Large Creature Magic Critical Charts

Copyright Steve Kellison © 2009

Edited by Terence Wynne for The Guild Companion

"Glacial blast freezes foe's leg to the bone. Foe tries to put weight on it and feels the bone crack."

What follows are expansions of the basic Large Creature Critical Strikes table from Spell Law. Instead of one Large Creature chart for any elemental attack, this breaks it down into individual charts for each of the four types of elemental attacks, Cold, Electricity, Heat, and Impact. This expands the number of possible results from 38 to 380 and customizes the results to their particular element. The results on the tables assume a relatively anthropomorphic form, which won't always be the case with Large Creatures. The GM can always modify the “flavor text” (or even the entire critical result) to fit the situation.

Each critical chart has five columns representing different levels of critical hit severity. In ascending order of severity they are as follows:

  • Resistant: For targets who are in some way less susceptible to the attack than normal. This is for targets the GM decides have some resistance, but are not completely immune.
  • Normal: This is the default column, and will be used for most attacks.
  • Sensitive: This column is used for targets that are especially susceptible to this type of attack, but the GM rules that a Slaying attack is not appropriate.
  • Holy: This column represents a spell that has some significant divine guidance and backing. This is not just for spells cast by a priest or other channeler. It has to have some special significance to the caster's religion, or special involvement of the caster's deity.
  • Slaying: These attacks are not guided so much as they are hungry for a specific target. This type of magic often seems to have a mind of its own, and it is not all that concerned about collateral damage. Slaying magic is dangerous to use—some might say reckless—and this is reflected in some of the more serious critical results.

Bonus Charts: Because it was easy to do and some might find it convenient, I have also copied the charts out by severity, with each element at that severity on the same table. The results are all the same; this is just for convenience. Many might find that the Normal severity chart is most commonly used.

6.5(a) Large Creature Cold Critical Strikes
Roll Resistant Normal Sensitive Holy Slaying
01–05 Foe looks at you gratefully. He was feeling a little warm. A cool wind. No extra damage. Your foe can no longer afford to ignore you. +1 hit. Maybe your foe is not all that unclean. +2 hits. Howling strike reaches out for foe and almost strikes home. +4 hits.
06–10 Refreshing breeze washes over foe. Foe feels a slight chill. +1 hit. Frost forms on foe's hair. +3 hits. Foe recoils from the arctic power of your attack. Must parry 1 round. Your foe feels the cold brush of Death's hand. +6 hits. You have the initiative next round.
11–20 Your attack barked more than it (frost)bit. +1 hit. Chill wind across face turns foe's cheeks red. +3 hits. Cold seeps into foe's muscles and slows his movements. Foe loses initiative next round. Foe feels the chill of a lonely grave. +8 hits. The frostbite is mild but painful. +5 hits, foe fights at -5.
21–30 Side strike freezes one item of foe's equipment. It becomes brittle and breaks. Superficial frostbite will cause foe's skin to blister and peel in a few days. +6 hits. Side strike causes foe to step back 10 feet. + 5 hits. Blast causes mild frostbite. Foe is at -10 and takes +6 hits. Intense cold tears into foe. +15 hits.
31–40 Chilling strike. +2 hits. Ice clings to foe, slowing his movements. Foe is at 50% activity next round. Foe's hair freezes and cracks. +10 hits. Painful cold bites into foe. +12 hits. The ambient temperature drops 10 degrees. Foe feels the cold. Foe takes +10 hits, must parry next round, and fights at -10.
41–50 Leg strike chills foe. Foe's base movement rate is -10 next round. +3 hits. Burst of freezing force almost brings foe to his knees. +5 hits and foe is stunned. Foe raises arms to protect his face. Arms feel the chill. +12 hits. Arctic force slows foe down and puts him on the defensive. Foe must parry at -10 for two rounds. Foe knows you can destroy him, and is frozen in fear. Stunned no parry for 1 round.
51 - 65 Blast of arcane cold freezes foe's hair. +5 hits. Frost forms on foe's body. +10 hits, foe must parry for 2 rounds. Strike freezes foe's leg. +10 hits and foe fights at -10. Strike briefly encases foe in ice before he breaks free. +10 hits. Foe is stunned no parry next round. Arctic fountain washes over foe, nearly freezing him. Foe is stunned and unable to parry for 2 rounds.
66 Glacial blast freezes foe's leg to the bone. Foe tries to put weight on it and feels the bone crack. +12 hits. Foe is at -25. Strike to foe's legs freezes them to the ground. Foe is unable to move until he can break free. Stunned no parry 8 rounds. Blast to face causes severe frostbite and freezes foe's eye solid. Foe's teeth and jaw crack and break. Foe collapses and will die in 9 rounds. “And the wrath of the almighty shall freeze the hearts of the unrighteous!” Foe dies. You fear you have lost control of your power as the cold lashes out. Foe is frozen into a statue so cold it will affect the weather for miles.
67–70 Bitter cold causes frostbite along foe's flank. +6 hits. Foe's hand freezes onto whatever he is holding. He couldn't drop it if he tried. +15 hits. Freezing strike numbs away the pain. Foe is at -15. Deep, numbing strike leaves foe unable to feel joy. +20 hits and foe fights at -20. Strike to foe's shield side. With shield +10 hits and shield freezes and shatters. Without shield +20 hits and arm is frozen and useless.
71–80 Frosty blast toward foe's eyes causes foe to flinch away. Foe must parry for 2 rounds. +5 hits. Strike to foe's head freezes any head covering to flesh. +20 hits. Penetrating strike to foe's head affects inner ear. Foe is at -20. Encompassing cold freezes any organic material carried or worn by foe. It cracks and falls away as foe moves. +15 hits. Icy blast to foe's midsection chills foe deeply. Foe takes +10 hits and is at -25 to all actions.
81–90 Foe's shield arm engulfed in paralyzing frost. Foe is stunned for 2 rounds and cannot parry for 1. +5 hits. The cold of your strike seeps into foe's arm. Foe is having trouble moving it. Foe takes +15 hits and is at -10. Foe parries your blast with his weapon. It becomes so cold it shatters. If no weapon, foe takes +15 hits and is at -15. Icicles form from your strike and pierce foe's side. +20 hits and 2 hits per round. Ice and cold freeze foe' weapon arm to his side. It cannot be used for 2 rounds while foe breaks free. Stunned no parry 2 rounds, +20 hits.
91–95 Deep frostbite causes foe to act at -10. Foe takes +8 hits and is stunned 3 rounds. Knee strike. Cold bites deep and the pain is intense. Foe cannot bend his knee. +10 hits and foe is at -20. Persistent cold drains the feeling from foe's body. Foe takes +18 hits and is at -20. Lower leg strike. Severe frostbite and muscle damage. +20 hits, foe is at -25. Unrelenting strike to back and side. Severe muscle damage. +30 hits, foe is stunned and unable to parry 1 round, and fights at -40.
96–98 Foe dismisses your attack as harmless, only to discover the depth of your power. The paralyzing cold of your strike leave foe at -50 to all actions from deeply chilled muscles. +40 hits. Power pours forth into foe's head, encasing it in ice. Foe falls to the ground fighting to break the ice. Foe takes +50 hits and will suffocate in 12 rounds. Stunned no parry 12 rounds. Hyperborean cold lances into foe, freeing deep into his abdomen. Foe reels from the pain as muscles and bones freeze and shatter. Foe is stunned and cannot parry 3 rounds, then dies. Magical ice forms around your foe, encasing him in a fortress of solitude. Horribly, he still lives for 12 rounds before freezing solid. Time to contemplate his evil ways. A lance of near absolute cold hurtles into your foe. The cold freezes and shatters so quickly your foe is still alive as he breaks in half. The cold spreads quickly, ending it.
99–100 A wave of arctic cold sweeps over foe's head. Foe's eyes freeze and shatter. Foe is blind (-100 to all actions requiring sight). +50 hits. Freezing cold washes over foe's arm. When he tries to move, it shatters into many pieces. Blood pours from the stump. +60 hits, +15 hits per round. Ice takes hold of foe and begins to spread. Foe fights at -10, increasing by -10 each round for 9 more rounds. Then foe stops. Completely. +10 hits per round. The wrath of your god frightens even you as the cold strikes out at your foe. All of foe's limbs freeze and shatter, leaving him bleeding in horrible agony for 3 rounds before the cold takes him. An explosion of cold strikes your foe. Foe is chilled instantly to absolute zero. The wave of cold coming from foe strikes all within 30 feet as a +30 Cold Ball.
101–150 Frigid cold lances into foe's ribs. Two ribs freeze and break. Foe is at -20, takes +10 hits, and is stunned next round. Freezing blast to back slows target by damaging muscles. Foe takes +20 hits, is stunned for 2 rounds, and is at -30 to all actions. Strike to chest nearly freezes foe's heart. It skips a few beats, but hammers on. Foe takes +30 hits, is stunned for 5 rounds, and fights at -25. Cold blast to foe's pelvis freezes vital areas. Foe scrambles to avoid the damage. Foe is at -30 to all actions, and must parry for 5 rounds. +50 hits. Strike freezes foe's shield arm solid. It is useless and will rot when it thaws. Foe takes +50 hits, is stunned and unable to parry for 5 rounds, and fights at -25.
151–175 Penetrating cold seeps into foe's muscles, slowing his movements. Foe loses initiative for 5 rounds. +20 hits. Strike to lower leg freezes foe's foot to the floor. He cannot move while he tries to break the foot free. Foe is stunned and unable to parry for 3 rounds. Arctic cold attacks foe's legs. Foe is having trouble walking. Severe frostbite, and muscle damage. Foe is at -50, takes +40 hits, and is stunned for 4 rounds. Foe's body temperature drops as the cold finds a way in. Foe takes +20 hits and is slowed to 50% activity for 10 rounds. Chill blast to foe's neck freezes blood. Ice crystals move to brain causing a stroke. Foe is at -60 from brain damage. Stunned an unable to parry for 10 rounds.
176–200 Strike to foe's abdomen causes internal injuries from the cold. Foe fights at -30 due to severe frostbite, and is stunned and unable to parry for 3 rounds. +25 hits. Strike to mouth freezes foe's tongue solid. It will break off when it thaws. Foe is mute. +50 hits, stunned for 5 rounds. Intense cold slows foe almost to a stop. Almost. Foe is at -80 due to severe hypothermia, takes 50 hits, and is stunned and cannot parry for 3 rounds. Foe disappears in a cloud of fog as the air condenses around him. +50 hits, foe is stunned for 6 rounds. There is a dense fog in a 20' radius around foe (visibility 10'). Freezing blood bursts all of foe's small blood vessels. Foe is bleeding at 20 hits per round. The pain is incapacitating. Foe drops to the ground, unable to move.
