Rules for Advantages

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Changes to Existing Advantages

Absolute Direction (p. B34-5)

3D Spatial Sense is limited to GM approval; "Requires Signal" limitation is not allowed

Acute Senses (p. B35)

This advantage is limited to level 3 without GM approval.

Appearance (p. B21)

Transcendant level is not allowed during character creation. "Universal" Enhancement is not allowed.

Channeling (p. B41)

Actively Channeling a spirit can be sensed by someone with the Mystic Potential Advantage and on a Special Success on their Sense roll, they may determine the type of Spirit being Channeled. Actively Channeling a ghost can be sensed by someone with the Mediumship Potential Advantage.

Special Limitations

Ghosts Only: Your Channeling ability only functions on the ghosts of the departed. -30%.

Spirits Only: Your Channeling ability only functions on spirit entities (animal spirits, demonic spirits, etc). -30%.

Specialized: Your Channeling ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). -50%.

Charisma (p. B41)

This Advantage is limited to level 3 without GM approval.

Cybernetics (p. B46)

This Advantage is not allowed.

Enhanced Defenses (p. B51)

This Advantage is limited to level 1 without GM approval.

Magery (p. B66)

The Magery Avantage is not used in Feyworld. It is replaced by the Magic Potential and Magic Aptitude Advantages.

Magic Resistence (p. B67)

New Cost: 5 points/level

Note that individuals with Mana Resistance cannot also possess the Magic Potential Advantages unless they have the "Improved" Special Enhancement.

Special Limitations

Specific Emanation: You are resistant only to magic associated with one Emanation. 2 points/level.

Specific Path: You are resistant only to magic associated with one Path. 1 point/level.

Mana Damper (p. B67)

New Cost: 20 points/level

Note that individuals with Mana Damper cannot also possess the Magic Potential Advantages.

Special Limitations

Specific Emanation: You only dampen magic associated with one Emanation. 8 points/level.

Specific Path: You only dampen magic associated with one Path. 4 points/level.

Mana Enhancer (p. B68)

New Cost: 100 points/level

Special Limitations

Specific Emanation: You only dampen magic associated with one Emanation. 60 points/level.

Specific Path: You only dampen magic associated with one Path. 40 points/level.

Medium (p. B68)

A Medium actively communicating with a spirit can be sensed by someone with the Mystic Potential Advantage and on a Special Success on their Sense roll, they may determine the type of Spirit being communicated with. Actively communicating with a ghost can be sensed by someone with the Mediumship Potential Advantage.

Special Limitations

Ghosts Only: Your Medium advantage only functions on the ghosts of the departed. -30%.

Spirits Only: Your Medium advantage only functions on spirit entities (animal spirits, demonic spirits, etc). -30%.

Specialized: Your Medium ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). -50%.

Oracle (p. B72)

Actively using this Advantage can be detected by individuals with the Divinatory Potential Advantage through a Sense roll.

Power Investiture (p. B77)

This Advantage is replaced by the Divine Potential and Emanation Aptitude (Divine) Advantages.

Psi Static (p. B78)

The 'Resistible' Special Limitation always applies for this Advantage.

Spirit Empathy (p. B88)

Special Limitations

Ghosts Only: Your Medium advantage only functions on the ghosts of the departed. 7 points.

Spirits Only: Your Medium advantage only functions on spirit entities (animal spirits, demonic spirits, etc). 7 points.

Specialized: Your Medium ability only functions for a specific type of spirit, such as Wolf Spirits, Mountain Spirits, Demonic Spirits, etc.). 5 points.

True Faith (p. B94)

True Faith is aligned to a particular deity and functions as described against any supernatural creature considered anathema to that deity. For example, while someone with True Faith (Lord Ptharos) will certainly work against vampires and demons, someone with True Faith (Dagon) would be able to have a similar affect on the angelic servitors of Lord Ptharos.

New Advantages

Magic Potential

Original article: Magic Potential Advantages

Magic Potential represents a caster's innate ability to access the magical power of an Emanation or Path. The Magic Potential Advantages are required to be able to draw power from an Emanation or Path. It essentially works like Magery 0 (p. B66), with exceptions noted.

Alchemical Potential
Original article: Alchemical Potential Advantage

4 points

Alchemical Potential is the ability to access the Path of Alchemy and is required to create Alchemical Elixirs (see GURPS Magic p. 210).

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

Apotropaistic Potential
Original article: Apotropaistic Potential Advantage

3 points

Apotropaistic Potential is the ability to access the Path of Apotropaism and is required to use Apotropaistic Spells.

Note that this Advantage is included in the costs of the Sorcery Potential and Divine Potential Advantages.

Astrologic Potential
Original article: Astrologic Potential Advantage

3 points

Astrologic Potential is the ability to access the Path of Astrology and is required to use Astrology Spells.

Divinatory Potential
Original article: Divinatory Potential Advantage

3 points

Divinatory Potential is the ability to access the Path of Divination and is required to use Divinatory Spells. With Divinatory 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 Divinatory 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 in your presence is actively using the Oracle Advantage.

