Magic Aptitude Advantages
Magic Aptitude represents a measure of the caster's overall skill with the magical power of an Emanation or Path. Magic Aptitude works like levels of Magery (p. B66), but each Emanation and Path requires a separate iteration of this Advantage and each has its own point cost.
Emanation Aptitude
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.
Path Aptitude
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 | |
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