201–250 Your strike freezes the very air around it as it lances into foe's chest. The air in foe's lungs briefly turns to liquid. Foe is stunned and unable to parry for 10 rounds. +60 hits. A deep chill seeps into foe, and he begins to freeze solid. Foe takes 10 hits and is at -10. Each round, foe will take an additional 10 hits, and an additional -10. When foe reaches -100 he is frozen solid and dead. Cold lances into foe's heart. He stands still for a moment before toppling over, dead. +10 to your next attack. Foe fights off the main assault, but breathes in air that is almost liquid. Foe's lungs are frostbitten and foe begins to suffocate. Stunned and unable to parry for 20 rounds, then death. You regret using this type of magic as the cold begins to spread. After completely devouring your foe, the cold seeps into his surroundings, spreading by 5' radius per round until it reaches 50'. Any in that area take a B Cold critical, no RR.
251+ Cold takes root in foe's very soul, and begins to spread. Foe takes 5 hits per round from the deepening chill. +50 hits, foe is at -75 to all actions. Chill assault to foe's face. Foe attempts to shield his eyes. Shield arm is now frozen to front of face. Foe cannot see (-100) takes +50 hits, and is stunned no parry for 6 rounds. Hypothermia sets into foe, and his body cannot warm up. Foe is slowly freezing to death. Foe is at -50 to all actions, stunned and unable to parry for 10 rounds, and takes 10 hit per round from the cold. The divine presence of an angry god is felt by all. Foe is frozen into a pillar of ice. All who witness foe's death must resist vs. 20th level or take a C cold critical. Your magic opens a portal to the Elemental Plane of Ice inside foe. Foe's entire body is suffused with the Essence of Ice. He is frozen solid and any who touch him will take a D cold critical, no RR.
6.5(b) Large Creature Electricity Critical Strikes
Roll Resistant Normal Sensitive Holy Slaying
01–05 Foe feels recharged. Ooh! That tingles. Foe's hair stands up. +1 hit. The light of the gods causes +4 hits. Your shot should have missed, but arcs into your foe with a mind of its own. +6 hits.
06–10 Electricity arcs around foe, making him look cool. Pop! +1 hit. Glancing hit still seems to cause damage. +3 hits. Your strike seems to seek out your foe. +5 hits. Foe feels the power of your strike and knows his danger. +9 hits.
11–20 Foe seems immune to electricity.
+1 hit. Power arcs around your foe. +3 hits. Foe flinches away from your strike, then focuses his wrath on you.
+5 hits. Electricity arcs into foe with satisfying intensity. +10 hits. Foe is singed by the powerful arc of your spell. +15 hits.
21–30 Electricity arcs around foe, damaging his equipment. Foe seems less vulnerable. +3 hits. Jolting strike to side stuns foe for 1 round. +5 hits. Side strike staggers foe back 10 feet. +7 hits. Electricity courses through foe causing his muscles to lock up for an instant. +15 hits. Blinding white electricity entangles foe's midsection. +20 hits, foe is stunned.
31–40 Electrifying. +4 hits. Blast of electricity leaves foe feeling twitchy. +7 hits. Strike to side gives +10 hits. Jolting strike to leg causes minor nerve damage. +8 hits, foe is at -10. Brilliant arc of electricity lances into foe. Foe staggers back 10 feet, stunned. +20 hits. Foe is at -10.
41–50 Light strike to foe's head. +6 hits. A burst of electricity arcs across foe's forehead, leaving a scar in the shape of a lightning bolt. +12 hits. Foe steps back in fear of your power as your strike nearly takes off his ear. +18 hits. Your foe sees the light. Strike to eyes leaves foe stunned for 2 rounds. +10 hits. A galvanic bolt of pure white lances into foe's mouth. Foe staggers in pain. +20 hits, foe is stunned and unable to parry.
51 - 65 Powerful current arcs into foe, and seems to ground out early. +8 hits. Thunderous strike deals +15 hits. Blast to leg causes muscle and nerve damage. +15 hits, foe is at -10. Electricity arcs into foe by way of a metal item. Any one metal item is now too hot to hold. +20 hits. Energetic strike blasts into foe. +30 hits.
66 Dynamic charge dances around foe. Unable to get a grip on foe, it sets fire to foes clothing and equipment. Foe takes +20 hits and 3 hits per round. Penetrating strike to abdomen cooks foe's liver from the inside. Foe takes +50 hits and will die in 4 days from blood poisoning. Foe reaches out to block your strike. It arcs into his arm, through his body, and out through his leg. Foe is down, twitching uncontrollably for 3 rounds before his heart stops. Electrifying strike to a nerve junction leaves foe paralyzed on one side. Foe cannot stand without help. Foe contemplates his evil ways. +40 hits. A titanic bolt of alabaster power tears into your foe, arcing into anyone else within 10 feet (treat as a +40 Shock Bolt). Foe drops, dead and cooked.
67–70 Electric power arcs into foe's knee. Foe is at -10. Foe will not feel safe around doorknobs for a month. +20 hits. With a powerful sound of thunder, your spell lances into foe's legs. Foe takes 20 hits. Foe's Base Rate is reduced 10 feet per round due to nerve damage. You send a bolt of power into foe's side leaving him stunned for 2 rounds. +25 hits. Strike to shield side leaves shield arm numb and useless for 1 hour. +30 hits.
71–80 Your power arcs toward a sensitive area. Foe must parry next round. +12 hits. Your strike arcs into foe's head. With metal helmet foe takes +25 hits and is stunned and unable to parry 2 rounds. Without metal helmet, +20 hits. Head strike. Foe takes +25 hits and is stunned for 2 rounds. All of foe's hair is standing straight up. Strike arcs up and then down into the top of foe's head. Foe is confused. +20 hits, stunned and unable to parry one round. Explosive strike to ear deafens foe. Foe takes +15 hits and is stunned for 4 rounds.
81–90 Strike arcs through foe's nervous system leaving him twitchy. Foe must parry for 3 rounds. +10 hits. Strike to body leaves foe at -10 from nerve damage. +20 hits. Strike to foe's weapon hand damages nerves. Foe drops weapon and is at -20 due to nerve damage and burns. +15 hits. Powerful strike arcs into both of foe's arms. He fights at -20 due to nerve damage. +20 hits. Electricity arcs through weapon arm. Metal weapons melt. Wooden weapons catch fire. +30 hits.
91–95 Foe scoffs at your power. Foe quickly learns his mistake. +15 hits and stunned for 2 rounds. Powerful arc to body. With metal armor, foe takes + 25 hits. Without, +20 hits and foe is at -10 due to nerve damage. Lightning arcs across foe's back, causing deep burns and muscle damage. +20 hits, foe fights at -20. Blast to chest causes foe's collar bone to heat up. Foe takes 10 hits per round, reducing by 1 per round each round as the bone cools. Strike to body causes any metal armor to heat up. With metal armor, +30 hits and 5 hits per round. Without metal armor, +35 hits.
96–98 Foe thought he was immune to your spell. Foe was horribly wrong. Electricity arcs into foe's hands, burning away all of his fingers. +60 hits. Flashing strike to foe's face sears deep into eyes. Foe is blinded, permanently. Foe takes 50 hits and is stunned an unable to parry for 10 rounds. A brilliant lance of electricity strikes directly to foe's heart. It stops. Clear. Electricity arcs into foe's spine, destroying his nervous system. Foe is paralyzed from the neck down. +75 hits. Lightning burns through foe's core, killing him instantly. The resulting burst of thunder affects everyone in a 10' radius as a 15th level Vacuum attack.
99–100 Strike to brain knocks foe out. Foe loses 5d10 from all mental stats. Precision strike burns a hole clear through your foe in an instant. Foe will die from organ and nerve damage in 10 rounds. Stunned and unable to parry 10 rounds. Foe turns into a lightning rod for your strike. Your power courses through him, burning away flesh, blood, and organs. Foe dies painfully. With a brilliant flash, and a blast of thunder that leaves all within 50' deafened for 10 rounds, your foe ceases to exist. An enormous blast of electric power bores a half-meter hole through your target in a flash. Strike continues beyond target to limit of range. Target topples over, dead.
101–150 Brilliant flash plays over foe's weapon hand. A momentary spasm causes foe to drop anything in hand. +17 hits. Electric arc to foe's shield arm grounds out through opposite foot, damaging a variety of nerves along the way. Foe is at -30 to all actions, stunned for three rounds, +30 hits. Foe spasms violently as your strike hits. Convulsing muscles damage themselves. Foe falls down, is stunned for 4 rounds, unable to parry for 2, and at -20 to all actions. Your spell splits into multiple bolts, striking foe from many directions at once. Foe is at a loss. Foe is stunned 6 rounds, unable to parry 3, and takes +30 hits. Electricity flows into one of foe's arms and out the other. Both arms suffer major nerve damage. Foe is at -40 to all actions and stunned 10 rounds. +40 hits.
151–175 Surface waves of burning electrical power cover foe causing intense pain, but no lasting damage. +35 hits. Foe drops and rolls, getting downright acrobatic in his attempts to avoid your strike. All it does is spread it around more. Foe takes +60 hits. Electricity sears into foe, causing massive surface damage. Foe writhes in pain as you do +70 hits. The power of your strike seems intent on punishing foe. It sears into his skin in agonizing arcs. Foe takes +80 hits. Your spell takes control. +55 hits this round and each round it will drain you of 10 pp (more if you let it) and do 1d10 damage per pp. Hard Self-Discipline roll to stop it.
176–200 Shot to side connects to foe's nervous system, causing pain and major nerve damage. Foe is at -50. +25 hits. Your spell arcs into foe's hip, fusing the joint. Foe has fallen, and can't get up. Foe takes +40 hits and is at -50 to all actions. Electricity arcs into any metal on foe. Foe will take 10 hits per round while holding or wearing anything metal. +30 hits. Strike into foe's head damages sensory organs and burns off most of foe's face. Foe is blind, hears at -50, and has no nose or tongue. -75 to foe's Appearance. With a brilliant flash, your foe's leg disappears. It's just... gone. Foe falls down, and blood is pouring freely from the stump. +60 hits, 12 hits per round, and foe is at -75.
