Critical Spell Hit

A critical spell hit occurs when a natural 20 is rolled on a casting roll (CR), or when the roll falls within the caster’s critical spell range. The chance to obtain a critical spell hit may increase with the character’s WIL (Will).

When a critical spell hit occurs, the Game Master (GM) consults the critical spell hit table below to determine the additional effects of the spell. The table is usually kept by the GM, while the player rolls the casting check.

Roll d20 Result
1Recovery: After unleashing double damage, the caster almost loses control but recovers at the last moment.
2Perfect Weave: All variable effects are doubled and maximized.
3Spell Charge: Double effects, and the spell lingers around any magical item to be unleashed again within the next day.
4Arcane Surge: Triple effects.
5Mana Healing: Double effects, and everyone nearby regains magic points equal to those used for the spell.
6Echoed Spell: Double effects, and the spell is immediately cast again at the same target or area at normal strength (no extra cost).
7Arcane Vulnerability: Double effects, and affected targets are vulnerable to the next magical attack (effects doubled) for 2 rounds.
8Spell Chain: Double effects, and the spell hits a second valid target within range at normal strength.
9Elemental Shift: Double effects, and the spell’s element changes to any appropriate or available element.
10Lingering Magic: Double effects, and the spell persists for one additional round (normal effects on the next round).
11Overcharged Casting: Triple effects.
12Magical Manifestation: Double effects, plus a thematic magical or elemental side effect occurs (summoned echoes, spectral flames, warping shadows, etc.).
13Disruptive Wave: Double effects, and targets are pushed 10 feet, knocked prone, or briefly disoriented for 1 round.
14Mana Recovery: Double effects, and magic points spent for the spell are replenished after casting.
15Elemental Manifestation: Double effects, and a minor elemental appears to fight for the caster for 1 hour.
16Reality Tear: Double effects, and affected creatures are slowed or restrained for 2 additional rounds.
17Elemental Servant: Normal effects, and a major elemental appears to fight for the caster for 1 hour.
18Mana Refill: Double effects, and magic surges back into the caster, replenishing all magic points.
19Spell Ascendance: Triple effects, and the spell is cast at an extra magical level of effectiveness.
20Legendary Casting: Quadruple effects, plus one extra spell cast at no cost.