Level
Cantrip
Casting Time
1 Reaction *
Range/Area
30 ft.
Components
S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect

Flames flicker and gather at the fingertips of the mage, shooting forth, narrowly missing the rogue diving behind cover. Seizing the opportunity, the Sorcerer Bares his chest, Exposing his Mark of the void. The flames spin and turn, Diving into the void emanating from the mark.

As a reaction to a missed spell cast,  you consume the spell, restoring 1 sorcery point. Can consume first level spells and cantrips.

You can cast this cantrip as an action, to consume an illusion, conjuration or enchantment of the first level. Make a spell attack roll against the DC of the spell. If you fail, you cannot attempt this again.

As your character grows in level, this cantrip grows in power.

At 5th level you can consume 2nd level spells. A consumed 2nd level Spell restores 2 sorcery points. You can cast this as  reaction to a spell hitting you, expending all your sorcery points and making a successful charisma saving throw against the spells DC. Must have at least half your total Sorcery points to activate. On a failed save, your attempt to consume the spell fails and you spend half your remaining sorcery points.

At 10th level you can consume 3rd level spells. A consumed 3rd level spell restores 3 sorcery points. You can cast this as a reaction to a spell hitting a creature within 30 feet of you, expending all your sorcery points and making a successful charisma saving throw against the spells DC. Must have at least half your total sorcery points to activate. On a failed save, your attempt to consume the spell fails and you spend half your remaining sorcery points.

At 15th level You can consume 4th level spells. A consumed spell of 4th level restores 4 sorcery points. Reactions of Consume magic that cost sorcery points to activate, now only cost half your remaining sorcery points.

*A spell is considered missed if the spell attack roll fails or a creature makes a successful saving throw against a spell DC.

** Cannot consume illusions, conjurations or enchantments made by a party member

* - Taken when a hostile spell misses or you, or a friend succeed on a spell saving throw within 30 feet

Available For:

Harryhardkor

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