201–250 Foe resists your power, so it flows into whatever he is wearing and fuses it. Foe is at -5x his AT, and taking 3 hits per round. Shot to groin burns foe badly in a sensitive spot. Foe is so shaken by your assault that he screams in terror and runs away at top speed for 2d10 rounds. +50 hits. Your strike seems to do no damage. Foe stands there looking stunned for three rounds before falling over, but he's already dead. The power of your spell arcs into foe, superheating him from the inside, and killing him instantly. Next round, foe's body will burst into a 5' radius bonfire. Electricity pours into foe's chest. For a moment, it seems he will survive, and then your foe simply explodes, sending bloody, burned bits for 50 feet in all directions.
251+ Intensely focused blast shears off foe's arm just below the shoulder, partially cauterizing it. Foe takes 3 hits per round and is unable to applaud your efforts. Strike to chest burns into foe. Light pours from foe's eyes as the electricity lights up his nervous system. Foe stumbles around blind and stunned for 2 rounds before death. Electricity burns into foe's belly with frightening effect. Foe screams in pain and is almost hidden by the smoke of burning viscera. Foe drops and dies in 5 rounds of searing agony. Holy wrath can be a frightening thing. The sheer intensity of your strike convinces all witnesses that your foe angered a god. You smite down foe, burning out his heart with your power. You are at +30 for two rounds. Your spell locks onto foe. Foe drops to the ground in agony, and for two more rounds you pour a terrible power into foe, burning him away completely. Emperor Palpatine would be proud.
6.5(c) Large Creature Heat Critical Strikes
Roll Resistant Normal Sensitive Holy Slaying
01–05 Waves of heat wash over your target leaving foe feeling refreshed. Warm Breeze across foe. Your eldritch fire frightens foe. That's why he is going to kill you first. +1 hit. Your god seems ambivalent about this foe. +2 hits. Even this weak hit seems to trouble your foe. +5 hits
06–10 Foe grins as your fire gives him a warm feeling. Foe walks through the heat of your spell as if it isn't there. +1 hit. Your fire, although poorly aimed, seems to bend toward foe as if hungry. +3 hits. That shot should have missed, right? Somehow it didn't... Divine intervention? +5 hits. Foe feels the darkness. +9 hits
11–20 That blast of flame really should have done more damage. +1 hit. Unfocused strike fails to penetrate beyond the surface. +3 hits. Foe flinches away from the flames. Foe must parry next round. Foe finds this fire particularly painful. +10 hits. Surface strike causes 1st degree burns. +12 hits.
21–30 Foe seems immune to your fire. Foe's clothing and equipment did not fare as well. One item of clothing or equipment burned away. Hair and/or clothing on foe's flank singed. +5 hits. You thought your strike missed, but foe's side smolders from the heat. +7 hits. Foe nearly catches fire, but manages to extinguish the flames. +12 hits. Foe feels the power of your fire, and knows you are the one to fear. +15 hits.
31–40 Solid strike gives +3 hits. Singe foe's skin with 1st degree burns. +7 hits. Foe's skin starts to blister with the heat. +10 hits. Flames stick to foe. +10 hits and 1 hit per round. The terrible heat of the flame scares even you. Foe takes +15 hits and is at -10 due to burns.
41–50 Strike leaves evidence of 1st degree burns. +5 hits. Flames sear foe with satisfying intensity. +10 hits. Foe fears your fire. +15 hits. Fire burns at the darkness within your foe. +18 hits. Searing fire leaves foe stunned 1 round. +18 hits.
51 - 65 +6 damage as flames find a sensitive area to nest. Foe is angered by your impertinence. Intense heat burns a sensitive spot. +13 hits. Foe is now focused on you. Fire clings to foe's leg. +15 hits, +1 hit per round. Fire sweeps around foe igniting anything flammable. +20 hits. Foe steps back from the flames. +25 hits, foe must parry 1 round.
66 Although flames fail to damage foe's hide, the intense heat causes a bone to crack in foe's upper leg. +15 hits, (-25). Searing flames strike deep into foe's eyes. Foe is blinded and enraged. +30 hits. Fire finds a way in, and foe begins to burn from the inside. Fire under foe's skin causes him to writhe in horrific agony for 6 rounds before expiring. Brilliant white fire finds foe's weakness and strikes with precision. Foe is killed instantly with little damage to his body. +10 to your next action. The ravening intensity of your fire eats into foe, leaving him screaming in terrible agony for 3 rounds as the fire consumes him. All enemies within 50 feet are stunned for 3 rounds.
67–70 Flames dance along foe's legs causing minor burns. +7 hits. Blast of heat sears foe's leg. +15 hits. Deep, searing blast to foe's leg damages muscle. +10 hits, foe is at -10. Intense fire yields +25 hits. Strike to shield side delivers +30 hits. If foe has a shield it is destroyed if organic, and too hot to hold if metal.
71–80 Head strike causes foe to flinch. Foe must parry next round. +10 hits. Flames burst around foe's head. Any organic head covering is destroyed. +20 hits. Strike to foe's head stuns him for 1 round. +10 hits. Pain tears at your foe's soul. Fire tears at his equipment. Any 1 organic item destroyed. +20 hits, stunned 1 round. Head strike burns off one of foe's ears. Foe takes +12 hits and is stunned for 3 rounds. Foe hears at -50.
81–90 Foe's shield arm is engulfed in flames that quickly go out. Foe takes +7 hits and must parry for 2 rounds. Flames hungrily feed on foe's arm, burning intensely. Foe takes +15 hits and 1 hit per round. You have initiative next round. Weapon arm bathed in flame. Foe drops weapon to fight the fire. +15 hits plus 2 hits per round. Both of foe's arms bathed in holy fire. Foe takes +25 hits and is at -10 due to burns. Fire bites deep into weapon arm, leaving foe with 2nd and 3rd degree burns. Foe takes +20 hits, 2 hits per round, and is stunned for 2 rounds. Foe fights at -20.
91–95 Foe tries to brush the flames away with his shield arm and finds they are hotter than expected. +10 hits, +1 hit per round. Stunned 1 round. Fire burns foe's leg deeply, leaving second and third degree burns. Foe takes +20 hits, plus 2 hits per round, and is stunned 2 rounds. Painful blast of fire leaves foe terrified of more. Foe takes +25 hits plus 3 hits per round, and is stunned for 3 rounds. Lower leg strike burns its way upward. Foe takes 2 hits per round and is stunned one round. +20 hits. Fire bites deep into leg muscles. Foe is stunned and unable to parry 2 rounds and fights at -30. +25 hits.
96–98 Foe thought he could resist your fire and stepped forward confidently. He chose... poorly. 3rd degree burns give +50 hits, - 50 to all actions, and 3 hits per round. Foe is stunned and unable to parry for 5 rounds. Titanic blast of heat tears into foe's head, burning flesh to ash and destroying all sensory organs. Foe collapses in pain and dies from shock in 3 rounds. Foe catches fire as if made from paper. Foe flails around in random directions for 3 rounds, then falls to the ground, dead. Foe's body will burn for 10 minutes. With a sound like a choir of angels, your holy blast smites foe down in a fiery conflagration. Nothing remains but ashes. Flames catch hold of your foe and set him alight. Foe runs around screaming in horrible agony for three rounds, setting fire to anything organic within 5 feet (each round), before dropping dead and continuing to burn.
99–100 Face melting strike causes all flesh on the front of foe's head to blister. Heat cracks several teeth and foe's jaw. Foe is knocked out by the pain. Blast of heat tears into foes side, penetrating deep into the vital organs. Steam flashes out of the wound as foe collapses to the ground and writhes in pain for 6 rounds before dying. Flame catches hold and leaves foe with 3rd degree burns over 90% of his body. Foe is incapacitated with pain and will die from infection in a few days. Waves of fire enter foe's chest and burn him from the inside out. Fire gushes from eyes, mouth, and nose before foe crumbles to ash. You might want to thank a certain someone... Flames straight out of hell consume your foe and begin feeding on anything even remotely flammable. Fire spreads by 5' radius per round for 10 rounds. Anyone caught in the flames takes a D Heat critical.
101–150 Strike to body causes 2nd degree burns. +15 hits, +1 hit per round. Foe is stunned for two rounds. Intense strike sears across foe's abdomen. Foe's hide is scorched and bleeding. +30 hits, 3 hits per round. Foe is stunned for two rounds, unable to parry for one. Back strike burns deep. Foe has 3rd degree burns. Foe takes +30 hits, 4 hits per round, and is stunned and unable to parry for 3 rounds. Flames leap toward foe's eyes. Foe holds up arms in defense and receives severe burns. +30 hits, stunned no parry for 3 rounds. Flames seek out foe's groin, endangering reproductive organs. Foe is frantic to stop the spread. +25 hits, 6 hits per round, and is stunned no parry for 5 rounds.
151–175 Flames catch on foe, but almost immediately begin go out. Foe takes 6 hits per round, reducing by 1 hit per round every round. Foe loses initiative while he burns. Flames flare up and cover foe. All organic material carried by foe is destroyed. Foe is distracted as he stops, drops, and rolls. Foe is stunned no parry for 5 rounds, and takes +8 hits per round. Persistent flames stick to foe like napalm. Foe drops everything to fight the fire that is consuming him. Foe takes 6 hits per round and is stunned for 10 rounds. Foe catches fire and burns. +20 hits, and 5 hits per round, stunned for 5 rounds and at -20 to all actions. Severe burns to forearm. Arm is useless. Foe takes +40 hits, is stunned and unable to parry for 6 rounds, and is at -25 to all actions.
176–200 Foe only partially resists your strike, taking major damage to his chest and abdomen. 3rd degree burns cause +25 hits, 3 rounds of stun and -30 to all actions. Intense flames strike out at foe and burn foe's leg to ash in an instant, cauterizing the stump. Foe collapses to the ground, takes +50 hits, stunned for 12 rounds. Intense heat burns foe deeply. Muscle and nerve damage leave foe's weapon arm useless. +50 hits, stunned and cannot parry for 10 rounds. Holy flames grapple with target like a living thing, burning him in many places. Foe takes +10 hits per round and must parry for 6 rounds. Flames consume much of foe's skin. Foe is knocked out and continues to burn for 10 hits per round. +50 hits.
201–250 The unexpected intensity of your fire surprises foe. +40 hits, stunned no parry 6 rounds, -50 to all actions. You have initiative next round. Flames leap into foe's mouth as he inhales. Mouth, throat, and lungs severely burned. Foe collapses and dies of respiratory failure in 5 minutes. Foe catches fire like flash paper. All within a 10-foot radius take a +25 Fireball attack. Foe dies instantly. Foe is purified with flame. All of his sins are washed away, along with everything else. +10 to your next action. Flames consume foe. Slowly. For six rounds, foe shrieks in horrific agony. Any who witness must resist each round vs. 10th level Fear or be stunned.
