Living Spell (208)
Living Spell attempts to steal a prepared spell from another character or creature. If the spell is successfully stolen it can then be cast by the stealer. Both a warding check and a spell steal difficulty check are required for success. Failing the spell steal check by more than a few points will result in nerve damage, health point loss, and stun of the caster. Successfully stealing a spell from a creature will result in damage to the creature and loss of at least one spirit point, as well as loss of its prepared spell. The most powerful spells, those of level 20 and up, are not able to be stolen. Training in Spiritual Mana Control will decrease the required mana to cast a stolen spell.
The spell steal check is a comparison of the casters Rune Strength (RS) against the spell steal difficulty. The casters knowledge of Major and Minor Spirit spells and Arcane Symbols (AS) count to the Rune Strength.
- i.e. Take one tenth of the AS bonus and add the lesser of the spell ranks and one third of the difference between the spell ranks.
- A character with 15 ranks in Arcane Symbols, 20 MjS spell ranks and 14 MnS spell ranks would have a Rune Strength of 23.
- RS = 70/10 + 14 + 6/3 = 23
Spell steal difficulty comes in two parts. Each spell has an intrinsic difficulty for stealing, and in addition, each spell being worn by the stealer that they do not know may add to the difficulty. Worn spells impart no penalty when stealing offensive spells. For a cleric or empath the most difficult offensive spell to steal is Immolation (519) with a difficulty of 27. Adding 8 to the level of the spell is a good approximation of the difficulty for stealing offensive spells.
Stealing defensive spells that are not known by the caster (e.g. from other characters to help spell up the caster, stealing known spells from critters does not incur the penalty) is rather more complex, as here the outside spells worn by the stealer do add to the spell difficulty.
Mana Control Benefit
However, training in Spiritual Mana Control (SMC) will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resulting mana cost is rounded up, with a minimum cost of 1. This benefit maximizes at 192 SMC ranks, since 1 is ~5.26% of 19, and 192 ranks will decrease the mana requirement by 96%.
You gesture at a death dirge. CS: +210 - TD: +27 + CvA: +25 + d100: +41 == +249 Warding failed! [Rune Strength 38 - 9 Steal Spell Difficulty = 29] As you concentrate and begin chanting, a luminescent aura lashes out to encircle a death dirge. The death dirge gasps in agony as the aura completely envelops it. ... 15 points of damage! The aura grows brighter then disappears in a brilliant flash. You seem to glow with power and the knowledge of Calm. Cast Roundtime 3 Seconds.
- Failure (Spell of level 20 or above is unable to be stolen)
You gesture at a death dirge. CS: +210 - TD: +27 + CvA: +25 + d100: +26 == +234 Warding failed! Overwhelmed by the greater magic, the aura falters and fades away. Cast Roundtime 3 Seconds.
- Failure (Rune Strength of Caster is less than Steal Spell Difficulty of Spell Being Stolen)
You gesture at Aytak. CS: +321 - TD: +170 + CvA: +14 + d100: +29 - -5 == +199 Warding failed! [Rune Strength 54 - 82 Steal Spell Difficulty = -28] As you concentrate and begin chanting, a luminescent aura lashes out to encircle Aytak. Aytak looks startled. Suddenly, the aura shimmers and explodes in a kaleidoscope of colors! You cringe in pain as the backwash of magic immolates you. ... 10 points of damage! Electric shot shoots pain along your back and legs. You are stunned for 2 rounds! Cast Roundtime 3 Seconds.
- Major Spiritual Spell Circle: Living Spell, on Play.net