Living Spell (208): Difference between revisions
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Living Spell allows a character to try 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. |
'''Living Spell''' allows a character to try 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. |
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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 |
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]] count to the Rune Strength. |
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RS = AS bonus /10 + Min(MjS,MnS) + Abs(MjS-MnS)/3 |
RS = [[Arcane Symbols|AS]] bonus /10 + Min([[Major Spiritual|MjS]],[[Minor Spiritual|MnS]]) + Abs(MjS-MnS)/3 |
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A character with 15 ranks in Arcane Symbols, 10 Major Spirit spell ranks and 5 Minor Spirit spell ranks would have a Rune strength of RS = 70/10 + 5 + 5/3 = 13. |
A character with 15 ranks in Arcane Symbols, 10 [[Major Spiritual|Major Spirit]] spell ranks and 5 [[Minor Spiritual|Minor Spirit]] spell ranks would have a Rune strength of RS = 70/10 + 5 + 5/3 = 13. |
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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 adds to the difficulty. |
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 adds to the difficulty. |
Revision as of 16:24, 5 April 2008
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Living Spell allows a character to try 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.
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 count to the Rune Strength.
RS = AS bonus /10 + Min(MjS,MnS) + Abs(MjS-MnS)/3
A character with 15 ranks in Arcane Symbols, 10 Major Spirit spell ranks and 5 Minor Spirit spell ranks would have a Rune strength of RS = 70/10 + 5 + 5/3 = 13.
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 adds to the difficulty.
External Links
- Major Spiritual Spell Circle: Living Spell, on Play.net