251+ Fire clings to foe like a living thing. Foe is stunned and unable to parry for 12 rounds, and is burning for 7 hits per round. Flames splash over foe and everything nearby. Any flammable material within 15 feet of foe catches fire. Foe is burning and writhing in pain. +50 hits, 15 hits per round, and -50 to all actions. A wash of flame chars foe's head to nothing in less than a round. Foe collapses, headless. Holy fire lances into foe and explodes. The resulting conflagration engulfs any who aren't “pure” (in the eyes of your religion) in a 10' radius. Treat as a +30 Fireball attack. Foe is burned away completely. Fire spreads over your foe, eating at his flesh, and will not be extinguished. Foe takes +5 hits per round, flames spread, increasing this by 5 hits per round, per round. Foe is stunned and unable to parry for 15 rounds.
6.5(d) Large Creature Impact Critical Strikes
Roll Resistant Normal Sensitive Holy Slaying
01–05 Gentle bump makes foe smile. The impact of your spell is minimal. Foe is not impressed. Your attack lands heavily on foe, enraging him. +1 hit. Foe rolls for Frenzy. He's coming for you. Foe is unrepentant. +3 hits. Poorly aimed strike finds foe on its own. +5 hits.
06–10 Foe looks at you and scoffs. Strike thuds into target doing little damage. +1 hit. Weak strike lands harder than you thought it would. +3 hits. Your strike misses foe completely, but ricochets into him. Lucky? Divine intervention? +4 hits. Foe realizes he must kill you before you strike again. +8 hits.
11–20 Your strike is weak. Foe's defense is strong. +1 hit. You aim wavers and most of your strike slides harmlessly past. +3 hits. Foe shakes off your strike, then looks at you and nods. Respect. +5 hits. With a sound like that paddle the head priest used on unruly children, your attack smacks into foe. +8 hits. Your attack slams into foe with terrific impact. +15 hits.
21–30 If foe has any gear, you smash one item. Your strike smacks into a well-protected area. +5 hits. Strike to body causes foe to step back 10 feet. +7 hits. Foe exhales explosively as your attack lands on his chest. +12 hits. Foe steps back from the impact. +18 hits, foe must parry next round.
31–40 Your attack thumps into foe's side. +3 hits. Foe is ready for your strike and takes it well. +7 hits. Foe braces for impact, but still feels the pain. +10 hits. Heavy impact to leg cracks bone. Foe takes +5 hits and is at -10. Foe realizes the danger and pauses, torn between fight and flight. +20 hits and foe loses initiative for 2 rounds.
41–50 Chest strike unbalances foe. He stumbles back 5 feet. +4 hits. Solid strike slams into foe. +10 hits. The main force of your strike brushes past foe's ear, snapping his head to the side. +15 hits, foe loses initiative next round. Smack to side of head leaves foe cross-eyed. Foe is at -20 to all actions for 10 rounds. Titanic impact hits the ground at foe's feet leaving a crater. Foe staggers back, stunned for 2 rounds. +15 hits.
51 - 65 Impact spins foe around. +6 hits. Strike lands lightly in a delicate area. Foe is angered. +13 hits. Strike to upper, inner thigh. Foe recognizes the peril. +15 hits, foe must parry 2 rounds. Deep impact to foe's lower abdomen causes his bladder to cut loose. Embarrassing. +20 hits. Crushing strike to foe's ribs. Something breaks. Foe takes +20 hits and fights at -20.
66 Heavy impact knocks breath out of foe. He is gasping and trying to regain his balance. Stunned and unable to parry for 3 rounds. Impressive strike to foe's mouth breaks jaw and knocks out 1d6 teeth. Foe is unconscious for 3 days. +30 hits. Titanic impact slams into foe's knee, breaking it explosively and severing his leg. Foe is down, stunned and unable to parry for 10 rounds, and bleeding 15 hits per round. +50 hits. Reverberant strike to foe's head. If he has a metal helm, it rings like a church bell. If no helm, foe's head is shattered. Either way, your foe is dead. Your strike hits with such force it sends shockwaves out from foe in a 20'r. Treat as a Fireball attack with Unbalance crits to all in the area. Foe dies, his body shattered.
67–70 Leg strike might cause a bruise. +8 hits. Strike to foe's calf. That's going to leave a mark. +15 hits. Heavy impact to foot breaks a bone. Foe is at -20 and hopping mad. +20 hits. Hard strike to foe's heel breaks bones. Foe is at -30 to all actions and must parry next round. +20 hits. Impact slams into foe's knee with crushing force. Foe takes +30 hits and is at -40 to all actions.
71–80 Solid thump to foe's forehead. He shakes his head to clear it. Stunned one round, +10 hits. Solid impact to foe's head. If he has a helm, it is knocked flying. With helm, +20 hits and must parry 1 round. Without helm, +25 hits and stunned 2 rounds. Crushing strike to foe's face breaks nose. Foe's eyes water and blood pours out. +20 hits, foe is stunned for 2 rounds, unable to parry for 1, and bleeding at 1 hit per round. Focused blast strikes foe's weapon. It is knocked away and broken (magic items get a RR). +15 hits. Unstoppable impact to foe's legs sweeps them out from under him. Foe is down, stunned and unable to parry for 2 rounds. +35 hits.
81–90 Your spell punches into foe's weapon arm, causing a small fracture. Foe drops anything held, and is at -10. The force of your attack catches foe just right. Foe loses balance and initiative for 6 round. +15 hits, stunned 3 rounds. Painful strike to foe's elbow is not humerus. Foe curses relentlessly, shaking his arm in agonizing pain. Arm is useless for 3 rounds. +30 hits. Weighty impact to foe's shield arm. If foe has shield, it is shattered and foe takes +10 hits. If not, arm is broken and foe takes +20 hits and fights at -20. Foe sees your attack coming and takes the impact on his shield arm. If he has a shield it is broken and he takes +15 hits. Without, arm is broken and useless, +30 hits.
91–95 Concussive strike to foe's shield arm. Any shield is broken. If no shield, foe takes +15 hits. Deep impact to foe's shield side. Foe nearly falls. +20 hits, stunned and unable to parry 2 rounds. Substantial impact to foe's shield arm. If foe has shield it is broken and foe takes +10 hits. If not, arm is broken, +20 hits, and foe is at -20. With a solid thump and a whoosh of exhaled air, you knock the wind out of foe. He staggers back 20 feet and is stunned and unable to parry for 3 rounds. +25 hits. Vengeful strike to foe's weapon arm. Arm is broken. Foe is stunned and unable to parry next round and fights at -30. +40 hits.
96–98 Foe ignores your spell, but it was more powerful than expected. Impact breaks three ribs. Foe is at -50 to all actions. +50 hits. Shattering impact to foe's neck crushes windpipe and breaks spine. Foe is paralyzed for three rounds before dying. Monumental impact to foe's chest breaks all ribs and crushes heart. Foe is thrown back 10 feet to his dying place. Foe is immobile for 3 rounds, then death comes for him. Foe feels the wrath of your god, for an instant. Your strike lands with divine guidance, crushing foe's head. Foe dies instantly. Your strike is so powerful it tears foe in half. All within 15' are showered with foe's blood. Foe dies instantly.
99–100 Deep impact breaks foe's pelvis. Foe falls over in pain and has difficulty standing. Foe is at -70 to all actions and takes +75 hits. Massive impact to foe's side shatters ribs and sends bone shrapnel into vital organs. Foe dies in 6 rounds. Stunned no parry 6 rounds. Concussive impact to foe's head destroys brain. All thought stops immediately as foe falls to the ground. Foe is brain dead, but his body won't find out for 10 minutes. +100 hits. In a horrific display of divine fury you smite your foe down. Foe collapses with a broken... everything. Foe is immobile for 10 rounds, then dies. The impact of your strike crushes foe flat and continues into the ground. The ground begins to shake and you realize you may have used too much power. You trigger an earthquake. GM determines effect.
101–150 Strike bangs into side of foe's head. Foe has a mild concussion. +20 hits, foe is at -10. Reverberating strike to foe's body causes deep bruising and knocks the wind out of foe. Foe is stunned and unable to parry for 3 rounds. +30 hits. Booming strike reverberates through foe's skeleton, causing many minor fractures. Foe is stunned for 5 rounds, takes +30 hits, and fights at -20. Strike to abdomen inflicts great pain and bruises organs. Foe fights at -30, takes +50 hits, and is stunned and unable to parry next round. Crushing impact to genitals. Foe is stunned and unable to parry for 4 rounds as he vomits in pain. +50 hits.
151–175 Hard shot to body forces foe back. He steps on an unseen imaginary deceased turtle, loses his footing, and falls. +30 hits, stunned one round. Powerful strike to foe's body breaks bone, leaving foe at -20 to all actions, and stunned and unable to parry for 4 rounds. +35 hits. Violent strike to foe's chest. Foe reels back in pain. Foe is stunned and unable to parry 5 rounds and is at -20 to all actions. +40 hits. Forceful impact to foe's leg breaks a large bone. Foe has trouble walking. Foe's base rate is halved, he is at -50 to all actions, and takes +50 hits. Percussive strike lands on foe's hip. Joint is shattered, and foe can't stand. +50 hits, foe is at -75, and stunned for 6 rounds.
176–200 Foe's resistance to your strike fails. Your strike cracks foe's collarbone. Foe takes +30 hits and is at -30 to all actions. Strike to shoulder shatters bone. Foe is at -50 and takes +40 hits. Concussive impact to foe's body causes a shockwave that damages internal organs. Foe takes +30 hits and must parry for 2 rounds, then fights normally. Foe will die in two days. Castigate foe with the unrelenting force of your god. Foe is at -50 from broken bones, takes +75 hits, and is stunned and unable to parry for 10 rounds. Foe falls to his knees in supplication. Your magic infests foe and attacks him from the inside. Each round a bone breaks or an organ ruptures. Foe is incapacitated, tossed around by the force of your spell. Stunned and unable to parry for life.
201–250 The unexpected power of your strike bowls foe over. He is driven back 10 feet, knocked down, and is stunned and unable to parry for 3 rounds. +40 hits. Foe exposes his back as you strike. The impact shatters bone and tears muscle. Foe drops to the ground, paralyzed from the waist down. +50 hits. Startlingly powerful strike to side of foe's head snaps his neck. Foe drops to the ground, twitching for two rounds. He is dead before he falls. +75 hits. Your strike lands with the sound of a silvery chime. Foe hears something else as he is driven to the ground, bones breaking and flesh crushing. Foe dies on his next action. Your strike lands with such concussive force the shockwave knocks everyone down in a 20' radius. Your foe is crushed by the force and dies instantly.
