Orror Agic: Steve Jackson Games
Orror Agic: Steve Jackson Games
Horror Magic TM
GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE
GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO
Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON
GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT
VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS
GURPS, Pyramid, Warehouse 23, the pyramid logo, Magical Styles, Horror Magic, and the names of all products published
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GURPS Magical Styles: Horror Magic is copyright © 2021 by Steve Jackson Games Incorporated. All rights reserved.
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Now is the time. This is the hour. Ours is the magic. Ours is the power.
Now is the time. This is the hour. Ours is the magic. Ours is the power.
– The Craft
Introduction
At first glance, GURPS Magic looks to be designed for in GURPS Thaumatology: Urban Magics games – and con-
fantasy – the flamboyant kind that boasts fireballs and flight ceivably in GURPS Monster Hunters, as alternative magic
spells. Its reliable “ritual x creates effect y” mechanics can feel systems The Enemy can use to surprise champions.
like a poor fit to genres where magic is customarily unpre-
dictable, even risky, while many values of y are too flashy for
games where magic is supposed to be subtle or secret. These Required Books
difficulties send many GMs to alternative systems, notably GURPS Magical Styles: Horror Magic draws on GURPS
those found in GURPS Thaumatology and its supplements Magic for its spells and GURPS Thaumatology: Magical
(like Ritual Path Magic and Sorcery). Styles for countless concepts and perks; advanced practi-
Yet the Magic rules have the advantage of being straight- tioners of Forgotten Wisdom will want GURPS Magic: The
forward: No user-specified effects that encourage those play- Least of Spells, too. Despite its title, it doesn’t require GURPS
ing spellcasters to become rules lawyers and challenge the Horror (or any other world- or genre-book).
GM, as in Ritual Path magic. No ability-building mini-game
filled with the math of enhancements and limitations, as for
sorcery. Spells as skills surely have idiosyncrasies and incon- About the Author
sistencies, but they’re simple and come ready to use. Sean Punch set out to become a particle physicist in 1985
Often, all it really takes to adapt Magic to a “secret magic” and ended up as GURPS Line Editor in 1995. In that capacity,
game is to eliminate spells that seem too fast, reliable, or he has written, edited, or contributed to hundreds of GURPS
flashy for the setting, and to frame those that remain within a releases, revised the game into its fourth edition (2004),
structure that feels less like lightning-tossing fantasy. GURPS and been a regular contributor to Pyramid magazine. From
Thaumatology: Magical Styles provides tools capable of 2008, he has served as lead creator of the GURPS Action and
doing that. GURPS Dungeon Fantasy series; work on the latter led to his
GURPS Magical Styles: Horror Magic offers three worked design of the Dungeon Fantasy Roleplaying Game, released
examples for campaigns where magic is kept under wraps in 2017. Sean has been a gamer since 1979, but devotes most
because most people wouldn’t accept it or its wielders. Even if of his spare time to Argentine tango. He lives in Montréal,
not truly evil, the magic is unnerving and its users secretive. Québec with son amour, Geneviève.
While these styles suit GURPS Horror, they should also work
About GURPS
Steve Jackson Games is committed to full sup- twitter.com/sjgames. Share your brief campaign teasers
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18957, Austin, TX 78760. Resources include: GURPS Magical Styles: Horror Magic can be found at
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A Triple Threat 3
Style Guide
The following information appears for each style: Secret Spells: Spells available to stylists who’ve bought
the style’s required elements and relevant Secret Spell
Style Name: Descriptive but generic; consider changing
perks.
this to suit your campaign.
Optional Traits: Advantages, disadvantages, skills, etc.
Style Cost: The cost to buy Magical School Familiarity
that are likely but not required for stylists.
and put 1 point in each required spell and skill.
Spell List: The style’s spells for the purposes of Mag-
Style Prerequisites: Non-spell prerequisites for the
ical School Familiarity, Magic Perks, etc. All but secret
style’s required spells and skills.
spells can be learned in play simply by paying points.
Keywords: Words that describe the magic or its users,
All three styles use alternative prerequisites that replace
to help the GM decide when and where to use it.
standard ones. Spells that work differently from stan-
Description: Deeper insights into the style and how to
dard versions get footnotes.
use it in the campaign.
Secrets: A secret material is a special substance the
Required Skills and Spells: Skills and spells that must
stylist can prepare if they have the associated Secret
be bought at the 1-point level to gain access to the style’s
Material perk. A secret spell is available only to full-
advanced teachings.
fledged stylists who have the relevant Secret Spell perk
Perks: Magic Perks available to stylists with Magical
and the correct prerequisites.
School Familiarity and all required skills and spells.
Design Notes: A box on the game-mechanical thinking
Practitioners may buy one such perk per 10 points in the
behind the style.
style’s spells, plus another from whatever list the
GM deems “general” per 20 points in spells.
A Triple Threat 4
Cult Secrets
10 points
Style Prerequisite: Magery 1 (Ceremonial Magery, ‑40%).
Keywords: Conspiratorial; Hierarchical; Ritualistic; Secretive.
