→ Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
→ Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
→ Hellish Resistance: You have resistance to fire damage.
→ Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
→ Portent: With your mystical powers you have witnessed an impactful event. The nature of how you experienced this depends on your specialization. The event might be a person battling against another person, the destruction of an important artifact, a god bringing a plague or perhaps a meteorite crashing onto a city. You can describe this situation in visual/emotional detail but can't name an exact time or place. This information might clash with the current beliefs, norms or values of your setting.
→ Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
SPELLS
CANTRIPS → Fire Bolt → Mage Hand → Minor Illusion → Prestidigitation → Thaumaturgy