251+ Massive impact breaks many of foe's ribs. Foe reels back in pain, stunned and unable to parry for 10 rounds, and at -75 to all actions. +50 hits. Your strike is precise and powerful. Foe's skull shatters from the impact, killing foe instantly. Foe's body cannot handle the impact. Nearly every cell ruptures, all organs fail, and bones shatter. Foe is unmade. Your strike lands almost gently as it sets up killing vibrations inside foe. All of foe's organs rupture. He dies almost instantly, confused. Your power crushes foe pulling everything around into the gravity well. For 4 rounds all in a 20' radius must make a Hard Strength roll or be pulled in for a C Krush critical.
6.5(e) Large Creature Critical Strikes—Resistant
Roll Cold Electricity Heat Impact
01–05 Foe looks at you gratefully. He was feeling a little warm. Foe feels recharged. Waves of heat wash over your target leaving foe feeling refreshed. Gentle bump makes foe smile.
06–10 Refreshing breeze washes over foe. Electricity arcs around foe, making him look cool. Foe grins as your fire gives him a warm feeling. Foe looks at you and scoffs.
11–20 Your attack barked more than it (frost)bit. +1 hit. Foe seems immune to electricity. +1 hit. That blast of flame really should have done more damage. +1 hit. Your strike is weak. Foe's defense is strong. +1 hit.
21–30 Side strike freezes one item of foe's equipment. It becomes brittle and breaks. Electricity arcs around foe, damaging his equipment. Foe seems less vulnerable. +3 hits. Foe seems immune to your fire. Foe's clothing and equipment did not fare as well. One item of clothing or equipment burned away. If foe has any gear, you smash one item.
31–40 Chilling strike. +2 hits. Electrifying. +4 hits. Solid strike gives +3 hits. Your attack thumps into foe's side. +3 hits.
41–50 Leg strike chills foe. Foe's base movement rate is -10 next round. +3 hits. Light strike to foe's head. +6 hits. Strike leaves evidence of 1st degree burns. +5 hits. Chest strike unbalances foe. He stumbles back 5 feet. +4 hits.
51 - 65 Blast of arcane cold freezes foe's hair. +5 hits. Powerful current arcs into foe, and seems to ground out early. +8 hits. +6 damage as flames find a sensitive area to nest. Foe is angered by your impertinence. Impact spins foe around. +6 hits.
66 Glacial blast freezes foe's leg to the bone. Foe tries to put weight on it and feels the bone crack. +12 hits. Foe is at -25. Dynamic charge dances around foe. Unable to get a grip on foe, it sets fire to foes clothing and equipment. Foe takes +20 hits and 3 hits per round. Although flames fail to damage foe's hide, the intense heat causes a bone to crack in foe's upper leg. +15 hits, (-25). Heavy impact knocks breath out of foe. He is gasping and trying to regain his balance. Stunned and unable to parry for 3 rounds.
67–70 Bitter cold causes frostbite along foe's flank. +6 hits. Electric power arcs into foe's knee. Foe is at -10. Flames dance along foe's legs causing minor burns. +7 hits. Leg strike might cause a bruise. +8 hits.
71–80 Frosty blast toward foe's eyes causes foe to flinch away. Foe must parry for 2 rounds. +5 hits. Your power arcs toward a sensitive area. Foe must parry next round. +12 hits. Head strike causes foe to flinch. Foe must parry next round. +10 hits. Solid thump to foe's forehead. He shakes his head to clear it. Stunned one round, +10 hits.
81–90 Foe's shield arm engulfed in paralyzing frost. Foe is stunned for 2 rounds and cannot parry for 1. +5 hits. Strike arcs through foe's nervous system leaving him twitchy. Foe must parry for 3 rounds. +10 hits. Foe's shield arm is engulfed in flames that quickly go out. Foe takes +7 hits and must parry for 2 rounds. Your spell punches into foe's weapon arm, causing a small fracture. Foe drops anything held, and is at -10.
91–95 Deep frostbite causes foe to act at -10. Foe takes +8 hits and is stunned 3 rounds. Foe scoffs at your power. Foe quickly learns his mistake. +15 hits and stunned for 2 rounds. Foe tries to brush the flames away with his shield arm and finds they are hotter than expected. +10 hits, +1 hit per round. Stunned 1 round. Concussive strike to foe's shield arm. Any shield is broken. If no shield, foe takes +15 hits.
96–98 Foe dismisses your attack as harmless, only to discover the depth of your power. The paralyzing cold of your strike leave foe at -50 to all actions from deeply chilled muscles. +40 hits. Foe thought he was immune to your spell. Foe was horribly wrong. Electricity arcs into foe's hands, burning away all of his fingers. +60 hits. Foe thought he could resist your fire and stepped forward confidently. He chose... poorly. 3rd degree burns give +50 hits, - 50 to all actions, and 3 hits per round. Foe is stunned and unable to parry for 5 rounds. Foe ignores your spell, but it was more powerful than expected. Impact breaks three ribs. Foe is at -50 to all actions. +50 hits.
99–100 A wave of arctic cold sweeps over foe's head. Foe's eyes freeze and shatter. Foe is blind (-100 to all actions requiring sight). +50 hits. Strike to brain knocks foe out. Foe loses 5d10 from all mental stats. Face melting strike causes all flesh on the front of foe's head to blister. Heat cracks several teeth and foe's jaw. Foe is knocked out by the pain. Deep impact breaks foe's pelvis. Foe falls over in pain and has difficulty standing. Foe is at -70 to all actions and takes +75 hits.
101–150 Frigid cold lances into foe's ribs. Two ribs freeze and break. Foe is at -20, takes +10 hits, and is stunned next round. Brilliant flash plays over foe's weapon hand. A momentary spasm causes foe to drop anything in hand. +17 hits. Strike to body causes 2nd degree burns. +15 hits, +1 hit per round. Foe is stunned for two rounds. Strike bangs into side of foe's head. Foe has a mild concussion. +20 hits, foe is at -10.
151–175 Penetrating cold seeps into foe's muscles, slowing his movements. Foe loses initiative for 5 rounds. +20 hits. Surface waves of burning electrical power cover foe causing intense pain, but no lasting damage. +35 hits. Flames catch on foe, but almost immediately begin go out. Foe takes 6 hits per round, reducing by 1 hit per round every round. Foe loses initiative while he burns. Hard shot to body forces foe back. He steps on an unseen imaginary deceased turtle, loses his footing, and falls. +30 hits, stunned one round.
176–200 Strike to foe's abdomen causes internal injuries from the cold. Foe fights at -30 due to severe frostbite, and is stunned and unable to parry for 3 rounds. +25 hits. Shot to side connects to foe's nervous system, causing pain and major nerve damage. Foe is at -50. +25 hits. Foe only partially resists your strike, taking major damage to his chest and abdomen. 3rd degree burns cause +25 hits, 3 rounds of stun and -30 to all actions. Foe's resistance to your strike fails. Your strike cracks foe's collarbone. Foe takes +30 hits and is at -30 to all actions.
201–250 Your strike freezes the very air around it as it lances into foe's chest. The air in foe's lungs briefly turns to liquid. Foe is stunned and unable to parry for 10 rounds. +60 hits. Foe resists your power, so it flows into whatever he is wearing and fuses it. Foe is at -5x his AT, and taking 3 hits per round. The unexpected intensity of your fire surprises foe. +40 hits, stunned no parry 6 rounds, -50 to all actions. You have initiative next round. The unexpected power of your strike bowls foe over. He is driven back 10 feet, knocked down, and is stunned and unable to parry for 3 rounds. +40 hits.
251+ Cold takes root in foe's very soul, and begins to spread. Foe takes 5 hits per round from the deepening chill. +50 hits, foe is at -75 to all actions. Intensely focused blast shears off foe's arm just below the shoulder, partially cauterizing it. Foe takes 3 hits per round and is unable to applaud your efforts. Fire clings to foe like a living thing. Foe is stunned and unable to parry for 12 rounds, and is burning for 7 hits per round. Massive impact breaks many of foe's ribs. Foe reels back in pain, stunned and unable to parry for 10 rounds, and at -75 to all actions. +50 hits.
6.5(f) Large Creature Critical Strikes—Normal
Roll Cold Electricity Heat Impact
01–05 A cool wind. No extra damage. Ooh! That tingles. Warm Breeze across foe. The impact of your spell is minimal. Foe is not impressed.
06–10 Foe feels a slight chill. +1 hit. Pop! +1 hit. Foe walks through the heat of your spell as if it isn't there. +1 hit. Strike thuds into target doing little damage. +1 hit.
11–20 Chill wind across face turns foe's cheeks red. +3 hits. Power arcs around your foe. +3 hits. Unfocused strike fails to penetrate beyond the surface. +3 hits. You aim wavers and most of your strike slides harmlessly past. +3 hits.
21–30 Superficial frostbite will cause foe's skin to blister and peel in a few days. +6 hits. Jolting strike to side stuns foe for 1 round. +5 hits. Hair and/or clothing on foe's flank singed. +5 hits. Your strike smacks into a well-protected area. +5 hits.
31–40 Ice clings to foe, slowing his movements. Foe is at 50% activity next round. Blast of electricity leaves foe feeling twitchy. +7 hits. Singe foe's skin with 1st degree burns. +7 hits. Foe is ready for your strike and takes it well. +7 hits.
41–50 Burst of freezing force almost brings foe to his knees. +5 hits and foe is stunned. A burst of electricity arcs across foe's forehead, leaving a scar in the shape of a lightning bolt. +12 hits. Flames sear foe with satisfying intensity. +10 hits. Solid strike slams into foe. +10 hits.
51 - 65 Frost forms on foe's body. +10 hits, foe must parry for 2 rounds. Thunderous strike deals +15 hits. Intense heat burns a sensitive spot. +13 hits. Foe is now focused on you. Strike lands lightly in a delicate area. Foe is angered. +13 hits.
66 Strike to foe's legs freezes them to the ground. Foe is unable to move until he can break free. Stunned no parry 8 rounds. Penetrating strike to abdomen cooks foe's liver from the inside. Foe takes +50 hits and will die in 4 days from blood poisoning. Searing flames strike deep into foe's eyes. Foe is blinded and enraged. +30 hits. Impressive strike to foe's mouth breaks jaw and knocks out 1d6 teeth. Foe is unconscious for 3 days. +30 hits.