Religious groups and occult philosophical fraternities Required Spells: Any four of Magelock, Mystic Mist, Night-
are often accused of dabbling in “black magic”; a few openly ingale, Sense Observation, Wall of Silence, and Watchdog.
profess to do so. These are classic antagonists in horror and Perks: Area Spell Mastery (any Area spell on list); Astro-
sword-and-sorcery tales, and not out of place in the pulp, con- logical Ceremonies (Cult Secrets); Attribute Substitution (any
spiracy, and urban fantasy genres. Even superheroes encoun- spell on list, based on Will); Combat Ceremony (any spell
ter cultists – magical powers are easier to overlook in a world on list); Continuous Ritual (any spell on list); Cult Rank 1-5;
where people fly and shoot energy blasts, and enable bad guys Knower of Names; Magical Lawyer; Mass Magician; Mystic’s
to challenge supers without being supers. Stupor; Sanctum 1-5; Secret Mage; Secret Spell (Greater Sum-
Traditional cults of magicians worship something, although mons or Sacrifice); Special Exercises (FP can exceed HT by
what that is varies widely. Historically, the gods of conquered 100%); Spirit Contract; Super-Sympathy (Ritual Space); Will-
or oppressed peoples – worshiped in secret – were most likely. ful Casting.
More recently there are the deities of ancient civilizations Secret Spells: Greater Summons; Sacrifice.
studied by modern occultists, The Devil (especially during the
Spanish Inquisition and, starting in the 1980s, the “satanic Optional Traits
panic”), and Things Man Was Not Meant To Know from cos- Attributes and Secondary Characteristics: Improved IQ,
mic horror tales. Will, and FP.
Yet other cults purloin the names of gods and demons as Advantages: Allies (lesser cultists); Danger Sense; Energy
codewords, and exploit the trappings of religion to deflect sus- Reserve; Honest Face; Languages (long-forgotten, angelic,
picion from their real activities. If they keep religious philos- demonic, etc.); improved Magery (Ceremonial Magery); Mind
ophies, it’s without genuine faith. Or they might resemble Shield; Social Chameleon; further social advantages.
religions because they adopt similar organizational models. Disadvantages: Enemies (rival cultists, even authorities);
Almost all cults have hierarchies, advancement through Fanaticism (the cult); Greed; Megalomania; Paranoia; Secret;
which gives increased access to secrets – be those passwords, Sense of Duty (the cult).
handshakes, and silly hats, or magic spells. This helps shield Skills: Acting; Administration; Diplomacy; Fast-Talk; Hid-
the cult from social attack, much as a “cell” system protects den Lore (any other); Intimidation; Leadership; Savoir-Faire
spies and dissidents from discovery. Attaining high rank in (High Society); Strategy; Teaching; Thaumatology.
a cult might represent spiritual ascension, but is more surely
and immediately a way to command underlings – to wield
social power.
Cult Secrets suits any of the above types of cults when they “You said this wasn’t a cult.”
wield working magic. It divides spells into tiers that are learned
successively – alongside mundane secrets – as the cultist rises
“Secret society. There’s a
in rank. It couches that magic in gestures and beliefs, and difference.”
works it through rituals, that are at least superficially religious.
In keeping with the cult theme, Cult Secrets requires – Jennifer Bosworth, Struck
Ceremonial Magery (GURPS Thaumatology, p. 23). To add
flavor, this might be granted and improved through study,
though that’s optional, making Magery a prerequisite rather
than a component of the style. This requirement means that Spell List
all magic must use Ceremonial Magic (p. B238 and GURPS These spells are organized as one might expect from a hier-
Magic, p. 12); thus, cultists work magic exclusively in groups, archical secret society: into tiers associated with progressively
and “strategic” spells are favored over “tactical” ones almost smaller circles of wizards. Much of each tier is needed to
to exclusion. learn spells of the next tier, ensuring that it takes time to rise
What any particular cult does with its magic depends on its in power. Be aware that “power” doesn’t match prerequisite
nature and campaign role. Usually, advancing the cult’s social count in GURPS Magic, but the cult’s priorities – foremost
clout – behind-the-scenes wealth and power – is high on the among which is keeping its secrets.
agenda, at least for the leaders. That might be everything, but
crazier cults seek to improve their spiritual clout (whatever Initiate (Cult Rank 0)
that means!), unleash Armageddon, or summon cosmic enti- Initiate spells are for securing the ritual area against mun-
ties to destroy reality. dane threats: being watched, overheard, barged in on, etc.
In addition to passive defenses against sapient beings, they
Required Skills: Hidden Lore (Cult Secrets); Hidden Lore include protection against pests and fire – but not anti-magic.
(one of Demon Lore, Spirit Lore, or similar); Occultism; Phi- Even the greenest cultist is expected to participate in such rit-
losophy or Theology; Religious Ritual. uals. All Initiate spells require Magery 1 (Ceremonial Magery).
A Triple Threat 5
Fireproof Repel Birds Repel Vermin all of Astral Block, Banish, Materialize, Pentagram, Repel
Magelock Repel Fish Sense Observation Spirits, and Teleport Shield – it’s possible to be held back by
Mystic Mist Repel Mammals Wall of Silence learning the “wrong” spells as an Apprentice!
