**Requirement:** The ability to cast at least one spell, Spellcasting Attribute Score of 14 or higher.
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You dedicate yourself to mastering a spell, as all it takes is one stumble of words, one mistimed gesture, or one ill-prepared ingredient to cause a magical mishap and invite chaos into your life.
Referring to the Mastering a Spell table, choose one spell within the Spell Level specified that you know and can cast. Repeating the words, gestures, or mixture of ingredients is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 15. Over the course of a week, you must make three Intelligence, Wisdom, or Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Arcana|Arcana]]) Tests. The DC for these tests is equal to 13 + the Spell Level.
**On a success**, once per Long Rest, you can cast this spell without expending a spell slot, though you will still need to use any material components necessary. ***This effect lasts until your next period of Downtime.***
**On a failure**, your experiments at mastering magic aren’t for nought, as your preparations are still helpful. You have Advantage on your next attempt at this Downtime Activity, continuing your mastery of this spell.
**If you fail by 5 or more**, your spell somehow goes haywire and affects the local area, earning you a [[Allies, Contacts, and Rivals|Rival]] (see page 86).
MASTERING A SPELL
| Spellcaster Level | Spell Level Available to Master |
| ----------------- | ------------------------------- |
| 1st - 5th | 1st - 2nd |
| 6th - 10th | 1st - 4th |
| 11th - 15th | 1st - 5th |
| 16th - 20th | 1st - 7th |
#spellWithoutSlots