67–70 Foe's hand freezes onto whatever he is holding. He couldn't drop it if he tried. +15 hits. Foe will not feel safe around doorknobs for a month. +20 hits. Blast of heat sears foe's leg. +15 hits. Strike to foe's calf. That's going to leave a mark. +15 hits.
71–80 Strike to foe's head freezes any head covering to flesh. +20 hits. Your strike arcs into foe's head. With metal helmet foe takes +25 hits and is stunned and unable to parry 2 rounds. Without metal helmet, +20 hits. Flames burst around foe's head. Any organic head covering is destroyed. +20 hits. Solid impact to foe's head. If he has a helm, it is knocked flying. With helm, +20 hits and must parry 1 round. Without helm, +25 hits and stunned 2 rounds.
81–90 The cold of your strike seeps into foe's arm. Foe is having trouble moving it. Foe takes +15 hits and is at -10. Strike to body leaves foe at -10 from nerve damage. +20 hits. Flames hungrily feed on foe's arm, burning intensely. Foe takes +15 hits plus 1 hit per round. You have initiative next round. The force of your attack catches foe just right. Foe loses balance and initiative for 6 round. +15 hits, stunned 3 rounds.
91–95 Knee strike. Cold bites deep and the pain is intense. Foe cannot bend his knee. +10 hits and foe is at -20. Powerful arc to body. With metal armor, foe takes + 25 hits. Without, +20 hits and foe is at -10 due to nerve damage. Fire burns foe's leg deeply, leaving second and third degree burns. Foe takes +20 hits, plus 2 hits per round, and is stunned 2 rounds. Deep impact to foe's shield side. Foe nearly falls. +20 hits, stunned and unable to parry 2 rounds.
96–98 Power pours forth into foe's head, encasing it in ice. Foe falls to the ground fighting to break the ice. Foe takes +50 hits and will suffocate in 12 rounds. Stunned no parry 12 rounds. Flashing strike to foe's face sears deep into eyes. Foe is blinded, permanently. Foe takes 50 hits and is stunned an unable to parry for 10 rounds. Titanic blast of heat tears into foe's head, burning flesh to ash and destroying all sensory organs. Foe collapses in pain and dies from shock in 3 rounds. Shattering impact to foe's neck crushes windpipe and breaks spine. Foe is paralyzed for three rounds before dying.
99–100 Freezing cold washes over foe's arm. When he tries to move, it shatters into many pieces. Blood pours from the stump. +60 hits, +15 hits per round. Precision strike burns a hole clear through your foe in an instant. Foe will die from organ and nerve damage in 10 rounds. Stunned and unable to parry 10 rounds. Blast of heat tears into foes side, penetrating deep into the vital organs. Steam flashes out of the wound as foe collapses to the ground and writhes in pain for 6 rounds before dying. Massive impact to foe's side shatters ribs and sends bone shrapnel into vital organs. Foe dies in 6 rounds. Stunned no parry 6 rounds.
101–150 Freezing blast to back slows target by damaging muscles. Foe takes +20 hits, is stunned for 2 rounds, and is at -30 to all actions. Electric arc to foe's shield arm grounds out through opposite foot, damaging a variety of nerves along the way. Foe is at -30 to all actions, stunned for three rounds, +30 hits. Intense strike sears across foe's abdomen. Foe's hide is scorched and bleeding. +30 hits, 3 hits per round. Foe is stunned for two rounds, unable to parry for one. Reverberating strike to foe's body causes deep bruising and knocks the wind out of foe. Foe is stunned and unable to parry for 3 rounds. +30 hits.
151–175 Strike to lower leg freezes foe's foot to the floor. He cannot move while he tries to break the foot free. Foe is stunned and unable to parry for 3 rounds. Foe drops and rolls, getting downright acrobatic in his attempts to avoid your strike. All it does is spread it around more. Foe takes +60 hits. Flames flare up and cover foe. All organic material carried by foe is destroyed. Foe is distracted as he stops, drops, and rolls. Foe is stunned no parry for 5 rounds, and takes +8 hits per round. Powerful strike to foe's body breaks bone, leaving foe at -20 to all actions, and stunned and unable to parry for 4 rounds. +35 hits.
176–200 Strike to mouth freezes foe's tongue solid. It will break off when it thaws. Foe is mute. +50 hits, stunned for 5 rounds. Your spell arcs into foe's hip, fusing the joint. Foe has fallen, and can't get up. Foe takes +40 hits and is at -50 to all actions. Intense flames strike out at foe and burn foe's leg to ash in an instant, cauterizing the stump. Foe collapses to the ground, takes +50 hits, stunned for 12 rounds. Strike to shoulder shatters bone. Foe is at -50 and takes +40 hits.
201–250 A deep chill seeps into foe, and he begins to freeze solid. Foe takes 10 hits and is at -10. Each round, foe will take an additional 10 hits, and an additional -10. When foe reaches -100 he is frozen solid and dead. Shot to groin burns foe badly in a sensitive spot. Foe is so shaken by your assault that he screams in terror and runs away at top speed for 2d10 rounds. +50 hits. Flames leap into foe's mouth as he inhales. Mouth, throat, and lungs severely burned. Foe collapses and dies of respiratory failure in 5 minutes. Foe exposes his back as you strike. The impact shatters bone and tears muscle. Foe drops to the ground, paralyzed from the waist down. +50 hits.
251+ Chill assault to foe's face. Foe attempts to shield his eyes. Shield arm is now frozen to front of face. Foe cannot see (-100) takes +50 hits, and is stunned no parry for 6 rounds. Strike to chest burns into foe. Light pours from foe's eyes as the electricity lights up his nervous system. Foe stumbles around blind and stunned for 2 rounds before death. Flames splash over foe and everything nearby. Any flammable material within 15 feet of foe catches fire. Foe is burning and writhing in pain. +50 hits, 15 hits per round, and -50 to all actions. Your strike is precise and powerful. Foe's skull shatters from the impact, killing foe instantly.
6.5(g) Large Creature Critical Strikes—Sensitive
Roll Cold Electricity Heat Impact
01–05 Your foe can no longer afford to ignore you. +1 hit. Foe's hair stands up. +1 hit. Your eldritch fire frightens foe. That's why he is going to kill you first. +1 hit. Your attack lands heavily on foe, enraging him. +1 hit. Foe rolls for Frenzy. He's coming for you.
06–10 Frost forms on foe's hair. +3 hits. Glancing hit still seems to cause damage. +3 hits. Your fire, although poorly aimed, seems to bend toward foe as if hungry. +3 hits. Weak strike lands harder than you thought it would. +3 hits.
11–20 Cold seeps into foe's muscles and slows his movements. Foe loses initiative next round. Foe flinches away from your strike, then focuses his wrath on you. +5 hits. Foe flinches away from the flames. Foe must parry next round. Foe shakes off your strike, then looks at you and nods. Respect. +5 hits.
21–30 Side strike causes foe to step back 10 feet. + 5 hits. Side strike staggers foe back 10 feet. +7 hits. You thought your strike missed, but foe's side smolders from the heat. +7 hits. Strike to body causes foe to step back 10 feet. +7 hits.
31–40 Foe's hair freezes and cracks. +10 hits. Strike to side gives +10 hits. Foe's skin starts to blister with the heat. +10 hits. Foe braces for impact, but still feels the pain. +10 hits.
41–50 Foe raises arms to protect his face. Arms feel the chill. +12 hits. Foe steps back in fear of your power as your strike nearly takes off his ear. +18 hits. Foe fears your fire. +15 hits. The main force of your strike brushes past foe's ear, snapping his head to the side. +15 hits, foe loses initiative next round.
51 - 65 Strike freezes foe's leg. +10 hits and foe fights at -10. Blast to leg causes muscle and nerve damage. +15 hits, foe is at -10. Fire clings to foe's leg. +15 hits, +1 hit per round. Strike to upper, inner thigh. Foe recognizes the peril. +15 hits, foe must parry 2 rounds.
66 Blast to face causes severe frostbite and freezes foe's eye solid. Foe's teeth and jaw crack and break. Foe collapses and will die in 9 rounds. Foe reaches out to block your strike. It arcs into his arm, through his body, and out through his leg. Foe is down, twitching uncontrollably for 3 rounds before his heart stops. Fire finds a way in, and foe begins to burn from the inside. Fire under foe's skin causes him to writhe in horrific agony for 6 rounds before expiring. Titanic impact slams into foe's knee, breaking it explosively and severing his leg. Foe is down, stunned and unable to parry for 10 rounds, and bleeding 15 hits per round. +50 hits.
67–70 Freezing strike numbs away the pain. Foe is at -15. With a powerful sound of thunder, your spell lances into foe's legs. Foe takes 20 hits. Foe's Base Rate is reduced 10 feet per round due to nerve damage. Deep, searing blast to foe's leg damages muscle. +10 hits, foe is at -10. Heavy impact to foot breaks a bone. Foe is at -20 and hopping mad. +20 hits.
71–80 Penetrating strike to foe's head affects inner ear. Foe is at -20. Head strike. Foe takes +25 hits and is stunned for 2 rounds. All of foe's hair is standing straight up. Strike to foe's head stuns him for 1 round. +10 hits. Crushing strike to foe's face breaks nose. Foe's eyes water and blood pours out. +20 hits, foe is stunned for 2 rounds, unable to parry for 1, and bleeding at 1 hit per round.
81–90 Foe parries your blast with his weapon. It becomes so cold it shatters. If no weapon, foe takes +15 hits and is at -15. Strike to foe's weapon hand damages nerves. Foe drops weapon and is at -20 due to nerve damage and burns. +15 hits. Weapon arm bathed in flame. Foe drops weapon to fight the fire. +15 hits plus 2 hits per round. Painful strike to foe's elbow is not humerus. Foe curses relentlessly, shaking his arm in agonizing pain. Arm is useless for 3 rounds. +30 hits.
91–95 Persistent cold drains the feeling from foe's body. Foe takes +18 hits and is at -20. Lightning arcs across foe's back, causing deep burns and muscle damage. +20 hits, foe fights at -20. Painful blast of fire leaves foe terrified of more. Foe takes +25 hits plus 3 hits per round, and is stunned for 3 rounds. Substantial impact to foe's shield arm. If foe has shield it is broken and foe takes +10 hits. If not, arm is broken, +20 hits, and foe is at -20.
96–98 Hyperborean cold lances into foe, freeing deep into his abdomen. Foe reels from the pain as muscles and bones freeze and shatter. Foe is stunned and cannot parry 3 rounds, then dies. A brilliant lance of electricity strikes directly to foe's heart. It stops. Clear. Foe catches fire as if made from paper. Foe flails around in random directions for 3 rounds, then falls to the ground, dead. Foe's body will burn for 10 minutes. Monumental impact to foe's chest breaks all ribs and crushes heart. Foe is thrown back 10 feet to his dying place. Foe is immobile for 3 rounds, then death comes for him.