Nightingale Repel Reptiles Watchdog
Animation (VH) Planar Summons† Summon Spirit
Create Animal* Solidify Teleport Other (VH)‡
Apprentice (Cult Rank 1) Create Servant* Summon Demon
Apprentices are still trusted mostly to secure the ritual Create Warrior* Summon Shade (VH)
space, but their spells consist of more-active defenses against
mundane interlopers (alongside Lure and Will Lock to trap * Learned via Cult Secrets, “Create” spells actually sum-
them as sacrifices), spirits, and hostile magic. These require mon beings from elsewhere. Those entities are subject to Ban-
any six Initiate spells (most often Magelock, Mystic Mist, ish instead of Dispel Creation.
Nightingale, Sense Observation, Wall of Silence, and Watch- † Versions depend on the setting.
dog) and Magery 2 (Ceremonial Magery). ‡ Works normally, but usually cast to “summon” nearby
people.
Astral Block Lure Scrywall
Avoid Materialize Spell Shield Master (Cult Rank 3)
Banish Pentagram Teleport Shield
Master spells affect crops, seas, and the weather without
Emotion Control Repel Spirits Will Lock
summoning an intermediary. They’re used to boost the cult’s
wealth and power by aiding agriculture, shipping, etc. or inter-
Journeyman (Cult Rank 2) fering with rivals. Since there’s a risk of the outcomes being
Journeymen are the cult’s backbone. Their magic focuses seen as unnatural, these spells are limited to trusted members;
on summoning entities to perform deeds the cult can’t or learning them requires any five Journeyman spells.
would prefer not to do directly. Learning their spells requires
A Triple Threat 6
Bless Plants Current Tide This spell is relatively easy to learn and quick to cast (50
Blight Dry Spring Warm minutes using ceremonial magic), but profoundly drain-
Clouds Rain Waves ing – usually requiring the whole cult and several external
Cool Snow Wind energy sources – and incredibly risky.
Create Spring Storm
Cost: 1,000.
Time to cast: 5 minutes.
Grandmaster (Cult Rank 4) Prerequisites: Magery 3 (Ceremonial Magery), five Journey-
Grandmaster spells either produce grossly unnatural man spells, and Secret Spell (Greater Summons).
effects in the world (Earthquake and Volcano – and Restore
Mana, in settings where mana might be depleted), or deal in
blessing, cursing, and uncursing people. These are considered
risks, liable to create new enemies. All call for any seven Mas-
ter spells and Magery 3 (Ceremonial Magery).
Bless Lesser Geas (VH) Restore Mana (VH)
Curse Remove Curse Volcano
Earthquake
A Triple Threat 7
The Dark Path
10 points
Style Prerequisite: Magery 1 (Radically Unstable Magery, ‑10% or worse).
Keywords: Bibliophilic; Haphazard; Reckless; Selfish.
It’s a classic horror trope that can show up in any genre Exercises 1 or 2 (Wild Talent); Thaumatological Double-
where the supernatural exists and is potentially dangerous, speak; Wizardly Dabbler.
if not evil: An alienated misfit or book-smart-but-unworldly Secret Spells: Invest; Order from Chaos.
loner encounters a sorcerous grimoire. Reading it, they rap-
idly acquire powers they don’t truly understand or control. Optional Traits
Convinced of their brilliance, they proceed to use their magic Advantages: Daredevil; Eidetic or Photographic Memory;
to take revenge on those who mocked them, or to claim what Fearlessness; Language Talent; Languages (any number of
they believe society owes them. The mixed results leave them them!); Less Sleep; improved Magery (Radically Unstable
seeking more, drawing them into a downward spiral. Magery); Single-Minded.
Someone is writing these magical texts. In some settings, Disadvantages: Curious; Gullibility; Impulsiveness; Insom-
it’s no accident that they leave them lying around for people niac; Jealousy; Loner; Obsession (Find a specific book or
with more angst than brains to find – presumably, the shady spell); Overconfidence; Selfish; Weirdness Magnet.
authors, anyone from powerful black magicians to The Devil, Skills: Archaeology; Connoisseur (Literature); Cryptogra-
stand to gain from power-mad eccentrics causing chaos with phy; History; Linguistics; Literature; Occultism.
magic. Whatever the truth, the writings outline a path to
magical power that’s quicker than painstaking study and
drills: the Dark Path.
Do what thou wilt shall be the whole
The Dark Path is an exceedingly loose style suited to of the Law.
classic “nerds” who are gifted at bookish subjects like
library research and translating old texts, but socially inept.
