Criticals & Effects
Natural Crit
A Natural Crit occurs when you roll a natural 20 on a d20 melee, ranged, or spell attack.
Damage Output
- Do not roll—instead, deal the maximum possible damage from your committed pool:
Max value of all dice + modifier + proficieny (if proficient)
Critical Effect
- You may apply one critical effect from the Critical Table without spending from your CDB (Critical Damage Bank).
- Roll a d20. Apply an effect within the tier rolled.
i.e. 1-5 = a Minor. 5-10 = Moderate. 10-15 = Severe 15-20 = Catastrophic.
Defense Interaction
- Damage can still be reduced via Block, Dodge, or Counter
- Status effects from Natural Crits cannot be prevented — even if all damage is blocked
Exception: A critical counterspell can prevent both damage and the status effect
Healing Criticals
Critical injuries must be healed by spells or abilities that specifically remove conditions or injuries.
Critical Table: Severity by Damage
Damage Spent | Severity Tier | Notes |
---|---|---|
5 | Minor Injury | Small damage, minor effects |
10 | Moderate Injury | Noticeable but not crippling |
15 | Severe Injury | Major effects, long-lasting |
20 | Catastrophic Injury | Devastating, high-impact wounds |
Melee Criticals
Minor Injury (Cost: 5)
- Staggered – Target loses 10ft movement next turn
- Minor Nick – 2 damage per round for 2 rounds
- Dazed – Disadvantage on next attack roll
- Nausea – -1 to all combat or social checks (1 round)
- Bruised – Next action costs +1 SD
Moderate Injury (Cost: 10)
- Damaged Limb – -2 to Strength or Agility checks
- Gouged – 8 damage per round until treated or after short rest
- Vulnerable – Lose resistance to damage type (1 round)
- Disoriented – Must spend 1 extra SD on next action
- Blinded – -2 to attack rolls and Perception (1 round)
Severe Injury (Cost: 15)
- Broken Bone – Limb unusable; movement halved
- Internal Injury – Cannot use conversion until healed
- Deafened – Disadvantage on sound-based Perception
- Exhaustion – All actions cost +1 SD
- Crippling Pain – Disadvantage on all checks (2 rounds)
Catastrophic Injury (Cost: 20)
- Crippling Wound – -1 to an ability score (until healed)
- Concussion – Stunned for 1 round
- Lost Limb – Cannot run or perform complex actions
- Internal Injury – No SD conversion until healed
- Near Death – Constitution check or fall unconscious
- Major Organ Damage – Max HP halved
- Paralyzed – Cannot act or move for 1 round
- Hemorrhaging – Lose 1 SD and 20 HP per round
- Trauma Shock – Lose next turn; SD drops to 1 for 1 round
Spell Criticals
- Spend banked crit damage to inflict magical effects
- You may bank crit damage up to your Proficiency
- If proficient in Critical Techniques, reduce all costs by 2
Minor Spell Effects (Cost: 5)
- Fire – Target catches fire: 1d6 next round unless extinguished
- Cold – -10ft movement (1 round)
- Lightning – Drops one item
- Acid – -1 to defense
- Force – Knocked 5ft in direction
- Necrotic – Target loses 1 SD
- Radiant – Cannot use Stealth (1 round)
- Thunder – Deafened 1 round
- Arcane – Next spell costs +1 SD
- Psychic – -1 to next ability check
Moderate Spell Effects (Cost: 10)
- Fire – 2d6 damage/round for 2 rounds
- Cold – Movement halved (2 rounds)
- Lightning – Stunned 1 round
- Acid – Item loses effectiveness or 1 use
- Force – Thrown 10ft and knocked prone
- Necrotic – Healing halved for 3 rounds
- Radiant – -2 to Strength checks (2 rounds)
- Thunder – Disadvantage on Perception (3 rounds)
- Arcane – Next spell also hits caster
- Psychic – Must pass d20 Influence check to act next round
Severe Spell Effects (Cost: 15)
- Fire – 10ft radius explosion: 2d6 damage
- Cold – Restrained 1 round
- Lightning – Magical items disabled for 1 round
- Acid – Blinded or item destroyed
- Force – Slammed into terrain: 1d10 + prone
- Necrotic – Cannot regain HP until next round ends
- Radiant – -3 to all checks (1d4 rounds)
- Thunder – Stunned and 0 movement
- Arcane – Surge: all casters within 30ft make Knowledge check or lose 1 SD
- Psychic – 1d6 psychic damage per round (3 rounds)
Catastrophic Spell Effects (Cost: 20)
- Fire – Immolated: 3d6 per round; disadvantage on all checks
- Cold – Paralyzed 1 round; halved movement for 3 rounds
- Lightning – Unconscious 1 round; 4d6 next round unless stabilized
- Acid – 2d6 damage + -1 Strength (until healed)
- Force – Thrown 20ft, buried in terrain
- Necrotic – Soul fracture: cannot cast until next round ends
- Radiant – Blinded 3 rounds; undead under 20 HP are disintegrated
- Thunder – -1 Wisdom for 1d4 days
- Arcane – Next spell auto-fails and costs double
- Psychic – Ego death: unconscious, awakens with new flaw