You have learned a dangerous truth: the body fails before magic does. Through study, failure, or survival, you have discovered that it is possible to push past your limits and draw forth magic that should no longer answer you—but doing so is never safe.
When you cast a spell that you know and have no remaining spell slots of the spell’s level or higher, you may invoke the Law of Arcane Strain. You cast the spell without expending a spell slot. You gain 1 level of exhaustion per spell level (minimum of 1). After the spell resolves, roll on the Arcane Strain Consequence Table.
Strain Casting
When you have no remaining spell slots, you may invoke the Law of Arcane Strain, you may cast a spell you know at the desired level.
- You may cast a spell at your desired level.
- You gain 1 level of exhaustion per spell level (minimum of 1).
- After the spell resolves, roll on the Arcane Strain Consequence Table.
Arcane Strain Consequence Table (D20)
1 — Catastrophic Feedback:
* Take 1d6 force damage per spell level,
* Gain an additional level of Exhaustion up to Exhaustion 5
* An eldritch Entity manifests within 30 feet, hostile to all creatures. Magic vents itself into reality.
2–9 — Severe Strain:
* Take 1d6 force damage per spell level
* Arcane scarring or visible magical trauma manifests.
11–19 — Magical Overexertion:
* Arcane scarring or visible magical trauma manifests.
20 — Clean Invocation:
* No consequences
Previous Versions
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1/11/2026 11:28:41 PM
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3/26/2026 10:14:30 PM
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