You tap into arcane powers that are fickle, at times allowing you to tap into unbridled reserves of magical energy, and at times requiring personal sacrifice to access. Upon casting a spell, rather than expending spell slots, you roll to complete the cast and add your Spell Attack Bonus modifier (Spellcasting mod + PROF). The DC for the roll is equal to 10 + the spell's level (for example, to cast a 3rd-level Cure Wounds, the DC is 13). On a failed cast, the spell fizzles, and you may not cast that spell again until you complete a long rest.
Critical Cast: On a natural 20, you may choose one of the following extra effects:
- Double the dice for a numeric value (damage, healing, HP total for Sleep spell targets, etc.)
- Double the targets for the spell
- Double the range of the spell
- Double the duration of the spell
- Recover a failed spell from your prepared spells list
Arcane Mishaps: On a natural 1, the DM may have you roll for an additional consequence on the Arcane Mishap table or the Pay Tribute table, depending on your spellcasting class.
Blood Magic: If you fail to cast a spell, you may pay the difference to meet the DC using your Hit Points. If you do, you force the spell to cast this time, but you still lose it until your next long rest.
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