GURPS Thaumatology - Urban Magics
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Description
Introduction Publication History About the Author About GURPS 1. On the Street of the Wizards Organizing Magic Rank in Local Guilds Mages’ Guilds Specialists Schools for Sorcery Magical Factories Magical Texts Magical Research Institutes Mafias Street Gangs Spirit Transactions Death Will Not Release You Sacrificial Brokerages Hell Money 2. Magical Practitioners Templates Allied Tradesman Consulting Mage Criminal Mage Enchanted Item Dealer Exorcist Forensic Sorcerer Glamour Girl Potion Seller Street Wizard Thaumatological Scholar Urban Shaman Advantages Sacred Balance Skills 3. New Magical Arts Lapidism Ley Line Spells Ratpiping Sacred Architecture The Language of Stone Placing Buildings Drawing Plans Construction Conflicting Aspects Effects Ornamentation Urban Divination Agoramancy Demomancy Geomancy Mediospicy Numerology Electronic Voice Phenomena 4. Magic in Urban Environments Energy Sources Mass Magic Demurgy The Mechanical Equivalent of Magic Mana Transmission Cities and Mana Levels Ex Machina Mana Depletion Religion Religious Spillover Agriculture Technology Magical Defenses The Urban Landscape Precious Metals Aspected Mana Magical Reliability Enchantment and Reliability Essentual Matters Building Materials Essential Economies New Transformations 5. The Enchanted City Enchanted Housekeeping Enchanted Buildings Public Works Water Sewers and Dumps Light Cities of Darkness Weather and Climate Power Travel and Transportation Personal Travel Vehicular Travel Transportation Infrastructure Flight Ley Lines and Travel Teleportation Maps and Magical Travel Enchanted Streets Interdimensional Portals Ley Lines and Interdimensional Travel Cities on the Move Wonders and Marvels The Bronze Giant The Elevator The Key to the City The Memory House The Spring of Healing 6. Supernatural Inhabitants Gods and Spirit Allies Familiars Immigrant Gods Minor Gods Servitors of Gods Spirit Roads Spirits of Buildings Urban Faeries Magically Created Beings Phantasms Haunted Streets Alienation Criminal Spirits Disease Spirits Gargoyles Haunted Houses Lost Souls Necropolises The Spirit of the Mob Urban Vampires Vermin Spirits Rat Kings 7. Urban Settings and Campaigns Scale Isolate Village Town City Metropolis World-City Location Basic Necessities Specialized Resources Transportation and Trade Defensibility Mana Level Built by Command Ruins How Much Magic Planning the Campaign Civic Champions The Firm Great House Mean Streets Police Procedural Right-Hand Men School Days Sophisticates Additional GURPS Resources Index
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