Powers: Pact Magic Revised
One of the coolest D&D 3.5 classes was the binder - it was oozing with flavor, and mechanically it had just the right amount of power. I have converted pact magic to GURPS a very long time ago, but looking at it all these years later, I see that it simply isn't appealing compared to other powers I'm using in my games, and that it suffers too much from being a one-to-one conversion from D&D. So, it's time to rework it, and make it cheaper and more appealing. Also, a much more appropriate advantage exists now - Loa!