Steal Spell
| Name | Steal Spell |
|---|---|
| Cooldown | at-will |
| Action | standard |
| Special | melee range |
| Power | steal-spell |
| Class | rogue |
| Category | Utility |
Starting at 3rd level, you gain the most defining ability of a Spellthief: the ability to steal spells.
At-will, standard action, melee range; you attempt to steal a spell from the subject. Subject must have the ability to cast spells. Roll a Dexterity check, opposed to the enemy's Wisdom save. On success, you steal a random spell the subject can cast, that is of a rank equal to your own. On failure, nothing happens.
When you steal a spell, you gain a single, consumable use of that spell, exactly as described. You may use it any time before the next long rest; if not used by then, it fades away.