– Aleister Crowley,
They might start out skittish and fearful, but then they get a The Book of the Law
taste of power that gives them new confidence – too much
of it – and are transformed into selfish, careless maniacs
who’ll do anything to learn more magic. If they aren’t careful Spell List
(and sometimes even if they are), they’ll become monsters. The Dark Path is a screaming slide to hell – magic learned
Those who walk the Dark Path almost never start as mages. haphazardly, with little real training – so its spells don’t have
Early studies grant them Radically Unstable Magery (GURPS other spells as prerequisites, only Magery levels! In this way,
Thaumatology, p. 26), and this reveals ever-better shortcuts it resembles the clerical or druidic magic of GURPS Dungeon
to power. These lead to regular backfires, a problem the typ- Fantasy. But unlike priestly spells, these ones require mana
ical practitioner tries to solve by acquiring even more power: as usual for wizards, and can’t be prayed for . . . they must be
Such Magery is nearly always improvable through study – as found in grimoires, which the GM can make as common or as
high as Magery 6 without Special Exercises, even if the cap on rare as suits the campaign.
unlimited Magery is lower. Below, “RUM” stands for Radically Unstable Magery; see
And those “secret masters” who leave texts on black magic GURPS Thaumatology, p. 26.
lying around? They don’t have to exist, but it makes more
RUM 1: Aura, Detect Magic, Identify Spell, Mage Sense, Mage
sense to treat the Dark Path as a style if they do. In all likeli-
Sight, Recover Energy, Seek Magic, and Sense Mana.
hood, these shadowy figures don’t practice what they preach;
RUM 2: Analyze Magic, Armor, Beast-Rouser, Clumsiness,
they’re doing it for their own reasons. Two secret spells hint
Daze, Death Vision, Debility, Decay, Dull Sense, Encrypt,
at those reasons, and non-stylists who somehow acquire the
Fear, Fireproof, Foolishness, Forgetfulness, Frailty, Hin-
right perks can learn them.
der, Ignite Fire, Lockmaster, Master, Missile Shield, Night
Required Skills: Hidden Lore (Magical Writings); Research; Vision, Panic, Remove Reflection, Remove Shadow, Shield,
Speed-Reading; Thaumatology. Silence, Terror, Vexation, and Weaken Will.
Required Spells: Detect Magic; Identify Spell; Mage Sense; RUM 3: Ancient History, Apportation, Blight, Borrow Lan-
Mage Sight; Seek Magic. guage, Copy, Create Fire, Dispel Magic, Dullness (VH),
Perks: Blood Magic; Convenience Casting (Copy, Scribe, False Aura, Foul Water, Fumble, Gloom, Hide, Hide Emo-
and similar bookish spells); Fast Casting (any spell on tion, Hide Thoughts, History, Madness, Mage-Stealth,
list); Flexible Ritual (any spell on list); Improvised Items Memorize, Mindlessness (VH), Pain, Poison Food, Prehis-
1-3; Improvised Magic (Dark Path); Intuitive Cantrip (Con- tory, Recall, Scribe, See Secrets, Seeker, Sleep, and Stench.
trolled Disadvantage or Magical Analysis); Life-Force Burn RUM 4: Agonize, Astral Vision (VH), Choke, Dancing Object,
1-5; Limited Energy Reserve 1-5 (Dark Path); No Gestures Gift of Letters (VH), Gift of Tongues (VH), Magic Resis-
(any spell on list); No Incantations (any spell on list); Para- tance, Nauseate, Nightmare, Sensitize, Sickness, Slow
phernalia Pro; Sanctum 1 or 2; Scroll-Reading (any); Secret Healing, Strike Blind, Strike Deaf, Strike Dumb, Strike
Spell (Invest or Order from Chaos); Secret Words 1-5; Special Numb, Vigil (VH), and Weaken Blood.
A Triple Threat 8
RUM 5: Ethereal Body (VH), Invisibility,
Steal Attribute (VH), Steal Beauty (VH),
Steal Energy, Steal Skill (VH), Steal
Vitality, and Stop Healing.
Design Notes: The Dark Path
The Dark Path is an experimental style for loners who sift through
RUM 6: Curse, Malefice (VH), Permanent
“forgotten” writings seeking magical power. Hidden Lore (Magical
Madness (VH), Pestilence, Steal Youth
Writings), Research, and Speed-Reading cover poring over books of for-
(VH), Strike Barren, and Summon
bidden lore, while Thaumatology turns gleaned knowledge into spells.
Demon.
That’s it for skills – the style’s appeal is that it’s light on nonmagical
Given the Dark Path’s nature, the GM learning. Optional skills (for patient seekers!) help locate and decipher
shouldn’t hesitate to add or remove any- ancient manuscripts: Archaeology, Cryptography, Literature, etc. Occult-
thing to adjust it to the campaign. When ism joins these because prudent magicians study general supernatural
adding spells, find “Prerequisite Count” on weirdness, whether or not that’s necessary.
the table under Restructuring Prerequisites Required spells share the mission of the required skills: ferreting out
(GURPS Thaumatology: Magical Styles, magic. Seek Magic leads the practitioner to magical phenomena; Detect
p. 17) and read “Level” as Radically Unsta- Magic, Mage Sense, and Mage Sight narrow the search upon arriving; and
ble Magery level. Spells that fit the style’s Identify Spell provides understanding. Collectively called “awareness” in
recurring themes of dealing with writings style jargon, these are prerequisites for all deeper secrets – though not for
and magic (preferably both), and sneaking specific spells.
