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An e23 Sourcebook for GURPS ® STEVE JACKSON GAMES Stock #37-0314 Version 1.0 – January 2010 ® Written by PHIL MASTERS Edited by NIKOLA VRTIS Illustrated by ALEX FERNANDEZ, JEAN ELIZABETH MARTIN, and DAN SMITH TM TM

Summoners

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An e23 Sourcebook for GURPSSTEVE JACKSON GAMESStock #37-0314 Version 1.0 January 2010Written by PHIL MASTERSEdited by NIKOLA VRTISIllustrated by ALEX FERNANDEZ, JEAN ELIZABETH MARTIN, and DAN SMITHTMTM INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3Recommended GURPS Books . . . . . . . . . . . . . . . . . . . . . . 3About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31. SPIRIT WORKERS . . . . . . . . . . . . . . . . . 4RULES ADJUSTMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Summonable Allies: Variations . . . . . . . . . . . . . . . . . . . . . . 4Spirit-Related Perks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Jumper (Spirit) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5DEMONOLOGISTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Demonologist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6Demonological Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Slayer Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Demonologist Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Demon Allies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8ELEMENTALISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Elementalist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Elementalist Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Using Natural Philosophy . . . . . . . . . . . . . . . . . . . . . . . . . . 10Elementalist Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Elemental and Physical Perks . . . . . . . . . . . . . . . . . . . . . . . 11The Four Elements Or What?. . . . . . . . . . . . . . . . . . . . . 11NECROMANCERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Necromancer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Magical Talents, Spells, and Powers . . . . . . . . . . . . . . . . . . 13Hordes of Minions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Necromantic Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Using Thanatology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Deathly Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15SHAMANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Shamanic Allies and Allies. . . . . . . . . . . . . . . . . . . . . . . . . 17Advantages and Disadvantages for Shamans. . . . . . . . . . 18Shamanic Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Shamanic Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192. SPIRITS AND SERVITORS . . . . . . . . . . . 20Creature Statistics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Spirits in the Material World. . . . . . . . . . . . . . . . . . . . . . . . 21GHOSTS, TOTEMS, AND GUARDIANS. . . . . . . . . . . . . . . . 21Embodied Animal-Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . 21Lesser Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Major Ghost. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Household Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Spirit of Place . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Regular Summonees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25MATERIAL UNDEAD SERVANTS . . . . . . . . . . . . . . . . . . . 25Servitor Skeleton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Servitor Zombie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26ELEMENTALS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Air Elementals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Earth Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Fire Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Elemental Planar Travel. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Metal Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Void/Sound/Ether Elementals . . . . . . . . . . . . . . . . . . . . . . 30Water Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Wood Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31Infused PCs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32ANGELS AND DEMONS. . . . . . . . . . . . . . . . . . . . . . . . . . 32Petty Demon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Devilkin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Celestial and Infernal PCs . . . . . . . . . . . . . . . . . . . . . . . . . . 33Standard Demon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Angelic Emissary. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353. DUNGEON FANTASYAND THE SPIRIT WORLD. . . . . . . . . . . 36SPIRITS IN THE DUNGEON. . . . . . . . . . . . . . . . . . . . . . . 36Emissaries of the Gods. . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Intangible Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Elementals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37Nature Spirits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37TACTICAL NEGOTIATION . . . . . . . . . . . . . . . . . . . . . . . . 38Spirits as Sponsors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38TOO MUCH DELEGATION?. . . . . . . . . . . . . . . . . . . . . . . 38Spirits as Scouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39ADVENTURES ON THE SPIRIT PLANE . . . . . . . . . . . . . . . 39Cosmology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39Heading Out and Picking Fights . . . . . . . . . . . . . . . . . . . . 40Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Spirit-Plane Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Treasure and Rewards . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Posthumous Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . 42INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . 43CONTENTS 2CONTENTSAdditional Material: Sean PunchPlaytesters: Leonardo de Moraes Holschuh, Matt Riggsby, and Emile SmirleGURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Dungeon Fantasy, Summoners, e23, and the names of allproducts published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Dungeon Fantasy 9: Summoners is copyright 2010 by Steve Jackson Games Incorporated. Some art 2010 JupiterImages Corporation. All rights reserved.The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors rights is appreciated.An idea, like a ghost, must be spokento a little before it will explain itself. Charles DickensINTRODUCTION 3Normalhumanbeingswillneverenteraspiritworld.Shamans and mages may be able to, through spells or rituals . . .and some especially magical locations may provide gateways. GURPS FantasyGURPS Dungeon Fantasy games are set in worlds that fea-turemanyless-than-divinebutstilldistinctlysupernaturalbeingsspirits. Giventhis,andifthesebeingsaregoingtoappearmuchinplay,itmakessensetohavecharacterswhocan deal with the special problems they raise and even takeadvantage of the situation.Summoners takes Dungeon Fantasy into these metaphys-icalrealms.Withthissupplement,delverscanbedemonolo-gists,elementalists,necromancers,orshamansspecialistsmore than capable of lending a hand with dungeon adventur-ing. It also gives details for the kinds of things that they havetodealwith,asalliesoropponents:spiritsofallkinds,fromangelsbywayofghostsandele-mentals to demons. Lastly, the GMwill find plenty of advice on usingthese additions, along with generalsuggestionsonincludingspirits(and spirit realms) in any DungeonFantasy game.RECOMMENDEDGURPS BOOKSThissupplementispartoftheGURPSDungeonFantasy line;itrequiresDungeonFantasy1:Adventurers, whichinturncallsfortheBasicSet. AdventureswillalsorequireGURPSMagicforthefullrangeofspellsreferenced here.TheotherDungeonFantasy volumesare strongly recommended, most especiallyDungeon Fantasy 5: Allies, which providesdetails for a number of supernatural beingsthatfitwellwithalotoftheideashere.Lastly,GURPSFantasy,GURPSPowers,andGURPSThaumatology covermanyof the concepts used in this supplement inmuchmoredetail,buttheyarenotactu-ally required.ABOUT THEAUTHORIn 1983, issue 47 of White Dwarf maga-zinefeaturedanarticlebyPhilMastersdefiningademonistcharacterclassforAdvancedDungeonsandDragons. Thatwasthen;intheinterveningperiod,heswrittensuchbooksasGURPSDragons,GURPSBanestorm,andTheHellboySourcebookandRoleplayingGame, aswellasbecomingtheTranshumanSpacelineeditor.Nonetheless,hestillthinksthat proper wielders of the arcane arts getsomeoneorsomethingelsetodotheheavy lifting for them. INTRODUCTIONAbout GURPSSteveJacksonGamesiscommittedtofullsupportofGURPS players.Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please includea self-addressed, stamped envelope (SASE) any time you write us! We canalso be reached by e-mail: [email protected]. Resources include:New supplements and adventures. GURPS continues to grow see whatsnew at www.sjgames.com/gurps.e23. Our e-publishing division offers GURPS adventures, play aids, andsupport in PDF form ... digital copies of our books, plus exclusive mate-rial available only on e23! Just head over to e23.sjgames.com.Pyramid (www.sjgames.com/pyramid).OurmonthlyPDFmagazineincludesnewrulesandarticlesforGURPS,systemlesslocations,adven-tures, and much more. Look for each themed issue from e23!Internet. VisitusontheWorldWideWebatwww.sjgames.com forerrata, updates, Q&A, and much more. To discuss GURPS with our staffandyourfellowgamers,visitourforumsatforums.sjgames.com.TheGURPSDungeonFantasy9:Summoners webpagecanbefoundatwww.