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==Magic Types== Possible magic types are: '''Innate Magic''' These are the inner magics of true skill that set heroes apart without them being spellcasters. *'''Natural Magic - Talented (skill % based)'''. Talents are skill based and each skill has a talent. Some people are born with a Talent, even before they master it and these are known as Birth talents. Some people develop a talent for a skill after years of practice (95%+ in the skill) These are known as Masteries. *'''Gifted Attribute'''. Similarly, some people have Gifted Attributes - the warrior who always pulls off feats of strength, the scholar who can will an obscure piece of knowledge out of their memory, the tracker who can run all night. Each attribute can be taken as gifted. *'''Maximum umber of Talents and Gifted Attributes'''. Each Gift/Talent takes up a point of your Int, in the same way spirit magic or Sorcery does. The three aren't eclusive, So a PC with Int 15, three talents and two gifted attributes has ten points available to memorise Low magic or Sorcery spells. *'''How to use Talents and Gifts''' '''Talents/Gifts''' consume 1MP per 10% difference between a skill roll (or attribute test) and a desired result. Adding a special success (or a x 1 result for an attribute check) costs +3 pts over and above the % cost to reduce the roll to that level of success. Adding a critical success coss +6 pts. *Talents are used before a roll is made. MP cost is worked out after the roll is made. For '''Gifted attributes''': Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and Characteristic rolls (Attribute x One to five gives degree of success) MP's are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1 '''Note''': Talents and gifts are not considered magical, so magic hating types can still have them.
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