# Power Within
![]()### In-Game Description --- *Pyromancy of Carmina, who harnessed the power of flame to actualize the inner-self. strength/endurance boost, but lose HP.* *Excessive power eats away the life-force of its caster, and like all dangerous spells, Power Within was kept secret for eons.* ### Availability --- - Treasure from a hanging corpse next to the Parasitic Wall Hugger in Blighttown. ### General Information ---
MagAdj ModifierUsesDurationDex ReductionStats NeededSlot CostNPC TrainerTraining Cost
0/0/0/01100 seconds0 frames-1 Attunement Slot--
- Catalysts that halve your spellcasts (Tin Crystallization/Manus) will cause you to have 0 casts of Power Within if you only have one copy of the spell equipped. - Increases all damage by 40% and stamina regeneration by 30 points, but constantly drains HP at the rate of 1% of max HP per second, rounded down. For example, a player with 573 health will take 5 damage per second while Power Within is active. - Damage taken per second does not increase when upgrading the Pyromancy Flame - Damage increase doesn't seem to affect damage from Dragon Head Stone's flame - When used with the Ring of Favor and Protection, Tiny Being's Ring, Mask of the Mother and/or being Cursed, the damage received per second will be based upon the modified max HP (i.e., base max HP plus/minus the bonus(es)/penalty from the ring(s)/mask/status). For example, at 50 VIT with 1500 HP, equipping the Ring of Favor and Protection will increase max HP to 1800. This means the loss of 18 HP (1%) per second until the duration ends or the character dies. - Power Within can be used to increase damage output to trigger the Overkill mechanic for a 20% increase in souls obtained from enemies - Counts as personal buff. Cannot stack with these items/spells: Fall Control Bountiful Sunlight, Chameleon, Elizabeth's Mushroom, Flash Sweat, Great Magic Barrier, Green Blossom, Hidden Body, Hush, Iron Flesh, Karmic Justice, Magic Barrier, Replenishment, Transient Curse, --- ### Key ---
**MagAdj Modifier:**The Magic Adjustment Modifier stat dictates how much damage the spell does. The Damage stats for a weapon are W / X / Y / Z: - W is Physical Damage - X is Magical Damage - Y is Fire Damage - Z is Lightning Damage Certain enemies are weak or strong against different damage types.
**Uses:**The number of times a spell can be used before having to refill it by sitting at a bonfire. Having found and attuned multiple of the same spell will multiply the number of times it can be used. Some spells will reduce the counter my more than 1 with each cast.
**Duration:**The duration casted buffs, lingering or the player following attacks last. Can be extended with the Lingering Dragoncrest Ring.
**Slot Cost:**The number of attunement slots necessary to attune one instance of a spell.
**Stats Needed:**The Stats Needed determines how high various Stats must be in order to cast a spell. One also needs to be able to wield the catalyst used. Pyromancies do not require any stats, Sorceries require a minimum Intelligence, Miracles require a minimum Faith.
**Dex Reduction:**The number of frames by which the startup of a spell is shortened at 45 dexterity, see Casting Speed.
**NPC Trainer, Training Cost:**The NPC who can teach the player the spell for the Training Cost.