Critical Hit Chart (With Magic!) - Critical Hit Chart

BLEED DAMAGE Effects that state when the victim suffers bleed damage, take damage of initial attack, use amount prior to the critical multiplcation. SLASHING (Scimitar, Bastard Sword, Broad Sword, Long Sword, Great Sword, Axes) 01-09 Hit vulnerable area, damage x2. 10-12 Strike semi-vital area, damage x2. LIMB DAMAGE 13-20 Destroy 1d4 items, damage x2. (If Monster, hand/paw grievously slashed open, damage out put is -25%) AREA (WITH SHIELD 1D6, W/O SHIELD 1D4) Reverse all L & R for left-handers 21-22 Slit throat 20+1d10 damage plus 1d8 for next 5 rounds until binding. Die Roll 23-55 Limb damaged: see limb damage chart. damage 2x. 1 Right Leg Hit face: scar, -1 charisma. MAX Damage x2 (Monster - Face hit, blood seeping into eye, sight impaired -5 to 56-60 attack for 1d4 rounds, double damage) 2,5 Left Leg 61-63 Scalped, damage X2, -3 charisma, no hair will grow. 3,6 Right Arm Removed nose, -10 to charisma. (Monster - Nose removed, blood running down throat/wind pipe, Stunned for 1d4 64-65 rounds damage x2) 4 Left Arm 66 Removed left ear, -5 to perception and -2 charisma until healed magically, Damage 2.5x. 67 Removed right ear, -5 to perception and -2 charisma until healed magically, Damage 2.5x. LOCATION (d10) X5 damage 68-70 Blind in one eye, damage x2.5, -3 to hit, -5 to hit with ranged. 1 Fingers (toes) 71-72 Blind in both eyes, damage x2.5, -6 to hit, -10 to hit with ranged. 2-3 Wrist (ankle) Gut wound, see STOMACH WOUNDS. (Monster - Movement halved, if humanoid 1 limb devoted to trying to hold 73-77 the wound shut) 4-5 Mid-forearm (mid-calf) 78-79 Sever spinal cord, save vs. paralization or legs paralyzed. Damage x2.5+10 6-8 Elbow (knee) 80-88 Organ hit, see ORGAN chart. 9-10 Shoulder (hip) Removed weapon via hand cut off. Damage x3 (If Monster: claws or teeth removed, monster damage halved, 89-95 presuming 1 remaining clawed limb.) 96-98 Limb, major tendon severed, roll on LIMB chart. Damage x3 EXTENT (D6) 99 Limb, major nerve severed, no sense of touch, roll on LIMB chart. MAX Damage x3 1 Temporarily damaged 100 DEATH. Skull/Important structure hacked wide open. 2 Badly hacked 3-4 Crippled severely 5-6 Completely severed

THRUSTING (Short Sword, Dagger) ARM 01-09 Hit vulnerable area, damage X2. Temporarily damaged -4 to hit, -4 to damage. 10-12 Strike vital area, damage X2. Badly hacked -6 to hit, -6 to damage. Puncture throat, MAX damage +10, 1d10 for 4 rounds or until bound. Each round make a saving throw, if failed 13-15 that round is consumed with coughing up blood that ran into the lungs. Crippled severely -8 to hit,-8 to damage. lose 1 hp each, 25% chance thumb. If thumb or 3+ fingers lost, 16-30 Limb struck: use LIMB chart, roll 1d4 for EXTENT. Fingers Remove 1-2 fingers save vs paralysis each blow or drop weapon. 31-37 Blind in 1 eye, damage x2, see SLASHING for results. Completely severe -10 to hit, -10 damage. 38-44 Organ hit, see ORGAN chart. Blade stuck in bone damage x2, for every round that elapses with out the weapon being removed, damage repeats 45-47 damage from attack that lodged the weapon in the bone. Minor action to retrieve. LEG 48-51 Limb: tendon shredded, 1 limb useless- see LIMB chart. Damage x2.5 Toes -10% movement Perforated vital area, damage x2.5, bleed damage ensues for 2d6 rounds, repeating damage each round from 52-62 attack that caused the damage. Effect can be stopped prematurely by a heal check or applied healing magics. Temporarily damaged -10% movement 63-69 Destroy 1d4 items, MAX damage x2.5. (If Monster, hand/paw grievously destroyed, damage out put is -25%) Badly hacked -25% movement Solar plexus hit, damage x3. That limb is crippled and can not support weight, if target is bipedal each round saving throw vs falling prone. If target quadrupedal, movement halved. Healing from healing potion or healing 70-78 magics can restore functionality of this limb. Crippled severely -50% movement 79-90 Gut wound, effects as stomach wound use ORGAN chart. Completely severed -90% movement 91-99 Exceptional blow- blade passes through body, Stir the Pot, MAX damage x3. 100 Strike perfect blow- instant death. Skull/Command structure punctured clean through. ORGAN DAMAGE Location (d6) Lung Damage x2, save vs. poison or lung collapses: 1 Lung Damage unconscious for 10-20rnds then half move until healed. Heart (nicked): Damage MAX X2. If healing magic is not applied with in 1d6+1 rounds, target must make saving throw or 2 Heart (nicked) fall unconscious and begin death saving throws. Kidney Damage +2, blood poisoning, death in 4d12+Con hours CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, , Flail) 3 Kidney Damage Damage MAX X2. neutralize poison will add 10 hours. Liver Damage x2.5 damage, bleed for 2d10 hp for 5 rounds, 01-03 Crush neck- damage =20+ 1d10, save vs. paralysis or paralized from neck down until cured for x2 damage taken. 4 Liver Damage unless healing is applied. Spleen Damage x2.5 damage, bleed for 2d10 hp for 5 rounds, 04 Crush throat, damage +50% and can't breath unconscious in 1d6 rnds, suffocate to death 10 rnds later. 5 Spleen Damage unless healing is applied. Critical Hit Chart (With Magic!) - Critical Hit Chart