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy9.Bibliographies. Manyofourbookshaveextensivebibliographies,andwere putting them online with links to let you buy the resources that inter-est you! Go to each books web page and look for the Bibliography link.Errata. Everyone makes mistakes, including us but we do our best to fixourerrors.Up-to-dateerratapagesforallGURPS releases,includingthisbook, are available on our website see above.Rules and statistics in this book are specifically for the GURPS BasicSet, Fourth Edition. Page references that begin with B refer to that book,not this one.GURPS System Design STEVE JACKSONGURPS Line Editor SEAN PUNCHManaging Editor PHILIP REEDe23 Manager STEVEN MARSHPage Design PHIL REED andJUSTIN DE WITTArt Director WILL SCHOONOVERProduction Artist & Indexer NIKOLA VRTISPrepress Checker MONICA STEPHENSMarketing Director PAUL CHAPMANDirector of Sales ROSS JEPSONGURPS FAQ Maintainer VICKY MOLOKH KOLENKOA couple of rules tweaks are required to improve the func-tionality of the new character types.SUMMONABLEALLIES: VARIATIONSThe Summonable enhancement (p.B38) converts the Allyadvantage from a social trait to a supernatural ability to callforth beasts, monsters, spirits, etc. However, once the advan-tagestartsbeingusedthisway,anumberofvariationsbecome possible. To start with, it may not always conjure upthe same creature.To allow for this possibility, if the GM wishes to permit it,use a different +100% enhancement in place of Summonable,called Conjured. This works exactly like Summonable, and anyrulesornotesapplyingtothatenhancementalsoapplytoConjured, except that each time the advantage is used, insteadof summoning the same beings, it produces different ones. TheGM must make a reaction roll whenever new Allies appear, todetermine their willingness to obey orders. If theyre killed, thesummoner must wait a full day to call replacements. The draw-backs of conjuring entities with no memory of or devotion tothe summoner offset the benefits of being able to replace slainAllies just by waiting a day, so the enhancement costs the sameas Summonable.SummonableoftencallsfortheMinionenhancementaswell. When it is replaced by Conjured, the GM should usuallyrequire this,asthesummonersurelywontknowhischargeswellenoughtohaveanyspecialobligationtothem.Nonetheless, the delver may have some peculiar and relevantSense of Duty or similar characteristic, or his reputation in therelevant spirit realms may be very important. Other appropri-atemodifiersdependontheabilitysorigin;Accessibilityiscommon (see below).TheGMalsodetermineshowlongittakessum-moned/conjuredbeingstoappear.Thiscanvarywiththe circumstances: Fire elementals might appear instantly in a vol-cano but not at all at sea, animals might need to reach the sum-moneronfoot,andsoon.Thisvariabilitymakesmostmodifiers that affect time requirements inappropriate.Slightly Harder Summonings?Somespiritswithorwithoutbeingregularsummonees(see p.25) might be summoned fairly easily, but not quite assimplyasspecifiedfortheSummonable/Conjuredenhance-ments.Typically,asuccessfulsummoningforsuchalwaysrequires a period of time (seconds to minutes) and appropriatematerials a larger-than-torch-sized open flame for a fire ele-mental,apentagramandmaybesomedribblyblackcandlesfor a demon, a big bowl of pure water for a water elemental,white robes and incense for an angel, and so on. To representthis, add an Accessibility limitation (p.B110):-5% if the summoning merely requires a minute or twoofquietchantingandsimplematerialsweighingnomorethan a pound.-10% for something that requires cumbersome prepara-tionandmaterials(lotsofloudchanting,severalcandles,abonfire, a complicated circle drawn on the floor, etc.) or a suc-cessful casting of a relevant spell such as Summon Elemental,Summon Spirit, or Summon Demon at minimum FP cost andwith no control roll required.-20%forsomethingrequiringhoursofwork,seriousexpense,activelyillegalorsomewhatdangerousbehavior,orsome combination thereof.With this supplement, players gain access to four new char-actertemplatesspecializedindealingwithsupernaturalbeings, each with spell lists and special powers to support theirwork. All four are intended for use as Dungeon Fantasy PCs,although given their specialist natures, the GM can feel free toprohibit any or all of them, or to modify them to suit a specificsetting.SeeChapter3forguidelinesonrunninggameswiththese sorts of features.CHAPTER ONESPIRITWORKERSSPIRIT WORKERS 4All that spirits desire, spirits attain. Kahlil GibranRULES ADJUSTMENTSIf the GM insists on such procedures for the sake ofstyle and to prevent adventurers from continually shut-tlingspirit-servantsinandout,addtheappropriatelevel of Accessibility to the Ally advantages in the powerlists here and reduce the point costs accordingly.Eveninthemostrestrictivecases,dismissing thebeing is much simpler (if it consents to go), not usu-ally requiring special materials (except maybe a frag-ment of something used in the summoning) and oftentakingonly2dsecondsofquietspeech.Theprocesswill certainly never take longer than the summoning.JUMPER (SPIRIT)A few amazingly powerful shamans may possess anability that is certainly found among some spirits thatof shifting between the spirit worlds and the materialworld.(Thisassumesthatdistinctextradimensionalspiritworldsexistinthegame;seeCosmology,pp.39-40.) Some shamans can do this using spells, butthe real legends of the profession are said to be able todoitwithathought.Itsalsojust conceivablethatsomenecromancerscanpulloffasimilartrickandtravel to the Land of the Dead. This is represented forthem and for the spirits who can also manage the trick by a variant form of the Jumper advantage (p.B64)first detailed in GURPS Powers.Jumper (Spirit): You can enter and leave the spiritworldsinbody.Intheserealms,youreaspirit.Youcan interact normally with the spirits there and use anyabilitythatsstandardforspiritsinthatworld.Likewise,anythingthataffectsspiritsaffectsyou.Tomake the transition, use the standard rules for Jumper.Each attempt costs 1 FP. Success on the IQ roll meansyoushiftbetweenrealms.Failuremeansyoustayinyour current world; youre at -5 to use this ability againin the next 10 minutes. Critical failure results are up tothe GM ... you might attract evil spirits, end up adriftbetween worlds, or go to the wrong world (e.g., Hell).Thisadvantagecosts100pointsifyoucanentereither theordinaryspiritworldsor thehigherplanesandrealmsofthegods,althoughthelatteroption is normally only found among certain types ofspecialistspirit.AnInterplanarversion,abletoreach all planes and spirit worlds, costs 200 points (a+100%enhancement)butthisislimitedtomajorspirits and the most legendary of all mortal shamans.SPIRIT WORKERS 5Spirit-Related PerksThe following are new perks that are specifically useful for thecharacter types in this chapter.Licensed ExorcistThis perk is only worth taking if you dont have any of Blessed,Power Investiture, or True Faith. Although you dont hold the for-malorinformalpositionsimpliedbythoseadvantages,youvereached an agreement with some religion, deity, or very powerfulspirit, giving you authority over a category of lesser spirits. Thismeans that you can use the Exorcism skill (p.B193) without theusual -4 penalty for lacking any of those advantages.Youmustselectthecategoryofspiritsoverwhichyouhavesuchauthoritywhenyoutakethisperk;typicalchoicesaredemons,ghosts,orElderThings.Althoughyourrelation-ship with the religion, deity, or powerful spirit can be quite dis-tant,you are dependentonitforthisperktowork;ifyouevermanage to annoy someone important badly enough, the perk canbe withdrawn, temporarily or permanently.Spirit BadgeYour spirit or soul has been harmlessly marked with a distinc-tivesymbol.Onlyonepowerfulandsecretiveorganization,fac-tion, or spirit can make (or remove) this specific mark, and willonly do so to indicate its friends or agents. Hence, whenever youare astrally projecting or otherwise in intangible spirit form, youcan always be recognized as a member of a particular group oras someone assigned to a particular job. Being recognized for thismay,ofcourse,begood,bad,orirrelevantinanygivenencounter; it should usually be good, but that may depend on youacting sensibly. It can help if you also have a positive Reputationwith some class of spirits.Spirit WeaponYou have a single, specific weapon usually but not necessarilySignatureGearwhichremainswithyou,andretainsitsattrib-utes, when you astrally project or otherwise adopt intangible spiritform,evenifyoucannormallybringnoequipmentwithyou.Itmustbeinyourhandwhenyoumaketheshift.Ifyoulosetheweapon,inmaterialorspiritform,youlosethebenefitsofthisperk.Ifyouloseitinspiritform,itsmaterialformvanishes,although a generous GM might have it turn up somewhere else instrange circumstances.DEMONOLOGISTSDemonologists are experts in magical and occult operationswith a special interest and expertise in regard to demons. A lotof them insist, very loudly, that this doesnt mean that theyre evil We know how to deal with them, but that doesnt mean thatwe buy into their attitudes really! but a lot of other peoplehave their doubts. Demonologists have a serious image problem.Itsoftenjustified.Demonologistsoperateinafuzzybor-derlandareabetweenwizardsandclerics.Theyarebasicallyscholars,andmanyoftheirabilitiescomefromtheuseoflearned magic, exactly like wizards, except they rely on a smallersetofspells;theirtrainedfocusgivesthemaspecialTalent,whichreplacesMageryforthem,tosupportthis.However,their work also involves a lot of direct communication with (notvery nice) supernatural beings, which in turn gives them specialpowers,muchlikeclericsanditsalwaysatemptationforthemtostarttakingshortcutsandworshiping thosebeings.Still,alotofdemonologistsdopreserveatleastadegreeofindependenceandsomeshredsofmorality;afterall,theyknow better than anybody just where the life of evil can lead,very literally.Successfuldemonologiststendtobeverystrong-willed.They have to be able to face down terribly powerful supernat-uralcreaturesandiftheydontwanttobecomeevil,theymust be very good at resisting temptation!Lastly, while the art of demonology doesnt include combatskills,manydemonologistsstudybladeweaponswhetherthat means enchanted swords for use as a last line of defenseagainstdemons,orsacrificialknivesfordubiouspurposes.Adventuringdemonologistsareusuallysensibleenoughtorefinethistrainingfurther;theyare,intheirownway,verypractical people otherwise, they wouldnt last long.DEMONOLOGIST250 pointsForwhateverreason,youreinterested in the deep, dark powersoftheuniverse.Whetheryourmotiveisdangerouscuriosity,anobsessivedesiretodefendtheworldagainstthemostfearsomemonstersofall,anarrogantbeliefthat you can use these tools withoutbeingcorrupted,orsomethingmoresinister,yourepreparedtotakerisksthatmostpeoplewouldconsiderinsane.Whileotheradventurersplungeintodungeonsinsearchofshinybaublesortoprovethemselvesagainstlessermonsters,youreinterestedinthemoreexoticsorts of magical loot and snippets of ancient lore that might befoundthere.(Ofcourse,yousometimesneedmundaneresources yourself, or have secondary goals to pursue.) No oneknows about plunging into darkness and facing down monstersbetter than you do.Oh,youcanunderstandthemoregeneralinterestsofthewizard, and you know that all those wizardly spells work wellenough in their way but wizards think that they can handledemons,withoutunderstandingthedepthofspecialinsightthat you bring to the business. You get on less well with clericsand shamans, though; they suspect you of selling out to darkpowersorworshipingbeingswhotheydontlike.(Clericsofevil gods think that youre poaching on their territory withoutpayingtheirdeitiessufficientrespect.)Ifyoucanconvincethemotherwise,theymayconsultyouwhentheyfindthatexorcismsaregettingbeyondthemandyouhavenothingagainst the gods, so you can be polite back to them but itd benice if they were prepared to take a more analytical approach.Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 16 [5]; Per 14 [-5]; FP 12 [0]; Basic Speed 6.00[0]; Basic Move 6 [0].Advantages: Demonic Attunement 3 [24] and Spirit Empathy(Specialized,Demons,-50%)[5].Another18pointsinDemonologicalabilities(p.8);putleftoversintospells(p.8). A further 30 points chosen from among additionalDemonologicalabilitiesorST+1or+2[10or20],DX+1[20], IQ +1 [20], HT +1 [10], Will +1 to +6 [5/level], FP +1 to+5[3/level],Channeling(Specialized,Demons,-50%)[5],Charisma1[5],CombatReflexes[15],DemonicAttune-ment 4 or 5 [8 or 16], Eidetic Memory [5] or PhotographicMemory[10],Fearlessness[2/level]orUnfazeable[15],HighPainThreshold[10],HigherPurpose(Protecttheworldfromdemons)[5],Intuition[15],LanguageTalent[10],Languages(Anyancientorscholarly)[2-6/language],LicensedExorcist(Demons;p.5)[1],Luck[15],Medium(Specialized,Demons,-50%)[5],MindShield[4/level],NightVision1-3[1/level],SignatureGear[Varies],SlayerTraining(Any;p.7)[Varies],SocialRegard1-2(Feared)[5/level],SpiritWeapon(seep.5)[1],orWeaponBond(Knife or Sword) [1].Disadvantages: -20 points chosen from among Curious [-5*],FrightensAnimals[-10],Loner[-5*],Megalomania[-10],Oblivious [-5], Obsession (Become the worlds most power-ful demonologist; Destroy all beings of a specific type; etc.)[-10*],Overconfidence[-5*],SocialStigma(Excommuni-cated)[-10],Stubbornness[-5],UnnaturalFeatures1-5[-1/level], or Weirdness Magnet [-15]. Another -25 pointschosenfromamongtheprevioustraitsorAppearance(UnattractiveorUgly)[-4or-8],BadSmell(Sulfurous)[-10];BadTemper[-10*],Bloodlust[-10*],Callous[-5],Clueless[-10],Fat[-3]or Skinny[-5],Jealousy[-10],LowEmpathy [-20], No Sense of Humor [-10], Odious PersonalHabits (Taste for darkly bizarre discussion topics; Inabilityto lose the bloodstains; etc.) [-5, -10, or -15], Paranoia [-10],PhantomVoices(Annoying)[-5],Selfish[-5*],Wealth(Struggling) [-10], or Unfit [-5] or Very Unfit[-15].PrimarySkills:HiddenLore(Demons)(A)IQ+1[4]-16;Occultism(A)IQ+1[4]-16;Psychology(Demons)(H)IQ[4]-15; and Thaumatology (VH) IQ-2 [2]-13.SecondarySkills: Four ofResearch,Speed-Reading,Teach-ing, or Writing, all (A) IQ [2]-15; or Exorcism or Medita-tion,both(H)Will-1[2]-15.One ofthesefourmeleeskills packages:1.One ofBroadsword,Rapier,orShortsword,all(A)DX+2[8]-14;one ofShieldorShield(Buckler),both(E)DX+2[4]-14; and Knife (E) DX+2 [4]-14.2. Two-Handed Sword (A) DX+3 [12]-15 and Knife (E) DX+2[4]-14.3. Two-Handed Sword (A) DX+2 [8]-14; Broadsword (A) DX+1[4]-13; and Knife (E) DX+2 [4]-14.4. Knife (E) DX+5 [16]-17.BackgroundSkills:10pointschosenfromamongCrossboworThrownWeapon(Knife),both(E)DX[1]-12;ClimbingorStealth,both(A)DX-1[1]-11;FirstAid,Gesture,orSavoir-Faire (High Society), all (E) IQ [1]-15; Cartography,Fast-Talk,HazardousMaterials(Magical),HiddenLore(MagicItems,MagicalWritings,Spirits,or Undead),orInterrogation,all(A)IQ-1[1]-14;Diplomacy,Philosophy,Physiology (monster type), or Theology, all (H) IQ-2 [1]-13;Alchemy (VH) IQ-3 [1]-12; Hiking (A) HT-1 [1]-11; Intimi-dation (A) Will-1 [1]-15; or Observation or Search, both (A)Per-1 [1]-13.Spells:Choose10demonologistspells(p.8),whichwillbeeither(H)IQ+1[1]-16or(VH)IQ[1]-15withthe+3forDemonic Attunement.*Multiplied for self-control number; see p.B120.Helpful clerical spells (such as healing) work at -3 on you.Harmful ones arent affected!SPIRIT WORKERS 6Customization NotesThe big question here is what makes someone takeup the dangerous occupation of working with demons.Thewild-eyedscholar isobsessedwithknowl-edge, and doesnt always pay enough attention to thecost. He regards practical demonological magic as aninterestingproofofconcept.TakedisadvantagessuchasCuriousandClueless,andfocusonskillssuch as Research, Speed-Reading, Cartography, andHidden Lore.The methodical evil-slayer understands about thedangersofdemonologyperfectlywell.Moreover,hesready to run calculated risks in order to get inside evilsguard,understanddemonsweaknesses,anddestroythem efficiently because he really wants them gone.ThisalmostcertainlymeansanObsession(ormaybeParanoia),andoftenBloodlust,withHigherPurposeperhaps as the beneficial part of the deal. Surviving thelifestylemaydemandadvantagessuchasCombatReflexes, High Pain Threshold, and Slayer Training, aswell as skills such as Exorcism and Crossbow.The walking freakshow, by contrast, may not evenhavechosenthecareervoluntarily.BeingstuckwithproblemssuchasWeirdnessMagnetandFrightensAnimals, as well as gifts such as Channeling or Medium,heslearnedwhatheneedstosurvivestartingwithskills such as Research, Fast-Talk, and Diplomacy.Of course, not all adventuring demonologists arewell-meaning or innocent. The starter megalomaniac isanexampleofmoredubiousmotivations,proddingand poking at the edges of dark power and dreaming ofthe day when he can play with the big boys. If hes notactuallycorruptedyet,hesscarilyunworriedbythepossibility; he figures that enough power means neverhavingtosaythatyouresorry.Megalomaniadefinesthistype,obviously,andmaybecompoundedbythings like Callous or Odious Personal Habits. He mayadd dangerously overt Demonological abilities (includ-ingsinisterAllies,ifpossible)andatleastdreamofacquiring Social Regard (Feared), meanwhile employ-ing Intimidation a lot in human society.DEMONOLOGICAL POWERAdemonologistcan deriveacertainamountofpower directly from his studies, without having to casttiringspellsorcallonindependentspiritstodothework. This is relatively subtle stuff, and not all demo-nologists take much advantage of the option, but somemake good use of it.Power Modifier: Demonology-10%Theseabilitiesareempoweredbythedemonologistsrela-tionshipwithdarkdimensionsandotherworldlyforces.Asaresult,activatinganyoftheseabilitiesbrieflygivesthedemo-nologistsomekindofbizarreandworryingaspect;hemaybeshrouded in shadows, his eyes may glow a baleful red, the effectmightbeaccompaniedbyasupernaturalkeeningsound,orwhatever.Thisisworth-1toreactionsfrommostpeoplewhoobserve it, and it gives observers a hint that the demonologist isdoing something supernatural and shadowy.Insituationsorplaceswhereextradimensionaltravel or contact with the dark realms is more difficult, these abil-itiestakepenaltiestoallrollstoactivateoroperatethemequal to the penalties to such travel. In places where contactwith the dark realms is impossible, they simply dont work.SPIRIT WORKERS 7Slayer TrainingSomedemonologistsmakebloodsacrificesandarerituallyrequiredtokillquicklyandneatly.Otherstraintofightdemonswhoarebestdestroyedbyswiftlyinflictingmassivedamageto a vulnerable location. Likewise, some necromancers train to fightvarious types of undead, who may best be dealt with by beheading,say,orbyastakethroughtheheart.Hence,someofthesesum-moners train intensively in striking at particular hit locations. Thefollowing new capability, Slayer Training, represents this.EachSlayerTrainingadvantagehalvesthehitlocationpenal-tiesforaparticular weaponskillbeingusedinaparticular way.Eachspecialtyisseparate;buyingSlayerThrusttoVitals(Broadsword)givesnobenefitwhenattackingthevitalswithSpear. Two common examples of Slayer Training follow.Slayer Swing at Neck4 points/skillYoucanswing attheneckofanopponentatonly-2tohit(insteadof-5).Thisdoesnotaffectthrusts.DemonologistsandnecromancerstypicallyspecializeinAxe/Mace,Broadsword,Knife, or Two-Handed Sword.Slayer Thrust to Vitals3 points/skillYoucanthrustatthevitalsofanopponentatonly-1tohit(instead of -3). Of course, not all supernatural creatures have vitalsbutsome,forexample,arefamouslyvulnerabletowooden-shafted weapons through the heart. Your weapon must do impal-ing or piercing damage. Demonologists and necromancers mostlylearn this for Broadsword, Knife, Shortsword, or Spear.Other VariantsTo come up with other variants, halve the hit location penalty(round toward zero); the cost is equal to the difference between thenew penalty and the old one, plus one. (Gamers with GURPS Mar-tial Arts may recognize Slayer Training as being based on the Tar-geted Attack technique on p. 68.)ProblemsRepeatedsimilarattacksagainstintelligent opponentscanmakeyoudangerouslypredictable.IfyouusethesameSlayerTraining attack on such a foe in a fight, he defends at +1 againstyour third and later uses. An opponent who observed you using thesameattackrepeatedlyagainstsomeoneearlierinthebattle,orwho otherwise has cause to expect the attack (such as a vampirenoting that you have a stake), can gain the same bonus, at the GMsoption.However,automatonsandmindlessmonstersareunableto fight intelligently, and never get the bonus.For example, they shut down entirely in fully consecrated tem-plestobenevolentdeities,andinno-manazonesunless theplace happens to be consecrated to a dark deity or demon. Inminor shrines to the powers of light, and low-mana zones withno special consecration to darkness, they function at -5 to rolls.If the user happens to be in the zone of effect of someone exert-ing the True Faith advantage, they suffer a penalty on the useof these abilities equal to the amount by which the person withTrue Faith makes a Will roll.Demonological AbilitiesAlly(Bounddemon;Builton100%;12orless;PM,-10%;Summonable,+100%)[19]or(15orless)[29]or(15orless;Unwilling, -50%) [21]; Ally (Devilkin familiar; Built on 25%; 12or less; PM, -10%; Summonable, +100%) [4] or (15 or less) [6];Detect(Demonsanddemonicforces;PM,-10%)[9];HardtoKill 1-4 (PM, -10%) [2/level]; Resistant to Demonic Powers (+3)or(+8)(PM,-10%)[3or5];ResistanttoDivinePowers(+3)(PM,-10%)[3];SeeInvisible(Spirits;PM,-10%)[14];Terror(PM, -10%) [27].Demonic Attunement8 points/levelDemonicAttunementisaTalentthataddstorollstouseDemonological abilities (above). It also functions as Magery (atthesamelevel)forthepurposeoflearningorcastingdemo-nologistspells(below),andinallowingtheadventurertonotice some magics, use certain items, and so on; see MagicalTalents, Spells, and Powers (p.13).DEMONOLOGIST SPELLSDemonologistslearnandcastspellsmuchlikewizards:Theymuststudyspellstolearnthem(andcanusethesamesources as wizards), are affected by mana level variations, andso on. Some of these spells have different prerequisite require-mentsiflearnedthroughdemonologisttraining;notethatthose that normally have Magery as a prerequisite can replaceit with Demonic Attunement at the same level.Demonologistshaveaccesstothefollowingspells,iftheymeet the prerequisites.Spell PrerequisitesAffect Spirits SolidifyBanish Demonic Attunement 2, Counterspell, and any three other demonologist spellsControl Gate Demonic Attunement 3 and Seek GateCounterspell Demonic Attunement 1Curse Demonic Attunement 3 and any five other demonologist spellsDetect Magic Demonic Attunement 1Dispel Magic Counterspell and 12 other spellsEntrap Spirit Demonic Attunement 2 and Repel SpiritsMagic Resistance Demonic Attunement 3 and CounterspellMaterialize Summon DemonPentagram Spell ShieldPlanar Summons Demonic Attunement 2, Sense Spirit, and any five other demonologist spellsPlanar Visit Planar SummonsPlane Shift Planar SummonsPlane Shift Other Demonic Attunement 3 and Plane ShiftRecover Energy Demonic Attunement 3Repel Spirits Banish and Turn SpiritScry Gate Seek GateScryguard Demonic Attunement 1Seek Gate Demonic Attunement 2, IQ 12+, and Sense SpiritSense Spirit Demonic Attunement 1 and IQ 11+Solidify MaterializeSpell Shield Magic Resistance and ScryguardSummon Demon Demonic Attunement 2, Sense Spirit, and any two other demonologist spellsTurn Spirit Demonic Attunement 1, Sense Spirit, and Will 11+SPIRIT WORKERS 8Demon AlliesA demonologist typically acquires a bound demonAllythroughone-usemagicfoundinsomeancienttext; after discovering it trapped somewhere and strik-ingabargainorinvokingaspecialpact;asafavorfrom a very powerful and skilled NPC