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Urban Magics
TM
Written by WILLIAM H. STODDARD
Edited by JASON “PK” LEVINE and NIKOLA VRTIS
Illustrated by LARRY MCDOUGALL, SHEA RYAN, and DAN SMITH
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-0130
®
Version 1.0 – November 2009
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C ONTENTS
I NTRODUCTION . . . .3
Publication History . . . . .3
About the Author . . . . . .3
About GURPS . . . . . . . . .3
S ACRED
A RCHITECTURE . . . .21
The Language
of Stone . . . . . . . . . .21
Placing Buildings . . . . .22
Drawing Plans . . . . . . . .22
Construction . . . . . . . . .22
Conflicting Aspects . . . . .22
Effects . . . . . . . . . . . . . .23
Ornamentation . . . . . . . .23
U RBAN D IVINATION . . . .23
Agoramancy . . . . . . . . . .23
Demomancy . . . . . . . . . .24
Geomancy . . . . . . . . . . .24
Mediospicy . . . . . . . . . . .24
Numerology . . . . . . . . . .24
Electronic Voice
Phenomena . . . . . . . .24
5. T HE E NCHANTED
C ITY . . . . . . . .32
E NCHANTED
H OUSEKEEPING . . . .32
E NCHANTED
B UILDINGS . . . . . . .32
P UBLIC W ORKS . . . . . . .34
Water . . . . . . . . . . . . . . .34
Sewers and Dumps . . . .35
Light . . . . . . . . . . . . . . . .35
Cities of Darknes s . . . . .35
Weather and
Climate . . . . . . . . . . .36
Power . . . . . . . . . . . . . . .36
T RAVEL AND
T RANSPORTATION . . .36
Personal Travel . . . . . . .36
Vehicular Travel . . . . . . .36
Transportation
Infrastructure . . . . . .37
Flight . . . . . . . . . . . . . . .37
Ley Lines and Travel . . .37
Teleportation . . . . . . . . .37
Maps and
Magical Travel . . . . . .37
Enchanted Streets . . . . .38
Interdimensional
Portals . . . . . . . . . . . .38
Ley Lines and
Interdimensional
Travel . . . . . . . . . . . . .38
Cities on the Move . . . .39
W ONDERS AND
M ARVELS . . . . . . . .39
The Bronze Giant . . . . .39
The Elevator . . . . . . . . .39
The Key to the City . . . .40
The Memory House . . .40
The Spring of
Healing . . . . . . . . . . .40
M AGICALLY C REATED
B EINGS . . . . . . . . . .42
Phantasms . . . . . . . . . . .43
H AUNTED S TREETS . . . .43
Alienation . . . . . . . . . . . .43
Criminal Spirits . . . . . . .44
Disease Spirits . . . . . . . .44
Gargoyles . . . . . . . . . . . .44
Haunted Houses . . . . . .44
Lost Souls . . . . . . . . . . .45
Necropolises . . . . . . . . .45
The Spirit
of the Mob . . . . . . . .45
Urban Vampires . . . . . .46
Vermin Spirits . . . . . . . .46
Rat Kings . . . . . . . . . . . .46
1. O NTHE S TREET
OF THE
W IZARDS . . . . .4
O RGANIZING M AGIC . . . . .4
Rank in Local Guilds . . . .4
Mages’ Guilds . . . . . . . . .4
Specialists . . . . . . . . . . . .5
Schools for Sorcery . . . . .5
Magical Factories . . . . . .5
Magical Texts . . . . . . . . . .6
Magical Research
Institutes . . . . . . . . . . .6
Mafias . . . . . . . . . . . . . . . .6
Street Gangs . . . . . . . . . .6
S PIRIT T RANSACTIONS . . .7
Death Will Not
Release You . . . . . . . .7
Sacrificial
Brokerages . . . . . . . . .8
Hell Money . . . . . . . . . . . .8
7. U RBAN
S ETTINGS AND
C AMPAIGNS . . .47
S CALE . . . . . . . . . . . . . .47
Isolate . . . . . . . . . . . . . . .47
Village . . . . . . . . . . . . . . .47
Town . . . . . . . . . . . . . . . .47
City . . . . . . . . . . . . . . . . .47
Metropolis . . . . . . . . . . .48
