Steal (Attribute) (VH)
Regular; Resisted by appropriate attribute
This is actually four separate spells. Steal Might steals the subject’s ST,
Steal Grace steals DX, Steal Wisdom steals IQ, and Steal Vigor steals HT.
Each spell must be studied separately, but all four work identically.
The spell transfers basic attributes on a level-for-level basis to the caster from the subject (who must be a living, sapient being). The caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work. Secondary characteristics are affected by the attribute loss.
The caster must touch the subject and hold on to him for the entire casting time; neither can do anything while the spell is being cast. The caster increases his own attribute (whichever applies) as if he had spent the character points stolen from the subject.
Example: Rolfe, with an IQ of 14, wishes to steal the wisdom of a victim with IQ 13 (this is legal; it is assumed that any character has knowledge and experiences that would expand the capabilities of another, even if the score is lower). If he drains the subject to IQ 10, he has stolen 3 levels of IQ, raising his IQ to 17.
Duration: 1 day; at the end of that time, both the caster and the subject regain their normal attributes.
Cost: 1 per character point stolen (minimum cost 10).
Time to cast: 1 minute.
Prerequisites: Magery 3. In addition, there are different spell prerequisites for each version of the spell:
| Spell | Prerequisites |
| Steal Might | Steal Vitality and Debility |
| Steal Dexterity | Steal Vitality and Clumsiness |
| Steal Wisdom | Steal Vitality and Foolishness |
| Steal Vigor | Steal Energy and Frailty |