around subtly cursing people, might drop Followers of the Dark Path start with four skills and five spells. Adding
a level or even two; ones that threaten to Magical School Familiarity, cost is 4 + 5 + 1 = 10 points.
disrupt a secret-magic game, including Unsurprisingly, many of the style’s perks permit fiddling with the
any flashy spells allowed, can go up a level parameters of known magic (Fast Casting, Flexible Ritual, No Gestures,
or two. Anything with a final level above and No Incantations) and working the barely understood kind (Impro-
RUM 6 is unlikely to be balanced. vised Items, Improvised Magic, Wizardly Dabbler, and Special Exercises
for Wild Talent). Others concern texts: Convenience Casting for bookish
spells, Paraphernalia Pro for juggling books and scrolls, and Scroll-Read-
Secret Spell: Invest (VH) ing. Seemingly by design, a few perks that endanger the caster are in
Regular; Special Resistance reach: Blood Magic, Intuitive Cantrip (Controlled Disadvantage), Life-
Binds a willing subject as a permanent Force Burn, and Secret Words (making backfires even worse!). Lastly,
magical asset of the caster. Caster and sub- the Dark Path encourages self-styled “archmages” with Limited Energy
ject must spend 24 hours together in “rit- Reserve, Sanctum, and Thaumatological Doublespeak.
ual meditation.” A third party within 10 Spells beyond those required include things like Copy, Encrypt, Gift
yards, or any interruption beyond eating, of Letters, History, Memorize, and Scribe for dealing with writings – and
drinking, and personal hygiene, spoils the Lockmaster and See Secrets for stealing them, Fireproof for protecting
casting – start over. them, and Vigil for late nights reading them. Numerous spells work
At the end of that time, the caster directly with magical energies, items, and beings; e.g., Analyze Magic,
spends the energy and casts the spell. On Aura, Dispel Magic, Magic Resistance, and Recover Energy. Then there
a success, the subject must answer, “Do I are endless curses that stop short of flashy damage effects; advanced
accept this investiture?” The spell binds maledictions are permanent or “buff” the caster simultaneously (the Steal
them only if they respond “Yes.” There’s no spells). Tricks like Ethereal Body, Hide, Invisibility, and Mage-Stealth
way to bind someone unwilling – but also enable the wizard to do all this magic-hunting and cursing stealthily. A
no requirement to reveal the full truth pinch of flashy effects and defenses appear to impress plebes. And who’d
about the spell! pursue a style without Summon Demon? Secret spells exist for possible
A non-mage bound by Invest gains secret masters.
Magery 1 (Radically Unstable Magery, Optional traits are Languages (often aided by Language Talent) for
‑50%) [8] for free. Someone with Magery reading old books, Less Sleep for time to peruse them, Single-Minded for
replaces it with however many levels of coping with distractions, and Eidetic Memory for retaining lore; these
limited Magery its cost would buy, round- habits can descend into Insomniac and Obsession. Most adherents of the
ing down; e.g., Magery 2 [25] becomes Dark Path are egocentric types who don’t share (Jealousy, Loner, and Self-
Magery 4 (Radically Unstable Magery, ish). Their resolve to barge forward into risky magic often manifests as
‑50%) [23]. The caster gains nothing right Daredevil and Fearlessness, typically at the cost of Curious, Impulsiveness,
away . . . but each time their subject suf- Overconfidence, or – after enough backfires – Weirdness Magnet. This list
fers a magical backfire (which is likely), a includes Gullibility but omits improved IQ because wisdom isn’t a defining
roll of 3 or 18 on the Critical Spell Failure feature of the style’s practitioners; if secret masters exist, they target the
Table grants the “master” one free char- unwise. Anyway, devotees find Magery easier to improve than IQ.
acter point in addition to its other effects! The Dark Path has no spells that require less than Magery 1, so that’s a
Distance has no effect on this. style prerequisite. This can’t be One College Only and must be Radically
The subject can buy Radically Unstable Unstable Magery (GURPS Thaumatology, p. 26) – the ‑10%, ‑30%, and
Magery down to ‑10% with earned points, ‑50% levels are all acceptable. Mages without this limitation can’t pursue
but cannot remove the limitation com- the style!
pletely. Even Remove Curse can do nothing.
A Triple Threat 9
But if they learn Invest, they can use points it earns them to catastrophe. Thus, their abilities and defensive spells have no
eliminate the limitation. effect on the casting.
Invest doesn’t count as a spell “on” for the caster, but they Any success recovers energy points equal to margin of suc-
can have only one “asset” per two full Magery levels (typically cess, to a maximum of the cost of the other wizard’s spell, not
three subjects, since the spell requires Magery 6). As only reduced for their high skill. It’s irrelevant where the energy
around 1% of a subject’s critical failures grant a point, there’s originally came from: FP, HP, Energy Reserve, external power
an incentive to go for the maximum and encourage those peo- source, etc. The harvested energy is available for the caster’s
ple to use poorly understood magic regularly. next spell, which they must begin at once (on their next turn
in combat, within one second otherwise); Order from Chaos
Duration: Until the subject dies!
counts as a spell “on” during its casting. Energy in excess of
Cost: 30.
that needed is lost.