demonologist; orsimplybymakingadangerousorevildealwiththepowers of darkness. If it is Unwilling, it may be boundtoservetheadventurerbecauseheknowsitsTrueName, because he holds an amulet or similar tool thatcontrolsit,orbecauseitisorderedtodosobysomehigher power. In that case, if the delver ever drives it torebel,itmaybecomevulnerabletocontrolbyotherbeingstowhomdemonologistreleasesitsName,itmay suffer hideous permanent damage as it strugglesagainst the magic that controls it, or it may just be dis-ciplined by its overlord. None of this necessarily stopsitattackingthedemonologist,althoughitmaybeweakened enough to give the mortal a better chance ofsurviving the fight.Gods of the inferno, I offer to youher limbs, her head, her mouth, herbreath, her speech, her heart, her liver,her stomach. Gods of the inferno, letme see her suffer deeply, and I willrejoice and sacrifice to you. Servilia of the Junii, Rome #1.5At first glance, elementalists might seem like a subclass ofthestandardwizard,withastrongfocusonratherbluntele-mentalmagic.However,theyreabitsubtlerthanthat.Theydont just happen to like casting elemental spells; they have adeep, almost spiritual interest in the lore of the elements, andare notably good at working with elemental spirits. They oftensummonsuchcreaturestodotheirbidding,andsometimeslinkthemselvestoelementalfamiliars,acquiringnonspellpowers of their own in the process. Because of this tight focus,an elementalist has access to a smaller range of spells than awizard does.Elementalistsmayleantowardgoodorevil,butsomeofthem come to worship Nature and get on well with druids; theelements are the fundamental building blocks of Nature, afterall. Others, though, see the elements as things to be dominatedand used as a source of power, rather than respected or wor-shiped which annoys druids.ELEMENTALIST250 pointsYoure an expert in the magical power of the elements, andbecause youve studied them so deeply, youre keenly aware oftheir spiritual aspect. You know that the universe is composedoftheelementsinvariousproportionsandthatpowerfulspiritsgovernandcontroltheoperationofthoseelements.Thismakesyoubothpowerfulandinsightful.(Oh,ordinarywizards can cast a few more spells than you can, but thats atthecostofnotreallyunderstandingthemostimportantthings.) All this means that youre invaluable in the dungeon,wellequippedtohandlebothphysicalproblemsandcon-frontations with the most important spirits.You join expeditions to seek out arcane elemental lore andinteresting materials, and to make new contacts in the elemen-tal realms; having a few friends with other interests around canhelp along the way, you must admit.Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 15 [0]; Per 14 [-5]; FP 15 [9]; Basic Speed 6.00[0]; Basic Move 6 [0].Advantages:30 points chosen from among DX +1 [20], IQ +1[20], HT +1 to +3 [10/level], Will +1 to +6 [5/level], FP +1 to+10[3/level],EideticMemory[5]or PhotographicMemory[10],Fearlessness[2/level],Intuition[15],Languages(Any)[2-6/language],Luck[15],Medium(Specialized,ElementalEntities, -50%) [5], Wild Talent 1 (Retention, +25%; Focused,Magical,-20%)[21],additionalElementalabilities[Varies],or additional levels of Elemental Influence (see below for ini-tial level) [8/level or 10/level]. One of these two core advan-tages packages (put leftovers into spells, pp.11-12):1.ElementalInfluence3(OneElement)[24];SpiritEmpathy(Accessibility, One element only, -20%; Specialized, Elemen-tals, -50%) [3]; and 26 points in Elemental abilities (p.10).2.ElementalInfluence3(AllElements)[30];SpiritEmpathy(Specialized,Elementals,-50%)[5];and 18pointsinEle-mental abilities (p.10).Disadvantages: -20 points chosen from among Curious [-5*],Loner [-5*], Oblivious [-5], Obsession (Become the worldsmostpowerfulelementalist,leaderofanelementalarmy,etc.)[-10*],Pyromania[-5*],SocialStigma(Excommuni-cated)[-10],Stubbornness[-5],UnnaturalFeatures1-5[-1/level], or Weirdness Magnet [-15]. Another -25 pointschosenfromamongtheprevioustraitsorAppearance(Unattractive) [-4], Bad Temper [-10*], Callous [-5], Clueless[-10],DisciplinesofFaith(Ritualism)[-5],EasytoRead[-10],FrightensAnimals[-10],HardofHearing[-10],Impulsiveness[-10*],Megalomania[-10],NoSenseofHumor[-10],OdiousPersonalHabits(Willfullyobscure)[-5], Overconfidence [-5*], Sense of Duty (Adventuring com-panionsor Friendlyelementalspirits)[-5],Skinny[-5],orUnfit [-5].Primary Skills: Hazardous Materials (Magical) (A) IQ [2]-15;HiddenLore(Elementals)(A)IQ+1[4]-16;and Occultism(A) IQ [2]-15.Secondary Skills: Three of Prospecting or Research, both (A)IQ[2]-15;Psychology(Elementals)(H)IQ-1[2]-14;orAlchemy or Thaumatology, both (VH) IQ-2 [2]-13. Two ofShield(Buckler)orInnateAttack(Any),both(E)DX+2[4]-14;Axe/Mace,Shortsword,Staff,orThrowing,all(A)DX+1 [4]-13; or Sling (H) DX [4]-12.BackgroundSkills:Six ofFast-Draw(Potion)orThrownWeapon(Dart),both(E)DX[1]-12;ClimbingorStealth,both(A)DX-1[1]-11;FirstAidorGesture,both(E)IQ[1]-15; Cartography, Hidden Lore (Secret Writings), Speed-Reading,Teaching,orWeatherSense,all(A)IQ-1[1]-14;Diplomacy, Expert Skill (Natural Philosophy), Philosophy,orTheology,all(H)IQ-2[1]-13;Hiking(A)HT-1[1]-11;Intimidation (A) Will-1 [1]-14; Meditation (H) Will-2 [1]-13;Scrounging (E) Per [1]-14; or Observation or Search, both(A) Per-1 [1]-13.Spells: Choose 20 elementalist spells (pp.11-12), which will beeither (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Ele-mental Influence.*Multiplied for self-control number; see p.B120.Helpful clerical spells (such as healing) work at -3 on you.Harmful ones arent affected!Customization NotesThe first question with any elementalist is whether hes aspecialist, focusingononespecificelement,orageneralist,working with all of them equally adeptly. This is determinedbywhichtypeofElementalInfluencetheplayerchooses; see p.10.Specialists are often narrowly focused and eccentric, withpersonalitiestomatchtheirspecialties.BlazingfireexpertshaveElementalInfluence(Fire),Pyromania,BadTemper,andspellsandskillsthatgiveeffectivefire-basedattacks.StolidearthspecialistsexhibitElementalInfluence(Earth)and Loner, No Sense of Humor, Oblivious, or Stubbornness,alongwithProspectingskill.Breezyandlight-heartedairworkerspossessElementalInfluence(Air),Impulsiveness,Overconfidence, several DX-based skills, and Weather Sense.SPIRIT WORKERS 9ELEMENTALISTSDeep and ever-changing water mages have Elemental Influence(Water),Intuition,WildTalent,Meditation,andaneccentricchoice of spells. Generalists, meanwhile, can sometimes be dan-gerouslyobsessedwithpreservingbalance,seemingespeciallymysticalandpronetopeculiardecisions(withDisciplinesofFaith, Odious Personal Habits, Philosophy, and Theology).All that established, a few personality patterns can fit bothspecialistsandgeneralists,althoughnotallelementalistsfitthese stereotypes:Thedevoteeofprimalpower moreorlessworships theelements,feelingadefiniteaffinitytodruids,althoughthis isstrictlyaprivatesortoffaith;takeaSenseofDutytofriendlyelementals,andprobablyMedium,DisciplinesofFaith, and Theology.Theelementalscholarisconcernedwiththeacademictheory of elemental lore, and is closer to a conventional wizard.Curiousismoreorlessmandatory,plusanappropriateObsessionorgeekyproblemssuchasClueless,withaca-demicskillssuchasThaumatology,HiddenLore,andPhilosophy also fitting.The master of power is in this profession for the raw force,for what it can do practically or just for fun. Megalomania or anObsessionfitstheformermotive,ImpulsivenessorPyromaniafits the latter. The adventurer should have lots of damage-pro-ducing spells, plus the skills to use them and Intimidation.ELEMENTALIST POWERManyelementalistsconnectthemselvessointimatelywiththeelementsthattheygainsomeminorsupernaturaladvan-tages.(Formorepowerfuleffects,usespells.)Specialrulesapply to purchasing these.Any elementalist can acquire any of the General abilities.Specialists who acquire a bound elemental Ally must take onefrom their chosen element only.Specialist elementalists can also use points to purchasethe Attuned abilities related to their one element of choice: fireabilitiesforthosewhohaveElementalInfluence(Fire),earthabilities for those with Elemental Influence (Earth), and so on.GeneralistelementaliststhosewithElementalInfluence (All Elements) can acquire Attuned abilities for anyof the elements, but the number of abilities they have from anyelement can never be more than two greater than the numbertheyhavefromanyother.Forexample(inasettingwiththestandard four elements), if someone with Elemental Influence(AllElements)hasthreeFireabilities,hemusthaveatleastone from each of Water, Earth, and Air.Power Modifier: Elemental-10%Elementalabilitiestapintothedeeplymagicalpowerof,yes, the elements, and so dont work too well in places wheremagicalforcesaredampedorsuppressed.Theycanbeopposed or negated much like spells. This limitation is equiva-lenttoManaSensitive(p.B34),andsoisworth-10%.Ifaquickcontestisrequiredtokeepanabilityworking,theele-mentalist rolls Will + Elemental Influence; if an ability is shutdown or dispelled, it remains unusable for 1d+1 seconds.Elemental AbilitiesSeeTheFourElementsOrWhat? (pp.11-12)formoreoptions.General: Ally (Elemental, see pp.26-32; Built on 25-100%;12 or less or 15 or less; PM, -10%; Conjured or Summonable,+100%;maybeMinion,+50%,and/orUnwilling,-50%)[Varies];Detect(Elementalbeings;PM,-10%)[9];DoesntBreathe (Oxygen Absorption, -25%; PM, -10%) [13].Attuned (Air): Air Jet (p.11) [1]; Catfall (PM, -10%) [9];DamageResistance1-10(Limited,Lightning,-60%;PM,-10%) [1.5/level*]; Walk on Air (PM, -10%) [18].Attuned(Earth): Burrower(p.11)[1];DamageResistance1-20(Limited,Stone,-40%;PM,-10%)[2.5/level*];LiftingST1-3(PM,-10%)[3/level];TerrainAdaptation (Sand; PM, -10%) [5].Attuned (Fire): Burning Attack 1d (Melee Attack, C, -30%;PM, -10%) [3]; Damage Resistance 1-15 (Limited, Heat/Fire,-40%;PM,-10%)[2.5/level*];ProtectedVision(PM,-10%)[5]; Temperature Tolerance 1-8 (Heat; PM, -10%) [1/level].Attuned(Water): Amphibious(PM,-10%)[9];PressureSupport 1 or 2 (PM, -10%) [5 or 9]; Speak Underwater (PM,-10%)[5],TemperatureTolerance1-3(Cold;PM,-10%)[1/level];TerrainAdaptation(Iceor Snow;PM,-10%)[5];Walk on Liquid (PM, -10%) [14].