Emanation Aptitude Advantage: Difference between revisions

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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.
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). In the Feyworld campaign, you must have GM approval to purchase Emanation Aptitude 4 or higher.
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).  
 
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>

Revision as of 02:10, 26 September 2014

10 points/level

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, 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 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).

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

 
This article is part of the Feyworld Sourcebook

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GURPS Rules

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