UmpteenthDoctor
2013-11-03, 01:54 PM
Note
I am aware that some of the abilities need working, and I am sure the chart is a little messy this is my first attempt at anything like this and I have a true idea in mind but I am having a bit of trouble getting there.
Spellbane
http://dc226.4shared.com/img/_a7pb6HS/s7/13da2ab1d60/lux_spellthief.png
”Your magic is my might, I am one to strong to fight.”
The bane of spellcasters arcane and divine, the Spellbane has trained their whole lives to equalize those who wield the power to turn the world to their will with those who cannot. The skill and training in the magical arts allows the Spellbane to both relate, identify, and if need be eliminate those whom might abuse the great magical arts.
Adventures: Why your class might adventure. The Spellbane travel to not only remove the taint of the evil magics from the world but those whom are inclined might actually be spreading the darkness themselves. The Spellbane are wild cards, their only true goal is to themselves and to their beliefs. Adventuring gives them access to the great magical powers that they desire, and chance for plenty of fame and fortune.
Characteristics: The Spellbane is often confused for the Rogue or Warlock, gladly blending into those misconceptions to better allow for their own ends. The Spellbane is best suited for combating Spellcasters, though with the absence of those casters the Spellbane himself can cast a small portion of spells, as well as craft items of the spells he has stolen the essence of from others.
Alignment: Spellbane fall under any alignment, most however are some form of Neutral.
Religion: Spellbane common worship the gods of magic as well as revere the gods of trickery, skill, and fortune. The Spellbane can belong to any religion overall.
Background: Those who strive to become Spellbane are often times victims of abusive uses of magic. These survivors endeavor to prevent such abuses from happening again. Often times these are warriors of a god of magic who believes the uses of such magic needs to be stopped. However not all are sent on a mission from god. Some believe this is just what needs to happen to keep a balance with those whom can warp the world to their will all to easily.
Races: N/A
Other Classes: While relating well to most of the hybrid classes such as the Ranger, Bard, etc the Spellbanes are often looked upon with mistrust by those whom consider themselves full casters such as Wizard, Clerics, and Druids. Rogues and Warlocks are often times simply annoyed that the Spellbane is mistaken for one of their own.
Role: The Spellbane fits the roll of a Hybrid Spellcaster, light rogue work such as trap detection and disabling, but mostly the Spellbane's forte is handling those whom wield the magical arts.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
GAME RULE INFORMATION
Spellbane's have the following game statistics.
Abilities: The Spellbane's primary casting ability score is Charisma and this is followed closely by Intelligence due to their keen intellect and skill required to fight the spellcasters.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d6 (PF d8)
Starting Age: As Cleric
Starting Gold: As Cleric
Class Skills
The Spellbane's class skills (and the key ability for each skill) are...
[3.5] Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
If Using Psionics add Autohypnosis (Wis), Psicraft (Int), Knowledge (Psionics) and Use Psionic Device (Cha) to the list above.
[PF] All PF associated skills with the 3.5 Above.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0 Level|1st Level|2nd Level|3rd Level|4th Level|5th Level|6th Level
1st|
+0|
+2|
+0|
+2|Spellburn, Spell Essence, Counter Spell, Spell Resistance|
3|
1|
-|
-|
-|
-|
-
2nd|
+1|
+3|
+0|
+3|Force of Personality, Magical Know-how, Bonus Feat|
4|
2|
-|
-|
-|
-|
-
3rd|
+2|
+3|
+1|
+3|Spell Target Focus|
4|
3|
-|
-|
-|
-|
-
4th|
+3|
+4|
+1|
+4|Mystical Skill|
4|
3|
1|
-|
-|
-|
-
5th|
+3|
+4|
+1|
+4|Touch of Disruption, Bonus Feat|
4|
4|
2|
