Charms
PerkPower-Ups 2: Perks · p.19
Open source p.191 point
1 point
Charms resemble Unusual Training (p. 21) but bestow
supernatural, intuitive (not learned) knowledge. Each Charm
waives the spell and Magery prerequisites for one particular
spell. You must pay points for the spell like any other IQ/H or
IQ/VH skill, and Magery gives its usual bonus. You can’t cast
the spell unless you have at least Magery 0 or are in an area
with high or better mana.
For divine magic, a Charm waives the need for Power
Investiture – such spells don’t have spell prerequisites – and
does let you cast the spell. However, you can only choose spells
offered by your god.