Stomach Damage X2.5, victim takes 2d10+5 damage per turn for 1d6+1 rounds unless healing magic is applied. A consumed health potion will only reduce the damage to 1d10+5 for the 05-21 Limb cracked, roll on LIMB chart to see which one. Useless for 2 months, -2 days per Con. 6 Stomach Damage (In Combat) remaining duration. Stomach Damage X2.5, take full damage again daily from digestive fluids. Will become terminally infected in one day. This will weaken the victim at 1 Strength and 1 Constitution point / day. The victim dies when Strength, Constitution, or HP goes below zero. A cure disease is required to stop infection thereafter, the character will regain Strength and Constitution at 22-27 Crack skull, damage x2 target dazed for 1d6 rounds, -1 Intel - Wis, until healed. 6 Stomach Damage (Out of combat) the rate of 1 point per day. 28-29 Sever spinal cord by crush damage, save vs. paralization or legs paralyzed. Damage x2.5 Rib cracked, damage x2, -2 to hit. If target takes a move action, -5 to hit during that round due to blurred vision 30-36 resulting from intense pain of grinding broken bones. If wearing plate, crunched inside +10 damage and 50% chance of not being able to breathe until removed if not removed, treat as crushed throat, -1 AC worse for armor. (If no plate armor is present, treat as x2 damage, solid 37-42 blow.) If wearing chain, horrible imprint left, +25% damage and 25% chance of scar. (If no armor is present, treat as x2 43-46 damage, solid blow.) 47-50 Organ ruptured see ORGAN chart. 51-57 Stunned for 1d6 rounds. Damage x2.5 58-63 Hit face, eye socket broken, -4 to hit MAX Damage x2. Helm destroyed (only magic helms get saving throw) saving throw or knocked out 1d4 rnds. If no helm, solid hit to 64-65 skull saving throw or knocked out for 1d4 rounds. Shield destroyed (only magic shields get saving throw). If no shield present, treat as a powerful strike damage x2. 66-73 5, target dazed for 1d4 rounds and immediately knocked prone. 74-77 Destroy 1d4 items, damage x2.5. (If Monster, hand/paw grievously destroyed, damage out put is -25%) 78-83 Hit tip of sternum, damage x2.5, -5 to hit for 1d6 rounds due to shock of the blow. Crush pelvis, damage x3 and 2d10 damage per round until magically cured for half of the damage inflicted by initial 84-85 attack. Crack jawbone, damage x3, target dazed for 1d6 rounds and can't talk or eat for 1d12 days. If monster, no longer 86-90 permitted to make bite attacks. Sweeping blow to face, damage x3, 1d8 teeth knocked out, -2 Charisma. -5 ATK (Due to pain, and loss of blood) 91-94 Target also knocked prone if bipedal. (If MONSTER, bite damage is halved). Shoulder crushed and arm useless. (Roll to determine which shoulder) MAX damage x3. If humanoid, arm 95-99 useless, weapon dropped. If quadrupedal, target is slowed unless healed via magic. 100 Head crushed with such force, it splatters -- DEAD.

