Divine Potential Advantage: Difference between revisions

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<includeonly>{{Article_Reference|article= Divine Potential Advantage}}</includeonly>
<includeonly>{{Article_Reference|article= Divine Potential Advantage}}</includeonly>
'''18 points'''
'''11 points'''


Divine Potential is the ability to access the Emanation of [[Divine Magic]], utilizing individual faith to channel Entitial energy.  With Divine Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it.  On a success, you intuitively know if the magic item is imbued with [[Divine Magic|Divine]], [[Apotropaistic Path|Apotropaistic]], or [[Herbalistic Path|Herbalistic]] Magic.  A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.
Divine Potential is the ability to access the Emanation of [[Divine Magic]], utilizing individual faith to channel Entitial energy.  With Divine Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it.  On a success, you intuitively know if the magic item is imbued with [[Divine Magic|Divine]], [[Apotropaistic Path|Apotropaistic]], or [[Herbalistic Path|Herbalistic]] Magic.  A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.
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The Divine Potential Advantage includes the [[Apotropaistic Potential Advantage|Apotropaistic Potential]] and [[Herbalistic Potential Advantage|Herbalistic Potential]] Advantages.  Note that you do not need a Vow to access spells of these types.
The Divine Potential Advantage includes the [[Apotropaistic Potential Advantage|Apotropaistic Potential]] and [[Herbalistic Potential Advantage|Herbalistic Potential]] Advantages.  Note that you do not need a Vow to access spells of these types.


Unlike most other [[Magic Potential Advantages]], this Advantage does not grant the ability to cast spells, though it is a pre-requisite to casting [[Divine Spells]] and the [[Divine Aptitude Advantage]].  To be able to cast Divine spells, the character must also possess a Vow (p. B160) appropriate to their deity.
Unlike most other [[Magic Potential Advantages]], this Advantage does not grant the ability to cast spells, though it is a pre-requisite to casting [[Divine Spells]] and the [[Emanation Aptitude Advantage|Emanation Aptitude (Divine) Advantage]].  To be able to cast Divine spells, the character must also possess a Vow (p. B160) appropriate to their deity. Divine casters use the Ritual Magic rules (p. B242 and p. Thau72).
 
'''Permanent Limitations:''' Limited Colleges (4) (Thau p. 24), Pact (p. B113)
 
<noinclude>{{Fey_Source|chapter= Rules|section= Advantages}}[[Category:Rules]][[Category:GURPS]][[Category:Advantages]][[Category:Magic]]</noinclude>
<noinclude>{{Fey_Source|chapter= Rules|section= Advantages}}[[Category:Rules]][[Category:GURPS]][[Category:Advantages]][[Category:Magic]]</noinclude>

Latest revision as of 16:25, 9 November 2014

11 points

Divine Potential is the ability to access the Emanation of Divine Magic, utilizing individual faith to channel Entitial energy. With Divine Potential, you may make a Sense roll (p. B358) when you first see a magic item and again when you first touch it. On a success, you intuitively know if the magic item is imbued with Divine, Apotropaistic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Divine Potential also allows for a reflexive roll when you first enter a Hallow. On a success, you intuitively know that you have entered a Hallow and on a Critical Success, you know to which deity the Hallow is aligned to.

The Divine Potential Advantage includes the Apotropaistic Potential and Herbalistic Potential Advantages. Note that you do not need a Vow to access spells of these types.

Unlike most other Magic Potential Advantages, this Advantage does not grant the ability to cast spells, though it is a pre-requisite to casting Divine Spells and the Emanation Aptitude (Divine) Advantage. To be able to cast Divine spells, the character must also possess a Vow (p. B160) appropriate to their deity. Divine casters use the Ritual Magic rules (p. B242 and p. Thau72).

Permanent Limitations: Limited Colleges (4) (Thau p. 24), Pact (p. B113)

 
This article is part of the Feyworld Sourcebook

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GURPS Rules

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