* Remembertomultiplythecostbythenumber oflevelsbeingpurchased,then rounduptothenext whole point.Elemental InfluenceVariesElemental Influence is a Talent that comes in two varieties.ElementalInfluence(OneElement)costs8points/level;ElementalInfluence(AllElements)costs10points/level.Theformermustbeassignedtooneoftheelementsfire,water,earth, or air (or whatever the selection is in your setting see TheFour Elements Or What? on pp.11-12). Either version adds torollstouseElementalistabilities(above).Italso functionsasMagery (at the same level) for the purpose of learning or castingcertain spells (see Elementalist Spells, p.11), and in allowing theelementalist to notice some magics, use certain items, and so on;see Magical Talents, Spells, and Powers, p.13.SPIRIT WORKERS 10Using NaturalPhilosophyExpert Skill (Natural Philosophy) provides general infor-mationaboutwhatscienceknowsinancient/medieval-styleworldssuchasaretypicalsettingsforDungeonFantasy games. Elementalists sometimes study it because ittells them how the elements interact to make up the universe.Rollagainstittoworkoutwhatisgoingonwhenyouencounter cosmic forces at work in the absence of divine ormagicalinfluence,torecognizewhichoftheelementsarepresent or absent in some complicated situation, to remem-ber what past scholars have written about rare but naturalanimals or plants, or to interpret texts written by other natu-ral philosophers in technical language.ELEMENTALIST SPELLSElementalists learn and cast spells much likewizards:Theymuststudyaspelltheywanttolearnfromsomesource(andcanusethesamestudy sources as wizards), are affected by manalevelvariations,andsoon.However,theycanonly learn a restricted set of spells.Firstly,ElementalInfluence(p.10)ofanykind can be used instead of Magery when learn-ing or casting Counterspell, Detect Magic, DispelMagic, Displace Spell, Great Ward, Lend Energy,RecoverEnergy,Reflect,SuspendMagic,Suspend Spell, and Ward.Secondly, Elemental Influence (One Element)givesaccesstoeveryspellinthecollegecorre-sponding to the chosen element Air, Earth, Fire,orWater.ElementalInfluence(AllElements)givesaccesstoalloftheelementalcolleges,butthe elementalist can never know more than twiceasmanyspellsfromoneofthemasfromanyother.Forexample,anall-elementselementalistwhoknows15earthspellsmustalsoknowatleast eight air, eight fire, and eight water spells.TreattheelementalistslevelofElementalInfluence as the same level of Magery for prereq-uisitepurposes.Ifaspellhasprerequisitesout-side the elementalists list, though, he cant meetthat requirement and so cant learn it.THE FOUR ELEMENTS OR WHAT?Mostdungeonfantasysettingswillfeaturethestandard,Classical Western elements: fire, water, earth, and air. How-ever,thisisntactuallytheonlypossiblelist.Forexample,inChinesetraditions,therearefive elements:fire,wood,earth,metal, and water. In many Indian traditions, the elements areearth, water, fire, air/wind, and void/sound/ether.Thus, in worlds with exotic, Asian-style trappings, elemen-talists may work with a slightly different array of abilities andspells. (This might even turn out to be the case in remote partsofstandardpseudo-Europeanworlds,ifdifferentmagicalsystems with different ideas about the laws of nature turn outto work equally well somehow.) The different elements implydifferent elemental spell colleges and powers; when learned aspart of these alternate elemental colleges, some spells have dif-ferent prerequisites.WoodUsethePlantcollegeforWoodelementalspells,deletingFalseTracks,PollenCloud,PurifyEarth,andBodyofSlime.Then add the following spells.Spell PrerequisitesSummon (Wood)Magery/Elemental Influence 1 and Elementaleither eight other wood elemental spells or four such spells andanother Summon Elemental spell.Control (Wood)Summon (Wood) ElementalElementalCreate (Wood)Magery/Elemental Influence 2 and Elemental Control (Wood) ElementalSee pp.31-32 for details of wood elementals.ForAttuned(Wood)elementalPowers,theabilitiesare:DamageResistance1-10(Limited,Wood,-40%;PM,-10%)[2.5/level*], Outdoorsman 1-4 (PM, -10%) [9/level], Plant Empa-thy (PM, -10%) [5], and Speak With Plants (PM, -10%) [14].*Remember to multiply the cost by the number of levelsbeing purchased, then round up to the next whole point.SPIRIT WORKERS 11Elemental and Physical PerksSome of the following originally appeared in GURPS Power-Ups 2:Perks; they are repeated here because they are used in this book.Air JetYou can project a constant stream of air strong enough to scatterdust and extinguish candles at two yards. This has no combat effect.BurrowerYou can dig with your body as if equipped with a shovel. See Dig-ging (p.B350)forspeed;thisiscertainlyslowerthanTunneling(p.B94).FeathersYouhavefeathers.Thesepreventsunburnandhelpshedwater,eliminatingupto-2inpenaltiesforbeingwetnotablyforCold(p.B430).Hammer HandYou can use your hands as hammers, to drive in nails or pegs, oreventoworkmetalinablacksmithsforge.Youalsogain+1tothedamageyoudowithbarehandedpuncheswhenmakinganysortofAll-Out Attack.Every leaf on every treeAnd every drop of water in the seaEvery grain of weathered sandThat smashes itself onto dry landEvery stone and every petal, everything that's elementalYou are never gone Jann Arden, Calling GodMetalUse the following as Metal elemental spells.Spell PrerequisitesArmor Body of Metal or Iron ArmBladeturning* Turn BladeBody of Metal Magery/Elemental Influence 2 and Shape MetalControl (Metal)Summon (Metal) ElementalElementalConjure Dart Shape MetalCreate (Metal)Magery/Elemental Influence 2 and Elemental Control (Metal) ElementalIdentify Metal Seek EarthIron Arm* DX 11+ and Turn BladeMagnetic Vision Magery/Elemental Influence 1 and Identify MetalMetal Vision Shape MetalRepair* Shape MetalSeek Earth Shape Metal Magery/Elemental Influence 1 and Identify MetalSharpen* RepairSteelwraith Magery/Elemental Influence 2 and Shape MetalSummon (Metal)Magery/Elemental Influence 1 and Elemental either eight other metal elemental spells, or four such spells andanother Summon Elemental spellTurn Blade* Shape Metal*Can only affect metal items or weapons when learned aspart of this college.See p.29 for details of metal elementals.TreatasIceDaggerbutthemissiledoesntmelt;itshatters.ForAttuned(Metal)elementalPowers,theabilitiesare:Clinging(PM,-10%;Specific,Metal,-40%)[10],DamageResistance 1-15 (Limited, Metal, -40%; PM, -10%) [2.5/level*],and Sharp Claws (PM, -10%) [5].*Remembertomultiplythecostbythenum-ber of levels beingpurchased,thenrounduptothenext whole point.Void/Sound/EtherUse the following as the Void/Sound/Ether elemental college.Spell PrerequisitesApportation Magery/Elemental Influence 1Control (Ether)Summon (Ether) ElementalElemental*Create (Ether)Magery/Elemental Influence 2 and Elemental* Control (Ether) ElementalDeflect Missile ApportationDetect Magic Magery/Elemental Influence 1Echoes of the Past Magery/Elemental Influence 2, Measurement, Voices, and three other Void/Sound/Ether spellsEthereal Body Magery/Elemental Influence 3 and eight other Void/Sound/Ether spellsFar-Hearing Magery/Elemental Influence 1 and five other Void/Sound/Ether spellsHush SilenceLevitation ApportationMage Sense Detect MagicMage-Stealth HushMeasurement Noise Wall of SilencePhase Ethereal BodyResist Sound Four other Void/Sound/Ether spellsSee Invisible Detect MagicSense Mana Detect MagicSilence SoundSound Sound Jet Magery/Elemental Influence 2and SoundSummon (Ether)Magery/Elemental Influence 1 and Elemental* either eight other Void/Sound/Ether spells or four such spells andanother Summon Elemental spellTell Position MeasurementThunderclap SoundTrace Teleport Magery/Elemental Influence 3, Detect Magic, and Tell PositionVoices SoundWall of Silence Silence*See pp.30 for details of void/sound/ether elementals.ForAttuned(Void/Sound/Ether)elementalPowers,theabilities are: Absolute Direction (PM, -10%) [5], Acute Hearing1-4 (PM, -10%) [2/level], Protected Hearing (PM, -10%) [5], andSilence 1 or 2 (PM, -10%) [5 or 9].SPIRIT WORKERS 12NECROMANCERSNecromancersoftensharemanyoftheimageproblemsofdemonologists.Theyarespecialistsintheloreandmagicofdeath,whichisrarelygoodforanyoneschanceofmakingfriendsamongtheliving.Theytendtobeseenasmorbidandmacabre.Alotofthisisjustified,oratleasttheirownfault:Some necromancers spend their time raising zombies and com-muningwithevilundead,indefianceofthelawsofmanandnature, and talk a lot about ultimate powers and dark mysteries.Nonetheless,necromancerscertainly arentautomaticallyevil, any more than professional undertakers are evil. Someonereallyhastostudythesupernaturalpowerofdeath(theywould say), and professional necromancers do some very nec-essaryjobsbest.Thecategoryincludesexorcists,mediums,psychopomps (specialists in guiding the spirits of the dead totheafterlife),andsomebraveadventurerswhospecializeinslaying undead opponents.Again, like demonologists (and elementalists), their specialpowersareakintothelearnedmagicofwizards,butwithatwist of channeled power derived from contact with the spiritrealm.Necromancersarehighlysensitivetothepresenceofthe spirits of the dead and to death energies, and can some-times direct or divert these.NECROMANCER250 pointsYou are an expert on the supernatural boundaries betweenlifeanddeathandyouknowhowtowieldthepowerthatcomes with that expertise! Death and the undead are technicalissues for you, and like any technical expert, you know how tofixproblemsinyourareaofexpertiseonewayoranother.You may go adventuring in order to confront and destroy theundead, or to find out more about the deep crypts and strangewildernessesinwhichtheysooftendwell.Moreover,otheradventurers often create more raw material for your studies.Yourespectclericsanddemonologists;knowingaboutdeath means that you know something about the higher andlower realms, and you prefer to keep on the right side of thepowers that rule there. Unfortunately, though, too many cler-icssufferfrommisunderstandingsaboutyourwork,soyousometimes have to tread carefully. You see wizards, elemen-talists, and shamans as fellow professionals a bit unfocused,perhaps, but often powerful, and it can be useful to comparenotes sometimes.Attributes: ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 14 [0]; Per 12 [-10]; FP 13 [3]; Basic Speed 6.00[0]; Basic Move 6 [0].Advantages:Deathliness 3 [24]; Night Vision 5 [5]; and SpiritEmpathy(Specialized,Ghosts,-50%)[5].Another20pointsinNecromanticabilities(p.15);putleftoversintospells (p.15). A further 35 points chosen from among IQ+1 [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], FP +1to +5 [3/level], Autotrance [1], Channeling [10], Charisma 1or 2 [5 or 10], Deathliness 4 or 5 [8 or 16], Eidetic Memory[5]or PhotographicMemory[10],Fearlessness[2/level]orUnfazeable[15],HigherPurpose(Maintainthenaturalorderor Bringtheworldsoflifeanddeathtogether)[5],HighPainThreshold[10],Intuition[15],LanguageTalent[10],Languages(Any)[2-6/language],LicensedExorcist(Ghosts;p.5)[1],Luck[15],Medium[10],MindShield[4/level], Night Vision 6-8 [1/level], Resistant to Disease (+3)or(+8)[3or5],SignatureGear[Varies],SlayerTraining(Any; p.7) [Varies], Social Regard 1-2 (Feared or Respected)[5/level],SpiritBadge(p.5)[1],SpiritWeapon(p.5)[1],TemperatureTolerance1-2(Cold)[1/level],oradditionalNecromantic abilities [Varies].Disadvantages:-20pointschosenfromamongAppearance(Unattractive, Ugly, or Hideous) [-4, -8, or -16], Callous [-5],Curious [-5*], Frightens Animals [-10], Loner [-5*], Obses-sion(Becometheworldsmostpowerfulnecromancer;Becomealich;Keepthedeadintheircorrectplace;etc.)