Time to cast: 24 hours.
Ordinary failure recovers no energy and costs 1 FP. Crit-
Prerequisites: Magery 6 (not necessarily Radically Unstable
ical failure means the other wizard’s backfire somehow
Magery), False Aura, Foolishness, Permanent Madness, Steal
worsens to include the caster: injury affects them both
Energy, and Secret Spell (Invest).
(and anybody between them!), harmful spells that go astray
are drawn to the caster of Order from Chaos, detectable
Secret Spell: Order from Chaos (VH) effects reveal that person’s presence, demons are hostile
Special to both parties, and so on. This is a great opportunity for
Attempts to harvest the energy released by someone else’s GM creativity!
magical backfire. Must be cast as a “Blocking” spell the instant Duration: Energy must be used immediately. Cannot be
the caster witnesses another mage critically fail a casting, maintained.
though it doesn’t actually block anything. The GM decides Cost: None (1 on failure).
whether a backfire counts as “witnessed”; when in doubt, Prerequisites: Magery 5 (not necessarily Radically Unsta-
make a Per-based Thaumatology roll. ble Magery), Recover Energy, Steal Energy, and Secret Spell
Order from Chaos is cast at ‑1 per yard to the unfortunate (Order from Chaos).
wizard. The subject is not that person, however, but their
In Chaos Magic, beliefs are not seen as ends in themselves, but as tools
for creating desired effects. To fully realize this is to face a terrible freedom in
which nothing is true and everything is permitted, which is to say that everything
is possible, there are no certainties, and the consequences can be ghastly.
– Peter J. Carroll, Liber Kaos
Forgotten Wisdom
10 points
Style Prerequisites: Magery 1 (not One College Only) and Naturalist skill.
Keywords: Folkloric; Practical; Quirky; Spiritual.
A common assumption in modern-day tales of the supernat- because they’re seen as a challenge to the establishment. Wiz-
ural is that more people believed in magic in the past. Maybe ards’ guilds, academies of magic, the Royal Magicians, and
the magic faded or wasn’t present in the first place – but an so on constitute an oligopoly that excludes rustic “witches”
alternative is that magic did and does exist, and only belief in and magic-using commoners. The latter groups therefore
it has faded. It lives on in the shadows, practiced by traditional conceal their arts, and without access to formal training,
shamans and healers, most often in the form of charms sold at grow quirky.
botánicas and hoodoo shops. Forgotten Wisdom offers a way to represent magic sup-
In historical settings, such beliefs may be more main- pressed because it challenges the intellectual, religious, or
stream. Powerful organized faiths object to the competi- economic status quo like this. It’s strange and limited, but
tion for the hearts, minds, and – so they claim – souls of the powerful despite that. It isn’t innately “black” – indeed, it
masses, driving magic underground. Yet folk practices are encompasses many blessings and cures – but detractors por-
popularly regarded as benefiting everyday life more than Big tray it that way, and it does have enough curses to be used for
Religion, and continue despite efforts to supplant them. misdeeds. In backgrounds with horror elements, its abusers
And in fantasy, “cunning folk” might be frowned upon not raise plagues and zombies, while champions of the people bat-
because they work magic – there’s magic everywhere! – but tle these forces despite resistance from the authorities.
A Triple Threat 10
This style emphasizes not just the spiritual but also the spells – but this is balanced by practitioners having an easier
material. Beyond the window-dressing of star charts and time learning a number of highly thematic spells.
