Thaumatology

IQ/Very Hard

Default: IQ-7*.

This is the academic study of magical theory and the “physics” of mana. Anyone may learn this skill, but it is easier for a mage; add Magery to IQ when learning this skill, just as for spells.

The main use for this skill is magical research. When creating a new spell, use the rules for inventing (see Chapter 17), but replace Engineer skill with Thaumatology. A successful skill roll can also identify an unknown spell when you see it cast, deduce the ramifications of a critical success or failure with magic, determine the spells needed to enchant a magic item to perform as desired, etc. The better your roll, the more insight the GM will provide.

This is the study of fantasy magic – fireball spells, rings of power, etc. The equivalent skill for traditional, spirit-mediated sorcery is Ritual Magic (p. 218), while holy magic might require Religious Ritual (p. 217) or Theology (p. 226). However, a Thaumatology roll at -5 will allow a thaumatologist to relate these different varieties of magic to “standard” wizardry. Exceptionally weird powers or otherworldly artifacts might give a larger penalty!