Divine Potential
Original article: Divine Potential Advantage

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)


Enchantment Potential
Original article: Enchantment Potential Advantage

4 points

Enchantment Potential is the ability to access the Path of Enchantment and is required to use Enchantment Spells and create Magic Items (see p. B480).

Herbalistic Potential
Original article: Herbalistic Potential Advantage

4 points

Herbalistic Potential is the ability to access the Path of Herbalism and is required to use Herbalistic Spells.

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

Hermetic Potential
Original article: Hermetic Potential Advantage

14 points

Hermetic Potential is the ability to access the Emanation of Hermetic Magic, utilizing knowledge of the mathematical traits of the universe to draw on Astral power to manipulate reality. With Hermetic 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 Hermetic, Mystic, or Alchemical Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Hermetic Potential also allows for a reflexive Sense roll when you first enter a Node. On a success, you intuitively know that you have entered a Node and on a Critical Success, you know to what sort of Hermetic Magic the Node is aligned to.

The Hermetic Potential Advantage includes the Alchemical Potential and Mystic Potential Advantages.

The Hermetic Potential Advantage is required to be able to cast Hermetic Spells.

Mediumship Potential
Original article: Mediumship Potential Advantage

5 points

Mediumship Potential is the ability to access the Path of Mediumship and is required to use Mediumship Spells. With Mediumship 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 Mediumship 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 ghost (though not if either is being used with a spirit entity).

Note that this Advantage is included in the costs of the Sorcery Potential and Songweaving Potential Advantages.

Mystic Potential
Original article: Mystic Potential Advantage

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.

Nature Potential
Original article: Nature Potential Advantage

14 points

Nature Potential is the ability to access the Emanation of Nature Magic, utilizing knowledge of the natural magical power inherent in all things to affect reality. With Nature 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 Nature, Mystic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Nature Potential also allows for a reflexive Sense roll when you first enter a Ley Line. On a success, you intuitively know that you have entered a Ley Line and on a Critical Success, you know which direction the Ley Line flows to and from. If you are on a Convergence, you get a +1 to this Sense roll for each Ley Line crossing the Convergence.

The Nature Potential Advantage includes the Herbalistic Potential and Mystic Potential Advantages.

The Nature Potential Advantage is required to be able to cast Nature Spells.

Necromantic Potential
Original article: Necromantic Potential Advantage

3 points

Necromantic Potential is the ability to access the Path of Necromantic and is required to use Necromantic Spells.

Songweaving Potential
Original article: Songweaving Potential Advantage

12 points

Songweaving Potential is the ability to access the Emanation of Songweaving, utilizing song to affect the Harmonic Resonance of people, places and things. With Songweaving 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 Songweaving, Alchemical, or Mediumship Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Songweaving Potential also allows you to participate in the creation of a Tapestry.

The Songweaving Potential Advantage includes the Alchemical Potential and Mediumship Potential Advantages.

The Songweaving Potential Advantage is required to be able to cast Songweaving Spells. Note that to cast Songweaving Spells, you must be able to sing or play a musical instrument. Songweaving spells can never be cast silently and you are not freed from the ritual of speaking to cast spells as your spell level increases (see Magic Rituals, p. B237).

Permanent Limitations: Song (p. B67)

Sorcery Potential
Original article: Sorcery Potential Advantage

13 points

Sorcery Potential is the ability to access the Emanation of Sorcery, using the Will to affect the architecture of reality itself. With Sorcery 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 Sorcery, Apotropaistic, or Mediumship Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Sorcery Potential also allows for a reflexive Sense roll when you first enter a Hallow, Ley Line, Node or Tapestry. On a success, you intuitively know that you have entered such a Place of Power and can force your Will on that Place of Power to assist in the casting of Sorcery Spells (you do not gain the benefits of a Place of Power you are unaware of).

Permanent Limitations: External Sources Only (External Energy Only) (Thau p. 24).

The Sorcery Potential Advantage includes the Apotropaistic Potential and Mediumship Potential Advantages.

The Sorcery Potential Advantage is required to be able to cast Sorcery Spells.

Nature Potential
Original article: Nature Potential Advantage

14 points

Nature Potential is the ability to access the Emanation of Nature Magic, utilizing knowledge of the natural magical power inherent in all things to affect reality. With Nature 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 Nature, Mystic, or Herbalistic Magic. A Critical Success also tells you whether the magic is helpful or dangerous and about how strong it is.

Nature Potential also allows for a reflexive Sense roll when you first enter a Ley Line. On a success, you intuitively know that you have entered a Ley Line and on a Critical Success, you know which direction the Ley Line flows to and from. If you are on a Convergence, you get a +1 to this Sense roll for each Ley Line crossing the Convergence.

The Nature Potential Advantage includes the Herbalistic Potential and Mystic Potential Advantages.

The Nature Potential Advantage is required to be able to cast Nature Spells.

Witchcraft Potential
Original article: Witchcraft Potential Advantage

There is no Witcraft Potential Advantage. The ability to cast Witchcraft Spells is granted as part of a Infernal Pact Disadvantage (yes, the benefits of being able to cast Witchcraft Spells outweighs the negatives of entering into a Pact with demonic forces).

Magic Aptitude

Original article: 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
Original article: Emanation Aptitude Advantage

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
Original article: Path Aptitude Advantage

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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