SHARP PROJECTILE (Arrow, Dart, Thrown Dagger, Crossbow Bolt) 01-09 Hit vulnerable area, damage x2. 10-12 Strike semi-vital area, damage x2. 13-23 Blind in one eye, damage x3, -3 to hit, -4 with missiles. 24-30 Stick in bone damage x2, take inflicting attack's full damage again to remove. 31-36 Pierce hand damage x2, useless for one week or until x2 damage cured. 37-40 Graze neck damage 2x, +2d10 damage, + 2d4 damage for next three rounds from bleeding. Limb hit at joint (use LIMB chart), limb useless until projectile removed, then -3 to hit with that limb until healed. 41-45 Damage x2. 46-50 Remove finger, see LIMB chart. Damage x2. Pass entirely through body, X2.5 damage. Major bleeding ensues, 2d10 damage per round until wound bound or 51-59 healed with magic. Pin arm to chest, damage x2.5. When projectile is ripped free, target takes full damage of initial attack again (prior 50-68 to critical multiplier.) Hit weapon hand, see LIMB chart for ARM damage. (VS Monster: Hit offensive limb used for attacks, see LIMB 69-77 chart for ARM Damage.) 78-84 Organ hit, see ORGAN chart. Projectile sinks all the way in, unpleasant damage x3. If target takes a move action before the projectile is removed 85-93 the pain is unbearable, vision blurs -5 to attack for that round. Projectile stuck in bone damage x3, for every round that elapses with out the projectile being removed, damage repeats from initial attack that lodged the projectile in the bone. If victim humanoid, saving throw -3 to attempt to 94-98 remove. 99 Limb MAX damage x3, stuck in major tendon, making that limb useless, us LIMB table for location. 100 Perfect shot, hole punched through brain--DEATH.

POLE ARM (, , -, fauchard, fauchard-fork, , par ransuer, , ) 01-09 Hit vulnerable area, damage X2. Critical Hit Chart (With Magic!) - Critical Hit Chart

10-12 Strike semi-vital area, damage X2. 13-18 Mutilate chest, damage X2. Horrible gash, damage X2, infection in 1d6 days. In combat: gash bleeds for 1d4 rounds for 1d8 damage per 19-24 round. 25-40 Limb struck, see LIMB chart. Slice face, damage x2, -1 on charisma until inflicting damage cured. In Combat: Saving throw, if failed, blood 41-43 oozes into eyes, sight impaired -5 to attack for 1d4 rounds. 44-47 Destroyed armor if chainmail or weaker. (If no armor is present, treat as x2 damage, solid blow.) 48-51 Blind in one eye, damage x2, -3 to hit, -5 to hit with ranged. 52-54 Blind in both eyes, damage x2.5, -6 to hit, -10 to hit with ranged. Rip shield from grasp, 1/2 damage (If no shield present, treat as a powerful strike damage x2.5, target dazed for 55-62 1d4 rounds and immediately knocked prone.) 63-71 Organ hit, see ORGAN chart. Powerful strike cracks multiple ribs. Damage x2.5 -3 to hit, if target takes a move action, -5 to hit during that round 72-78 due to blurred vision resulting from intense pain of grinding broken bones. Pass entirely through body, X2 damage. Major bleeding ensues, 2d10 damage per round until wound bound or 79-80 healed with magic. Removed weapon via hand cut off. Damage 3x (If Monster: claws or teeth removed, monster damage halved, 81-88 presuming 1 remaining clawed limb.) 89-94 Destroy 1d4 items, damage x3. (If Monster, hand/paw grievously destroyed, damage out put is -50%) 95-99 Hack out chunk of flesh, MAX damage x3, -4 to charisma, will leave bad scar. Blade cleaves skull, save vs. death at -5. If saved then instant death, if failed, character looses 1d4 on constitution 100 permanently and dies very horribly.

