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 Modifier | Uses | Duration | Dex Reduction | Stats Needed | Slot Cost | NPC Trainer | Training Cost |
---|---|---|---|---|---|---|---|
0/0/0/0 | 1 | 100 seconds | 0 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:
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. |