Steal Spell
Greenwoods' spelling (as one word) is an improvement --- but both his interpretation and Huso's Incantrix (?) class ability is of a very different nature. I agree, it's a more standard notion, i.e. to steal a spell from another MU's
memory...but that's not really what I was going after.
The notion of "dueling magicians" has probably entered your mind at one time or another. The iconic example that I recall is Vincent Price vs. Boris Karloff in The Raven, although it's a common trope these days in an overly abundantly magical cinema.
I've heard that some late editions introduced rules for "counter-spelling", but I am loath to tinker with AD&D in any significant manner anymore. New spells, to my mind, fall under the category of interesting "treasure" since, for my campaigns they are rare and need to be found in-world.
The intent of this spell was to get a bit of the dueling-magicians element into the game in a non-intrusive manner. I don't feel that stealing spells from memory does that (although that's a perfectly interesting mechanic in it's own right), because it's not really a combat action.
Also, by making it such a low-level spell (2nd), it almost becomes a pseudo-ability for higher level MUs who have lots of spare slots.
So, on to EOTB's concerns:
- How long to steal? --- I had originally thought that it would be a same-round action, i.e. if you won initiative and had this spell memorized you could redirect the spell on the other mage. That's probably cutting the spam a bit too thin. I think you are right, it should have a window. I don't know if it would be better if it was just the same round (if initiative is won) + the next round...or perhaps something like within the same + 1 round/level. I'm probably leaning towards the former. Your thoughts?
- Known spells only? --- No. That was not my intent. I sort of imagined the typical dramatic scene in which the lowly protagonist spell-caster manages to wrestle the doomsday incantation of a big-baddie away from them at the last minute. I had always thought of trying to get a hold of a higher level (or unknown) spell you normally can't cast and turning it against the caster---much to their surprise. You suggestion that % chance to know the spell (i.e. intelligence) should come into play is an interesting wrinkle. I do kind of like that. Perhaps I can add it. A high-intelligence MU, could get to be particularly good at doing this. I also like the aesthetic of a low-level magic-user coming up against a true master, and finding all their spells neutralized or used against them (without save!). Totally p'oned.
- Fighter/Magic-user to-hit? --- Sure! A great point. I don't normal think in terms of multi-class, but I left "touch attack" vague so the DM can arbitrate. I think that's perfectly legitimate. Perhaps the bigger question is: does requiring a touch (to-hit) make this spell too difficult to use? Would a (short) range be better. I am on the fence about that.
Last thought. Imagine a high level wizard with a Ring of Wizardry that doubles second-level spells. They could "fill up" on
stealspell and neutralize rivals in combat....round after round. And when the low-level had exhausted their bag-o-tricks --- pound them into the ground at his or her leisure. What that does for the big "showdown" encounter is prolong it --- maybe inducing some more parley at the end...where the Dark Lord gets to toy with his prey a bit and go into that classic trope of explaining all his clever plans that will shortly doom our heroes and all their friends.
OK. Last notion. If "stealspell" is already taken (stealing from memory), what's a more appropriate title? : "Redirect", "Grab Dweomer", "Incantation Override ", "Negatespell", "Commandeer Magic", "Pre-empt (
off icium in Latin)", "Bend Magic", "Shunt", "Divert Spell", "Arrogate" (my new favorite), or simply "Counterspell"?