99–100 Ice takes hold of foe and begins to spread. Foe fights at -10, increasing by -10 each round for 9 more rounds. Then foe stops. Completely. +10 hits per round. Foe turns into a lightning rod for your strike. Your power courses through him, burning away flesh, blood, and organs. Foe dies painfully. Flame catches hold and leaves foe with 3rd degree burns over 90% of his body. Foe is incapacitated with pain and will die from infection in a few days. Concussive impact to foe's head destroys brain. All thought stops immediately as foe falls to the ground. Foe is brain dead, but his body won't find out for 10 minutes.+100 hits.
101–150 Strike to chest nearly freezes foe's heart. It skips a few beats, but hammers on. Foe takes +30 hits, is stunned for 5 rounds, and fights at -25. Foe spasms violently as your strike hits. Convulsing muscles damage themselves. Foe falls down, is stunned for 4 rounds, unable to parry for 2, and at -20 to all actions. Back strike burns deep. Foe has 3rd degree burns. Foe takes +30 hits, 4 hits per round, and is stunned and unable to parry for 3 rounds. Booming strike reverberates through foe's skeleton, causing many minor fractures. Foe is stunned for 5 rounds, takes +30 hits, and fights at -20.
151–175 Arctic cold attacks foe's legs. Foe is having trouble walking. Severe frostbite, and muscle damage. Foe is at -50, takes +40 hits, and is stunned for 4 rounds. Electricity sears into foe, causing massive surface damage. Foe writhes in pain as you do +70 hits. Persistent flames stick to foe like napalm. Foe drops everything to fight the fire that is consuming him. Foe takes 6 hits per round and is stunned for 10 rounds. Violent strike to foe's chest. Foe reels back in pain. Foe is stunned and unable to parry 5 rounds and is at -20 to all actions. +40 hits.
176–200 Intense cold slows foe almost to a stop. Almost. Foe is at -80 due to severe hypothermia, takes 50 hits, and is stunned and cannot parry for 3 rounds. Electricity arcs into any metal on foe. Foe will take 10 hits per round while holding or wearing anything metal. +30 hits. Intense heat burns foe deeply. Muscle and nerve damage leave foe's weapon arm useless. +50 hits, stunned and cannot parry for 10 rounds. Concussive impact to foe's body causes a shockwave that damages internal organs. Foe takes +30 hits and must parry for 2 rounds, then fights normally. Foe will die in two days.
201–250 Cold lances into foe's heart. He stands still for a moment before toppling over, dead. +10 to your next attack. Your strike seems to do no damage. Foe stands there looking stunned for three rounds before falling over, but he's already dead. Foe catches fire like flash paper. All within a 10-foot radius take a +25 Fireball attack. Foe dies instantly. Startlingly powerful strike to side of foe's head snaps his neck. Foe drops to the ground, twitching for two rounds. He is dead before he falls. +75 hits.
251+ Hypothermia sets into foe, and his body cannot warm up. Foe is slowly freezing to death. Foe is at -50 to all actions, stunned and unable to parry for 10 rounds, and takes 10 hit per round from the cold. Electricity burns into foe's belly with frightening effect. Foe screams in pain and is almost hidden by the smoke of burning viscera. Foe drops and dies in 5 rounds of searing agony. A wash of flame chars foe's head to nothing in less than a round. Foe collapses, headless. Foe's body cannot handle the impact. Nearly every cell ruptures, all organs fail, and bones shatter. Foe is unmade.
6.5(h) Large Creature Critical Strikes—Holy
Roll Cold Electricity Heat Impact
01–05 Maybe your foe is not all that unclean. +2 hits. The light of the gods causes +4 hits. Your god seems ambivalent about this foe. +2 hits. Foe is unrepentant. +3 hits.
06–10 Foe recoils from the arctic power of your attack. Must parry 1 round. Your strike seems to seek out your foe. +5 hits. That shot should have missed, right? Somehow it didn't... Divine intervention? +5 hits. Your strike misses foe completely, but ricochets into him. Lucky? Divine intervention? +4 hits.
11–20 Foe feels the chill of a lonely grave. +8 hits. Electricity arcs into foe with satisfying intensity. +10 hits. Foe finds this fire particularly painful. +10 hits. With a sound like that paddle the head priest used on unruly children, your attack smacks into foe. +8 hits.
21–30 Blast causes mild frostbite. Foe is at -10 and takes +6 hits. Electricity courses through foe causing his muscles to lock up for an instant. +15 hits. Foe nearly catches fire, but manages to extinguish the flames. +12 hits. Foe exhales explosively as your attack lands on his chest. +12 hits.
31–40 Painful cold bites into foe. +12 hits. Jolting strike to leg causes minor nerve damage. +8 hits, foe is at -10. Flames stick to foe. +10 hits and 1 hit per round. Heavy impact to leg cracks bone. Foe takes +5 hits and is at -10.
41–50 Arctic force slows foe down and puts him on the defensive. Foe must parry at -10 for two rounds. Your foe sees the light. Strike to eyes leaves foe stunned for 2 rounds. +10 hits. Fire burns at the darkness within your foe. +18 hits. Smack to side of head leaves foe cross-eyed. Foe is at -20 to all actions for 10 rounds.
51 - 65 Strike briefly encases foe in ice before he breaks free. +10 hits. Foe is stunned no parry next round. Electricity arcs into foe by way of a metal item. Any one metal item is now too hot to hold. +20 hits. Fire sweeps around foe igniting anything flammable. +20 hits. Deep impact to foe's lower abdomen causes his bladder to cut loose. Embarrassing. +20 hits.
66 “And the wrath of the almighty shall freeze the hearts of the unrighteous!” Foe dies. Electrifying strike to a nerve junction leaves foe paralyzed on one side. Foe cannot stand without help. Foe contemplates his evil ways. +40 hits. Brilliant white fire finds foe's weakness and strikes with precision. Foe is killed instantly with little damage to his body. +10 to your next action. Reverberant strike to foe's head. If he has a metal helm, it rings like a church bell. If no helm, foe's head is shattered. Either way, your foe is dead.
67–70 Deep, numbing strike leaves foe unable to feel joy. +20 hits and foe fights at -20. You send a bolt of power into foe's side leaving him stunned for 2 rounds. +25 hits. Intense fire yields +25 hits. Hard strike to foe's heel breaks bones. Foe is at -30 to all actions and must parry next round. +20 hits.
71–80 Encompassing cold freezes any organic material carried or worn by foe. It cracks and falls away as foe moves. +15 hits. Strike arcs up and then down into the top of foe's head. Foe is confused. +20 hits, stunned and unable to parry one round. Pain tears at your foe's soul. Fire tears at his equipment. Any 1 organic item destroyed. +20 hits, stunned 1 round. Focused blast strikes foe's weapon. It is knocked away and broken (magic items get a RR). +15 hits.
81–90 Icicles form from your strike and pierce foe's side. +20 hits and 2 hits per round. Powerful strike arcs into both of foe's arms. He fights at -20 due to nerve damage. +20 hits. Both of foe's arms bathed in holy fire. Foe takes +25 hits and is at -10 due to burns. Weighty impact to foe's shield arm. If foe has shield, it is shattered and foe takes +10 hits. If not, arm is broken and foe takes +20 hits and fights at -20.
91–95 Lower leg strike. Severe frostbite and muscle damage. +20 hits, foe is at -25. Blast to chest causes foe's collar bone to heat up. Foe takes 10 hits per round, reducing by 1 per round each round as the bone cools. Lower leg strike burns its way upward. Foe takes 2 hits per round and is stunned one round.+20 hits. With a solid thump and a whoosh of exhaled air, you knock the wind out of foe. He staggers back 20 feet and is stunned and unable to parry for 3 rounds. +25 hits.
96–98 Magical ice forms around your foe, encasing him in a fortress of solitude. Horribly, he still lives for 12 rounds before freezing solid. Time to contemplate his evil ways. Electricity arcs into foe's spine, destroying his nervous system. Foe is paralyzed from the neck down. +75 hits. With a sound like a choir of angels, your holy blast smites foe down in a fiery conflagration. Nothing remains but ashes. Foe feels the wrath of your god, for an instant. Your strike lands with divine guidance, crushing foe's head. Foe dies instantly.
99–100 The wrath of your god frightens even you as the cold strikes out at your foe. All of foe's limbs freeze and shatter, leaving him bleeding in horrible agony for 3 rounds before the cold takes him. With a brilliant flash, and a blast of thunder that leaves all within 50' deafened for 10 rounds, your foe ceases to exist. Waves of fire enter foe's chest and burn him from the inside out. Fire gushes from eyes, mouth, and nose before foe crumbles to ash. You might want to thank a certain someone... In a horrific display of divine fury you smite your foe down. Foe collapses with a broken... everything. Foe is immobile for 10 rounds, then dies.
101–150 Cold blast to foe's pelvis freezes vital areas. Foe scrambles to avoid the damage. Foe is at -30 to all actions, and must parry for 5 rounds.+50 hits. Your spell splits into multiple bolts, striking foe from many directions at once. Foe is at a loss. Foe is stunned 6 rounds, unable to parry 3, and takes +30 hits. Flames leap toward foe's eyes. Foe holds up arms in defense and receives severe burns. +30 hits, stunned no parry for 3 rounds. Strike to abdomen inflicts great pain and bruises organs. Foe fights at -30, takes +50 hits, and is stunned and unable to parry next round.
151–175 Foe's body temperature drops as the cold finds a way in. Foe takes +20 hits and is slowed to 50% activity for 10 rounds. The power of your strike seems intent on punishing foe. It sears into his skin in agonizing arcs. Foe takes +80 hits. Foe catches fire and burns. +20 hits, and 5 hits per round, stunned for 5 rounds and at -20 to all actions. Forceful impact to foe's leg breaks a large bone. Foe has trouble walking. Foe's base rate is halved, he is at -50 to all actions, and takes +50 hits.
176–200 Foe disappears in a cloud of fog as the air condenses around him. +50 hits, foe is stunned for 6 rounds. There is a dense fog in a 20' radius around foe (visibility 10'). Strike into foe's head damages sensory organs and burns off most of foe's face. Foe is blind, hears at -50, and has no nose or tongue. -75 to foe's Appearance. Holy flames grapple with target like a living thing, burning him in many places. Foe takes +10 hits per round and must parry for 6 rounds. Castigate foe with the unrelenting force of your god. Foe is at -50 from broken bones, takes +75 hits, and is stunned and unable to parry for 10 rounds. Foe falls to his knees in supplication.
