Base Class: Wizard
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Spell Interception
You gain the ability to siphon the magical essence of hostile spells and weave it directly into your spellbook. When a hostile creature within 60ft casts a spell, you can spend a reaction to intercept and consume the spells arcane essence. Make an intelligence check with a DC equal to 10+ the cast spells level. If successful the spell is countered and has no effect. You immediately gain a number of spell slots equal to the spells level (up to a maximum of 5).
You also memorise the spells arcane matrix and can cast the spell without learning or preparing it until you use this feature again or you complete a short or long rest. You may learn the spell permanently if you spend 1hr per spell level on a long rest studying and learning the spells arcane matrix.
You may use this feature twice per short rest.
Arcane Consumer
You can violently reach into the mind—or the very genetic magical lineage—of a foe to tear away their arcane secrets. As an action, you target one hostile creature you can see within 60 feet. The target must make a Wisdom saving throw against your Spell Save DC.
On a failed save, the target takes force damage as you rip a spell from their grasp. The DM randomly determines one spell known or prepared by the creature (or a spell from its innate spellcasting trait) that is of a level you can cast. You absorb the spell, allowing you to cast it using your own spell slots until you finish your next long rest. If the creature has no spells remaining or is not a spellcaster, your magic claws backward through time, violently extracting a random spell from the lingering echo of one of their magical ancestors.
On a successful save, the target takes half damage and does not lose a spell.
You can use this feature a number of times equal to your dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Once you reach 14th Level, You immediately strip the knowledge of that spell from the creature; they lose the ability to cast it until they finish a long rest.
Consumed Strength
When you use your Spell Consumption you can choose to forgo gaining spell slots and instead gain temporary hit points equal to 5x the consumed spells level. Whilst you have these temporary hit points, you have advantage on saving throws against spells and other magical effects.
Knowledge of the Consumer
You gain proficiency in Investigation and Insight. You can also spend 1 minute observing a creature, object or magical ward to analyse its active magical properties. When you do, you automatically learn if its under the effect of any spells, what school those spells belong to, and the minimum level that the spell can be cast at. You also gain advantage on intimidation or persuasion checks against the caster of the spell for 1 hour after successfully completing this.
Arcane Control
You target one creature within range that is concentrating on a spell, or has cast a spell with an ongoing duration, they must succeed on an Intelligence saving throw or control over the spell is transferred to you.
On a Failure: You instantly wrest control of the spell. If the spell requires concentration, you are now the one concentrating on it. You can maintain this concentration for the remainder of the spell's duration, and you alter any choices or targets dictated by the spell as if you were the original caster.
On a Success: The spell is merely suppressed for 1 round, temporarily pausing its benefits or detriments for the target, after which control returns to the original caster.
Once you successfully seize control of a spell with this feature, you cannot do so again until you finish a short or long rest.
The final Consumption
When a creature capable of casting spells within range falls to 0hp, you can use your reaction to violently harvest their escaping soul. The creature must make a Charisma saving throw against your spell save DC.
On a Failure: Their soul is entirely consumed by you before it can pass on to the afterlife. You immediately regain all expended spell slots of 5th level or lower. Furthermore, you learn one skill, tool, or language proficiency that the creature possessed. You can only retain one proficiency gained this way at a time; consuming a new soul overrides the previous proficiency. A creature consumed this way cannot be raised from the dead by any spell short of True Resurrection or Wish.
On a Success: The soul breaks free, but you still manage to tear away a massive fragment of its power. You instantly regain two expended spell slots of your choice up to 5th level, and the target takes a -4 penalty to any d20 rolls if they are somehow stabilized or revived during the current encounter.
You can use this reaction a number of times equal to your Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.
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