Small motes of dark energy crackle around you as you see another spell being cast, you can take control of 1 spell that you see within range (sight). You are able to manipulate the spell and give it one of the following effects:
1) Double Damage
2) Double Range
3) Selective Damage (You can chose creatures that are not affected by the spell)
4) Elemental Damage (You can change the type of damage dealt)
5) Lucky Spell (You give advantage to the caster of the spell for the spells DC/to hit)
6) Unlucky Spell (You give the disadvantage to the caster of the spell the spells DC/to hit)
7) Leveled Spell (You can increase the spells level by sacrificing spell slots equal to that level)
A willing creature requires no saving throws, but an unwilling creature must make a DC 20 Charisma saving throw or have the spell ripped away from them, wasting their spell slot.
You completely take control of this spell, making it use your to hit and spell casting modifier. If counter spell is cast, along with other similar spells, it targets you not the original caster.
* - Whenever a spell is cast within line of sight and you have an available spell slot
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