Weave of Balance

Cost: 8 (0 skills + 7 spells + Magical School Familiarity) points
Style Prerequisite: IQ 13+, Magery, (not One College Only).
==Background==
The Judges of Uhll, masters of the Weave of Balance style, claim to have once ruled the lost city of the same name. They say their rule was one of justice, peace and happiness. The Judges of Uhll dispense with the idea of codified laws on the grounds that every rule has an exception. Instead, they believe that it is better to consult a wise and just person to weigh the case and come to a considered decision. The Judges of Uhll generally consider themselves to be wise and just people, exactly suited to the task. Of course, Uhll no longer exists and the Judges have no official status anymore. This suits the philosophy of the order very well. Since they dismiss the idea of law in the first place, they have no qualms about illegally standing in judgment over anyone they can. Of course, such vigilante activity is dangerous, and some judges find that they prefer to just accumulate wealth and power. The Judges of Uhll rarely announce themselves as such. They usually have secondary trades, with the legal profession and organized crime being particularly lucrative.
==Weave of Balance Style==
Required Skills	None 	0
Required Spells	Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation 	7
Secret Spells 	Executioner’s Strike, Judgement of Uhll, Sinner’s Confession), Willful Casting 	4
Perks 	Elixir Resistance, Frightening Side Effects (Any), Intimidating Curses, Knower of Names, Mana Compensation, Sanctum 1-2, Scroll Reading, Secret Mage, Secret Spell (Executioner’s Strike; Judgement of Uhll; Sinner’s Confession), Willful Casting	12
Optional Traits	Improved IQ;
Advantages: Reputation (Vigilante Hero)
Disadvantages: Code of Honor, Enemies (Friends and Family of the Judged), Reputation (Murderous Vigilante)
Skills: Hiking, Riding (Horse), Streetwise, Symbol Drawing 	NA
==Order Structure==
Apprentices begin to study the Weave of Balance at the level of Aspirant, requiring them to learn the following 7 spells.
===Aspirant===
Apportation, Debility, Dull Sense, Fear, Foolishness, Itch, Levitation.
After an Aspirant has learned these 7, they are promoted to the level of Advocate, entitling them to learn the following eighteen spells.
===Advocate===
Climbing, Daze, Disorient, Flight, Forgetfulness, Frailty, Hinder, Madness, Mage Stealth, No-Smell, Panic, Quick March, Recover Energy, Silence, Sleep, Spasm, Terror, Weaken Will.
A mage who has learned 8 Advocate spells in promoted to the level of Inquisitor, entitling them learn the following twenty spells.
===Inquisitor===
Clumsiness, Dullness, Hawk Flight, Fumble, Gloom, Hide Path, Hunger, Hush, Mass Daze, Mass Sleep, Mental Stun, Mindlessness, Pain, Permanent Forgetfulness, Permanent Madness, Rooted Feet, Strike Dumb, Stun, Tanglefoot.
A mage who has learned 8 Inquisitor spells is promoted to the level of Magistrate, entitling them to learn the following twenty-three spells.
===Magistrate===
Agonize, Choke, Control Limb, Deathtouch, Drunkenness, False Memory, Invisibility, Nauseate, Nightmare, Paralyze Limb, Peaceful Sleep, Retch, Roundabout, Sensitize, Sickness, Strike Blind, Strike Deaf, Strike Barren, Strike Numb, Thirst, Total Paralysis, Weaken Blood, Wither Limb.
A mage who has learned 8 Magistrate spells is promoted to the level of Watchman, entitling them to learn the following 9 spells.
===Watchman===
Corpulence, Curse, Delay, Executioner’s Strike, Gauntness, Judgment of Uhll, Link, Sinner’s Confession, Staff.
==Secret Spells==
===Executioner’s Strike (VH); Regular, Resisted by Will and HT===
The Watchman points a finger and accuses their target of guilt, with no other incantations or gestures being required. The target must first resist with their Will, with failure requiring a second resistance roll against HT. If the target succeeds in the HT roll, they suffer a second of pain, sufficient for a -2 Shock Penalty. If the target fails, they suffer a heart attack as described in GURPS Campaigns p.429. The target does not have to be guilty for the spell to work, but the GM may wish to have targets with a guilty conscience resist at a penalty.
*Duration: Instant
*Cost: 4
*Time to Cast: 1 second.
===Judgment of Uhll (VH); Regular, Resisted by Will===
Cast on a freshly decapitated head, the Judgment of Uhll prevents the head from dying. A head so preserved will continue to live unless destroyed by violence, having no more need for air, food, water, or blood. The heads cannot speak as they have no lungs, but they can move their eyes and lips. The head does retain use of mental skills and can cast any spells for which it needs neither incantations nor gestures. The heads are not undead and will not decay. The judges are known to use this as a punishment to intimidate people with.
*Duration: Permanent.
*Cost: 2
*Time to Cast: 1 second.
===Sinner’s Confession (VH); Regular, Resisted by Will===
When a Judge of Uhll casts Sinner’s Confession on someone, the Judge names something that the target must confess to, and the subject will thereafter confess to having done it whenever asked. The spell works just as well on the innocent as on the guilty. The target may know perfectly well that they didn’t do what they are confessing to have done but they simply cannot deny their guilt.
*Duration: Permanent.
*Cost: 6
*Time to Cast: 30 seconds.
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