-|
-|
-|
-
6th|
+4|
+5|
+2|
+5|Spell Target Focus|
5|
4|
3|
-|
-|
-|
-
7th|
+5|
+5|
+2|
+5|Essence Fuel|
5|
4|
3|
1|
-|
-|
-
8th|
+6/+1|
+6|
+2|
+6|Touch of Draining, Bonus Feat|
5|
4|
4|
2|
-|
-|
-
9th|
+6/+1|
+6|
+3|
+6|Spell Target Focus|
5|
5|
4|
3|
-|
-|
-
10th|
+7/+2|
+7|
+3|
+7| Essence Fuel|
5|
5|
4|
3|
1|
-|
-
11th|
+8/+3|
+7|
+3|
+7|Essence Adept, Bonus Feat|
5|
5|
4|
4|
2|
-|
-
12th|
+9/+4|
+8|
+4|
+8|Spell Target Focus|
5|
5|
5|
4|
3|
-|
-
13th|
+9/+4|
+8|
+4|
+8|-|
5|
5|
5|
4|
3|
1|
-
14th|
+10/+5|
+9|
+4|
+9|Essence Fuel, Bonus Feat|
5|
5|
5|
4|
4|
2|
-
15th|
+11/+6/+1|
+9|
+5|
+9|Spell Target Focus|
5|
5|
5|
5|
4|
3|
-
16th|
+12/+7/+2|
+10|
+5|
+10|-|
5|
5|
5|
5|
4|
3|
1
17th|
+12/+7/+2|
+10|
+5|
+10|Essence Fuel, Bonus Feat|
5|
5|
5|
5|
4|
4|
2
18th|
+13/+8/+3|
+11|
+6|
+11|Spell Target Focus|
5|
5|
5|
5|
5|
4|
3
19th|
+14/+9/+4|
+11|
+6|
+11|-|
5|
5|
5|
5|
5|
5|
4
20th|
+15/+10/+5|
+12|
+6|
+12|Bonus Feat|
5|
5|
5|
5|
5|
5|
5[/table]
Class Features
All of the following are class features of the Spellbane.
Weapon and Armor Proficiency:
Spellbanes are proficient with all Simple Weapons. Light as well as shields (Except Tower Shields).
Spells:
A spellbane casts arcane spells , which are drawn from the spellbane spell list. Like other spellcasters, a spellbane can cast only a certain number of spells of each spell level per day. Unlike Druids, Wizard, or Clerics they do not prepare their spells ahead of time. His base daily spell allotment is given on Table above: The Spellbane. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8).
To prepare or cast a spell, a spellbane must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the spellbane’s Charisma modifier.
Unlike most spellcasters who cast arcane spells the spellbane does this by casting them as Divine Spells.
Spell Resistance (Su)
Spellbanes have an innate resistance to magic. The Spell Resistance is equal to 6+Class Level+Charisma Modifier. If your Cha modifier + any other racial or inherent spell resistance is higher, use this instead.
Force of Personality (Ex)
The Spellbane's personality and sense of self is so strong it strengthens all aspects of himself. This allows the Spellbane to add his Charisma Modifier bonus to his Saves.
Magical Know-how (Ex)
The Spallbane have the ability to use Detect Magic and Read Magic at-will.
Spellburn (Sp)
The Spellbane attacks his enemies with the magical essence within himself as a standard action with this ranged touch attack. At 1st level and every even level after 1st adds an additional 1d6 of damage to this magical attack. The spellburn is a ray with a range of 30 ft + 10 ft per class level.
If the Spellbane uses the Spellburn effect they can elect to reduce the number of d6s used for damage. The amount of d6s removed is the number of spell slots the attacked caster loses. The Spellbane and the target spellcaster makes opposing spellcraft checks, if the spellcraft check succeeds the spell slots are treated as extended and cannot be used till the spellcaster has spent their normal amount of time resting to regain expended spell slots.
Any spell prepared in those slots are added to the Spellbane's Spell Essence Known list even if they exceed the level capable for the Spellbane to cast and do not exist on the Spellbane Spell List. If the Spellburn is used on a spontaneous caster such as a Sorcerer then the spells added to the Spellbane's Spell Essence Known list are randomly drawn from the Sorcerers spell known list.
Spell Essence (Ex)
The Spellbane has access to a secondary spell list composed entirely of the spells he has used with spellburn or touch of absorbing. He cannot use these abilities for any other function except to power his counter spell ability.
Counter Spell (Su)
When the Spellbane is the direct target of a spell, currently within the area of effect of a spell, is within line of sight of the spell cast and within range of the Spellburn touch attack (30ft+10ft per class level) the Spellbane may choose to use a Counter Spell.