SPEAR-LIKE (, Javilin, , , Fork, Pick, ) 01-09 Hit vulnerable area, damage x2. 10-12 Strike vital area, damage MAX x2. 13-20 Impaled, damage 2x. 1d6 rounds to remove, ongoing damage of 2d6 21-29 Victim pinned to ground for 1d4 rounds. Damage x2, Strength check to attempt to remove, other wise immobilized 30-36 Graze neck damage x2, +2d10 damage, + 2d4 damage for next three rounds from bleeding. Pin arm to chest, damage x2. When spear is ripped free, target takes full damage of initial attack again (prior to 37-41 critical multiplier.) 42-46 Hit shoulder, arm useless, -4 to hit due to pain. Damage x2. 47-48 Impaled and lifted off ground, x3 damage. Sticks in shield/armor/hide, makes both shield and spear useless. Damage x2 (VS Monster: Spear-like weapon lodged into monster's thick hide, Strength check to wretch free, success free's weapon and inflicts initial attack 49-55 damage, failures inflict half of initial attack damage.) Hit ribs and break several X2 damage -2 to hit, if target takes a move action, -5 to hit during that round due to 56-60 blurred vision resulting from intense pain of grinding broken bones. 61-70 Blind in one eye, damage x2.5, -3 to hit, -5 to hit with ranged. 71-79 Roll on THRUSTING table. 80-83 Destroy 1d4 items, damage x2.5. (If Monster, hand/paw grievously destroyed, damage out put is -50%) Stab face, damage x3, -2 on charisma until inflicting damage cured. In Combat: Saving throw, if failed, blood 84-87 oozes into eyes, sight impaired -5 to attack for 1d4 rounds. Gut wound, see STOMACH WOUNDS. (Monster - Movement halved, if humanoid 1 limb devoted to trying to hold 88-94 the wound shut) Goes clear through body, MAX x2 damage. Major bleeding ensues, 2d10 damage per round until wound bound or 95-99 healed with magic. 100 Pierces heart, save vs. death at -5 or dead, if saved HP reduced to 0.

SPIKED (Some maces, Morning-stars, Flails, Clubs) destroyed chainmail or weaker armor. (VS Monster: Inflicts horrible wounds damage x2, makes movement 51-57 unbearable, -4 to AC for remainder of encounter.) Removed finger, see LIMB chart for effects. damage x2.5 (If Monster, hand/paw grievously destroyed, damage out 58-67 put is -50%) Stuck in bone damage x2.5, 2d6 damage per round if left in. Initial attack damage inflicted upon removal (removal 68-73 is a strength check, attacker is weaponless until weapon is retrieved.) 74-77 Blinded in one eye, damage x2.5, -3 to hit, -5 to hit with ranged. 78-83 Blinded in both eyes, damage x2.5, -6 to hit, -10 to hit with ranged. 84-88 Many spikes hit vital areas, MAX X2.5 damage. Deep puncture wound, damage X2.5, will infect in 1d6 days. 2d10 bleed damage per turn, until wound is bound, or 89-94 healing magic is applied. 95-99 Organ hit, see ORGAN chart. 100 Crushed skull, dead. Critical Hit Chart (With Magic!) - Critical Hit Chart

THROWN STONES (Sling stones, Sling bullets) 01-30 Stunned for 1d6 rounds. 31-50 Blinded in one eye, damage x2, -3 to hit, -5 to hit with ranged. 51-70 Limb cracked, x2 damage (25% chance of being useless), see LIMB chart. 71-80 Limb broken, MAX x2 damage, (75% chance of being useless), see LIMB chart. 81-99 Vital area, MAX X2.5 damage. 100 Shattered skull, save vs death at -5 or dead. If saved, Int -1d4 and Wis -1d4, HP=0.

BITES AND CLAWS (Monsters, unarmed humanoids) 01-09 Hit vulnerable area, MAX damage. 10-12 Hit vital area, MAX X2 damage. 13-31 Limb hit, see LIMB chart. Break ribs, damage X2, -2 to hit due to pain. If target takes a move action, -5 to hit during that round due to blurred 32-35 vision resulting from intense pain of grinding broken bones. 36-38 Organ gouged, see ORGAN chart. Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack save vs. paralysis or lose next 39-51 attack. 52-54 Blinded in one eye, damage x2.5, -3 to hit, -5 to hit with ranged. 55-57 Blinded in both eyes, damage x2.5, -6 to hit, -10 to hit with ranged. 58-65 Limb, major tendon severed, roll on LIMB chart. Damage x2.5 66-75 Roll on SPIKED table. Unpleasant things done to face, x2.5 damage, -4 charisma, Blood in eyes reduces change to hit -4 to hit. Cure for 76-79 5x damage to heal. 80-99 Deap gouge, MAX x2.5 damage, weird scar and will be infected if possible. 100 Removed throat, save vs death at -5 or dead. If saved, reduced to 0 HP and charisma -6 due to huge scar on neck.

