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A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell unless the spellthief is of the animal type or the effect of a shield spell since that spell's range is personal. If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic such as bestow curse. Steal Energy Resistance Su : Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type acid, cold, electricity, fire, or sonic.

A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant or immune.

If the target is willing, a spellthief can steal energy resistance with a touch as a standard action. Simultaneously, the target creature's resistance to that energy type is reduced by 10 to a minimum of 0. A creature with immunity to an energy type retains that immunity. If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target.

If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target. The resistance a spellthief gains from using this ability lasts for 1 minute.

If the resistance is derived from a temporary effect such as a spell , the stolen resistance disappears when the effect expires. A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire nor to reduce the creature's resistance to fire by twice as much.

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type. He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can see page 54 of the Player's Handbook.

Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1—3: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score see Table 1—1, page 8 of the Player's Handbook. When Table 1—3 indicates that a spellthief gets 0 spells per day of a given spell level for instance, 1st-level spells for a 4th-level spellthief , he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A spellthief's selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1—4: Spellthief Spells Known. Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1—4 are fixed.

Upon reaching 12th level, and at every third spellthief level after that 15th and 18th , a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast.

For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Steal Spell-Like Ability Su : At 5th level and higher, a spellthief can use a sneak attack to temporarily steal a creature's spell-like ability. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities.

If the target is willing, a spellthief can steal a spell-like ability with a touch as a standard action. This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A spellthief can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the spellthief can't steal the ability.

If the target can't use its ability at the present time such as a summoned demon's summon ability , the spellthief can't steal it. A spellthief can use a stolen spell-like ability once. For all purposes caster level, save DC, and so on , treat the spell-like ability as if it were being used by the original possessor of the ability. A spellthief must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the spellthief uses the ability or until the minute elapses , the target cannot use the stolen ability.

Absorb Spell Su : Beginning at 7th level, if a spellthief makes a successful save against a spell that targets him, he can attempt to absorb the spell energy for later use. You gain immunity to fatigue, exhaustion, and sleep effects for a number of hours equal to the creature's HD.

Multiple uses of this ability do not stack use only the longer duration. Immunity to Death Effects Ex : At 9th level, you gain immunity to death effects. Steal Immortality Su : At 10th level, you can take advantage of a dying creature to briefly cheat death itself. This is the pinnacle of achievement for a disciple of Vol. Whenever you reduce a living creature to —10 or fewer hit points with a sneak attack, in addition to stealing its life energy see Steal Vitality, above you devour a small portion of its soul.

The slain creature's HD must equal or exceed your own for this power to take effect. This has no further ill effect on the slain creature, but you become effectively immortal for the next year: Your body does not age delaying the onset of ability score penalties due to age, but not mental ability score improvements , and you need not eat or sleep though rest might still be required to regain spells and similar abilities.

If you have an essentia pool, you also gain temporary essentia points equal to one-half the slain creature's HD, which you can immediately invest in any essentia receptacle even incarnum feats. Unlike with the steal vitality feature, any creature slain by this attack cannot be brought back to life except by means of a miracle, true resurrection, wish, or similar magic.

Furthermore, you become instantly aware of any creature slain by you in this way returning to life though you don't necessarily know where the resurrection occurs.

Prestige Classes. If successful, on a subsequent turn or at any time within 1 hour, you can cast Fireball without expending a spell slot. The sorcerer loses the ability to cast Fireball during that time. At any one time, you can possess a maximum number of stolen spell levels equal to your class level. For instance, at 4th level you can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of spells totaling four levels.

If you steal a spell that would exceed this limit, you must choose to lose stolen spells sufficient to reduce the total number of stolen spell levels to no more than your maximum. When you hit an opponent with a successful sneak attack you can choose to forgo dealing sneak attack damage and instead temporarily gain resistance to a damage type to which your target is resistant or immune.

If the target is willing, you can steal damage resistance with a touch as an action. A creature with immunity to a damage type retains that immunity. If your target has more than one type of resistance to damage, you can choose which to steal if it is known; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target.

The resistance you gain from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect such as a spell , the stolen resistance disappears when the effect expires. You can use this ability multiple times, but its effects do not stack unless they apply to different types of damage. Starting at 13th level, you can siphon an active spell effect from another creature.

When you hit an opponent with a successful sneak attack you can choose to forgo dealing sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, you can steal a spell effect with a touch as an action. You can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. This ability does not work on spell effects that are immune to dispel magic such as bestow curse. Starting at 17th level, when you are targeted by a spell or in the area of effect of a spell, you can choose to absorb the spell.



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