Steal Spell
- Name
- Steal Spell
- Cooldown
- at-will
- Action
- standard
- Special
- melee range
- Range
- melee
- Target
- single
- Save
- Wis negates
- 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.