In combat, spellthieves use a combination of precise attacks and spells to steal abilities from their opponents. At lower levels, a spellthief concentrates on flanking foes and delivering sneak attacks. As a spellthief progresses in level, his ability to cast spells grows stronger, allowing him to magically augment his modest combat abilities. A spellthief's most potent ability allows him to temporarily steal spells, spell effects, and even energy resistances from his opponents.
Alignment: Most spellthieves are neutral.
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They view the world as a place full of challenges and interesting opportunities and rarely give much thought to morality. Even spellthieves with genuinely good intentions occasionally get caught up in the challenge of an adventure and fail to see or decide to intentionally overlook the moral implications of their actions.
Evil spellthieves are callous and cruel, using their abilities to trick, blackmail, or destroy anyone who has something they want or stands in the way of their personal agenda. Religion: Most spellthieves prefer to rely on their own wits and skill rather than pay homage to a higher power. Occasionally, when planning a particularly daring raid, a spellthief makes a one-time offering or prayer to a deity with power over the night or thievery.
Others sometimes seek divine protection before attempting to rob or raid a temple, but even these observances are more a chance for a spellthief to even the odds than a true attempt at devotion. Some particularly evil spellthieves devote themselves to Vecna the god of secrets , using their abilities to wrest information from their opponents and exploit them for blackmail or more serious crimes.
Background: Spellthieves come from a wide variety of backgrounds. Although few places are devoted to the formal training of spellthieves, the ones that exist usually military academies that train a capable corps of espionage agents produce especially capable and loyal spellthieves. These agents of the crown are the exception rather than the rule, however; most spellthieves acquire their training from one or more solitary mentors.
Others are rogues or sorcerers who only partially understand their disciple's unique mixture of skills, yet they provide enough guidance and encouragement for a young spellthief to develop his own skills. Spellthieves from these diverse backgrounds often pride themselves on their blend of skills and magic. They rarely take levels in other classes, viewing their mixture of abilities as something particularly suited to their talent and personality. Races: Humans are more likely than members of other races to become spellthieves.
Their flexible nature and varied interests make them well suited to the specialties of the spellthief. Elves also make excellent spellthieves, benefiting from their natural grace and affinity for arcane magic. Halflings and gnomes find the spellthief's combination of spellcasting abilities and skill selection a good match for their small size.
Many gnomes, with their affinity for illusion magic, enjoy the versatility offered by the spellthief class, and they often use their combination of stealth and spellcasting to develop a formidable repertoire of practical jokes. Halflings, on the other hand, usually take advantage of the class's skill selection and stealth abilities, viewing their spells as a way to boost their ability to slip past dangerous traps and monsters. Neither dwarves nor half-orcs make particularly good spellthieves, since most members of those races prefer physical power over skill or subterfuge. Dwarves who do become spellthieves often emphasize their ability to find and disable traps to the exclusion of other skills.
Other Classes: Spellthieves work well with members of almost any other class. Their spells and class skills help them play a variety of roles in an adventuring group. Because they're not suited to act as front-line melee combatants, they enjoy working with fighters and barbarians more than other classes. Role: Spellthieves can fill any number of diverse roles in an adventuring group, depending on the skills and abilities of the other members of the party.
They can at times function as a group's expert on arcane magic. With the right skill selection, a spellthief can act as a group's primary scout and its master of stealth. Because his abilities overlap with those of arcane spellcasters and rogues, a spellthief might have a hard time finding a niche in a group that already includes one character of each kind. In such a case, a spellthief usually concentrates on using his spells to augment his class abilities and combat prowess and ends up pairing with the rogue in most endeavors.
The two can scout almost anywhere with little chance of being detected, and their ability to flank an opponent and both deal sneak attack damage makes them a deadly duo in combat. Abilities: Charisma determines which spells a spellthief can cast and how hard those spells are to resist. Dexterity helps him avoid blows in combat despite his light armor. Spellthieves who prefer melee combat benefit from high Strength or Constitution scores. Weapon and Armor Proficiency: Spellthieves are proficient with all simple weapons and with light armor but not with shields.
