Living Spell (208): Difference between revisions
WINTERDAWN (talk | contribs) m (Oops, I was originally going to add a clarification field but decided the example would be fine. Forgot to take out the clarification though. -- Arianiss (4/11/08)) |
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RS = [[Arcane Symbols|AS]] bonus /10 + Min([[Major Spiritual|MjS]],[[Minor Spiritual|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, 20 [[Major Spiritual|Major Spirit]] spell ranks and 14 [[Minor Spiritual|Minor Spirit]] spell ranks would have a Rune |
A character with 15 ranks in Arcane Symbols, 20 [[Major Spiritual|Major Spirit]] spell ranks and 14 [[Minor Spiritual|Minor Spirit]] spell ranks would have a Rune Strength of 23. |
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RS = 70/10 + 14 + 6/3 = 23. |
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== External Links == |
== External Links == |
Revision as of 19:51, 12 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, 20 Major Spirit spell ranks and 14 Minor Spirit 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 adds to the difficulty.
External Links
- Major Spiritual Spell Circle: Living Spell, on Play.net