Marie Primer+Build Outline
Spell Primer:
Whenever Marie casts a spell, there's a 10% chance that she'll trigger a wild magic effect. So if the d100 is 10 or less, roll again and use the result of that to look up the wild magic table for whatever sphere she's using. For example, if she's casting a cure spell of the life sphere, and she rolls a 7 on the first d100, then she'd roll again for say a 42 and reference the wild magic table at the bottom of the life sphere's page on the wiki.
Now for the confusing part. Flexing talents. Basically, the whole idea of Marie's build is that she can cast spells that she doesn't normally know by temporarily gaining knowledge of certain spheres and talents. She can do this in a number of ways. The all-day access method is to shape one of the sphereshaper's veils, which grant access to a sphere. Most days she'll have Alterator's Touch (https://libraryofmetzofitz.fandom.com/wiki/Alterator%27s_Touch), for example, to improve her mundane weaving abilities. But she can alternatively shape any veil from either of these two lists:
http://spheresofpower.wikidot.com/sphereshaper-veils
https://libraryofmetzofitz.fandom.com/wiki/Sphereshaper_Veil_List
And when she does, she can select an additional bonus talent from that sphere. So for example, she could shape Shaded Spirit (https://libraryofmetzofitz.fandom.com/wiki/Shaded_Spirit) to gain access to the dark sphere and then take a talent like Shadowed Mien. You can ignore the bind effect for these veils, and whenever it discusses essence, you can assume she has 1 invested. These benefits last all day, so it's good to pick up a sphere/talent this way that she'll need to use continuously throughout the day.
Finally, Marie can use her Adaptation class feature to flex into a talent as a standard action. This is her second most limited form of flexing, as she can only do it 4 times per day and she must flex into a talent from a sphere she already knows. Otherwise, it's not a bad method to flex, particularly if time is not an issue, so she usually reserves this for out-of-combat puzzle-solving. Another upside of this is that she can flex into metamagic feats, so it might help her get out of some tight spots.
Sequencing:
The other tricky part of Marie's build is her sequencing abilities. As a Chromamancer Prodigy, Marie can assemble little step-by-step combat-only combos called sequences. These include an opening paired with an imbue, up to 4 links, and a finisher. For each sequence, she basically chooses a sphere and a color. The openers, imbues, links, and finishers must be chosen from either those available to that sphere or that color. She can't change the color once she's started a sequence (without terminating it), but she can change the associated sphere as a swift action. Typically it's best to pair offensive spheres (like destruction) with defensive colors (like blue) or vice versa with defensive spheres (like protection) with offensive colors (like red). This gives her the option of choosing either an offensive or defensive finisher, depending on the needs of the moment. She does need to have access to the sphere to use it in a sequence. She always has access to all the colors, however.
Most parts of a sequence can be combined with other actions, and the finishers are usually the payoff for jumping through all the previous hoops. Generally, sequences are stronger the more links she maintains, so Marie's most powerful effects usually come into play after a few rounds of combat. When she chooses an opening, she also chooses an imbue, which usually grants an ongoing bonus for the length of the sequence.
One of Marie's most powerful abilities is the Fast Magics link, which allows her to cast a sphere spell as a move action. She can't cast two spells from the same sphere in the same turn, but otherwise she's free to mix things up, so this is a good way to build her sequences while making the most of her action economy.