Occasionally a spell taps into a particularly powerful vein of magical energy, and results in a surge of power. Spells have a base chance of 20 on a d20 to surge. This range can be increased through feats or magic items.
- Damage-dealing spells that surge result in double damage.
- Non-damging damaging spells that surge result in double duration, or an increase of the numeric descriptors of the spell (at the discretion of the GM).
As a standard action, the sentient races of Merisyl may elect to call upon the magical energies of the land to heal themselves. This ability is treated as a supernatural ability, and as such does not generate an attack of opportunity. The effect of this heals Xd6 + Con. bonus (where X is the character’s level).
This ability can be used a number of times per day equal to 1 plus the characters Constitution bonus.
For example, Durban, a 5th level fighter with a 13 constitution may heal himself twice a day, for 5d6 + 1 points of healing.
Some magical items or effects may allow characters to use this ability on other people. In that circumstance, use the Con. bonus of the target to determine that variable portion of the amount healed.