Spell Theft (Ex)
Prerequisite: Any ability to use spells, including Natural Magic.
Use: 1 + 1 per 6 HD per day
Action: Immediate action
When your character saves from a spell they can choose to take the spell instead and hold it for later use. This only works on spells directed at them, so they cannot absorb a fireball they were in the radius of unless they were the center target. Any held spell is lost if not used within 24 hours. Absorbed spells use the DC and caster level of the original caster. Alternatively, the user can choose to absorb the spell slots to distribute as they see fit; so long as they can use magic.