Spellthief

You have a gift for casting spells. Probably you had a little formal training, but no one teaches what you know how to do. You have a gift for plucking spells from somewhere and adding them to your repertoire. Not even you know where they come from; they just pop into your mind when you need them.
A clue into the nature of your abilities is your talent for snatching magic from others. When a magician attempts to cast a spell and you’re nearby, you can steal their magic to add to your own. Perhaps when you use your gifts, someone somewhere has forgotten how to cast a spell they knew, if only for a time.

Level 7 Spellthief

Attributes: Increase three attributes by 1 each.
Health: +12, Bonus Damage: +1d6
Languages: Any one
Purloined Spells: You can use this talent after you rest. Choose two novice spells and one expert spell from any tradition. You learn these spells. You retain knowledge of the spells until after you rest again. Once you use this talent, you lose access to it until after you rest.
At level 8, you add one more expert spell. At level 10, you add one master spell.

Level 8 Spellthief

Health: +12
Steal Magic (Magical): You can use a reaction when a creature within 10 yards produces a magical effect to make an Intellect roll against the Intellect of the creature that enabled the use of this talent. On a success, the effect disperses without harm, and you regain one casting of a spell you have learned.
At level 10, when you successfully use your Steal Magic talent, you cause the target to become confused (luck ends). While confused in this way, the target is Intellect and Will impaired.

Level 10 Spellthief

Health: +12
Sudden Spell (Magical): You can use this talent when you move at least 1 yard and you lack the confused, controlled, stunned, or unconscious afflictions. Cast a spell you have learned without having to use an action to do so. Once you use this talent, you lose access to it (luck ends).