Quote:
Originally Posted by Fred Brackin
Energy Reserve can be defined by stuff only in Basic though and it's basically FP usable only for Magic with this being a net -0% Limitation as the advantages of this are considered to balance out the disadvantages.
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Also worth noting is that Energy Reserve also recharges separate from, and simultaneous with, FP.
Quote:
Originally Posted by Fred Brackin
Also "advanced stuff" for Magic is Thauamtology. It might be simpler to add to what you've gotten so far. There are quite a few ways to increase Enchanting Power in Thaumatology.
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Thaumatology page 50 also has a write-up for Energy Reserve, though the description you just gave is is both accurate & usable. It shows up in a few other supplements along the way too.
Thaumatology really has a lot of advanced rules that the OP may or may not be interested in. Many of them are actually optional rules - rules meant to be used to tweak the way the basic magic system works. A few them are completely alternate magic systems (much as the Syntactic and Symbol magic systems in GURPS Magic are an alternate magic system).