Living Spell (208)

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Living Spell (208)
Mnemonic [LIVESPELL]
Duration Instantaneous
Type Utility / Attack (Warding)
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.

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 RS = 70/10 + 6/3 + 14 = 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.

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