tarot cards, it empowers functioning potions (Herb Lore),
“charms” (Improvised Items, along with Amulet and Talis- Spell Prerequisites
man spells), sinister poppets (Malefice), weapons for battling Affect Spirits Solidify
spirits (Ghost Weapon), and crystal balls (Crystal Ball). Prac- Age (VH) Magery 3 and Curse
titioners can work magic without their props, though, and Amulet (VH)* Talisman for appropriate spell
enjoy full-on Magery! Astral Block Repel Spirits and
Summon Spirit
Required Skills: Esoteric Medicine (any); Fortune-Telling Astral Vision (VH) Aura and Sense Spirit
(any); Herb Lore; Occultism. Aura Detect Magic
Required Spells: Astral Vision; Aura; Death Vision; Detect Banish Dispel Possession
Magic; Sense Spirit. Beast Speech Magery 1
Perks: Astrological Ceremonies (Forgotten Wisdom); Bind Spirit (VH) Command Spirit and Entrap
Attribute Substitution (any spell on list, based on Per); Con- Spirit
venience Casting (any spell the GM believes suits household Bless Magery 2 and any 10 “blessings”
tasks); Covenant of Rest; Improvised Items 1-3; Improvised (marked †)
Magic (Forgotten Wisdom); Intimidating Curses; Intuitive
Bless Plants† Magery 1
Cantrip (Aid, Avatar, Corpse Smart, Eye of the Storm, Good
Body-Reading Lend Vitality
with Animal, Mystic Gesture); Knower of Names; Magical
Charm Command Spirit and Master
Lawyer; Mundane Magic (Aura as Detect Lies, Beast Speech as
Cleansing† Purify Earth
Animal Handling, Charm as Fast-Talk, etc.); Mystic’s Stupor;
Named Possession; Obscure True Name; Paraphernalia Pro; Command Spirit Summon Spirit and Turn Spirit
Sanctum 1 or 2; Secret Mage; Secret Material (any alchemi- Counterspell Magery 1
cal potion); Secret Spells (Hedge Magic); Shaman’s Trance; Create Spring Magery 3 and Bless
Special Exercises 1 (IQ can exceed 20); Speedy Enchantment; Crystal Ball (VH)* Magery 2 and Divination
Spirit Contract. (Crystal-Gazing)
Secret Spells: See Secret Spells: Hedge Magic (p. 13). Cure Disease† Magery 1, Minor Healing,
and Relieve Sickness
Optional Traits Curse Malefice
Attributes and Secondary Characteristics: Improved IQ and Death Vision Magery 1
Per. Detect Magic Magery 1
Advantages: Cunning Folk (GURPS Power-Ups 3: Talents, Detect Poison Magery 1
p. 9); Energy Reserve; Luck; improved Magery; Spirit-Talker Dispel Magic Counterspell and any 12
(Talents, p. 15); any of Allies (spirits), Blessed, Channeling, other spells
Medium, Oracle, See Invisible, Spirit Empathy, or Visualiza- Dispel Possession† Magery 2 and Turn Spirit
tion the GM permits. Divination‡ Magery 2, Mage Sight, Seeker,
Disadvantages: Epilepsy; Reputation (creepy, crotchety, and suitable Fortune-Telling
superstitious, etc.); Spiritual Distortion (GURPS Thauma- Dream Projection Dream Sending
tology, p. 94); Weirdness Magnet; self-imposed rules (p. B121) Dream Sending Dream Viewing
like Code of Honor (Professional), Disciplines of Faith, Sense Dream Viewing Peaceful Sleep
of Duty (clients or spirits), and Vow. Dry Spring Magery 3 and Curse
Skills: Exorcism; Fast-Talk; Fortune-Telling (any other); Entrap Spirit Pentagram and Turn Spirit
Hidden Lore (Spirit Lore); Merchant; Propaganda; Smug- Final Rest† Magery 1
gling; Streetwise; Teaching. Ghost Weapon (VH)* Solidify
Hair Growth† Minor Healing
Healing Slumber† Magery 2, Minor Healing,
Double, double toil and trouble; and Peaceful Sleep
Fire burn, and cauldron bubble. Identify Spell Detect Magic
– William Shakespeare, Macbeth Know True Shape Aura
Lend Energy† Magery 1
Lend Vitality† Lend Energy
Spell List Mage Sight Detect Magic
Magic Resistance† Magery 1 and any 7 spells
Forgotten Wisdom could be summed up as “the subset of
all spells that line up nicely with folk traditions.” Prerequi- Malefice (VH)* Magery 2 and Seeker
sites are standard where possible, but adjusted not to stray Master Beast Speech
outside the style’s lore where necessary. An important ten- Materialize Summon Spirit
dency is looking into the spirit world (or talking to spirits!) Mind-Reading Aura
to obtain information about the material one, and gazing at Mind-Search (VH) Mind-Reading
auras to learn about people. Magery 3 shows up regularly for Minor Healing† Lend Vitality
the powerful stuff – often alongside the need to know many Mystic Mark Aura and Mage Sight
A Triple Threat 11
Spell Prerequisites Spell Prerequisites
Neutralize Poison† Cure Disease Sense Spirit Death Vision
Nightmare Magery 2 and Dream Projection Shapeshift Others (VH)‡ Magery 3 and Curse
Oath Magery 3 Solidify Materialize
Peaceful Sleep† Lend Energy Steal Beauty (VH) Magery 3 and Curse
Pentagram Magery 2 and Magic Resistance Stop Bleeding† Lend Vitality
Permanent Forgetfulness Magery 3, IQ 13+, and Curse Stop Paralysis† Magery 2 and Minor Healing
(VH) Stop Spasm† Lend Vitality
Pestilence Magery 3 and Curse Storm Magery 2 and Rain
Predict Earth Movement Astral Vision Strike Barren Magery 3 and Curse
Predict Weather Astral Vision Summon Spirit Magery 2 and Death Vision
Protect Animal† Magery 1 and any 7 spells Suspended Animation Healing Slumber
Purify Earth† Remove Contagion Talisman (VH)* Magery 2 and spell to be
Purify Water† Remove Contagion opposed
Rain Predict Weather Turn Spirit Sense Spirit
Recover Energy Lend Energy Turn Zombie Turn Spirit and Zombie
Relieve Addiction† Neutralize Poison Zombie Lend Vitality and
Relieve Madness† Lend Vitality and Peaceful Sleep Summon Spirit
Relieve Paralysis† Stop Paralysis
* Enchantments are always Very Hard but don’t require
Relieve Sickness† Lend Vitality
Enchant – use the spell’s level alone, which must still be 15+.
