Prerequisite: You must be able to cast a spell in order to use this feat.
You are now able to riskily cast spells when you are out of all spell slots. You exert your spellcasting ability beyond your normal limits. The strenuous process breaks many unused to the intensity of overcasting.
- When you want to use this feat, you must roll a Spellcasting Ability check with DC 15 + the spell level.
- On success, you cast the spell and take 1d4x the spell level in damage. On failure, the spell does not cast. You also take 1d12 x the spell level or gain a level of exhaustion. And you must roll the Overcast chaos table.
Overcast Choas Table
RollNameEffect1RuptureYou cast fireball on centered yourself.2Malic of MagicAn outside force casts the spell on the opposite of what you wanted. Foe to ally, and vise versa.3Anti-MagicAn anti magi field emits from your body. It has a radius of ten feet. No magic, including items, function while in the field. The effect fades after a long rest.4Fae MischiefYour soul swaps bodies with the nearest ally. You switch physical ability scores only. This effects if you perform a long rest in physical contact with the other party.5Far Realm Tear1d4 Beholder eye rays fire in all cardinal direction from you. You gain a third eye on your forehead. The DM can use the Beholder stat block to determine what eye rays are used.6Energy WaveAll creatures within fifty feet secretly choose a target, and the spell fireball or counter spell. All cast simultaneously.7Are you new Here?A creature of 1d12 CR appears within 30ft of you. It is neutral to anyone present. The creature was pulled from elsewhere in reality.8Extraplanear CutThe gate spell is cast ten feet in front of you. The DM randomly determines what plane of existence it attempts to connect to.9Temportal JumpYou move one round ahead in combat. Disappearing for the current one until then.10Rushyou gain advantage on all rolls for 1d10 rounds. You then gain a level of exhaustion.11OverflowYou choose a spell of one level higher to cast.12OvercastThe spell power doubles. You take 1d20 force damage. For example the radius, damage, healing, increases. The DM determines what this looks like.
Previous Versions
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