Base Class: Wizard
Spell Thief
Starting at 2nd level you learn to identify strange forms of magic. Whenever another creature casts a spell you may use your reaction to identify the spell’s level and what school of magic the spell belongs to. Once identified you may at a later time make an Arcana check to determine if you can copy it into your spellbook. The DC is 12+ the spell’s level. The DC increases by 1 for each 12 hour period that passes after identifying the spell. If you succeed the check the spell is added to your spellbook and counts as a Wizard’s spell for you.
Wild Casting
As a member of the School of Wild Magic at 2nd level you as an action you can attempt to cast a spell from your spellbook that you haven't prepared. To successfully cast the attempted spell you must pass an Intelligence saving throw using the DC of 8 + Spell Level. If you pass the spell succeeds, if you fail your magic goes Wild, roll on the Wild Magic table.
Arcane Reflection
Starting at 6th level when a spell targets you specifically you can as a reaction reflect the spell back upon the caster using your spell save DC as if you had cast the spell. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.
Controlled Chaos
Starting at 10th Level you can manipulate your Wild Magic with greater ease. You roll twice on the Wild Magic table and decide your fate, you can also use an additional spell slot to reroll a number of times equal to the used spell slot.
Wild Surge
Starting at 14th as an action you can use a spell slot to invoke Wild Magic upon a single opponent. The target must roll a number of times equal to the used spell slot on the Wild Magic Table with the caster choosing which effect goes off. You can use this feature only if you have spell slots.
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