Mystic Potential Advantage: Difference between revisions

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'''5 points'''
'''5 points'''


Mystic Potential is the ability to access the Path of [[Mystic Path|Mysticism]] and is required to use [[Mystic Spells]].
Mystic Potential is the ability to access the Path of [[Mystic Path|Mysticism]] and is required to use [[Mystic Spells]].  With Mystic 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 Mystic power. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.  You can also make a Sense roll to determine if someone is actively using the Channeling or Medium Advantage with a spirit (though not if either is being used with a ghost).


Note that this Advantage is included in the costs of the [[Hermetic Potential Advantage|Hermetic Potential]] and [[Nature Potential Advantage|Nature Potential]] Advantages.
Note that this Advantage is included in the costs of the [[Hermetic Potential Advantage|Hermetic Potential]] and [[Nature Potential Advantage|Nature Potential]] Advantages.
<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 14:03, 26 September 2014

5 points

Mystic Potential is the ability to access the Path of Mysticism and is required to use Mystic Spells. With Mystic 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 Mystic power. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is. You can also make a Sense roll to determine if someone is actively using the Channeling or Medium Advantage with a spirit (though not if either is being used with a ghost).

Note that this Advantage is included in the costs of the Hermetic Potential and Nature Potential Advantages.

 
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