Emanation Aptitude Advantage: Difference between revisions

From FeyworldWiki
Jump to navigationJump to search
(Created page with "<includeonly>{{Article_Reference|article= Divine Magic Aptitude}}</includeonly> <span style="float:right">25 points for Divine Magic Aptitude 0, +10 points/level</style> Divin...")
 
No edit summary
 
(16 intermediate revisions by the same user not shown)
Line 1: Line 1:
<includeonly>{{Article_Reference|article= Divine Magic Aptitude}}</includeonly>
<includeonly>{{Article_Reference|article= Emanation Aptitude Advantage}}</includeonly>
<span style="float:right">25 points for Divine Magic Aptitude 0, +10 points/level</style>
'''Variable Cost'''
Divine Magic Aptitude is the ability to use Divine Magic, utilizing faith to channel Entitial energy.
 
''Prerequisite:'' One of the appropriate [[Magic Potential Advantages]]
 
Emanation Aptitude makes it much easier to learn and use the magic you have Magic Potential in. Add your Emanation Aptitude to IQ when you learn spells. For instance, if you have IQ 14, Emanation Aptitude 3 lets you learn spells as if you had IQ 17. Add your Emanation Aptitude level to Perception when you roll to sense magic items, when you roll to sense a [[Places of Power|Place of Power]] and to IQ when you learn the Thaumatology skill (p. B225).
 
Reduce the time required to learn new spells in play (but not the point cost) by 10% per Emanation Aptitude level, to a minimum of 60% of the usual time at Emanation Aptitude 4. For instance, with Emanation Aptitude 3, you would learn spells in 70% the usual time.
 
Powerful spells require a minimum level of Emanation Aptitude as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Emanation Aptitude you need. Note that high Emanation Aptitude lets you produce powerful results with even the most basic spells; see Magery and Effect (p. B237).
 
Costs are as follows:
* ''Divine Emanation Aptitude'' costs ''8/level''
* ''Hermetic Emanation Aptitude'' costs ''10/level''
* ''Nature Emanation Aptitude'' costs ''10/level''
* ''Songweaving Emanation Aptitude'' costs ''6/level''
* ''Sorcery Emanation Aptitude'' costs ''10/level''
 
In the Feyworld campaign, you must have GM approval to purchase Emanation Aptitude 4 or higher.
<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 16:34, 9 November 2014

Variable Cost

Prerequisite: One of the appropriate Magic Potential Advantages

Emanation Aptitude makes it much easier to learn and use the magic you have Magic Potential in. Add your Emanation Aptitude to IQ when you learn spells. For instance, if you have IQ 14, Emanation Aptitude 3 lets you learn spells as if you had IQ 17. Add your Emanation Aptitude level to Perception when you roll to sense magic items, when you roll to sense a Place of Power and to IQ when you learn the Thaumatology skill (p. B225).

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Emanation Aptitude level, to a minimum of 60% of the usual time at Emanation Aptitude 4. For instance, with Emanation Aptitude 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Emanation Aptitude as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Emanation Aptitude you need. Note that high Emanation Aptitude lets you produce powerful results with even the most basic spells; see Magery and Effect (p. B237).

Costs are as follows:

  • Divine Emanation Aptitude costs 8/level
  • Hermetic Emanation Aptitude costs 10/level
  • Nature Emanation Aptitude costs 10/level
  • Songweaving Emanation Aptitude costs 6/level
  • Sorcery Emanation Aptitude costs 10/level

In the Feyworld campaign, you must have GM approval to purchase Emanation Aptitude 4 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