The counter spell ability allows the spellbane to make use of the spell essence known list. If the spellbane possesses a spell on his spell essence known list or his spell list, the spellbane can make a counter spell action. This action is an immediate action at 3+Cha/day and can be performed but invokes attacks of opportunity.
The Spellbane uses their selected save (This is the same save type as the spellburn is using that day) and makes an opposition roll against the targeted spell caster. If the caster fails their save their spell is negated though still expended for that day. No effect happens to the spell slot other then normal expended condition.
Spell Target Focus (Su)
At 3rd level the spellbane can select to focus on a specific kind of caster class, with multiple target focuses on the same class the spellbane gains higher degrees of focus as seen below.
Upon taking this focus the Spellbane gains his Int modifier to his opposition rolls used with the Counter Spell and Spellburn effects on the selected class type.
When the same class is picked a second time the spellbane gains the effect of an at-will aura-like ability. This ability functions as follows: With the spellbane at its epicenter the aura reaches out to cover an area of 20 ft +10 ft per class level. When an caster enters this effected area the spellbane can choose to force a spellcaster to make an adaptive save check of 20+Spell Level+the spellbane's charisma modifier to overcome the effects of the aura. If the spellcaster makes this save then they can cast their spell normally. The Spellcaster must make an additional save for each attempt to cast a spell or use a spell like ability. At this level the spellbane also gains the ability to use up a spell slot to increase the DC of all saves against their spells and abilities by the level of that spell slot used.
* Note Spellcaster not Spellbane.
When the same class is picked a third time the spellbane gains the ability to treat up to four of his spell slots as containing counter spell essences. This ability allows the spellbane to use counter spell even if he does not actually have that spell essence in his spell essence known list.
Touch of Disruption (Su)
When a Spellbane makes a successful touch attack as a standard action against a spellcaster the Spellbane and the spellcaster makes a Spellcraft check of DC 15+Cha+SL for arcane, DC 25+Cha+SL. If the spellcaster fails their save they lose access to their current highest spell level and are treated for all purposes regarding spellcasting, spell trigger, and spell completion items as being one level below the level the caster gains access to their highest spell level for one day or till the caster makes an eight hour rest. This touch attack does stack with itself and can be used in iterative attacks. This touch attack can only be used with either unarmed attack or with light masterwork weapons.
Mystical Skill (Ex)
The Spellbane has a natural knack for magical essences especially when manipulating the magic inside magical items. The Spellbane can take 10 on a Use Magic Device check even if distracted of threatened. This ability also allows a Spellbane to use a Spellcraft check of 15+Spell Level for an Arcane Spell or 25+Spell Level for Divine spells to add a spells essence to his Spell Essence known list. This however does reduce the charges of a Wand by 10, a Scroll is used up, and a spell is removed from the stave if this is done to it.
Touch of Draining(Su)
The Spellbane makes a touch attack as a standard action against an oppositing spellcaster. If the touch attack is successful the Spellbane must make a Spellcraft DC check of DC 15+SL or DC 25+SL. If the Spellbane makes these checks the Spellbane adds spells from the caster's spell slots or random spells known list to their Spell Essence Known list. The Spellbanes continues to make Spellcraft checks till they fail. After a failed Spellcraft check the Spellbane must success in another touch attack.
Essence Adept (Su)
At 11th level the Spellbane has become more adept at manipulating the spells essence he has learned to harness. At this level the Spellbane can manipulate the spells essence to mimic the effects of a metamagic effect without increasing the spells level. This can only be used one metamagic effect per spell, thus a Spellbane cannot use an extended still spell with this effect but either extended or still spell.
Essence Fuel (Su)
The Spellbane gains the ability to use the Essence of another being to fuel item creation needs. At 7th Level the Spellbane can use another willing person's experience points to fuel up to 25% of the Exp cost of an item
At 10th level the Spellbane can use another willing person's experience to fuel up to 50% of the EXP cost of an item.
At 14th Level the Spellbane can use another willing person's experience to fuel up to 75% of the EXP cost of an item.
At 17th Level the Spellbane can use another willing person's experience to fuel up to 100% of the EXP cost of an item.