[-10*], Odious Personal Habit (Taste for morbid or macabrediscussion topics; Lack of tact; etc.) [-5, -10, or -15], SenseofDuty(Adventuringcompanionsor Therecentlydead)[-5], or Social Stigma (Second-Class Citizen or Excommuni-cated)[-5or-10].Another-20pointschosenfromamong the previous traits or Bad Smell (Reek of the grave)[-10];Clueless[-10],DisciplinesofFaith(RitualismorAsceticism) [-5 or -15], Disturbing Voice [-10], Heliophobia[-15*], Low Empathy [-20], Megalomania [-10], No Sense ofSmell/Taste[-5],Oblivious[-5],Paranoia[-10],PhantomVoices(Annoying)[-5],Skinny[-5],SlowHealing1[-5],Stubbornness [-5], Supernatural Features (Pallor) [-10], orWealth (Struggling) [-10].SPIRIT WORKERS 13ThreeofthetemplatesinthischapterhaveTalents(DemonicAttunement,ElementalInfluence,andDeathli-ness) that substitute for Magery for purposes of learning aspecific set of spells. They also help with the use of specialpowers. They are each, in effect, a combination of a PowerTalent and a limited form of Magery.As always, spells that interact with other spells work inthe same way, whatever the kinds of spellcasters involved,exactly as described in Dungeon Fantasy 1: Adventurers(p.20).Ademonologist,say,canuseDetectMagictodetect a spell cast by a cleric, or a wizard might use SpellShield to defend against an elementalists attack spells. Inaddition, an elementalists Power Modifier isexplicitly magical (like Bard-Song); it can bedetected, dispelled, etc., by spells (see p.10).Necromancers and demonologists, however,have abilities that arent exactly magical, andso arent so easy to counter with magic, butwhichstillhaveamagicalaspecttothem,and may sometimes be countered by the useof spells; see pp.8 and 15.Someone with one of these Talents can roll to notice thepresence of magical enchantments or items, exactly as if hehad Magery, but only if the magic in question involves oneof the spells on the associated list, or draws directly on thesame sort of power. If there is any uncertainty on this, theGM decides, but note that the magic merely being dark orvaguelyelemental-likeisntenough;itmustbeexplicitlydemonic/elemental/necromantic,ordesignedtodestroyorrepel the specific type of supernatural beings. Add the levelof Talent as a bonus to IQ for this purpose. Likewise, theseTalents can substitute for Magery when that is required toactivate items of the appropriate type, and may add to Thau-matology skill when analyzing or researching related magicor phenomena, at the GMs discretion.Should characters with these Talents cross-train andacquire ordinary Magery as well, or should someone withMagery somehow acquire one of them, there will be somesituations in which both the Talent and the Magery couldapplysay,indeterminingeffectiveskillwithaspell.Insuch cases, the character can choose whichever gives thelarger bonus, but cant under any circumstances use both!Magical Talents, Spells, and PowersPrimarySkills: ExpertSkill(Thanatology,p.15)(H)IQ+2[12]-16;HiddenLore(Undead)(A)IQ+1[4]-15;andOccultism (A) IQ [2]-14.Secondary Skills and Techniques: Stealth (A) DX+1 [4]-13. Three ofFast-TalkorResearch,both(A)IQ+1[4]-15;Thaumatology (VH) IQ-1 [4]-13; Search (A) Per+1 [4]-13;orExorcism(H)Will[4]-14.One ofthesethreemeleeskills packages:1. One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A)DX+3[12]-15;and oneofShieldor Shield(Buckler),both(E) DX+2 [4]-14.2.Brawling(E)DX+1[2]-13;Wrestling(A)DX[2]-12;Knife(E) DX+4 [12]-16.3.Two-HandedAxe/Mace(A)DX+3[12]-15;Knife(E)DX+2[4]-14.BackgroundSkills:Eight ofFast-Draw(Knife)orGarrote,both (E) DX [1]-12; Climbing (A) DX-1 [1]-11; Gesture (E)IQ[1]-14;Acting,HiddenLore(Demonsor Spirits),Hold-out, Teaching, or Writing, all (A) IQ-1 [1]-13; Diagnosis, Poi-sons,orTheology,all(H)IQ-2[1]-12;Intimidation(A)Will-1[1]-13;Meditation(H)Will-2[1]-12orObservation(A) Per-1 [1]-11.Spells: Choose 10 Deathly spells (p.15), which will be either (H)IQ+1 [1]-15 or (VH) IQ [1]-14 with the +3 for Deathliness.*Multiplied for self-control number; see p.B120.Helpful clerical spells (such as healing) work at -3 on you.Harmful ones arent affected!Customization NotesA number of types fit this template, along with quite a fewoddballsandeccentricswhodontfitanyclearstereotype.Ifthenecromancersspecificcareerisonethatotherpeopleregardasuncleanorjustabitsordid,hemayhaveSocialStigma (Second-Class Citizen); if its one that angers the verygods,hemaybeExcommunicated.However,howmostofthese jobs are viewed varies from place to place.The psychopomp provides a service akin to an undertakeror priest, or in another sense, to a wilderness guide: His job is tohelpthespiritsofthedeadfindtheirwaytowherevertheyshould go next. Unfortunately, some dead spirits dont want tofollowtherules,andsomewizardsandsuchhavedangerousideas about meddling with the natural order, so the psychopompsometimes has to get a bit forceful, and maybe work with otherdefendersofthenaturalorder.HehascharacteristicssuchasHigherPurpose,Medium,LicensedExorcist,possiblySpiritBadge, a Sense of Duty, Exorcism, and Theology.Similarly,theexorcistfocusesontheneedtopersuadesome(usuallyincorporeal)undeadandevenotherspiritstomove on and stop causing trouble for the living. Because notall such spirits want to be persuaded, the exorcist has to be asortofmetaphysicalwarrior.HedefinitelyneedsLicensedExorcist and Exorcism; Unfazeable will help at times, as will aselection of defensive spells.The monster slayer is interested in getting the dead whoremain active in physical form to go on to the afterlife, perhapsmotivatedbyanObsessionandshieldedbyFearlessnessandsomelow-keyNecromanticabilities;heprobablyplanshiswork using Observation, then moves in with Slayer Training.Themediumismostlyconcernedwithtalking tothedead, perhaps initially out of curiosity. He doesnt particularlywanttomakethemdepartiftheyarentcausingtroubleandwanttostayaround.Thiscanleadtoadeepknowledgeofsecret lore and provide some handy practical information foradventurers.AsidefromhavingtheMediumadvantage,hemayknowmultiplelanguages(LanguageTalentcanhelpthere), suffer from Phantom Voices (ghostly whispers from theether at inconvenient moments), be Curious, and use Fast-Talkskill to keep the spirits attention.A related subtype, the death prophet, seeks informationfrom beyond the veil even more actively, and has a taste forgrand secrets of life and death. Oracle fits here, of course, andCuriousorParanoiamayreflecttheprophetscoremotives,whileDisciplinesofFaithmayrepresentanecessarylifestyle,andResearchskillmayberequiredtointerpretthe data he acquires.Ofcourse,somenecromancersareinthegameinpursuit of raw power, and dont care about the feelings ofthedeadorthelawsofmen.The zombiemaster achievesthisbyraisingarmiesofundeadservants.AlliesandtheMass Zombie spell are the methods, Megalomania definestheattitude,Obliviousreflectsthelackofsocialization,Social Stigma (Excommunicated) is probably an eventualinevitability, and Intimidation helps keep the living cowed.Thedeath-bringertakesascaryjoyinhisacquaintancewithdeathinmanyaspects,andislargelydefinedbyhisdisadvantages.AsidefromCallousandLowEmpathy,hemay have the sort of extreme stylethatleadstoDisturbingVoice,FrightensAnimals,SupernaturalFeatures,orlookingplainUgly.He may also have a taste for spellsthat are appropriate for combat.Notethattheselasttwotypesmay not fit well into adventuringpartieswithanysortoftasteforconventional morality!NECROMANTIC POWERA necromancer with exotic non-spell-based abilities derivesthemfromdeepinsightsintothenatureofdeath.Thesearedefinitely supernatural, but they arent quite magic as such.SPIRIT WORKERS 14Hordes of MinionsOptionally,therulesforAllies(pp.B36-B38)canbeexpanded to cover extremely low-powered servants. Insteadof a base cost of 1 point for any Ally built on 25% or less ofthe PCs point value, use the following fractional base costs:0.2 points for an Ally built on up to 5%, 0.4 for up to 10%,0.6 for up to 15%, and 0.8 for up to 20%. In all cases, applythemultipliersforfrequencyofappearance,allygroups,and all modifiers before rounding the cost up to the next-higher whole number of points.Power Modifier: Necromancy-10%Necromantic abilities work on the supernatural borderbetween life and death. They dont require mana or divinefavor,buttheyinvolveenoughmagicthattheycanbeblocked,suspended,ornegatedbyspellssuchasScryguard,Pentagram,orDispelMagic;ifthespellrequiresaquickcontest,thenecromancerrollsWill+Deathliness.SuspendCurseorRemoveCurseareespe-cially effective; the necromancer rolls to resist these at -5.Inaddition,divinepowerandholyfaithnegateNecromanticabilitiesevenmoreeffectively.Theydontwork at all in temples or holy ground sanctified to gods oflife,healing,etc.Likewise,anyonewithTrueFaithcanattempt to negate them when within one yard of their loca-tion (much like a Dispel Magic effect) by taking a second ofconcentrationandrollingagainstWill+5,resistedbythenecromancer as for spells.If an ability is negated in this way, it ceases workingat all for 1d+1 seconds. Additionally, the abilities effective-nessisreducedappropriatelyiftheyareusedonsomeonewith Magic Resistance.Necromantic AbilitiesAllies (Five servitor skeletons or zombies, p. 26; Built on 10%;15 or less; Minion, +0%; PM, -10%) [6], (10 servitors) [7], or (20servitors) [9]; Ally (Bound lesser ghost, p.22; Built on 50%; 12or less; PM, -10%; Summonable, +100%) [8] or (15 or less) [12]or (15 or less; Unwilling, -50%) [9]; Detect (Undead and ghosts;PM, -10%) [9]; Immunity to Disease (PM, -10%) [9]; MetabolismControl1-3(PM,-10%)[5,9,or14];Oracle(PM,-10%)[14];ReducedConsumption1-2(Cast-IronStomach,-50%;PM,-10%) [1 or 2]; Resistant to Supernatural Abilities of the Undead(+3) or (+8) (PM, -10%) [3 or 5]; See Invisible (Spirits; PM, -10%)[14]; Silence 1-2 (PM, -10%) [5 or 9].Deathliness8 points/levelDeathliness is a Talent that adds to rolls to use Necromanticabilities (above). It functions as Magery (at the same level) forthepurposeoflearningorcastingDeathlyspells(below).Italsoallowsthecharactertonoticesomemagics,usecertainitems, and so on; see Magical Talents, Spells, and Powers, p.13.Note that Deathly spells are not the same as the Necromanticcollege listed in GURPS Magic; necromancers have access to asubset of that college, plus a number of other spells.DEATHLY SPELLSNecromancers learn and cast spells much like wizards; theymust study spells to learn them (and can use the same sourcesaswizards),areaffectedbymanalevelvariations,andsoon.However, because they base their magic on Deathliness (above)ratherthanMagery,theycanonlylearnarestrictedrangeofspells. A few of these have different prerequisite requirements iflearned through necromancer training; note that any others thathave Magery as a prerequisite can replace it with Deathliness atthe same level.Necromancershaveaccesstothefollowingspells,iftheymeet the prerequisites.Spell PrerequisitesAffect Spirits SolidifyCommand Spirit Summon Spirit and Turn SpiritControl Zombie ZombieCounterspell Deathliness 1Curse Deathliness 3 and any five other Deathly spellsDeathtouch Wither LimbDeath Vision Deathliness 1Detect Magic Deathliness 1Dispel Magic Counterspell and 12 other Deathly spellsFear Any seven other Deathly spellsFinal Rest Deathliness 1 or Spirit EmpathyLend Energy Deathliness 1 or EmpathyLend Vitality Lend EnergyMage Sense Detect MagicMass Zombie Zombie and Charisma 2+Materialize Summon SpiritParalyze Limb Deathliness 2 and any six other Deathly spellsPhase Deathliness 3 