[1] Mandatory for all magic items! Arch-cult magic items must not work for Sun-cultists. A minimal limit is "Does not work for Sun-cultists." Most Arch-cult items have the limit "Works only for Arch-cultists." [2] Consult section 3.0, "Secular and Religious Demonology." [3] Per M22; at least one animal control spell. [4] Members of the Arch-cult may learn any variant or variety of divination, but each is a separate skill. [5] Journeymen may only cast Pestilence on an animal. Masters and up may cast it on sapients as well. [6] Mark Child. Regular. The target of this spell is an unborn child. The caster may give the child any advantage or disadvantage, or increase or decrease a characteristic by one to four points. Duration: Permanent. Cost: Half the points changed, rounded up. For example, Overconfidance would be a ten point change, costing five fatigue. Granting Combat Reflexes would be a fifteen point change, costing eight. The European Arch Cult The European Arch Cult worships the Arch. It is isomorphic to the medieval Christan heresy of Satan worship and may be used as such. The Arch cult is not a "pagan" or "Wiccan" cult-- it is a heresy of Sun worship. Members of the cult are not necessarily spiritualists or mediums. The Arch-cult practices an underground variant of alchemy, substituting certain vile and unwholesome ingredients for those that secular alchemists use. (E.G., eye of newt, wing of bat...) Rank one and two spells are rote prayers and invocations. They are learned as if they were secular magic. Normally, an Arch-cultist will learn from a more accomplished cultist, obviating the need for spell books and literacy. Before learning any rank 3 spells, the cultist must swear the First Pact no game effect, but a confirmation of the character's allegiance to the Arch. Spells of ranks 3 and up are direct manifestations of the Arch's power. Before learning any rank 4 spells, a member of the Arch-cult must make the Lesser Pact with the Arch. The member must give up a token of his allegiance-- the price should be stiff, but not totally crippling. Examples: a beautiful character's Beautiful advantage, the character's eyesight, the character's reflection and/or shadow, etc. In compensation, the lost points may go towards purchase of a familiar and/or the Blessed advantage. Arch-Cult familiars are "true demons" in the form of an animal. They are not demons in the sense of the GURPS Magic familiar limitation "Familiars Are Really Demons!" of page M106-- although infernal, they will not be inclined to thwart the cultist's goals. These familiars must feed on the blood of their owner once daily, draining 3 FT each time. If denied this, the familiar will take one hit of damage, healable only by draining an extra 3 FT from the owner. (Familiars feed via the Witchmark, a mark disguised as a mole or freckle. The Witchmark transmits no pain impulses.) This quirk is worth no extra points to the character. Apart from that, these familiars may be designed arbitrarily. Before learning any rank 5 spells, the cultist must swear the Greater Pact, in effect selling his soul to the Arch.