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WizardLv. 5

Pluck a Petal of Spellflower

After casting pluck a petal of spellflower, a wizard can rob another spellcaster of one memorized spell. To use this enchantment, the caster must touch the target, who then may make a saving throw to resist it. The spell can steal only memorized spells from a target; special abilities, inherent powers, etc. cannot be "stolen."

Touching the victim, the caster can choose to name the exact spell to steal. Wizards that do not know the spell's name (or whether the victim has memorized it) can attempt to steal any spell of a certain spell level or a spell from a random spell level. If the target has no memorized spell of the specified name or level, the attempted theft fails. Pluck a petal of spellflower does not indicate to the caster what spells—or even what spell levels—a target has memorized. Characters should clear up these points before casting.

Wizards must be able to cast the specific spells (or spell levels) they intend to pluck from victims' memories. But, casters seeking a spell at random can steal any one, regardless of spell level, as determined by a die roll. (As DM, you should assign a numerical value to each spell the target currently has memorized.) The only restriction is that spells from the school of a specialist wizard can be stolen only by another wizard of that school. Specialists can never steal spells of an opposing school from any wizard.

Stealing a spell wipes it completely from the mind of the victim, just as if the character had cast and forgotten it. (Victims don't know they've been robbed unless they sense the theft through magical means.) Casters then add the spell to their memorized assortments, to use as desired with only normal restrictions (material components, etc.).

The material component, a gem worth at least 100 gp, is not consumed until the wizard casts the stolen spell. During the intervening time, however, the caster must always keep the gem within 5 feet or lose the stolen spell.

The wizard who created pluck a petal of spellflower, a frustrated poet, never could abandon his literary ambitions. Glantrians wisely think more of his spell than his poetry.

Sources: Glantri: Kingdom of Magic

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