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Skip Navigation LinksHigh Fantasy HERO>Content>Magic>Magic Systems>Adeptology>Adepts
Adepts

Adeptology

Adeptology System Adepts Adept Package Deals
Variant: Volomancy Variant: Thanomancy Variant: Urzadrek
Sample Volomancer: Tumakaptkeh Gafka
Sample Urzali: Shevinan Thurisis
Sample Thanomancer: Hathsenshef Kemadi
Adepts (AY-depts) are excellent complements to most adventuring groups, adding an impressive array of functionality to a party's capabilities.
Focus
Compared to other professions Adepts emphasize unstructured Magic and a concentration on adaptability over raw power. Adepts generally rely on their Spellcasting capabilities, lacking a strong tradition of Magic Item creation and having few points left over beyond their Magic Use for other capabilities.
A player can expect their Adept to start off fragile, but their flexibility allows them to have the right Magic for any circumstance thus extending their survivability.
Means to Power
Adepts learn to will Magical effects into existence, which for purposes of convenience will be referred to as "Spells", often making use of props such as incantations, gestures, concentration, and extra time to assist them in the use of their Magic. As Adepts gain experience, their ability to manipulate the metaphysical Laws of Magic broadens, as the mental endurance required to focus their will increases. Essentially, as they progress their ability to use more powerful Spells and the frequency with which they use them improves (assuming Experience Points are spent to increase them).
CASTING MODEL
Adepts don't learn set Spell effects, instead (depending on implementation) they either learn or intuit how to work magic by will alone, bending reality to suit their imagination or whim. However, Adeptology is very tiring and an Adept has to be careful to husband their resources.
The specifics of how this all works are discussed in the Adeptology System document.
ADEPT RELATIVE STATUS
The only true measure of an Adepts status is the size of their VPP;  in their case bigger is just better.
As a general rule of thumb, each 10 point increment of Pool represents a meaningful demarcation of basic power, with 70 to 90 Pool (and up) being the realm of the truly powerful, 40 to 60 Pool being very respectable, and 10 to 30 Pool being fairly weak.
ENDURANCE RESERVES
This option is not available in my campaigns.
Adepts may have an END Reserve to power their Spells with, but if they have one all Spells must draw their END from this Reserve.
The Standard "May Use Either Personal END or END Reserve" +1/4 Advantage may be used in this case on individual Spells where desired unless forbidden by the GM.
By default an END Reserve of this sort Recovers in the normal fashion, but some GM's might want to place Limitations on the REC to model various flavors of Magic, such as 1 REC per Day (a Charge), or some increment of Extra Time.
However, the following cap should be enforced to limit how many actual points can be spent on such an Endurance Reserve and its Recovery.
ENDURANCE RESERVE MAXIMUM FORMULA
Scaling Capacity Point Cap = Total Character Points / 25
EXAMPLE: A Character with 250 total points could spend up to 10 of those points on a Adeptology Endurance Reserve. This could consist of 50 END and 5 REC or 90 END and 1 REC or anything in between with a Real Cost of 10 points or less.
MAGESIGHT
Adepts may take the Mage Sight Talent as described in Fantasy HERO for 5th Edition, or an equivalent ability, to make it easier for them to sense and interact with Magic. However, it is entirely unnecessary for them as anything other than a convenience since the Cosmic nature of their VPP allows them to will such an effect into being when they wish it.
LONGEVITY
During Character Creation a Adept character may take Life Support (Longevity) up to any level the GM allows (including none).
ARMORED CASTING
As described in the Adeptology System document Adepts can wear Armor and still use their Magical abilities, but they do suffer a loss of overall effectiveness when doing so. With GM's Permission an Adept may take the following Custom Talent multiple times to offset this penalty.
ARMORED ADEPTOLOGY
This Talent allows an Adept to more efficiently activate Magical Effects while wearing Armor.
Armored Casting: Reduce Armor Percentage Penalty by 10% 
Real Cost: 10 points
EXAMPLE: Findros the Magnificent has a 80 Pool Adept VPP and has a level of the Armored Adeptology Talent. If he were wearing Heavy Armor he would normally have 20 Active Points available to him (25 % of 80), but thanks to having the Armored Adeptology Talent he instead has 28 Active Points (35% of 80).
DISTINCTIVE FEATURE
Adepts have a recognizable aura that is detectable by those with appropriate senses. Adepts should take the following Disadvantage.
DISTINCTIVE FEATURE
DF: Adept (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
Disadvantage Value: -5 points
Learning New Spells
As they use a "Cosmic" VPP, Adepts can change out magical effects at will and don't have to learn new Spells unless the GM prefers to impose some restriction in their own campaigns.
Creating New Spells
Unless the GM is using a set list of Spells, Adepts may "create" any Spell they can think of on the spot as long as it complies with the Limitations and Restrictions described in the Adeptology System document and does not conflict with any additional restrictions placed upon Available Spells by the GM.
However, as a courtesy to the GM and other players an Adept's player should take the initiative to design and math-check their Spells between games sessions and be cognizant of events currently in play so that they may think ahead and not slow the game to a crawl by constantly reallocating their VPP or bombarding the GM with last-minute scribbled Power Constructs. Players that abuse the privilege of a Cosmic VPP should either not be allowed to play an Adept, or asked strongly to make a new character in the interests of fairness to the other players (and the GM).
Example: Borlen is played by Tommy. Being a conscientious player Tommy makes all of the Spell constructs he intends to use ahead of time during the week prior to a game session and determines Borlen's VPP allocation during other player's turns when the game is running so that he is ready to take his action on Borlen's SPEED and DEX without stalling the game.