Spells X MP(Retributive): Knights can cast spells costing up to X MP.
Restrictions: Knights may not cast spells with the Entropy element.
Casting Cost: Knight spells cost either 10% of the spell's material cost in components, rounded up to the whole dollar, or 5% of the spell's MP cost in karma points, rounded up, to cast.
Spell Alterations: Knight spells with an area of effect have each dimension of that area halved, rounded up to the nearest 5 feet.
Casting Actions/Stat/Skill: two hand actions and one talk action. If a knight successfully blocks or parries an attack with a shield, this may count as one of the required hand actions. Knights may not "store" hand actions past a single encounter or begin saving actions for another spellcast before they have cast a spell. Knights may use their Magic skill with either their Personality or Intelligence stat to overcome the casting difficulty of the spell.
Learning spells: Knights learn one spell of each element other than Entropy with a cost of 15 or less for free when they first gain their spellcasting ability. Whenever a knight successfully casts a spell during an encounter, they may make an unskilled Intelligence roll with a difficulty of 11. If the roll fails, then the next time a roll to learn a spell is made, the difficulty cumulatively drops by 1, to a minimum of 5. If the roll is successful, they may learn a new spell of the same element with a cost up to their maximum spellcasting ability for free at the end of the encounter, and the learn roll difficulty resets to 11. A knight is limited to learning a single spell per encounter.
Divine Armaments: By expending up to X times 10 of their Holy Light or Divine Favor racial ability, a Knight may power up a weapon or armor they are using for one minute. For every 10 points of the ability they spend this way, they gain +1 worth of superior quality enhancements that they may apply to any equipment, split as they desire, they are wearing for the 1-minute duration.