Knowledge (Magic) - networkingguru/incursion-roguelike GitHub Wiki

Knowledge (Magic)

(Active) INT
  Possessed By: Some Humans, Elves, Lizardfolk, Grey Elves, Bards, Mages, Rogues, Alienists, Loremasters, Knowledge priests.
  Effects:  The Knowledge (Magic) skill has the following uses:
   * Formulas (Passive): The Knowledge (Magic) skill figures into the number of formulas you have available when creating certain types of magical items. When you choose the Scribe Scroll feat, you know how to scribe a number of scrolls equal to twice your rating in this skill, in addition to being able to scribe any scroll that you can cast as a spell. Similarly, if you select the Brew Potion feat, you know a number of potion formulas equal to your [Alchemy + Knowledge (Magic)] ratings.
   * Learning Spells (Passive, Unimplemented): When you attempt to learn a new spell for which you have an open slot, a Knowledge (Magic) check is made against a DC of [5 + (Spell Level x 2)]. Success indicates you are able to learn the spell normally, while failure means that you will not be able to learn that spell until you've gained a number of caster levels equal to half the amount your roll missed the DC by.
   * Research Items (Active): When you are in an Ancient Library, you can attempt to use the books found therein to learn about your magical items. If you can succeed in a Knowledge (Magic) check against a DC of 10 + twice the dungeon depth the item would typically be found at, you will be able to fully identify it as per the identify spell. This research requires two hours, but if you choose to devote 8 hours to it, you receive a +3 circumstance bonus on the skill check. You must have Knowledge (Magic) as a class skill to research items.
   * Research Curses (Active): Similarly to researching items, you can use an Ancient Library to try to discover a way to lift a curse. This requires the full 8 hours and a check against a DC of 10 + the caster level of the curse. Success lifts the effect. You must have Knowledge (Magic) as a class skill to research curses.
   * Identify Monsters (Passive): The Knowledge (Magic) skill can be used to identify inherently magical monsters as well as those whose origins lie with magical experimentation, as described under Appraise.
   * Identify Scrolls (Passive): When your character successfully reads an unknown scroll (using the Decipher Script skill), and the effect is not immediately obvious, a Knowledge (Magic) check is allowed against a DC of 10 + the spell's level in order to identify the spell that scrolls of that type contain.

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