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==Language Skills== <!-- Todo - link to language list --> Languages usually require two full skill points for mastery: one point for rudimentary fluency, and two for complete fluency; one additional point is required for literacy in that language. Some languages are particularly difficult, and may require more skill points to learn. All languages require a teacher, and some languages can't be learned by mortals at all (e.g., Aleph, Beth and maybe Gimmel.) Some languages are better equipped for specific magical tasks. To cast a spell in an ancient language, one must have fully mastered that language and be literate in it. Note that the following languages assume the spell being cast is of the Imperial/Doi tradition: casting a spell directly from an ancient Mehluki tablet would not use these rules. '''Ancient Doi: ''' Spellcasting in Ancient Doi adds one to a spellcaster's attempts to deal with souls, the dead, or to change one thing into another. Ancient Doi cannot be used to create or destroy anything directly. Permanently enchanting something requires one less measure of thauma than normal. '''Ancient Mehluki: ''' Casting a spell in Ancient Mehluki adds two to any attempt to conjure or destroy something. Ancient Mehluki cannot directly affect the mind, body or soul of humans other than the caster, nor can it create anything except fire. No spell can be made permanent without an anchor object (i.e., a magic item must be created) not can Mehluki magic affect magic itself. Spells and enchanted objects in Mehluki are always obvious, and are two levels more difficult to dispel, control or alter. (They may be countered normally, though.) '''Ancient Wazari: ''' Using Ancient Wazari adds one to any attempt to control or alter a living being. Wazari magic cannot affect magic itself, and cannot create anything except the raw elements. Wazari spells are also one level more difficult to dispel, control or alter.
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