Using pure magical force, the character creates a clear blue throwing knife, which is obviously not a real blade, that they can then used as they would a real throwing knife. The attack is a magical, physical attack and stopped by any defense that stops physical attacks. The character expends 2 Power Points and prefixes their damage with “Magic Knife, …” and suffixes with “…Magic”. The character then throws a spell pack and calls their damage. They may use any Damage Bonus or skill applicable to a throwing dagger. So if a character had a +1 Strength Bonus, +2 Arcane Proficiencies, +1 Assassin Proficiency, and decided to use a True Aim skill, they would call, “Magic Knife, True Aim 5 Magic.” Once the packet lands, the magical knife disappears.
The Power Points are expended when the character throws the packet, so they can abort their attack at any point before the spell packet is thrown without losing any Power Points. The martial defense needed is determined by the attack type, not this skill, so a Crit Parry will stop a straight damaging attack, a Master Parry will stop a True Aim or Assassinate attack, and so forth.
A Magic Knife cannot be disarmed because it only comes into being when the character powers the knife which is just before they throw it.
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