World-City . . . . . . . . . . . .48
L OCATION . . . . . . . . . . . .48
Basic Necessities . . . . . .48
Specialized
Resources . . . . . . . . .49
Transportation
and Trade . . . . . . . . .49
Defensibility . . . . . . . . . .49
Mana Level . . . . . . . . . .49
Built by Command . . . .50
Ruins . . . . . . . . . . . . . . .50
H OW M UCH M AGIC ? . . .50
P LANNING THE
C AMPAIGN . . . . . . . .51
Civic Champions . . . . . .51
The Firm . . . . . . . . . . . .51
Great House . . . . . . . . . .51
Mean Streets . . . . . . . . .51
Police Procedural . . . . .51
Right-Hand Men . . . . . .52
School Days . . . . . . . . . .52
Sophisticates . . . . . . . . .52
Additional GURPS
Resources . . . . . . . . .52
4. M AGIC IN U RBAN
E NVIRONMENTS
. . . . . . . . . . .25
E NERGY S OURCES . . . . .25
Mass Magic . . . . . . . . . .25
Demurgy . . . . . . . . . . . .26
The Mechanical
Equivalent
of Magic . . . . . . . . . .26
Mana Transmission . . . .27
C ITIES AND M ANA
L EVELS . . . . . . . . . .27
Ex Machina . . . . . . . . . .27
Mana Depletion . . . . . . .28
Religion . . . . . . . . . . . . .28
Religious Spillover . . . .28
Agriculture . . . . . . . . . . .28
Technology . . . . . . . . . . .28
Magical Defenses . . . . .29
The Urban
Landscape . . . . . . . .29
Precious Metals . . . . . . .29
Aspected Mana . . . . . . .29
M AGICAL
R ELIABILITY . . . . . .30
Enchantment and
Reliability . . . . . . . . .30
E SSENTIAL M ATTERS . . .31
Building Materials . . . .31
Essential
Economies . . . . . . . .31
New
Transformations . . .31
2. M AGICAL
P RACTITIONERS
. . . . . . . . . . . .9
T EMPLATES . . . . . . . . . . .9
Allied Tradesman . . . . . .9
Consulting Mage . . . . . .10
Criminal Mage . . . . . . . .10
Enchanted Item
Dealer . . . . . . . . . . . .11
Exorcist . . . . . . . . . . . . .12
Forensic Sorcerer . . . . .12
Glamour Girl . . . . . . . . .13
Potion Seller . . . . . . . . .14
Street Wizard . . . . . . . . .14
Thaumatological
Scholar . . . . . . . . . . .15
Urban Shaman . . . . . . .16
A DVANTAGES . . . . . . . . . .16
Sacred Balance . . . . . . . .17
S KILLS . . . . . . . . . . . . . .17
3. N EW M AGICAL
A RTS . . . . . . .18
L APIDISM . . . . . . . . . . . .18
L EY L INE S PELLS . . . . . .19
R ATPIPING . . . . . . . . . . .21
6. S UPERNATURAL
I NHABITANTS . .41
G ODS AND
S PIRIT A LLIES . . . . .41
Familiars . . . . . . . . . . . .41
Immigrant Gods . . . . . .41
Minor Gods . . . . . . . . . .41
Servitors of Gods . . . . . .42
Spirit Roads . . . . . . . . . .42
Spirits of Buildings . . . .42
Urban Faeries . . . . . . . .42
I NDEX . . . . . . . . .53
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Thaumatology, Urban Magics, Pyramid , e23, and the names
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C ONTENTS
2
I NTRODUCTION
Fantasy is about worlds in which magic is real. Many
accounts of those worlds depict them as rural places. The com-
mon people live in villages, the nobles in castles, and when
either of them go on quests, they travel through wildernesses.
Any cities they encounter are likely to be in ruins, inhabited
only by ferocious beasts or angry ghosts.
Despite a seeming dearth of urban settings, numerous liv-
ing cities exist: L. Frank Baum’s Emerald City, J. R. R. Tolkien’s
Minas Tirith, Fritz Leiber’s Lankhmar, Terry Pratchett’s Ankh-
Morpork, China Miéville’s New Crobuzon, and many others.
