Living Spell (208)

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Living Spell (208)
Mnemonic [LIVESPELL]
Duration Instantaneous
Utility Magic
Major Spiritual Spells
Calm (201) Attack
Spirit Shield (202) Defensive
Manna (203) Utility
Unpresence (204) Utility
Light (205) Utility
Tend Lore (206) Utility
Purify Air (207) Defensive
Living Spell (208) Utility
Untrammel (209) Utility
Silence (210) Attack
Bravery (211) Offensive
Interference (212) Attack
Minor Sanctuary (213) Utility
Bind (214) Attack
Heroism (215) Offensive
Frenzy (216) Attack
Mass Interference (217) Attack
Spirit Servant (218) Utility
Spell Shield (219) Defensive
Major Sanctuary (220) Utility
Transference (225) Utility
Spiritual Abolition (230) Attack
Spirit Slayer (240) Offensive


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. Successfully stealing a spell from a creature will result in damage to the creature as well as loss of its prepared spell. The most powerful spells, those of level 20 and up, are not able to be stolen.

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

i.e. to one tenth of the AS bonus 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 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 may add to the difficulty. Outside spells carry 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 players 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.

The caster who receives the spell will also have to spend the necessary mana points to cast the spell that has been transferred. However, training in Spirit Mana Control will decrease the required mana to cast a stolen spell at the rate of 1% per 2 ranks. The resultant mana cost is rounded up, with a minimum cost of 1.

Messaging

Success:

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:

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.

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