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