Remove Contagion† Cure Disease
The Speedy Enchantment perk enables casting these spells
Remove Curse Bless and Curse
in modest amounts of time, and is usually learned alongside
Repel Spirits Banish them.
Resist Disease† Remove Contagion † “Blessings” below the level of Bless that can count as pre-
Restore Hearing† Magery 2 and Minor Healing requisites for that spell.
Restore Memory† Magery 2 and Minor Healing ‡ All specialties share the same spell prerequisites. To
Restore Sight† Magery 2 and Minor Healing learn any Divination spell, the wizard must know the associ-
Restore Speech† Magery 2 and Minor Healing ated Fortune-Telling skill; Astrology, Cartomancy, and Crys-
Rider Within Beast Speech tal-Gazing are common. Shapeshift Others is generally for
Seeker IQ 12+ and Astral Vision bugs, rats, toads, etc.
A Triple Threat 12
If batches are permitted, the magic isn’t rare and the entire lot true for Convenience Casting and Mundane Magic – that’s a
might fetch only that price. permitted specialty.
Stylists with the Secret Spells (Hedge Magic) perk may
Secret Spells: Hedge Magic spend earned points to acquire up to four levels of Hedge
Magician (The Least of Spells, p. 19) at 5 points apiece.
Forgotten Wisdom doesn’t have a small number of full-
This doesn’t “use up” further perks or require Special Exer-
fledged secret spells. Instead, it has a single Magic Perk – Secret
cises – the Secret Spells perk grants the option. As the Talent
Spells (Hedge Magic) – that adherents may select to gain
description explains, Hedge Magician and Magery both add to
access to all IQ/Average spells the GM is willing to permit from
IQ when learning IQ/A spells.
GURPS Magic: The Least of Spells. While not individually
Lastly, practitioners who learn IQ/A spells can create the
potent, these add a potential 77 spells to the style, many of
low-powered items for them described on pp. 4-5 of The
which might be unknown to the setting’s other wizards (or at
Least of Spells. They don’t require the Enchant spell; sim-
least to followers of power-hungry styles like Cult Secrets and
ply roll against their skill with the spell in question, taking
the Dark Path).
into account Hedge Magician and Magery. They do require
These spells count as part of Forgotten Wisdom for all pur-
Magery 2; this is directly or indirectly a prerequisite for all
poses. Points in them add to total points in spells when deter-
the Enchantment spells on the style’s list, and represents the
mining the wizard’s allotment of Magic Perks. If one of the
minimum magical talent needed to create lasting “charms.”
style’s Magic Perks seems applicable to an IQ/A spell – often
A Triple Threat 13
Alchemical potions, 12-13.
Index
Hedge Magic version, 13. Potions, 12-13.
Campaigns, using in, 2-4. Hedge Magician perk, 13. Radically Unstable Magery limitation, 8, 9;
Ceremonial Magery limitation, 5. Herb Lore skill, potions and, 12-13. spell to gain, 9-10.
Charms, style using, 10-13. Invest spell, 9-10. Sacrifice spell, 7.
Cult Secrets style, 5-7; design notes, 6; Magic, as secret, 3. Secret Materials perk, 12-13.
overview, 4, 5. Magery advantage, Ceremonial, 5; Radically Secret spells, 7, 9-10, 13.
Dark Path style, 8-10; design notes, 9; Unstable, 8, 9; special requirements, 5, 8. Secret Spells perk, 13.
overview, 4, 8. Magic Perk, new, 13. Spells, Radically Unstable Magery level, 9;
Design notes, 6, 9, 13. Naturalist skill, style requiring, 10-13. secret, 7, 9-10, 13; see also specific styles.
Folk traditions, style based on, 10-13. Order from Chaos spell, 10. Spirits, style contacting, 10-13.
Forgotten Wisdom style, 10-13; design notes, Perks, new, 12, 13. Styles, automatic downsides, 4; based on
13; overview, 4. Player characters, reason for styles, 3; usage cult magic, 5-7; based on folk traditions,
Greater Summons spell, 7. recommendations, 4; see also specific 10-13; based on magical texts, 8-10;
Grimoires, style using, 8-10. styles. overview, 4; reading stats, 4.
GURPS, 4; Dungeon Fantasy, 3, 8;
Horror, 2, 4; Magic, 2-5, 7, 12; Magic:
The Least of Spells, 2, 13; Magical
Styles: Dungeon Magic, 3; Monster
Hunters, 2; Power-Ups 3: Talents,
Books are a uniquely portable magic.
11; Thaumatology, 2, 4-6, 8, 9, 11;
Thaumatology: Magical Styles, – Stephen King, On Writing:
2, 9; Thaumatology: Ritual Path
Magic, 2; Thaumatology: Sorcery, 2; A Memoir of the Craft
Thaumatology: Urban Magics, 2.
STEVE JACKSON GAMES
warehouse23.com
Index 14