201–250 Foe fights off the main assault, but breathes in air that is almost liquid. Foe's lungs are frostbitten and foe begins to suffocate. Stunned and unable to parry for 20 rounds, then death. The power of your spell arcs into foe, superheating him from the inside, and killing him instantly. Next round, foe's body will burst into a 5' radius bonfire. Foe is purified with flame. All of his sins are washed away, along with everything else. +10 to your next action. Your strike lands with the sound of a silvery chime. Foe hears something else as he is driven to the ground, bones breaking and flesh crushing. Foe dies on his next action.
251+ The divine presence of an angry god is felt by all. Foe is frozen into a pillar of ice. All who witness foe's death must resist vs. 20th level or take a C cold critical. Holy wrath can be a frightening thing. The sheer intensity of your strike convinces all witnesses that your foe angered a god. You smite down foe, burning out his heart with your power. You are at +30 for two rounds. Holy fire lances into foe and explodes. The resulting conflagration engulfs any who aren't “pure” (in the eyes of your religion) in a 10' radius. Treat as a +30 Fireball attack. Foe is burned away completely. Your strike lands almost gently as it sets up killing vibrations inside foe. All of foe's organs rupture. He dies almost instantly, confused.
6.5(i) Large Creature Critical Strikes—Slaying
Roll Cold Electricity Heat Impact
01–05 Howling strike reaches out for foe and almost strikes home. +4 hits. Your shot should have missed, but arcs into your foe with a mind of its own. +6 hits. Even this weak hit seems to trouble your foe. +5 hits Poorly aimed strike finds foe on its own. +5 hits.
06–10 Your foe feels the cold brush of Death's hand. +6 hits. You have the initiative next round. Foe feels the power of your strike and knows his danger. +9 hits. Foe feels the darkness. +9 hits Foe realizes he must kill you before you strike again. +8 hits.
11–20 The frostbite is mild but painful. +5 hits, foe fights at -5. Foe is singed by the powerful arc of your spell. +15 hits. Surface strike causes 1st degree burns. +12 hits. Your attack slams into foe with terrific impact. +15 hits.
21–30 Intense cold tears into foe. +15 hits. Blinding white electricity entangles foe's midsection. +20 hits, foe is stunned. Foe feels the power of your fire, and knows you are the one to fear. +15 hits. Foe steps back from the impact. +18 hits, foe must parry next round.
31–40 The ambient temperature drops 10 degrees. Foe feels the cold. Foe takes +10 hits, must parry next round, and fights at -10. Brilliant arc of electricity lances into foe. Foe staggers back 10 feet, stunned. +20 hits. Foe is at -10. The terrible heat of the flame scares even you. Foe takes +15 hits and is at -10 due to burns. Foe realizes the danger and pauses, torn between fight and flight. +20 hits and foe loses initiative for 2 rounds.
41–50 Foe knows you can destroy him, and is frozen in fear. Stunned no parry for 1 round. A galvanic bolt of pure white lances into foe's mouth. Foe staggers in pain. +20 hits, foe is stunned and unable to parry. Searing fire leaves foe stunned 1 round. +18 hits. Titanic impact hits the ground at foe's feet leaving a crater. Foe staggers back, stunned for 2 rounds. +15 hits.
51 - 65 Arctic fountain washes over foe, nearly freezing him. Foe is stunned and unable to parry for 2 rounds. Energetic strike blasts into foe. +30 hits. Foe steps back from the flames. +25 hits, foe must parry 1 round. Crushing strike to foe's ribs. Something breaks. Foe takes +20 hits and fights at -20.
66 You fear you have lost control of your power as the cold lashes out. Foe is frozen into a statue so cold it will affect the weather for miles. A titanic bolt of alabaster power tears into your foe, arcing into anyone else within 10 feet (treat as a +40 Shock Bolt). Foe drops, dead and cooked. The ravening intensity of your fire eats into foe, leaving him screaming in terrible agony for 3 rounds as the fire consumes him. All enemies within 50 feet are stunned for 3 rounds. Your strike hits with such force it sends shockwaves out from foe in a 20'r. Treat as a Fireball attack with Unbalance crits to all in the area. Foe dies, his body shattered.
67–70 Strike to foe's shield side. With shield +10 hits and shield freezes and shatters. Without shield +20 hits and arm is frozen and useless. Strike to shield side leaves shield arm numb and useless for 1 hour. +30 hits. Strike to shield side delivers +30 hits. If foe has a shield it is destroyed if organic, and too hot to hold if metal. Impact slams into foe's knee with crushing force. Foe takes +30 hits and is at -40 to all actions.
71–80 Icy blast to foe's midsection chills foe deeply. Foe takes +10 hits and is at -25 to all actions. Explosive strike to ear deafens foe. Foe takes +15 hits and is stunned for 4 rounds. Head strike burns off one of foe's ears. Foe takes +12 hits and is stunned for 3 rounds. Foe hears at -50. Unstoppable impact to foe's legs sweeps them out from under him. Foe is down, stunned and unable to parry for 2 rounds. +35 hits.
81–90 Ice and cold freeze foe' weapon arm to his side. It cannot be used for 2 rounds while foe breaks free. Stunned no parry 2 rounds, +20 hits. Electricity arcs through weapon arm. Metal weapons melt. Wooden weapons catch fire. +30 hits. Fire bites deep into weapon arm, leaving foe with 2nd and 3rd degree burns. Foe takes +20 hits, 2 hits per round, and is stunned for 2 rounds. Foe fights at -20. Foe sees your attack coming and takes the impact on his shield arm. If he has a shield it is broken and he takes +15 hits. Without, arm is broken and useless, +30 hits.
91–95 Unrelenting strike to back and side. Severe muscle damage. +30 hits, foe is stunned and unable to parry 1 round, and fights at -40. Strike to body causes any metal armor to heat up. With metal armor, +30 hits and 5 hits per round. Without metal armor, +35 hits. Fire bites deep into leg muscles. Foe is stunned and unable to parry 2 rounds and fights at -30. +25 hits. Vengeful strike to foe's weapon arm. Arm is broken. Foe is stunned and unable to parry next round and fights at -30. +40 hits.
96–98 A lance of near absolute cold hurtles into your foe. The cold freezes and shatters so quickly your foe is still alive as he breaks in half. The cold spreads quickly, ending it. Lightning burns through foe's core, killing him instantly. The resulting burst of thunder affects everyone in a 10' radius as a 15th level Vacuum attack. Flames catch hold of your foe and set him alight. Foe runs around screaming in horrible agony for three rounds, setting fire to anything organic within 5 feet (each round), before dropping dead, and continuing to burn. Your strike is so powerful it tears foe in half. All within 15' are showered with foe's blood. Foe dies instantly.
99–100 An explosion of cold strikes your foe. Foe is chilled instantly to absolute zero. The wave of cold coming from foe strikes all within 30 feet as a +30 Cold Ball. An enormous blast of electric power bores a half-meter hole through your target in a flash. Strike continues beyond target to limit of range. Target topples over, dead. Flames straight out of hell consume your foe and begin feeding on anything even remotely flammable. Fire spreads by 5' radius per round for 10 rounds. Anyone caught in the flames takes a D Heat critical. The impact of your strike crushes foe flat and continues into the ground. The ground begins to shake and you realize you may have used too much power. You trigger an earthquake. GM determines effect.
101–150 Strike freezes foe's shield arm solid. It is useless and will rot when it thaws. Foe takes +50 hits, is stunned and unable to parry for 5 rounds, and fights at -25. Electricity flows into one of foe's arms and out the other. Both arms suffer major nerve damage. Foe is at -40 to all actions and stunned 10 rounds. +40 hits. Flames seek out foe's groin, endangering reproductive organs. Foe is frantic to stop the spread. +25 hits, 6 hits per round, and is stunned no parry for 5 rounds. Crushing impact to genitals. Foe is stunned and unable to parry for 4 rounds as he vomits in pain. +50 hits.
151–175 Chill blast to foe's neck freezes blood. Ice crystals move to brain causing a stroke. Foe is at -60 from brain damage. Stunned an unable to parry for 10 rounds. Your spell takes control. +55 hits this round, and each round it will drain you of 10 pp (more if you let it) and do 1d10 damage per pp. Hard Self-Discipline roll to stop it. Severe burns to forearm. Arm is useless. Foe takes +40 hits, is stunned and unable to parry for 6 rounds, and is at -25 to all actions. Percussive strike lands on foe's hip. Joint is shattered, and foe can't stand. +50 hits, foe is at -75, and stunned for 6 rounds.
176–200 Freezing blood bursts all of foe's small blood vessels. Foe is bleeding at 20 hits per round. The pain is incapacitating. Foe drops to the ground, unable to move. With a brilliant flash, your foe's leg disappears. It's just... gone. Foe falls down, and blood is pouring freely from the stump. +60 hits, 12 hits per round, and foe is at -75. Flames consume much of foe's skin. Foe is knocked out and continues to burn for 10 hits per round. +50 hits. Your magic infests foe and attacks him from the inside. Each round a bone breaks or an organ ruptures. Foe is incapacitated, tossed around by the force of your spell. Stunned and unable to parry for life.
201–250 You regret using this type of magic as the cold begins to spread. After completely devouring your foe, the cold seeps into his surroundings, spreading by 5' radius per round until it reaches 50'. Any in that area take a B Cold critical, no RR. Electricity pours into foe's chest. For a moment, it seems he will survive, and then your foe simply explodes, sending bloody, burned bits for 50 feet in all directions. Flames consume foe. Slowly. For six rounds, foe shrieks in horrific agony. Any who witness must resist each round vs. 10th level Fear or be stunned. Your strike lands with such concussive force the shockwave knocks everyone down in a 20' radius. Your foe is crushed by the force and dies instantly.
251+ Your magic opens a portal to the Elemental Plane of Ice inside foe. Foe's entire body is suffused with the Essence of Ice. He is frozen solid and any who touch him will take a D cold critical, no RR. Your spell locks onto foe. Foe drops to the ground in agony, and for two more rounds you pour a terrible power into foe, burning him away completely. Emperor Palpatine would be proud. Fire spreads over your foe, eating at his flesh, and will not be extinguished. Foe takes +5 hits per round, flames spread, increasing this by 5 hits per round, per round. Stunned no parry 15 rounds. Your power crushes foe pulling everything around into the gravity well. For 4 rounds all in a 20' radius must make a Hard Strength roll or be pulled in for a C Krush critical.