and Plane ShiftPlanar SummonsDeathliness 2, Sense Spirit, and (Realms of the Dead) any four other Deathly spellsPlanar VisitPlanar Summons (Astral Plane and(Realms of the Dead)Realms of the Dead)Plane ShiftPlanar Summons (Realms of the Dead) (Realms of the Dead)Recover Energy Deathliness 1 and Lend EnergyRotting Death Deathliness 3 and DeathtouchSense Spirit Death VisionSkull-Spirit Four other Deathly spellsSolidify MaterializeSummon Spirit Deathliness 2 and Death VisionTerror FearTurn Spirit Sense Spirit and Will 11+Turn Zombie ZombieWither Limb Paralyze LimbZombie Summoning ZombieZombie Lend Vitality and Summon SpiritSPIRIT WORKERS 15Using ThanatologyExpertSkill(Thanatology)representsknowledgeofallaspectsofdeath,includingfuneralcustomsandbasicfactsabout undeath. It can see a lot of use on dungeoneering expe-ditions! A successful roll allows the user to identify a generaltype of undead monster and remember what is known aboutits general nature, overall power level, and areas of weaknessalthoughOccultismorHiddenLoreisneededforspecificdetails.Useoftheskillcanrevealtombsorfunerarybuild-ings, say which race or culture is likely to have built them, andsuggest what parts are traditionally considered worth defend-ing although it wont locate specific traps unless theyre verystandardforthetombtype.Theskillalsoprovidesinforma-tion about traditional funerary goods and tomb decorations,which may help plunderers.Shamans are sometimes seen as primitive magic-workers,perhaps even more so than druids and its true that they oftenshowupinbarbariansocieties,performingarolesomewherebetween a wizard and a cleric. Like wizards, they are technicalspecialists,whosespecialtyhappenstobeworkingwiththesupernatural in their case, with spirits and they are often pre-paredtoworkforwhoeverwillpay.Unlikeclerics,theydontusually worship the beings with whom they deal but they dohavetorememberthattheseare powerfulfree-willedentities,and treat them with respect, whereas wizards mostly just workwith unthinking, neutral forces. Shamans know about gods, butusually try to avoid them; shamanism is about negotiation, andgods are too powerful to negotiate with comfortably.All this dealing with the spirit world as a matter of businesscan make shamans seem rather strange to other humans; theyoftenseemtobeabitcrazy,especiallyiftheyvegotintothehabit of using strange mushrooms or potions to help them con-necttotheotherworldlyrealms.Ontheotherhand,beingsogood at dealing with such things, they often have lots of minorspirits as Allies and Contacts. A shaman doesnt generally usespells or powers to perform physical tasks, but calls upon hisallied spirits to do whatever they are best at. Shamans do usetheirownmagictointeractwithspirits,andareoftenverygood at clearing up spirit-related problems.Unliketheothercharactertypesinthischapter,shamanshave their own form of Power Investiture (see p.18).SHAMAN250 pointsYoure an expert diplomat, negotiator, and problem-solver.Thefactthatmostofyourworkinthesefieldshappenstoinvolve spirits rather than mortals maybe doesnt seem impor-tant to you, and the fuss that other people make about the dis-tinctionmaystrikeyouasstrange.Still,thefactthatsofewother people can handle this stuff means that you get a lot ofprofitable employment, so you dont complain.Adventuringisntthepoint ofshamanism;manyshamansspend their time staying home and taking less dangerous work.Even so, a shaman sometimes has to consider risky trips intothespiritsrealm.Yougoadventuringtodealwiththreatsinvolvingspirits,toincreaseyourknowledgeoftheweirderparts of the spirit world, or to turn a large (if risky) profit usingyourskills.Otheradventurersareusuallyhappytohaveyouaroundyoucandealwithmanyproblemsthattheydfindchallenging,whileyourehappytohavetheirmoreprosaiccombat abilities guarding your back and are happy to pay outyour share of the loot. The aid of your personal spirit allies asscoutsandadviserscanbeabigadvantageforaparty,too.However, you do sometimes have differences of opinion withclericsanddruids(aswellasdemonologistsandnecro-mancers)overthecorrectattitudetotaketocertainpartsofthe spirit world.Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00[5]; Basic Move 6 [0].Advantages: Autotrance[1];Channeling[10];Medium[10];PowerInvestiture2(Shamanic)(p.18)[20];and SpiritEmpathy[10].Another15pointsinShamanicabilities(p.19); put leftovers into Shamanic spells (p.19). A fur-ther60pointsspentonadditionalShamanicabilities,spells, or Allies (p.17) [Varies], Contact Group (Local Spir-its, p.18; skill-15; Supernatural Abilities; 12 or less; Some-whatReliable)[30]or(15orless)[45],orPatron(seeShamanic Allies and Patrons, p.17) [Varies]. Another 15points chosen from among additional Shamanic abilities orST +1 [10], HT +1 [10], Will +1 to +3 [5/level], Per +1 to +3[15],FP+1to+5[3/level],AcuteSenses[2/level],AnimalFriend 1-3 [5/level], Charisma 1-3 [5/level], Claim to Hospi-tality(LocalCommunity)(p.18)[Varies],ClericalInvest-ment[5],DeepSleeper[1],Empathy[15]orSensitive[5],Fearlessness[2/level]or Unfazeable[15],Fit[5],Healer1[10], Higher Purpose (Serve your people; Protect the spiritrealm;etc.)[5],Intuition[15],Languages(Any)[2-6/lan-guage],NightVision1-3[1/level],Outdoorsman1[10],PowerInvestiture3(Shamanic)[10],SocialRegard1-3(Respected) [5/level], Spirit Badge (p.5) [1], Spirit Weapon(p.5) [1], Temperature Tolerance 1 [1], or Voice [10].Disadvantages: -10 points chosen from among Code of Honor(Shamans)(p.18)[-5],DisciplinesofFaith(RitualismorMysticism)[-5or-10],SenseofDuty(RegularSpirit-Helpersor Alargecategoryofspirits)[-5or-10],orVow(Vegetarianism or Always help a spirit of some specific typewho asks for aid) [-5 or -10]. Another -15 points chosenfromamongAddiction(Weirdmushrooms;Cheap;Hallu-cinogenic;Legal)[-10],Appearance(UnattractiveorUgly)[-4 or -8], Curious [-5*], Delusion (Anyone could talk to thespirits if they werent being deliberately stupid) [-5], Obses-sion(Becomingasfamiliarwiththespiritrealmaswithmaterialreality;Defendinghumanityagainstevilspiritworkers; etc.) [-10*], Sense of Duty (Current client; Fellowadventurers; or Community/tribe) [-2, -5, or -10], or Wealth(Struggling or Poor) [-10 or -15]. A further -25 points cho-sen from among the previous traits or Epilepsy (Mitigator,Dailyherbalmedicine,-60%)[-12],Innumerate[-5],Lan-guage: Spoken (Native)/Written (Broken or None) [-2 or -3],Loner[-5*],LowTL1or2[-5or-10],OdiousPersonalHabit(Scruffyprimitive;Sarcastic;or Willfullyenig-matic)[-5],Skinny[-5],SocialStigma(Excommunicatedor Minority Group, or Second-Class Citizen or Uneducated)[-10 or -5], Stubbornness [-5], or Weirdness Magnet [-15].SPIRIT WORKERS 16SHAMANSIf you have money, youcan make the ghosts anddevils turn your grindstone. Chinese proverbPrimary Skills: Exorcism (H) Will [4]-13; Hidden Lore (Spir-its) (A) IQ+1 [4]-14; Naturalist (H) IQ [4]-13; and Pharmacy(Herbal) (H) IQ [4]-13.SecondarySkills:FirstAid(E)IQ+1[2]-14;Meditation(H)Will-1[2]-12;Stealth(A)DX[2]-11;Survival(Any)(A)Per[2]-13; and Weather Sense (A) IQ [2]-13. One of Bow (A)DX [2]-11, Sling (H) DX-1 [2]-10, or Thrown Weapon (Spear)(E) DX+1 [2]-12. One of these two melee skills packages:1. Either Axe/Mace or Spear, both (A) DX+1 [4]-12, and Shield(E) DX+3 [8]-14.2. Staff (A) DX+3 [12]-14.Background Skills: Six of Brawling, Jumping, Knife, or Knot-Tying, all (E) DX [1]-11; Riding, Throwing, or Wrestling, all(A) DX-1 [1]-10; Blowpipe or Net, both (H) DX-2 [1]-9; AreaKnowledge (Home Area) or Camouflage, both (E) IQ [1]-13;AnimalHandling,Cartography,Falconry,Fortune-Telling(Auguryor DreamInterpretation),Navigation(Land),Occultism, Teamster, or Traps, all (A) IQ-1 [1]-12; Diagno-sis, Diplomacy, Theology, or Veterinary, all (H) IQ-2 [1]-11;Carousing(E)HT[1]-12;Intimidation(A)Will-1[1]-12;Fishing(E)Per[1]-13;Observation,Search,orSurvival(Different specialty), all (A) Per-1 [1]-12; or Detect Lies (H)Per-2 [1]-11.Spells:Chooseeightshamanicspells(p.19),whichwillbeeither(H)IQ[1]-13or(VH)IQ-1[1]-12withthe+2forPower Investiture.*Multiplied for self-control number; see p.B120.Helpful clerical spells (such as healing) work at -3 on you.Harmful ones arent affected! In a society where shamans reg-ularly possess Clerical Investment, shamanic spells may countasclericalforthispurpose;however,ifshamansandclericshaveverydifferentsupernaturalpatrons,someonecanbeexcommunicatedfromclericalaidbutstillbeongoodtermswith the shamanic community.Customization NotesA shaman has a narrow set of abilities, but he can choose toapply this in various ways.Thefreelanceexpert isanindependentprofessionalorasort of mystic mercenary. He handles whatever problems comeupthatinvolvespiritsandthatsomeoneiswillingtopaytohave fixed. He ought to have Code of Honor (Shamanic)..Conversely, the community leader has more of a sense ofresponsibility; he knows that its important for a human com-munitytoremainongoodtermswiththelocalspirits,andtakesaleadingroleinsocietywhileactingasamediatorbetweenthehumansandspiritworlds.Hesmorelikely(thoughnotcertain)tohaveClericalInvestment,aClaimtoHospitality,andSocialRegard,andmaybeCharismaorHigher Purpose, along with a Sense of Duty to his people andskills such as Area Knowledge, Diplomacy, or Theology.The guardian of nature also has a feeling of responsibility(representedbyaSenseofDuty)buttothespiritsandthethings that they represent rather than to humans primarily. HecaneasilyhaveAnimalFriend,Loner,LowTL,someoftheweirder power options, and lots of outdoors/wilderness skills.Theurbanshaman, accustomedtoworkinginlarge,higher-tech human societies, is likely to be rarer. Hell perhapspursue Disciplines of Faith to maintain his mystic insights inthisenvironment,haveaSocialStigmaandawillingnesstouseIntimidationtocompensate,andmaybemakealivinginquiet times using Fortune-Telling.The spirit-world explorer is motivated primarily by disad-vantages such as Curious or maybe Obsession. Hell use tech-nical skills such as Cartography, Occultism, or Theology in hisresearch, along with Observation and Search.SHAMANIC ALLIESAND PATRONSThespiritsavailabletoshamanPCsasAlliesorPatronscover a wide range of types and power levels. The following aresome possibilities; the GM may approve others. Chapter 2 hasdetailsofthevarioustypesofspirit.TheConjuredenhance-ment is discussed on p.4.Indentured petty demon or embodied animal-spirit (pp.32-33 orpp.21-22): Ally (Built on 25%; 12 or less) [2], or (15 or less)[3] or (15 or less; Unwilling, -50%) [2].Bound petty demon (pp.32-33): Ally (Built on 25%; 15 or less;Minion, +50%; Unwilling, -50%) [3].Local lesser ghost (p.22): Ally (Built on 50%; 9 or less; Sum-monable, +100%) [4] or (12 or less) [8].Minorelementalservitor(pp.26-32):Ally(Builton50%;12 orless;Conjuredor Summonable,+100%)[8]or(15orless) [12].Superior elemental servitor (pp.26-32): Ally (Built on 75%; 12orless;Conjuredor Summonable,+100%)[12]or(15orless) [18].Potent elemental servitor (pp.26-32): Ally (Built on 100%; 12orless;Conjuredor Summonable,+100%)[20]or(15orless) [30].Phantomanimalfamiliar(p.22):Ally(Builton100%;15orless; Summonable, +100%) [30].Name-controlled