Spellthief (3.5e Prestige Class)

Spellthief
This prestige class is a remake of the Complete Adventurer spellthief base class. This class is actually supposed to be worth playing. I thought that spellthievery is more of a specialist sort of thing, which lends itself much more to a prestige class. I also made sure to make this class be versatile against all forms of arcane/divine magic.

Class Features
All of the following are class features of the spellthief.

 : You are a magnet to magical energy, drawing in its power. This power is represented by magic points, which are used to power your class abilities.

You have a maximum number of magic points equal to 4 + your spellthief level + your charisma modifier.

Each round, you recharge 2 magic points, drawing the power from ambient magical energies. If you are in an area with no magic (such as an antimagic field), you don't recharge magic points.

Whenever a spell is cast, spell-like ability is cast, or activated supernatural ability is used within 5ft. of you, you regain 1 magic point, up to a maximum of an extra 2 magic points each round. This range increases by 5ft. per 2 class levels. See Table: The Spelltheif for the Absorb Magic Radius.

Once per round,, when you roll a saving throw against a non-harmless spell, spell-like ability, or activated supernatural ability, you regain 2 magic points. You regain these points whether you pass or fail.

 : You are able to steal magical power from your opponents and use it yourself.

Whenever you hit with a sneak attack, before damage is rolled, you can forgo sneak attack damage dice in order to steal magic from your enemy. Your opponent must make a Will save DC 10 + your spellthief level + your charisma modifier to resist this ability. If she fails, you are able to see a list of all of her spells known, spells prepared, spell-like abilities, and supernatural abilities. Otherwise, you cannot steal magic and you must roll sneak attack damage normally.

Steal Spells

For every 1d6 of sneak attack damage you choose to forgo, you may steal an equal number of equivalent spell levels from your opponent. Choose any number of spells that the caster is presently able to cast (either spontaneously or through preparation) and use their total spell levels to determine the spells you steal.

The spells you steal, in this case, are treated as cast for the purposes of the caster's spells memorized or spells per day.

Steal Spell-Like Abilities

If your opponent has spell-like abilities, you can instead choose to steal a number of spell-like abilities, based on whatever spell levels they would be as spells, equal to the amount of sneak attack dice you decided to forgo.

Steal Supernatural Ability

If your opponent has supernatural abilities that require an action to use, you can steal one of those abilities by forgoing half of your sneak attack dice. You can only steal a single supernatural ability per attack.

Stolen Magic

You have access to any stolen spell, spell-like ability, or supernatural ability for 3 rounds. While you have stolen magic, the creature you stole it from cannot use the same spell, spell-like ability, or supernatural ability. This includes different methods of using the magical ability, such as a second prepared spell slot or casting a spell from a different class' known spells that is the same as the stolen spell. The access to the magic is completely blocked while you have it stolen.

During these 3 rounds you can use the stolen spell, spell-like ability, or supernatural ability once. Treat it as if it were cast or used by the original owner for the purposes of determining caster level, save DC, and so forth. You can perform this action even if you do not have the minimum ability score normally required to cast a spell of that level. You must supply the same components, such as verbal and somatic components, but not a focus or material components costing less than 5 gp.

If you do use the ability you stole, the owner is no longer blocked from using it.

This ability costs magic points depending on how you execute the attack.


 * Melee sneak attack: 2 magic points
 * Ranged sneak attack: 3 magic points
 * Each additional usage of this ability this round: +1 cumulative magic points

 :  You can use Detect Magic as a spell-like ability at the cost of 1 magic point each round you choose to maintain it.

 : This ability is identical to the rogue ability of the same name.

 : You are able to counter spells that trace their effect nearby you.

Whenever a spell, spell-like ability, or supernatural ability has its line of effect come within your absorb magic radius (see Table: The Spellthief), you can attempt to counter it. You are effectively attacking the magic itself, causing it to fizzle.

To counter magic, you can make an Attack of Opportunity (if you have one available) or readied attack against the spell or ability. The spell or ability has an armor class equal to 10 + the caster level of the spell (or HD of the creature for supernatural abilities) + the caster's primary ability modifier (or the creature's highest ability score modifier for supernatural abilities) for the purposes of this attack. If you hit, the spell or ability is countered and you can attempt to steal it.

If you want to steal the countered spell or ability, you spend 4 additional magic points. If you do, the creature is treated as though you hit it with your Steal Magic ability (and must make a saving throw, as appropriate).

Unlike stolen magic, if you don't steal the spell or ability, the caster is free to use the same spell or ability again.

This ability costs magic points according to the following:


 * Readied attack: 2 magic points
 * Attack of Opportunity: 8 magic points
 * Add a steal magic effect to a successful counter magic: +4 magic points

 : You gain Anchoring Sneak Attack as a bonus feat.

 : You are able to eat spells for breakfast.

As an immediate action, you can take a -2 penalty to a saving throw against a non-harmless spell/spell-like ability/supernatural ability that requires a save. If you do, you regain 4 magic points (in addition to the 2 magic points you would normally gain on your turn).

 :  You can use Arcane Sight as a swift action spell-like ability with a duration of 1 round. You can continue maintaining the arcane sight as a free action at the start of your turn. Each round you have arcane sight active, you must spend 1 magic point.

 : Wizards keep trying to mess with reality and you've stolen a few tricks from their books. Whenever a creature within your absorb magic radius begins casting a spell or spell-like ability, or activates a supernatural ability, as an immediate action you can teleport to within 5 ft. of them and make an Attack of Opportunity (if you have one available). The creature must make a Reflex save DC 10 + your spellthief level + your dexterity modifier or else be flatfooted against your attack. This attack could interrupt a spell or spell-like ability, as normal, but also forces creatures using supernatural abilities to make a concentration check as if they were using a spell or else have their ability countered.

This ability costs 12 magic points.

 : You are able to send a burst of stored magical energy in a line.

As a swift action, you can fire a 60 ft. line of magical energy. To use this ability, you must expend one of the spells or spell-like abilities, or supernatural abilities you have stolen. If you do, the line deals 2d6 damage per spell level or 1d6 damage per HD of the creature for supernatural abilities. Any creature caught in the area may make a Reflex save DC 10 + your spellthief level + your charisma modifier for half damage.

This ability costs 3 magic points.

 : You are a master of stealing magical power. Once per day, as a full round action, you can make a single attack against an enemy, treating them as flat-footed. If you hit, the creature must make a Will Save DC 10 + your spellthief level + your charisma modifier or else lose access to all of its spells, spell-like abilities, and supernatural abilities (including passive abilities). You gain access to all these abilities and may use them at the same power as the owner (as if they were stolen magic). At the end of each of its turns, the creature may make a new saving throw to end this effect, at which point it regains access to its abilities and you lose access.

Fluff
Rather than re-write all the fluff for the spellthief, which WotC did (somewhat) well, instead, I'll just direct you to the following page, which is fluff published by WotC: http://www.wizards.com/default.asp?x=dnd/ex/20050107a.