These places can be just as magical as any other location in
their worlds. In some instances, they’re more so: With larger
populations and wealthier economies, they can support more
mages and more magical objects. Special magical arts and dis-
tinctive supernatural creatures may be found only in cities.
The practice of mystical arts may make the cities themselves
magical. Cities in the real world have urban legends; in fantasy
worlds, such legends may be true.
If you want to include cities in your fantasy campaign –
whether as starting points, places to visit, or the setting of the
entire campaign – GURPS Thaumatology: Urban Magics will
help you. This supplement is a collection of ideas for you to use.
Most of them include new (optional) rules. GMs can rely on
these if they’ll help the campaign, and ignore them if they don’t.
Most of this material focuses on the cities of
traditional, low-tech fantasy worlds. However,
many ideas here can work in a modern-fantasy
setting. In fact, some are specifically designed for
such a campaign or based on modern supernat-
ural beliefs, such as electronic voice phenomena
and hell money.
About GURPS
Steve Jackson Games is committed to full support of GURPS play-
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Please include a self-addressed, stamped envelope (SASE) any time
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our staff and your fellow gamers, visit our forums at
forums.sjgames.com . The GURPS Thaumatology: Urban Magics
web page is www.sjgames.com/gurps/books/urbanmagics .
Bibliographies. Many of our books have extensive bibliographies,
and we’re putting them online – with links to let you buy the
resources that interest you! Go to each book’s web page and look for
the “Bibliography” link.
Errata. Everyone makes mistakes, including us – but we do our best
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including this book, are available on our website – see above.
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.
P UBLICATION H ISTORY
GURPS Thaumatology: Urban Magics is a
set of footnotes to GURPS Fantasy , particularly
to its discussions of local settings in fantasy
worlds. Nearly all of the content of Urban
Magics is new. The treatment of ley lines is partly
borrowed from, and partly inspired by, the mate-
rial in GURPS Places of Mystery. The
Mechanical Equivalent of Magic is inspired by
GURPS Technomancer.
This book also relies on options from GURPS
Magic, GURPS Thaumatology, and GURPS
Thaumatology: Magical Styles.
A BOUT THE A UTHOR
William H. Stoddard is a professional copy
editor, specializing in scientific and scholarly
books. He lives in San Diego with his cohabitant
Carol, two cats, two computers, and far too many
books. His hobbies include cooking, reading sci-
ence fiction and alternate history, running and
playing in roleplaying games, doing library
research, and discussing philosophy and politics
online. His previous work for Steve Jackson
Games includes the latest edition of GURPS
Fantasy .
GURPS System Design
STEVE JACKSON
Page Design
PHIL REED and
JUSTIN DE WITT
Marketing Director
PAUL CHAPMAN
GURPS Line Editor
SEAN PUNCH
ROSS JEPSON
GURPS FAQ Maintainer
Managing Editor
PHILIP REED
WILL SCHOONOVER
Production Artist & Indexer
–––––––
VICKY “MOLOKH” KOLENKO
e23 Manager
STEVEN MARSH
NIKOLA VRTIS
Prepress Checker
WILL SCHOONOVER
Lead Playtester: Jeff Wilson
Playtesters: Fred Brackin, Brett Evill, Mark Gellis, Martin Heidemann, William Keith, Paraj Mandrekar,
Matt Riggsby, Michael Roy, Hans-Peter Schöni, Kevin Smith, and Ben Zittere
I NTRODUCTION
3
Director of Sales
Art Director
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O N THE S TREET
OF THE W IZARDS
By living in a city, people who have chosen the mystical
arts as their profession potentially have more people in need
of their services. Mages may be able to work as wizards full
time, even specializing in a particular kind of magic. If there
are enough mages, they may be organized or they may com-
pete for business – sometimes both. The practice of magic
may be legally regulated or self-regulated. If mages are
known to live in cities, then magically talented people may
come there looking for knowledge and training – and the
cities will have even more mages.
This chapter examines how the daily life of cities affects the
practice of magic.
O RGANIZING M AGIC
Like almost any human activity, magic has a social aspect.
