Charm (perk)

found on page 19 of GURPS Power-Ups 2: Perks
From Skills to Advantages calls this out in the "Spells?" box as Unusual Training
Examples of making them advantages involve buying them up to IQ for simplicity.
*and maybe to avoid the doubled casting time required at effective base skill 9
**but that would still be required if the character buying it had low IQ
This wouldn't be like Requires IQ roll though since there would not be FP requirements.
"High effective skill never reduces time to cast or FP cost"
*this falls under the "In return for this freedom, you have to specify a narrow set of circumstances that must hold in order to use the skill" criteria
**why only these two were chosen was probably because Flexible Rituals ignores the other benefits of high skill
The example is given of combining this with Magery 0 with the One-Spell Magery limitation.
PIAMM prices No Spell Prerequisites as a +30% enhancement on Magery which costs more than 1 point. Some kind of -10% limitation should exist to contrast that.
Presumably this means that the required UT criteria "no FP/time benefit from high skill" is worth -10% or more.
If so that is a smaller discount than the -30% for Ceremonial Magery, as that is an inherent aspect of Ceremonial Magic.
==See also==
*Shortcut to Power
Category:Perks