
  Mana Vortex spell, 27.
  Mass Charm spell, 31.
  Mass Hallucination spell, 32.
  Mass Invisibility spell, 32.
  Mass Resist (Effect) spells, 13.
  Materials, secret, 8, 15, 19, 23.
  Mind over Matter spell, 27.
  Mind-Whip spell, 24.
  Mirror-mages, see Wizards of the Mirrored
  Gaze.
  Mirrored Gaze style, 4, 29-32; design
  notes, 32; secret spells, 31-32; spell list,
  30-31; see also Wizards of the Mirrored
  Gaze.
  Old School, 4, 13-17; power-ups, 42;
  template, 36-37; see also Underworld
  Lore Style.
  Orange-robes, see Tower of Pentacles.
  Order of Sun, 4, 17-20; power-ups, 42;
  template, 37-38; see also
  Thaumaturgetics Style.
  Pacify spell, 24.
  Pentaclism style, 4, 25-28; design notes, 28;
  secret spells, 27-28; spell list, 26-27; 
  see also Tower of Pentacles.
  Pentaclists, see Tower of Pentacles.
  Philosophy skill, 37.
  Power-ups, 33, 42.
  Professional Skill (Mortician), 37.
  Psychic Patina (material), 23.
  Pyramid magazine, 3, 5; see also GURPS.
  Red-robes, see Guild of Iron Mages.
  Secret materials, 8, 15, 19, 23.
  Secret spells, Fluidism, 8-9; Iron Magic,
  13; Mirrored Gaze, 31-32;
  Thaumaturgetics, 19-20; Underworld
  Lore, 15-17; Way of Echoes, 23-24.
  Sisters and Brothers of Echoes, 4, 20-24;
  power-ups, 42; template, 38-40; see also
  Way of Echoes Style.
  Skills, enlightenment, 37; new for
  Dungeon Fantasy, 37.
  Soul Prison spell, 16-17.
  Sovereign Countermagic spell, 28.
  Sovereign Ward spell, 28.
  Spells, Enchantment, 5; omitted in styles,
  5-6; secret materials, 8, 15, 19, 23; see
  also Secret Spells, specific styles.
  Stroke of Lightning spell, 19.
  Styles, overview, 4; reading stats, 5;
  spells omitted in, 5-6; using in
  Dungeon Fantasy, 4-5; using in
  other campaigns, 5-6; see also
  specific styles.
  Symbol Drawing skill, 37.
  Templates, 33-42; power-ups, 33, 42;
  skills not in Dungeon Fantasy, 37;
  using in Dungeon Fantasy, 33;
  using in other campaigns, 33.
  Thaumaturgeticists, see Order of the
  Sun.
  Thaumaturgetics style, 4, 17-20; design
  notes, 20; secret spells, 19-20; spell
  lists, 18; see also Order of the Sun.
  Tower of Pentacles, 4, 24-28; power-
  ups, 42; template, 40-41; see also
  Pentaclism Style.
  Tower-mages, see Tower of Pentacles.
  Transference Bolt spell, 19-20.
  Underworld Lore style, 4, 13-17;
  design notes, 16; secret spells, 15-17;
  spell lists, 14-15; see also Old
  School.
  Underworld mages, see Old School.
  War-wizards, see Guild of Iron Mages.
  Way of Echoes style, 4, 21-24; design
  notes, 23; secret spells, 23-24; spell list,
  22; see also Sisters and Brothers of
  Echoes.
  White-robes, see Wizards of the Mirrored
  Gaze.
  Wizards of the Mirrored Gaze, 4, 29-32;
  power-ups, 42; template, 41-42; see also
  Mirrored Gaze Style.
  Yellow-robes, see Order of the Sun.
  INDEX
  43
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Magical Styles Dungeon Magic .pdf