I am aware that some of the abilities need working, and I am sure the chart is a little messy this is my first attempt at anything like this and I have a true idea in mind but I am having a bit of trouble getting there.
Spellbane
http://dc226.4shared.com/img/_a7pb6HS/s7/13da2ab1d60/lux_spellthief.png
”Your magic is my might, I am one to strong to fight.”
The bane of spellcasters arcane and divine, the Spellbane has trained their whole lives to equalize those who wield the power to turn the world to their will with those who cannot. The skill and training in the magical arts allows the Spellbane to both relate, identify, and if need be eliminate those whom might abuse the great magical arts.
Adventures: Why your class might adventure. The Spellbane travel to not only remove the taint of the evil magics from the world but those whom are inclined might actually be spreading the darkness themselves. The Spellbane are wild cards, their only true goal is to themselves and to their beliefs. Adventuring gives them access to the great magical powers that they desire, and chance for plenty of fame and fortune.
Characteristics: The Spellbane is often confused for the Rogue or Warlock, gladly blending into those misconceptions to better allow for their own ends. The Spellbane is best suited for combating Spellcasters, though with the absence of those casters the Spellbane himself can cast a small portion of spells, as well as craft items of the spells he has stolen the essence of from others.
Alignment: Spellbane fall under any alignment, most however are some form of Neutral.
Religion: Spellbane common worship the gods of magic as well as revere the gods of trickery, skill, and fortune. The Spellbane can belong to any religion overall.
Background: Those who strive to become Spellbane are often times victims of abusive uses of magic. These survivors endeavor to prevent such abuses from happening again. Often times these are warriors of a god of magic who believes the uses of such magic needs to be stopped. However not all are sent on a mission from god. Some believe this is just what needs to happen to keep a balance with those whom can warp the world to their will all to easily.
Races: N/A
Other Classes: While relating well to most of the hybrid classes such as the Ranger, Bard, etc the Spellbanes are often looked upon with mistrust by those whom consider themselves full casters such as Wizard, Clerics, and Druids. Rogues and Warlocks are often times simply annoyed that the Spellbane is mistaken for one of their own.
Role: The Spellbane fits the roll of a Hybrid Spellcaster, light rogue work such as trap detection and disabling, but mostly the Spellbane's forte is handling those whom wield the magical arts.
Adaptation: How a DM might change your class to fit into their campaign or unique world setting.
GAME RULE INFORMATION
Spellbane's have the following game statistics.
Abilities: The Spellbane's primary casting ability score is Charisma and this is followed closely by Intelligence due to their keen intellect and skill required to fight the spellcasters.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: d6 (PF d8)
Starting Age: As Cleric
Starting Gold: As Cleric
Class Skills
The Spellbane's class skills (and the key ability for each skill) are...
[3.5] Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All skills, taken individually) (Int), Listen (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
If Using Psionics add Autohypnosis (Wis), Psicraft (Int), Knowledge (Psionics) and Use Psionic Device (Cha) to the list above.
[PF] All PF associated skills with the 3.5 Above.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CLASS NAME
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0 Level|1st Level|2nd Level|3rd Level|4th Level|5th Level|6th Level
1st|
+0|
+2|
+0|
+2|Spellburn, Spell Essence, Counter Spell, Spell Resistance|
3|
1|
-|
-|
-|
-|
-
2nd|
+1|
+3|
+0|
+3|Force of Personality, Magical Know-how, Bonus Feat|
4|
2|
-|
-|
-|
-|
-
3rd|
+2|
+3|
+1|
+3|Spell Target Focus|
4|
3|
-|
-|
-|
-|
-
4th|
+3|
+4|
+1|
+4|Mystical Skill|
