[RPG] To what extent would a wizard be able to combine feats to learn to mimic unknown spells

dnd-5efeatsspellcastingspellswizard

Searching for how to give a rogue I'm building a sort of eidetic memory, I came across many posts throughout the net about using the feat Keen Mind as a way for wizards to negate having to worry about it in battle. Not having understood Keen Mind's definition in this way, it got me to look at feats in a new way to see how they might be used.

Keen Mind:

[…] You can accurately recall anything you have seen or heard within
the past month.

Observant:

[…] If you can see a creature’s mouth while it is speaking a language
you understand, you can interpret what it’s saying by reading its
lips.

Actor:

[…] You can mimic the speech of another person or the sounds made by
other creatures. You must have heard the person speaking, or heard the
creature make the sound, for at least 1 minute. A successful Wisdom
(Insight) check contested by your Charisma (Deception) check allows a
listener to determine that the effect is faked.

Given that spells are broken down to three aspects, Verbal, Somatic, and Material, where the verbal aspect is more about the sound than what's said, could the three feats listed above combine to grant a wizard the ability to replicate any spell he witnesses?

I realize that spells are more complex, so the wizard would have to have the spell slots available, an arcane focus to take care of the material part (limited by the conditions of an arcane focus) and would have to have some insight on how that spellcaster might sound beforehand (granted this can be done by asking around the Magic Guild to show off their favorite spells, and applying what you learned to similar races/classes), but in general, am I correctly understanding how a wizard could use these feats to, in a way, use the enemy's skills against them?

Best Answer

A spell's verbal, somatic, and material components are necessary but not sufficient

The rules have this to say on spell components (emphasis added):

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

So we know that providing the components is necessary in order to cast the spell, but these are only the physical requirements. To see what other requirements there are we can go back to the beginning of the chapter, in the section called What is a Spell?:

In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect--in most cases, all in the span of seconds.

This chapter doesn't explain how a character accomplishes any of these tasks, because that varies from character to character. A cleric may do this by channeling the divine will of their god, a sorcerer does so by projecting their will into the world, and so on. And of course, the specifics of how it works in your world can be different from this.

Regardless, the point is that replicating only the physical components of a spell, i.e. the parts you can observe, is not sufficient to cast the spell, and learning only the physical components of a spell does not grant you an understanding of how that spell works or how to cast it.