Magical Burst v3A bunch of rules additions and the tables got Even Bigger. Overcharges got fleshed out more too.
Mostly, theres now rules for things beyond magical battles. 4 stats, Aggro, Cool, Social and Sharp cover those. These stats don't explode or overcharge.
Of the three magical stats you now have three uses in battle. Attack, Defense and Support. You assign one to each, and the Support is basically anything that isn't a direct attack/defend. This is assigned each round
Some rules for the following added:
Assist/hinder - Make someone use your stat of choice or give a +1/+2 bonus to a roll.
Stay Calm - No clue where this applies to.
Searching - Get a lead to finding something, apparently magical stealth involves a lot to penetrate though, but the search isn't an opposed roll.
Sense Motive - pretty much that. The magical version also involves ability analysis
Theres now rules for using magic outside combat, but if you gain any overcharge you immediately transform.
You can also recover from being de-transformed by attempting to revive, but theres again, overcharge(man, its gonna take a lot of flaring off)
Overcharges got more hazardous. Flares are random and can get quite impressive.
Changes got filled out, theres now proper tables for each type of change. Some of the more crazy ones got dropped though. Pity.
XP expenditure got rules to avoid crippling overspecialization.