Bonus Weapon Proficiencies: Dagger.
Bonus Non-Weapon Proficiencies: Appraising, Reading/Writing, Spellcraft.
Arcane Trapmaster.
Unlike normal thieves, your magical talent allows you to use your full find and
remove traps skills on magical traps; these skills are not halved for
you when you are looking for or disarming magical traps.
These
can be trap-like spells (such as explosive runes, fire trap, and
so forth) and more esoteric traps that have magical aspects or deal magical
damage.
Additionally,
you can increase the chance to find a magical trap, and if found remove the
magical trap, by expending a memorized spell. You add 10% to your chance of
success at each for every level of the expended spell (the bonus applies to
both find and remove the same trap).
Spellblade. You are
able to enchant a dagger into a spellblade. This requires one hour and
the expenditure of 50 gp of magical unguents, oils, and reagents for every
level of experience you possess as a mage. You can use the spellblade to spelljack
spells from spellcasters (see below).
The
spellblade also counts as a magical weapon for purposes of hitting monsters
that require a magical weapon to hit but has no bonuses (you can enchant a
magical dagger as your spellblade).
Your
spellblade loses this enchantment if you roll a Natural 1 on your saving throw
when you make a spelljack attempt; if you roll a Natural 1 on an attack against
a creature that requires a magic weapon to hit; if it is subjected to a dispel
magic or antimagic field; or if another spellcaster takes the
spellblade and holds it for more than 10 minutes.
You
begin play with a spellblade already enchanted. You cannot have more than one
spellblade enchanted at a time.
Spelljack. You can attempt
to siphon a spell away from your target and use it for yourself.
When
you hit a spellcasting target with a successful attack with your spellblade, you
can choose to forgo dealing damage in order to attempt to steal a
memorized spell from the target.
Spelljack
has no effect on innate spell-like abilities.
You
can choose which spell to steal if you know that the spellcaster has it
memorized; otherwise, the DM determines the stolen spell randomly.
You
can automatically steal a spell of a level you can cast.
You
can attempt to steal a spell of a higher level with a successful saving
throw versus Spells, with a penalty equal to the level of the spell. If you
roll a Natural 1 on this saving throw, you suffer 1d6 points of damage per
level of the spell you attempted to steal via internalization of the magic.
The
target of a successful spelljack attack loses the spell from memory; they can
memorize the spell and use the spellcasting slot as normal after the usual
amount of rest.
You
retain a spelljacked spell in your memory for up to 1 hour per level; you can
cast the spell once. Once the spell has been cast or the time expires, the spell
fades from your memory. You cannot add a spelljacked spell to your spellbook
nor scribe it onto a scroll.
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.
If
your maximum number of stolen spell levels is less than the level of the spell
you just stole, you suffer damage from the spell as though you had rolled a
Natural 1 on your save, as above.
Spontaneous Casting.
You can expend a memorized spell to cast a detect magic or read magic
spell. The spell is cast at your level as a mage. You gain no additional
benefit if you expend a 2nd level or higher spell to cast the spell.
No comments:
Post a Comment