So, as I’m looking through content and formatting it for post, it’s becoming clear I’ve got a problem. Turns out, D&D has not ever really built a satisfying anti-mage and thats apparently my kick right now. What with the rogue subclass and the full 5e class I just posted. Looking back, apparently, I’ve been hunting this white whale since the late aughts. All said and done, this one got a good amount of play, and positive feedback, but the one change I might consider, after some more design experience, is that I’d consider giving it something to do against non-casters. There are loads of casters in 3e, especially when you dig into SLAs, but sometimes you’re just fighting some skeletons with no powers. Giving the class some sort of mana battery they can charge by stealing magic and then save for fighting non-magic guys would be a nice addition. Maybe as they steal a spell with spell tap, they gain a pool that diminishes after sleeping and can be spent to add extra elemental damage on attacks (+1d6 per point for a round) or something.
Mage Hunter

Level BAB Fort Reflex Will Special
1 1 2 0 2 Spell Tap 1
2 2 3 0 3 Sense the Weave
3 3 3 1 3 Resist the Weave
Evasion
4 4 4 1 4 Spell Tap 2
5 5 4 1 4 Disrupt the Weave
6 6 5 2 5 Spell Tap 3
7 7 5 2 5 Spell Resistance
8 8 6 2 6 Spell Tap 4
9 9 6 3 6 Spell Reflection 1/day
10 10 7 3 7 Sever the Weave
Spell Tap 5
Disrupt out to 100 ft.
11 11 7 3 7 Mettle
12 12 8 4 8 Spell Tap 6
13 13 8 4 8 Improved Evasion
14 14 9 4 9 Spell Tap 7
15 15 9 5 9 Ignite the Weave
Disrupt out to line of sight.
16 16 10 5 10 Spell Tap 8
17 17 10 5 10 Improved Mettle
18 18 11 6 11 Spell Tap 9
19 19 11 6 11 Spell Reflection 3/day
20 20 12 6 12 Destroy the Weave
Hit Die: D8
Skills: 4+int Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Listen, Profession, Spellcraft, Spot, and Swim.
Proficiencies: Simple/Martial Weapons, Light, Medium, and Heavy Armor. All shields except Tower.
Spell Tap: Whenever a Mage-hunter successfully attacks an opponent possessing spells, and the struck spellcaster has any prepared spells or unused spell slots of the level indicated by this feature, she loses one at random of that spell level. The Mage-Hunter gains a +1 Enhancement bonus to attack and damage rolls per level of the spell lost on their next attack. If the caster has no remaining spells of that level, the next highest spell they do have is used. If none exist, this ability does nothing. This ability is a free action, and can be done in conjunction with a full attack, multiple times per round.
Sense the Weave: At second level, the Mage-Hunter is continually under the effects of Detect Magic.
Resist the Weave: A Mage-Hunter gains a bonus on saving throws against spells equal to his charisma modifier.
Disrupt the Weave: As an immediate action; you can attempt to interfere with any character within 30 ft. casting a spell. The target must make a concentration check (DC 10 + HD + cha mod). If the character fails this check the spell’s save DC and caster level are reduced by the Mage Hunter’s Cha mod. Spells with a caster level of 0 are countered. At level 10 this ability can be used on foes up to 100ft away. At level 15 this can be used at a distance equal to the characters line of sight. This ability uses the same action as a mage hunters attack of opportunity and is limited to one per round. Combat reflexes does apply to this, but a mage cannot cast defensively and avoid it.
Spell Reflection: Once a day, as a free action, you can redirect a spell targeted on you to a new target. The caster casts the spell as normal, but before die rolling, you announce the new target. The caster then rolls the dice as normal. This is useable 3/day at 19th level.
Sever the Weave: Beginning at 10th level if you use your Disrupt the Weave ability against a spell and they fail the concentration check, casting the spell is simply negated.
Mettle: At 11th level if the Mage-Hunter makes a successful Fort or Will save that would normally reduce a spell’s effect he suffers no effect at all. Only spells with a saving throw entry of “Will partial”,” Fortitude half” or similar entries can be negating using this ability. At 17th level the Mage-Hunter suffers only ½ the effect on a failed save.
Ignite the Weave: Beginning at 15th level if you use your Sever the Weave ability and it is successful; the caster is engulfed in a blast of backlash energy dealing damage equal to your HD+Spell level
Destroy the Weave: Beginning at 20th level if you successfully use your Ignite the Weave ability to cause backlash damage, the opponent must make a will save (DC 10+ the level of the spell lost + your Cha mod). If the save is failed the target may not cast spells but can still use spell completion items (wands, scrolls etc.) for the next hour.
Spell Resistance: Gains spell Resistance equal to 10 + class level.
Spells for this class means spells, spell slots, spell like ability uses, mysteries, evocations, and powers the target possesses.
