Thaumatology: Urban Magics
In fantasy tales¸ cities can be safe havens¸ goals of quests¸ or places to visit along the way. Indeed¸ magical metropolises have served as settings for entire fantasy campaigns¸ where the heroes can find arcane adventure by going out their own front doors. When it comes to creating fantastic cities¸ you don't need an eldritch tome crackling with power; you only need GURPS Thaumatology: Urban Magics. Building on ideas from GURPS Fantasy and taking full advantage of the possibilities opened by GURPS Thaumatology ¸ this volume explores the distinctive nature of urban magic -- how magical groups are organized¸ what magical practices a city supports¸ how cities make magic more effective¸ and how magic makes cities work better. In addition¸ it looks at the gods¸ spirits¸ and monsters that live in cities. All of these come complete with new GURPS rules and options. This supplement also includes: Almost a dozen new templates with varied magical abilities¸ including suggestions for making them more or less powerful. Five types of magic specific to cities: Tap the power of sacred architecture¸ urban divination¸ or ley lines. How to make a city work using the GURPS magic system. Lights¸ water¸ power¸ and sewage -- there's nothing magic can't handle! Eight thematic campaign ideas that keep the action city-centric. Patrol the gritty streets as enchanted investigators¸ enroll in a magical school¸ or scheme in mystic mansions. Whether organizing a mages' guild¸ tapping a city's unique essence¸ bargaining with the gods¸ or designing a magical city-based campaign¸ GURPS Thaumatology: Urban Magics has what you need!