Mages are seldom entirely solitary; they have other mages as
mentors, disciples, allies, or rivals. The history of cities over
the centuries provides several models for the organized prac-
tice of magic.
Merchant Rank (p. B30). Spells with long-distance modifiers
can help hold together a national or imperial guild system. Its
archmage may be anywhere from Rank 6 to 8. If such a sys-
tem of ranks is of little concern to anyone but mages, its cost
can be reduced to 1 point/level, making it a leveled perk as
discussed for Academic or Guild Rank in GURPS
Thaumatology: Magical Styles (p. 21).
In some worlds, advances in Rank may involve elaborate
rituals that confer increased knowledge and power. Perhaps
everyone starts out at Magery 0 and gains a level of Magery
with each added Rank. This combination has a total cost of 15
points per Rank. (The GM needs to be willing to cope with
Magery 8 being available!)
M AGES ’ G UILDS
Mages in historical fantasy settings, like other specialized
workers, often organize into guilds. The guild organizational
style fits several needs of the profession: passing on knowledge
and skills, maintaining professional standards, and keeping
out unlicensed practitioners.
Establishing a guild implies that mages are in business
largely to earn money. This is most likely in a world where
magic is a regular part of daily life (see Magical Reliability ,
p. 30). Such a world may look medieval, but its effective
TL is likely to be TL(3+1) or TL(3+2); see p. B513.
Although mages may be expected to step in and cast spells
when people are in trouble (just as doctors are expected to
help the sick or injured in an emergency), most of the
time, they work for paying customers. Consequently, most
mages study spells that people often want.
A mages’ guild is likely to train new members through
apprenticeships. The apprentice starts out performing
menial tasks for his mentor. When he begins casting spells,
the first one he learns is likely to be Lend Energy; this boosts
the number of spells his master can cast and thus increases
his income. As the apprentice learns other spells, his master
will have him cast the easy ones, reserving his own effort for
the more advanced ones.
Like other professional organizations, mages’ guilds
have an internal hierarchy. In some settings, mages have
enough prestige for this to be definable as a form of
Rank in Local Guilds
As a variation on Rank, the GM may choose to define
forms recognized only locally, with fewer levels. A one-city
guild, whether of wizards or weavers, might have three lev-
els: Rank 1 for a master with his own shop or practice,
Rank 2 for a syndic (a member of the guild council), and
Rank 3 for the guildmaster. (Mages could acquire Magery 1-
3 as they learn guild secrets.) For a socially influential guild,
this would confer Status in the local community in the
usual way. For a guild that totally dominates a city, local
Rank may replace Status. It’s convenient to assume that Sta-
tus within one city will be honored by other cities, at least
within the same cultural milieu, and thus the point value of
Rank and Status need not be discounted.
If a city is an independent state, with its own king, or is
the capital of an empire, this limit should not apply. The
city’s hierarchies are the hierarchies of an entire society.
O N THE S TREET OF THE W IZARDS
4
C HAPTER O NE
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Alternatively, Rank 0 journeymen are only taught spells with-
out prerequisites. Each added Rank opens up spells with one
added prerequisite, until the Rank 8 archmages get to learn any
spell they please. (At the GM’s option, this could be defined as an
Unusual Background worth an extra 5 points per level of Rank.)
Other magic-based professions may have their own guilds.
For example, alchemists’ guilds are common in fantasy.
Ages with a similar style of instruction. Fantasy novels often
portray schools of wizardry based on this model, such as Le
Guin’s Roke, Pratchett’s Unseen University, and Rowling’s
Hogwarts. Anywhere there are enough practicing mages to
make classroom training more convenient than one-on-one
apprenticeships, such a school is likely to develop.
Some fictional schools of magic are isolated, with only stu-
dents, teachers, and servants in sight. Others are in cities of
various sizes. A large city may have enough magically gifted
youths to support a magical day school. Any size settlement
(particularly small ones) may have boarding schools for stu-
dents from distant locations.
S PECIALISTS
If magic is treated as a profession, bigger cities will support
specialized magical practices. Two different forms of special-
ization are possible.