4|
3|
1|
-|
-|
-|
-
5th|
+3|
+4|
+1|
+4|Touch of Disruption, Bonus Feat|
4|
4|
2|
-|
-|
-|
-
6th|
+4|
+5|
+2|
+5|Spell Target Focus|
5|
4|
3|
-|
-|
-|
-
7th|
+5|
+5|
+2|
+5|Essence Fuel|
5|
4|
3|
1|
-|
-|
-
8th|
+6/+1|
+6|
+2|
+6|Touch of Draining, Bonus Feat|
5|
4|
4|
2|
-|
-|
-
9th|
+6/+1|
+6|
+3|
+6|Spell Target Focus|
5|
5|
4|
3|
-|
-|
-
10th|
+7/+2|
+7|
+3|
+7| Essence Fuel|
5|
5|
4|
3|
1|
-|
-
11th|
+8/+3|
+7|
+3|
+7|Essence Adept, Bonus Feat|
5|
5|
4|
4|
2|
-|
-
12th|
+9/+4|
+8|
+4|
+8|Spell Target Focus|
5|
5|
5|
4|
3|
-|
-
13th|
+9/+4|
+8|
+4|
+8|-|
5|
5|
5|
4|
3|
1|
-
14th|
+10/+5|
+9|
+4|
+9|Essence Fuel, Bonus Feat|
5|
5|
5|
4|
4|
2|
-
15th|
+11/+6/+1|
+9|
+5|
+9|Spell Target Focus|
5|
5|
5|
5|
4|
3|
-
16th|
+12/+7/+2|
+10|
+5|
+10|-|
5|
5|
5|
5|
4|
3|
1
17th|
+12/+7/+2|
+10|
+5|
+10|Essence Fuel, Bonus Feat|
5|
5|
5|
5|
4|
4|
2
18th|
+13/+8/+3|
+11|
+6|
+11|Spell Target Focus|
5|
5|
5|
5|
5|
4|
3
19th|
+14/+9/+4|
+11|
+6|
+11|-|
5|
5|
5|
5|
5|
5|
4
20th|
+15/+10/+5|
+12|
+6|
+12|Bonus Feat|
5|
5|
5|
5|
5|
5|
5[/table]
Class Features
All of the following are class features of the Spellbane.
Weapon and Armor Proficiency:
Spellbanes are proficient with all Simple Weapons. Light as well as shields (Except Tower Shields).
Spells:
A spellbane casts arcane spells , which are drawn from the spellbane spell list. Like other spellcasters, a spellbane can cast only a certain number of spells of each spell level per day. Unlike Druids, Wizard, or Clerics they do not prepare their spells ahead of time. His base daily spell allotment is given on Table above: The Spellbane. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8).
To prepare or cast a spell, a spellbane must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the spellbane’s Charisma modifier.
Unlike most spellcasters who cast arcane spells the spellbane does this by casting them as Divine Spells.
Spell Resistance (Su)
Spellbanes have an innate resistance to magic. The Spell Resistance is equal to 6+Class Level+Charisma Modifier. If your Cha modifier + any other racial or inherent spell resistance is higher, use this instead.
Force of Personality (Ex)
The Spellbane's personality and sense of self is so strong it strengthens all aspects of himself. This allows the Spellbane to add his Charisma Modifier bonus to his Saves.
Magical Know-how (Ex)
The Spallbane have the ability to use Detect Magic and Read Magic at-will.
Spellburn (Sp)
The Spellbane attacks his enemies with the magical essence within himself as a standard action with this ranged touch attack. At 1st level and every even level after 1st adds an additional 1d6 of damage to this magical attack. The spellburn is a ray with a range of 30 ft + 10 ft per class level.
If the Spellbane uses the Spellburn effect they can elect to reduce the number of d6s used for damage. The amount of d6s removed is the number of spell slots the attacked caster loses. The Spellbane and the target spellcaster makes opposing spellcraft checks, if the spellcraft check succeeds the spell slots are treated as extended and cannot be used till the spellcaster has spent their normal amount of time resting to regain expended spell slots.
Any spell prepared in those slots are added to the Spellbane's Spell Essence Known list even if they exceed the level capable for the Spellbane to cast and do not exist on the Spellbane Spell List. If the Spellburn is used on a spontaneous caster such as a Sorcerer then the spells added to the Spellbane's Spell Essence Known list are randomly drawn from the Sorcerers spell known list.
Spell Essence (Ex)
The Spellbane has access to a secondary spell list composed entirely of the spells he has used with spellburn or touch of absorbing. He cannot use these abilities for any other function except to power his counter spell ability.
Counter Spell (Su)
When the Spellbane is the direct target of a spell, currently within the area of effect of a spell, is within line of sight of the spell cast and within range of the Spellburn touch attack (30ft+10ft per class level) the Spellbane may choose to use a Counter Spell.
