Overdrive
A spellcaster, though powerful under many circumstances, has a finite well of power to draw from called spell slots. When the spellcasters spell slots run dry in the middle of battle, there’s little they can do except cast cantrips or try to engage in martial combat. The overdrive mechanic seeks to create another way to cast spells, which is normally used in dire situations.
For example, perhaps you’re in a final stand with a ferocious beast that you’ve been hunting for decades and are forced to use all your strength to cast the spell that ends the battle. Or, it could be the last efforts of a hero before succumbing to the consequences of overusing the elements.
How exactly does it work?
Overdrive can only be used when the caster is completely out of spell slots. You may cast a spell by taking 1 or more points of exhaustion and possibly taking damage, depending at what level you’re casting the spell at. Some levels of spellcasting carry grave consequences along with the burden of casting them.
Refer to the table below when going into overdrive:
Spell Level Cast |
Consequences |
1st |
1 point of exhaustion, (1d8+1) psychic damage |
2nd |
1 point of exhaustion, (2d8+2) psychic damage |
3rd |
1 point of exhaustion, (3d8+4) psychic damage |
4th |
2 points of exhaustion, (4d8+6) psychic damage |
5th |
3 points of exhaustion, (5d8+8) psychic damage |
6th |
3 points of exhaustion,(6d8+10) psychic damage |
7th |
4 points of exhaustion,(7d8+12) psychic damage |
8th |
5 points of exhaustion,(8d8+14) psychic damage |
9th |
6 points of exhaustion, unrevivable death |
Until level 18, you may only cast spells with overdrive that are 1 spell level lower than your most powerful spell slot. Upon casting a spell with overdrive, you can choose to take one more die of damage in exchange for dealing one more die of damage in your spell. At level 18, you may cast 9th level spells with this ability.