Magic comes from gods and demons who are capricious and unconcerned with your character’s flyspeck of a life. Those who would use magic are best served to always have a backup plan.
Before casting a spell, you may declare that you wish to use Spellburn to possibly aid you. You can burn up to 20 points. These points subtract from Strength, Dexterity, or Constitution (your choice). You regain one lost point per Ability Score per day. BUT you get 20 points of Spellburn every day.
- You gain a +1 to the spell attack (or DC) per point you burn.
- A full burn of 20 points results in your attack becoming an automatic critical.
- You can regain lost spells for the day by burning an amount of points equal to the spell’s level.
Magic is very powerful but very unstable. Spells will manifest differently in different hands. Each time you learn a new spell, you must roll on the Mercurial Magic Table (DCC 111) to learn how it manifests in your character’s hands.
Continual use of magic results in…changes. Each time your roll a natural 1 on a spell, you must roll on the Corruption Table (DCC 116).