Adapted from this Hack and Slash class: http://hackslashmaster.blogspot.com/2013/02/on-blue-mage.html
Perk: You don’t suffer penalties for casting spells outside your school. You gain two Known Spell slots per level. You start with a single spell of your choice from any school (you were hit by it in the past, so don’t pick something like Death Ray).
Drawback: You don’t automatically learn spells when you level because you don’t have a spell list. You can’t copy spells from scrolls or books to your mind. You don’t start with a spellbook (you can still use them as a wizard, though). Other wizards treat you as a thief and will not trade spells with you.
You can steal active abilities by being hit by them. When you suffer
some effect from an ability (failed Save or successful Save-for-Half), Save vs Intelligence. If you succeed (and don’t die), you copy the ability or spell, filling an empty Known Spell slot or replacing an existing one.
You can steal passive abilities by eating a creature. Save vs
Intelligence to absorb that creature’s passive ability, filling a Known Spell slot (it is always active; you don’t cast it). Regardless of your success, Save vs Constitution or take 1d6 Constitution damage.
When you make a successful regular attack against a magical enemy,
you can make an Intelligence check to disable an ability of your choice that the creature has. You can make another Intelligence check each round to keep it disabled (no attack or action necessary).
MD only return to your pool on a 1-2 for 24 hours.
Take 1d6 damage.
Random mutation for 1d6 rounds, then Save. Permanent if you fail.
Cast the last effect you suffered at a random target.
The next spell or ability cast by anyone within 30’ targets you
One of your abilities/spells is disabled for the rest of the day.
Lose one of your stolen abilities.
Lose all of your stolen abilities. You can’t learn any new ones for
Lose the ability to cast spells or steal abilities permanently.
This Doom can be avoided by creating your own original spell.