Enchantment-Only Magery

Enchantment-Only Magery (-30%) aka EOM is a limitation where you may learn spells, but you can’t cast them in the normal way.<ref>GURPS Thaumatology pg 23]]
It is explicitly contrast with the -40% for Limited College (1 college, Enchantment) where you learn other spells as though you were a nonmage, and can only cast spells requiring Magery 1+ in high-mana areas
==Enchant Standards==
Thaumatology changed the way Partially Limited Magery works in the standard magic system. Unless expressly stated otherwise limitations do not apply to Magery 0. To properly repersent this Magery 0 should listed separately and adjusted accordingly.
*Magery 0 [5] + Magery (Enchantment-Only -30%) [7/level]: Spells not requiring Magery 1+ are cast normally.
*Magery 0 (Enchantment-Only -30%) [4] + Magery (Enchantment-Only -30%) [7/level]: all spells are cast per Enchantment rules. Due to the way magic item detection works (Enchantment-Only -15%) makes no sense.
==Comparison to Other Limitations==
As explained with Roxana the Sun-Witch unless it is expressly changed Magery 0 works normally for all mages. However as the examples of Aufidius the Dark-Master and Lysimachus the Dancer show limitations to Magery 0 effect not only how spells are cast but the detection of magic items as well. For Enchantment-Only this isn't an issue as the 10 spells needed to know Enchant can still be learned by non mages.
==Enchant workaround RM==
This requirement goes away under the Ritual Magic system, it simply defaults to "Path of Enchantment" with a penalty equal to the prereq count of the other system, so the idea of "learning" spells doesn't exist: you already know ALL spells, theoretically, and can't forget them so long as you aren't blocked from remembering your Path of X.
==Enchant workaround NSP==
T67 however notes when codifying the No Spell Prerequisites enhancement at +30%:
:No Spell Prerequisites: The ability to use spells without knowing prerequisite spells is a significant benefit
This seems to also include learning them without prereqs, but a key aspect of the enhancement is avoiding the standard penalties which exist for casting spells for which you lack a prereq, found in two plaes
*B99 under Wild Talent "if you lack any of the skill’s prerequisites, your skill is at -4 until you acquire them"
*M135 under Forgetfulness "If (for instance) a forgotten spell is a prerequisite for other spells, the other spells can still be used, at -2 to skill."
Forgetfulness does not merely effectively remove points in a skill (which would allow some skills to be usable at default) or even make one incompetent in them (a penalized default) but makes them UNUSABLE, which is even more extreme than this.
For this reason, it might be considered in addition to the usual -4 to skill, a total of -6. Although there isn't grounds to say that either is "usual" at all, as there seem to be a lack of rules on how absence of prereqs would affect things outside of these instances.
The verb "use" as opposed to "learn" or "know" seems to be key here: a prerequis
Category:Limitations