demon (pp.34-35): Ally (Built on 100%; 15 orless; Summonable, +100%; Unwilling, -50%) [23].Local spirit: Patron (Extremely powerful individual; 9 or less)[15] or (12 or less) [30].Wide-ranging spirit: Patron (Extremely powerful individual; 12orless;HighlyAccessible,+50%;MinimalIntervention,-50%) [30].Many-facetedspirit: Patron(Extremelypowerfulindividual;9orless;HighlyAccessible,+50%;MinimalIntervention,-50%;SpecialAbilities,broadcontactsinspiritworlds,+50%) [23].SPIRIT WORKERS 17ADVANTAGES ANDDISADVANTAGESFOR SHAMANSVariousstandardcharacterfea-tures are common in slightly variantforms among shamans.Claim to Hospitalitysee p. B41SomeshamanshaveaClaimtoHospitalityintheirlocalcommu-nity,wheretheyaretreatedasrespectedandhelpfulbutmobileprofessionals (with maybe a hint offear). This eliminates the $150/weektostayparkedinthatarea(DungeonFantasy2:Dungeons,p.4)fortheshamanonly. Itcanprovidemeetingplacesandocca-sional hangouts for him and one or two respectable friends (adungeoneeringpartyfullofroguesandbarbariansisnotrespectable!). Asking for shelter when being hunted (by mor-tal men, not rampaging monsters), or a short-term loan of upto$50,callsforareactionroll,attheusual+3forClaimtoHospitality;eachrequestneedsaGoodorbetterresult.Smashing a hosts place or failing to repay a loan on schedulelosesyoutheadvantage;usingitregularlymeansthatthelocals start asking for favors in return, at the GMs whim.Contact Group (Local Spirits)see p. B44This type of Contact Group consists of a large group of minorspiritswhodwellaroundormysticallyoverseeamodest-sizedgeographical area a tribes home village and hunting grounds,say.ItprovidesAreaKnowledge,aformofHiddenLore,Naturalist, Occultism, Pharmacy (Herbal), Weather Sense, etc.,regarding places, objects, and events within that area. The abil-ity to obtain information supernaturally raises the cost.Power Investituresee p. B77AshamanhasaformofPowerInvestitureknownasPowerInvestiture(Shamanic)withoutnecessarilybeingaformally ordained priest. (Some shamans are recognized reli-gious figures; others arent.) The power it grants doesnt comefrom any single being, but from a general relationship with thespirit realm. The basic sensitivity that enables shamans to dealwithspiritsisinnate,andtheydontasaruleworshipthesebeings. Nonetheless, having established a working relationshipwith the spirit realm, they strike bargains with spirits who canineffectgrantspellsthewaythatgodsgrantthemtoclerics.WhereasclericswithPowerInvestiturehavetofollowsomekindofcodeofbehaviortoavoidalienatingtheirdeities,shamans must simply avoid annoying the spirits in general.Thismakesthingsbotheasier(nohardandfastrulestoworry about, just general guidelines, and no single entity canwithdraw the Investiture) and harder (instead of having clearlimits, the shaman has to worryabouttheopinionsofawholearray of spirits, who both com-municatewitheachotherandsometimesarguewitheachotherorgenerallyactalittlestrange).Mostly,thingscomedown to dont offend too manyspiritsatonce,ordoanythingthats bad for spirits in general.Nonetheless,theGMcanalwaysthrowinaplotcompli-cationwhensomepowerfulspiritwithenoughclouttorestricttheshamansspellaccessgetsanoddideaorneeds a favor. In the worst case,summoningandpetitioningspiritswhodislikeormistrustyouisdangerous especially ifotherspiritstakeaninterestandturnup,too.PowerInvestiture (Shamanic) gives access to a somewhat limited setofspells,notmuchliketheselectiongrantedtoclericsbutreflecting the subtle nature of shamanism; see p.19.Higher levels of Investiture dont indicate greater holinesssomuchasgreaterunderstandingandinsight.Hence,although people who understand what powerful shamans cando respect them, theyre often thought of as a bit crazy ratherthan being truly admired.Code of Honor (Shamans)see p. B127This is a version of Code of Honor (Professional), worth theusual -5 points. A shaman deals with practical problems involv-ing the spirit world, usually for pay. He should attempt to do acompetentjobaccordingtowhateverprioragreementhemakes with a client, while respecting the position of other (eth-ical) shamans. The small twist is that a shamans ethics requirethatheavoidoffendingorannoyingthesupernaturalspiritswith whom he deals, as well as his human customers, providedthatthespiritsarentthreateningorendangeringhimoranyhuman community. This is partly because someone who doesannoy the spirits makes life harder for his fellow shamans, andpartlybecausethespiritsare,insomeways,colleaguesorcustomers to a working shaman!SHAMANIC POWERLike a clerics, a shamans power comes from his relation-ship with higher powers and close acquaintanceship with thesupernaturalrealms.However,ratherthancomingasgiftsfromagod,shamanicabilitiesrepresentminorfavorsfromlesser spirits, or trained insights. Still, the shaman does need tofollow certain disciplines to retain them.Notethattheseabilitiesdonot includethespiritAllies,Contacts, and Patrons who do so much for every shaman; thoserepresentlong-standingpersonalrelationships.Likewise,anyshamanhasspirit-relatedadvantagessuchasMediumandChanneling that are outside his shamanic power; those are thethings that make him a shaman in the first place, not later gifts.SPIRIT WORKERS 18Power Modifier: Shamanic Gift-10%Use of this power depends on the shaman remaining on rea-sonabletermswiththespiritworldingeneral,whichinturndemandsthathebehaveinanapprovedfashion.The-10points in self-imposed mental disadvantages that are the firstrequirementinthetemplatesdisadvantagesectionrepresentthis: some combination of Code of Honor, Disciplines of Faith,Sense of Duty, or Vow. If he does offend the spirits, probablyby disregarding these disadvantages, they withdraw their gifts,thoughnotusuallysoinstantlyastoendangerhimimmedi-ately.Regainingtheiraidrequiresasignificant penance:amonth of service to a group of spirits, giving a whole mass ofstrange gifts to the spirits, etc.Shamanic AbilitiesAbsoluteDirection(PM,-10%)[5];AnimalEmpathy(PM,-10%) [5]; Blessed or Very Blessed (PM, -10%) [9 or 18]; DangerSense(PM,-10%)[14];DarkVision(PM,-10%)[23];Detect(Supernaturalphenomenaor Supernaturalphenomenaandbeings; PM, -10%) [18 or 27]; Luck or Extraordinary Luck (PM,-10%) [14 or 27] or (Active, -40%) [8 or 15]; Magic Resistance1-3 (Improved, +150%; PM, -10%) [5/level]; Mind Shield (PM,-10%) [3.6/level*]; Oracle (PM, -10%) [14], Plant Empathy (PM,-10%) [5]; Resistant to Disease (+3) or (+8) (PM, -10%) [3 or 5];Resistant to Spirit Powers (+3) or (+8) (PM, -10%) [3 or 5]; SeeInvisible (Spirits; PM, -10%) [14]; Serendipity (PM, -10%) [14];Speak With Animals (PM, -10%) [23]; Speak With Plants (PM,-10%) [14]; True Faith (PM, -10%) [14].*Remember to multiply the cost by the number of levelsbeing purchased, then round up to the next whole point.Inaddition,theGMmay permitshamanstotakeJumper(Spirit) (p.5), perhaps with special limitations in addition tothepowermodifier.However,ifthisispermittedatall,thenatureandvalueofthoselimitationswillbeverycampaign-specific, so it isnt detailed here.Shamanic Talent5 points/levelEach level of Power Investiture (Shamanic) costs 10 pointsandincludes alevelofShamanicTalent.PowerInvestiturethusaddstorollstouseShamanicPoweraswellastoshamanicspells.Spellcastingshamancharactersshouldbuythat advantage not this one.SHAMANIC SPELLSLikeacleric,ashamanhasaccesstoanumberofspells,depending on his level of Power Investiture. The list is very dif-ferent,however!ShamanicspellsdonthaveprerequisitesotherthanthePowerInvestiturelevel,nordotheyrequirestudytolearn;toacquireone,theshamanmeditatesonhisunderstanding of the spirit realm, converses with various help-ful spirits, and spends a point.Shamanicspellsareunaffectedbymanalevels.Theyarealsolargelyunaffectedbyanykindofsanctity!However,becausetheydependverymuchoncontactwiththespiritrealm,theymaysometimesbereducedineffectivenessinplacesthataresomehowbarredtospirits,orwherespirits just hate to go; a spirit-cursed place works against a shamanmuch like a low mana or no-mana zone does with a wizard.Likewise, some places are favored more by some spirits thanothers:Along-establishedcitymaybeeffectivelycursedbyspirits of wild nature, but the equivalent of high mana/sanctityfordealingswithitsguardiansorwithghostsofitsformerinhabitants.Likewise,summoningafireelementalwhileunderthesea,oranearthelementalwhilevisitingaflyingcloud-castle,justisntgoingtowork.TheGMcanmakethissortofthingascomplicatedorsimpleashedesires,butremembermostspiritscangotomostplacesiftheyreallywant, and Dungeon Fantasy games are supposed to be aboutbutt-kicking, not complicated metaphysics!Available shamanic spells are as follows.PI1: AstralVision,FinalRest,KnowTrueShape,RecoverEnergy, Sense Mana, Sense Spirit.PI 2: Affect Spirits, Command Spirit, Materialize, Sense Life,Summon Spirit, Turn Spirit.PI3: Banish,DetectMagic,DreamSending,EntrapSpirit,Pentagram,PlanarVisit(AstralPlane),PredictWeather,Projection, Repel Spirits.PI4: BindSpirit,Bless,ControlElemental,CureDisease,Curse, Divination (Augury or Oneiromancy), Dream Projec-tion,PlanarVisit(RealmsoftheDead),RemoveCurse,Rider Within*, Soul Rider, Summon Elemental.PI5: AstralBlock,DispelMagic,MagicResistance,PlanarSummons, Remove Contagion, Sense Observation, Solidify,Trace Teleport, Turn Zombie.PI6: AnimateShadow,Beacon,BeastSummoning,CreateElemental,HideObject,PlanarVisit(Any),PlaneShift,Summon Demon.*Ashamandoesnot needtoknowany(Animal)Controlspells to use this on any type of animal.SPIRIT WORKERS 19Angels and ministers of grace defend us!Be thou a spirit of health or goblin damnd,Bring with thee airs from heaven or blasts from hell,Be thy intents wicked or charitable,Thou comst in such a questionable shapeThat I will speak to thee. Hamlet, The Tragedy of Hamlet,Prince of Denmark(William Shakespeare)What are experts in spirit-workings without spirits to workwith?Leftlookingratherstupid,mostly.Thecharactertypesfromthepreviouschaptercanbesavedfromthatfatebyanassortment of spirits and similar beings. This topic has alreadybeen partly covered by Dungeon Fantasy 5: Allies, but there isplenty of scope for more such beings.CREATURE STATISTICSStatisticsforthespiritsandsimilarbeingsdetailedhere arepresentedinasimilarformattothatusedinDungeonFantasy 5, which in turn is an expanded version of the mon-ster format from Dungeon Fantasy 2: Dungeons. Note, how-ever, that the point value given for each creature here is its ownactual value as a character, not its cost to a PC as a familiar orsupernatural Ally. If something on these lines might be appro-priate, the details and costs are discussed in the accompanyingnotes, or see Shamanic Allies and Patrons (p.17).New Class: SpiritThischapterintroducesanewcreatureclass:Spirit (supernaturalbeing,usuallybutnotalwaysinsubstantial, subject to spirit-con-trolspells,Pentagram,etc.).TheSpirit(Extradimensional) subtypedescribesentitiesthat,likebeingsintheDemonandElementalclasses,aresubjecttoBanish,andlike those classes and Elder Things,hailfromoutsidethematerialworld.TheSpirit(Resident) sub-type describes unus