Path Aptitude Advantage
Variable cost
Prerequisite: One of the appropriate Magic Potential Advantages
Path Aptitude makes it much easier to learn and use the magic you have Magic Potential in. Add your Path Aptitude to IQ when you learn spells. For instance, if you have IQ 14, Path Aptitude 2 lets you learn spells as if you had IQ 16. Add your Path Aptitude level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill (p. B225).
Reduce the time required to learn new spells in play (but not the point cost) by 10% per Path Aptitude level, to a minimum of 60% of the usual time at Path Aptitude 4. For instance, with Path Aptitude 3, you would learn spells in 70% the usual time.
Powerful spells require a minimum level of Path Aptitude as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Path Aptitude you need. Note that high Path Aptitude lets you produce powerful results with even the most basic spells; see Magery and Effect (p. B237).
Path Aptitude Costs are as follows:
- Alchemical Path Aptitude costs 7/level
- Apotropaistic Path Aptitude costs 6/level
- Astrologic Path Aptitude costs 6/level
- Divinatory Path Aptitude costs 6/level
- Enchantment Path Aptitude costs 7/level
- Herbalistic Path Aptitude costs 7/level
- Mediumship Path Aptitude costs 9/level
- Mystic Path Aptitude costs 9/level
- Necromantic Path Aptitude costs 6/level
- Witchcraft Path Aptitude costs 4/level
In the Feyworld campaign, you must have GM approval to purchase Path Aptitude 3 or higher.
This article is part of the Feyworld Sourcebook | |
Introduction · Geography · History · Culture · Races · Magic · Religion · Rules | |
GURPS Rules | |
Campaign · Character Creation · Advantages · Disadvantages · Skills · Magic · Psionics · Templates · Equipment · Character Development · Sourcebooks |