Magic uses the standard rules for mages in the GURPS fantasy books. Items of any real power are scarce and hoarded by the very powerful and rich. Lesser items can easily be found if one has the money and most towns of moderate size can boast of a minor enchanter. The known world consists mostly of normal mana areas with a few places of major power, usually guarded by one of the few powerful mages or enchanters. Most people have a mild fear of mages (not enchanters) as they are believed to traffic with demons and undead, (not true but rumor and myth are far more powerful than mere truth), therefore all mages start with a -1 social stigma disadvantage. However only a fool would refuse hospitality to someone who might turn you into a newt (even if you will get better) and may in a pinch cast a useful spell for you, so there negative reputation is counterbalanced by a tendency to get low rate rooms and never get cheated for a +1 reputation. There are numerous hedge wizards and hearth witches to whom this reputation does not apply as they mostly deal in potions and herbs and medicines and are not considered to be of real power, (which is not always true either). Every village has it’s hedge wizard or hearth witch, but few people have ever seen a true mage although everyone knows someone who has at least seen a mage of moderate power.
The following optional rules are in effect:
Time Energy and Cost Tradeoffs: p.119 Gurps Magic.
Fatigue for casting spells comes from a Mage’s IQ.