First, there’s the mage who only knows a few spells, but in
a big city, enough people need those spells for him to make a
living from them. See the Allied Tradesman template (pp. 9-10).
Example: A mage with average attributes and Magery 1
could put 1 point into Apportation-9 and 8 points into Lighten
Burden-12. By spending 5 FP, he could reduce a load of 300 lbs.
(15¥BL) to an effective 150 lbs. (7.5¥BL) and carry it for 10
minutes. Without magical aid, an equally strong and fit man
would lose 1 FP/second with the same load.
Second, there’s the mage who has studied one college in
depth, mastering its most difficult spells. The healer can grow
back lost limbs or eyes, for example, and the elementalist can
create essential matter. Some specialists of this kind know
only spells from one college. Others know prerequisite spells
from multiple colleges – for example, a mage who can cause
or calm storms needs some air and water spells, as well as
weather spells. Usually this kind of mage will charge high fees
for his services, at least twice the standard rate, both because
he has a wider range of spells to draw on and to compensate
for all the time he spent in study. Clients who can pay his fees
are more likely to live in big cities or can afford to travel there.
Enchanters are a particularly important category of special-
ists. In the standard magic system, they have to create
enchanted items one at a time, making them the equivalent of
craftsmen. Thus, most enchanted items are costly, as much as
an excellent sword or a fine warhorse. Nonetheless, the skills
of these specialists can grant aristocrats or wealthy merchants
the benefits of spells without the study.
If a city has several mages with a particular specialization,
they may have a guild style, as discussed in GURPS
Thaumatology: Magical Styles (pp. 4-19).
She had graduated already, coming first
in English, equal first in Music, third in
Mathematics, seventh in Science, second in
Fighting Arts and fourth in Etiquette. She
had also been a runaway first in Magic, but
that wasn’t printed on the certificate.
– Garth Nix, Sabriel
Day students and boarding students may be rivals, whether
they attend two different schools or form cliques in the same
school. A small town with a large school of magic may have to
deal with “town and gown” conflicts between magically gifted
students and unmagical townsfolk. ( GURPS Banestorm:
Abydos describes a city struggling with such issues.) In a larger
city, the school may be an island of quiet retreat, or students may
be out getting a broader education from the life of the city itself.
Modern schools of magic preserve many older customs,
including lectures, seminars, and libraries filled with ancient
books. As their education progresses, students move from rote
learning in classrooms to personal apprenticeship under a
master sorcerer. They may even struggle to prove their fitness
to practice by inventing and writing new spells, much as Ph.D.
students research and write theses. Additionally, new paths to
magical knowledge may be open to them, from encyclopedic
grimoires issued by specialized publishers (see Magical Texts ,
p. 6) to online discussions of magical principles.
S CHOOLS FOR S ORCERY
Learning magic is often envisioned as resembling early styles
of classroom instruction. The teacher reads aloud from a text –
in this case a grimoire. Often this is in a dead language that the
student hasn’t fully mastered. The students memorize what the
teacher reads, and they recite it back. The teacher corrects their
recitals, answers questions about the text, and explains what it
means. The teacher may carry a rod or staff, though more as an
aid to casting spells than for punishing inattentive students.
Education exposes students to a series of standard texts.
Because of magical training, the student eventually compiles
his own grimoire.
Classroom instruction goes back to ancient Babylon, where
students learned cuneiform writing and a dead language,
Sumerian. The modern university took shape in the Middle
M AGICAL F ACTORIES
If industrial methods can be applied to magic (see Industrial
Magic on p. 67 of GURPS Fantasy for details), enchanted items
can be turned out on magical production lines at 10¥ the rate of
standard Slow and Sure enchantments. This assumes that there
is a nonhuman mana source; see Energy Sources (pp. 25-27) for
some possibilities. If the mages themselves have to provide the
energy, divide their productivity by 2.
The organization of a magical factory resembles that of
mass magic (pp. 25-26); the relationship of industrial magic to
mass magic is like that of standard enchanting to ceremonial
magic. Industrial magic may provide jobs for many people
with magical talent but limited intellect. It can also change the
nature of a society, raising its effective TL, as industrial magic
fills the stores with useful magical items.
O N THE S TREET OF THE W IZARDS
5
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