The counter spell ability allows the spellbane to make use of the spell essence known list. If the spellbane possesses a spell on his spell essence known list or his spell list, the spellbane can make a counter spell action. This action is an immediate action at 3+Cha/day and can be performed but invokes attacks of opportunity.
The Spellbane uses their selected save (This is the same save type as the spellburn is using that day) and makes an opposition roll against the targeted spell caster. If the caster fails their save their spell is negated though still expended for that day. No effect happens to the spell slot other then normal expended condition.
Spell Target Focus (Su)
At 3rd level the spellbane can select to focus on a specific kind of caster class, with multiple target focuses on the same class the spellbane gains higher degrees of focus as seen below.
Upon taking this focus the Spellbane gains his Int modifier to his opposition rolls used with the Counter Spell and Spellburn effects on the selected class type.
When the same class is picked a second time the spellbane gains the effect of an at-will aura-like ability. This ability functions as follows: With the spellbane at its epicenter the aura reaches out to cover an area of 20 ft +10 ft per class level. When an caster enters this effected area the spellbane can choose to force a spellcaster to make an adaptive save check of 20+Spell Level+the spellbane's charisma modifier to overcome the effects of the aura. If the spellcaster makes this save then they can cast their spell normally. The Spellcaster must make an additional save for each attempt to cast a spell or use a spell like ability. At this level the spellbane also gains the ability to use up a spell slot to increase the DC of all saves against their spells and abilities by the level of that spell slot used.
* Note Spellcaster not Spellbane.
When the same class is picked a third time the spellbane gains the ability to treat up to four of his spell slots as containing counter spell essences. This ability allows the spellbane to use counter spell even if he does not actually have that spell essence in his spell essence known list.
Touch of Disruption (Su)
When a Spellbane makes a successful touch attack as a standard action against a spellcaster the Spellbane and the spellcaster makes a Spellcraft check of DC 15+Cha+SL for arcane, DC 25+Cha+SL. If the spellcaster fails their save they lose access to their current highest spell level and are treated for all purposes regarding spellcasting, spell trigger, and spell completion items as being one level below the level the caster gains access to their highest spell level for one day or till the caster makes an eight hour rest. This touch attack does stack with itself and can be used in iterative attacks. This touch attack can only be used with either unarmed attack or with light masterwork weapons.
Mystical Skill (Ex)
The Spellbane has a natural knack for magical essences especially when manipulating the magic inside magical items. The Spellbane can take 10 on a Use Magic Device check even if distracted of threatened. This ability also allows a Spellbane to use a Spellcraft check of 15+Spell Level for an Arcane Spell or 25+Spell Level for Divine spells to add a spells essence to his Spell Essence known list. This however does reduce the charges of a Wand by 10, a Scroll is used up, and a spell is removed from the stave if this is done to it.
Touch of Draining(Su)
The Spellbane makes a touch attack as a standard action against an oppositing spellcaster. If the touch attack is successful the Spellbane must make a Spellcraft DC check of DC 15+SL or DC 25+SL. If the Spellbane makes these checks the Spellbane adds spells from the caster's spell slots or random spells known list to their Spell Essence Known list. The Spellbanes continues to make Spellcraft checks till they fail. After a failed Spellcraft check the Spellbane must success in another touch attack.
Essence Adept (Su)
At 11th level the Spellbane has become more adept at manipulating the spells essence he has learned to harness. At this level the Spellbane can manipulate the spells essence to mimic the effects of a metamagic effect without increasing the spells level. This can only be used one metamagic effect per spell, thus a Spellbane cannot use an extended still spell with this effect but either extended or still spell.
Essence Fuel (Su)
The Spellbane gains the ability to use the Essence of another being to fuel item creation needs. At 7th Level the Spellbane can use another willing person's experience points to fuel up to 25% of the Exp cost of an item
At 10th level the Spellbane can use another willing person's experience to fuel up to 50% of the EXP cost of an item.
At 14th Level the Spellbane can use another willing person's experience to fuel up to 75% of the EXP cost of an item.
At 17th Level the Spellbane can use another willing person's experience to fuel up to 100% of the EXP cost of an item.