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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 SpentSeverity TierNotes
5Minor InjurySmall damage, minor effects
10Moderate InjuryNoticeable but not crippling
15Severe InjuryMajor effects, long-lasting
20Catastrophic InjuryDevastating, 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