Because the somatic components required for spellthief spells are simple, a spellthief can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure see page of the Player's Handbook if the spell in question has a somatic component most do. A multiclass spellthief still incurs the normal arcane spell failure chance for arcane spells received from other classes, including those stolen from arcane casters see the steal spell ability, below.
Sneak Attack Ex : A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. It increases to 2d6 points at 5th level, 3d6 points at 9th level, 4d6 points at 13th level, and 5d6 points at 17th level. See the rogue class feature, page 50 of the Player's Handbook. If a spellthief gets a sneak attack bonus from another source such as rogue levels , the bonuses on damage stack. Steal Spell Su : A spellthief can siphon spell energy away from his target and use it himself.
A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target.
Razaani Spell-Thief - NPC - World of Warcraft
If the target is willing, a spellthief can steal a spell with a touch as a standard action. The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared or has no remaining spell slots, if she is a spontaneous caster , this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly.
If a spellthief tries to steal a spell that isn't available, the stolen spell or spell slot is determined randomly from among those the target has available. For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile.
If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell but wouldn't lose any other magic missile spells she might also have prepared. After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level.
The spellthief must supply the same components including verbal, somatic, material, XP, and any focus required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower effectively, this gives the spellthief one free casting of a known spell.
Spellthief's Edge (Item)
A spellthief must cast a stolen spell or use its energy to cast one of his own spells within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away. As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one up to a maximum of 9th-level spells at 18th level.
This can occur up to 3 times every 30 seconds. Zyra's Plants. Cooldown changed to "3 times every 30 seconds" from "1 charge every 10 seconds, up to 3".
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Mana regeneration reduced to 2 from 3. Unique Passive - Tribute : Gold per hit increased to 5g from 4g. Now triggers on abilities as well as autoattacks. Now triggers up to three times every 30 seconds, from once per 10 seconds per enemy. Now affects enemy structures. Now deals 10 additional damage on abilities and autoattacks. Damage matches the attack's damage type. Killing a minion disables this passive for 10 seconds. You can also select spells that work well with sneak attack, for example Golem Strike is a spell that lets you sneak attack constructs which sadly on its own only lasts for one turn.
That said The low level class features work no matter what the power level of your group is, as level-0 or level-1 spells will remain fairly common while sneak attack and trapfinding stack with class abilities elsewhere so is good for Rogues waiting to qualify for their own Prestige Classes or basically just anyone who wants to introduce a bit of Rogue-like skill and magical mischief into their own character without having to hinder their progression too much.
There is one way to Theurge a spellthief, progressing some of its class abilities while gaining other useful abilties. The feat Master Spellthief introduced in Complete Scoundrel allows a character capable of casting level 2 arcane spells and with the Steal Spell ability to add their arcane caster level to their Spellthief level to determine the level of spells they can steal and their arcane caster level.
This makes spellthief a good dip for arcane builds focusing on dealing sneak attack damage. Therefore a spellthief dip synergises very well with an Unseen Seer or Arcane Trickster, or even just a Spellwarp Sniper who wants to start stealing spells from his targets. Rogue builds that take some arcane spellcasting - including from PrCs like Assassin or Telflammar Shadowlord - sometimes also take a spellthief level to start stealing lv spells from their targets, or even to benefit from those awesome Personal-only buff spells the party spellcasters can get like Divine Power or Bite of the XXX.
Yes, this mostly reduces spellthief to a dip class in otherwise superior builds. It does keep the spellthief's main ability, which is all that many players want. Jump to: navigation , search. Of course there are caveats to this: It means finding both an appropriate target and getting into a position where they can steal spells, meaning a lot of focus on sneak attacking.
The stored energy must be used within a certain time period, which is 1-hour for stolen spells. Later they can also steal active spell effects and spell-like-abilities from targets, which last for an even smaller amount of time before they disperse. Finally, the Spellthief must either know which spell he wants to attempt to steal, or the DM allocates it randomly, but that gets mitigated later on when the class learns how to "discover spells" when they use the ability on a target.
Making Spellthieves Work [ edit ] As mentioned Spellthief is a bit of a one-trick pony, but it isn't an absolutely terrible class. Master Spellthieves [ edit ] There is one way to Theurge a spellthief, progressing some of its class abilities while gaining other useful abilties. Namespaces Page Discussion.