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Old 07-29-2017, 08:01 PM   #13
TimTimmy
 
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Join Date: Jul 2017
Default Re: High Magic Spells

Quote:
Originally Posted by simply Nathan View Post
Energy Reserve is an Advantage, like having more FP only it can't be depleted by fatigue attacks and it recovers with time whether you're resting or not.

A super mage can also have HT 20 and thus FP 26 just for having a lot of points without the GM allowing anything fancy like raising the FP cap or introducing new Advantages from other books. Then 3/level for more Energy Reserve beyond this, with them recovering in parallel.
I searched for, and did not find Energy Reserve in my books. Can you please provide a book and page?

From what I know HT 20 -> FP20. I assume you are advancing the secondary stat afterwards. Not that I think doubling the FP would help with "Slow and Steady" and until it + Energy Reserve can wholly pay for your enchantment, you can't go quick and Dirty (please correct if I am wrong).

Also that last sentence of yours made no sense to me. Please explain it. I am very new to Gurps. This will be my first character.
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