Skills in this category are considered as augmenting Magic Paths. Skill names followed by an asterisk (*) indicate that the skill may be purchased multiple times at the same cost.
Detect Magic
SP: 5
This skill allows the character to examine an item and determine if it is magical in nature. Magical or enchanted items appear mundane to the untrained. Detect Magic can also be used to determine if a character is under a magical effect. A three count action is required to perform this examination.
This skill also allows the character to examine an item and specifically determine what the magical item does or the nature of the magic present on a character. A sixty count action is required to perform this examination.
This is also required to perform Arcane Graft surgeries at level 5 Medic
Signature Call: Detect Magic
Ritual Casting*
SP: 5
This skill allows the character to perform rituals. Rituals are role play events that accomplish actions normally unable to be carried out through feats and skills. For more information ask plot.
Ritual Casting may be purchased multiple times for a maximum of five total purchases.
By spending 10 minutes of work and (the CP value x 5) credits, a character skilled in Ritual Magic may repair a single shattered Magic item that does not require a skill to use.
Magic Channeling*
SP: 10
To purchase this skill, you must have at least one purchase in one of the five Magic Path skills. Magic Channeling allows the character to enhance either their weapons or armor by channeling their Path magic into it. The signature call for doing so is: “Magic Channeling
When you activate Magic Channeling, the following takes effect:
1) If you choose weapon, you add your base numeric call for your chosen Magic Path to the base damage of any attack you make with your fists, claws, or melee weapon or ranged weapons. “Base numeric call” refers to the amount of damage you deal when you throw a packet and call for damage from that Magic Path. In the case of Protection Magic, the base numeric call is the Protection Magic value granted by the Path. You also add the “Magic” prefix to the damage call for your weapon, as though you had switched to using a magical weapon. For example, “20 Magic Edge” instead of 20 Edge. This benefit only affects weapons that you are currently using, and if you switch to a different weapon, the benefit transfers over. Thrown consumables are not affected.
2) If you choose armor, you add your base numeric call for the chosen Magic Path to your armor value. You must already have an armor score to gain this benefit.
3) Regardless of which option you choose, you lose the ability to use the base numeric call for the chosen Magic Path. You can still use Feats from the Path as normal.
4) Once you activate this skill, it lasts for 30 minutes or until you choose to end it, and you can’t change your selection (between Weapon, Armor, or Paths) unless you activate it again.
For example, if you have the ability to throw a packet and call for “15 War”, and you normally deal 12 damage with your sword, calling Magic Channeling – Weapon – War causes you to deal 27 Magic Edge with your sword, and you can no longer call for 15 War.
Magic Channeling is an active magical effect and may be removed with Nullify or similar effects.
You can purchase this skill multiple times. Each purchase gives you an additional use of it. You regain all spent uses of this skill after resting for 10 minutes.
Use High Magic
SP: 2
This ability represents the connection that these creatures have with magic. Having that connection and being able to attune to an object’s natural magic is what allows characters with High Magic to use “High Magic” (HM) type items, found in the items rule book here(TBD). Without this ability, High Magic items are beyond a characters ability to use.