Power of the Warp
You draw upon the power of the Warp to fuel a psychic spell.
EXP Cost: 4 EXP
Prerequisite(s): Spellcasting (Psychic)
Benefit(s): You can draw upon the wellspring of the Warp, a hellish land from beyond. In doing this, you gain a bonus to hit and damage (up to a +10 bonus).
After attack and damage is resolved, roll a 1d100 (applying the bonus you added to your attack/damage). On a roll of 1-50 nothing happens, and on a 51-99 you become fatigued, on a roll of 100 you take your own spell's damage and this damage bypasses any resistances and immunities you may have against the spell.