FIRE 01-09 Hit exposed area, MAX x2 damage. All held liquids boil and explode their containers, flammables explode for 1d10 damage each. Damage x2 (VS 10-40 Monster: Surface of skin scorched, damage x2) If holding metal item, it melts onto hand permanently (only if fire is strong enough). Damage x2, -4 to hit, weapon 41-45 unusable (VS Monster: One hand/paw burnt off -5 to hit) Destroy 1d4 items, Max damage x2 (VS Monster: 3rd degree burns inflicted to 25% of the body, target takes 46-50 damage x2, and is treated as Slowed) 51-54 One eye is burned out, damage x2, -3 to hit, -5 to hit with ranged. 55-60 Both eyes are burned out, MAX damage x2, -6 to hit, -10 to hit with ranged. 61-66 Intense brightness blinds for 1d6 rounds. MAX Damage x2, -4 to hit, -5 to hit with ranged. 67-74 Smoke inhalation, colapse while struggling to breath for 1d4 rounds. Damage x2.5. 75-80 Immolated, damage MAX x2. Burned face and skin damage x3, causing scars and -5 charisma, must cure for 2x damage to regain charisma. -3 81-99 to hit for duration of combat. 100 Inhaled flame, save vs death at -5 or lungs burned out and death. If saved, MAX damage X3.

COLD 01-20 Limb chilled, MAX Damage, Numb limb -2 to hit for 2 rounds. 21-40 Limb frozen, heal with magic with in 2 rounds or lose it (roll on LIMB table). 1d6 non-magical glass and metal items turn brittle save at -3 if struck. Intense blast of cold renders damage x2. 41-50 (VS Monster: Max damage x2, reflex reduced by 4 due to the chill) 51-60 Severely frozen, -3 to hit and -3 to AC for 1d6 rounds, damage x2.5 Go into shock from cold damage x2.5 (same effects as being unconscious) Roll saving throw, two saves in a row, 61-70 awaking immediately, fail, go into shock for 1d4 rounds. Critical Hit Chart (With Magic!) - Critical Hit Chart

Body completely numbed- all surface nerves paralyzed for 1d4 hours, MAX damage x2.5, VS Humanoids: must make saving throw each attack to avoid dropping weapon. VS Monsters: Numbness causes uncoordinated 71-75 movement, each attack save vs falling prone.) 76-88 Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell). MAX damage x2.5. Limb frozen solid, (roll on LIMB table). damage x3, if limb is targeted with a called shot 75% chance of shattering. 89-99 No negative to called shot on the affected limb. 100 Blood crystalized, save vs death at -5 or die. If saved HP reduced to 0.

ELECTRICITY 01-20 Hits exposed area, damage x2. 21-40 Goes into convulsions for 1d4 rnds, damage x2. Immense discharge of electrical power does MAX damage x2, target is blinded and deafened for 1d4 rounds, -4 to 41-46 hit, -5 with ranged, and perception reduced by 5 by duration. If wearing metal armor, armor melted together, movement impaired, half movement speed. damage x2 (VS 47-52 Monster: As electricity courses throw its nerves, damage done reduces targets fortitude and reflex defenses by 4) 53-65 Severe burns at entry and exit points, MAX damage x2. Fortitude defense reduced by 2. 66-70 One limb burned off (roll on LIMB table) MAX damage x2.5. 71-80 Nervous system damaged: lose 1d4 of dexterity (regained if healed magically for 5X damage). 81-85 Nervous system damaged: lose 1d4 of wisdom (regained if healed magically for 5x damage). 86-90 Nervous system damaged: lose 1d4 of intelligence (regained if healed magically for 5x damage). Temporary amnesia lasts (9+d20) days. Save vs. paralyzation or also lose all 1 level (including experience and 91-93 spells memorized). 94 Permenant amnesia, save vs. paralyzation or lose all experience (back to 1st level). 95-98 Temporary insanity 1d4 rounds. Damage x2. 99 Permenant insanity. Damage x2 Random roll for mental illness. 100 Strikes heart, death.

POISON 01-40 Temporary insanity, lasts for 3d6 days. Damage x2 41-49 Toxin's affect brain, randomly roll for a mental illness, lasts 1d4 weeks. Lingering poison Damage x2 - Each round make a saving throw -4, if failed take full damage of initial poison attack 50-59 prior to critical multiplier. 60-79 Unusually high dosage, MAX Damage x2.5. 80-97 One score lowered (Roll randomly which) 1-2 must neutralize poison and heal 5x damage to regain. Damage x3 98-99 Save vs. poison or enters major artery, damage MAX X3. 100 Poison has unique effect on this individual save vs. death at -5 or die reduced to 0 HP if save is succeeded.

ACID, DISSOLVING 01-40 Limb struck, use LIMB chart or DM's choice. Damage x2. Afflicted limb rendered unusable -5 to attack. 41-60 Hits exposed area, MAX damage x2. All items close to area hit save at -3 or destroyed. (VS Monster: Acid coating the targets tough hide weakens the 61-70 creatures defenses, reduces AC by 3.) Acid seeps into consumable liquids unnoticed, liquids rendered acidic if consumed (DM's digression) (VS Monster: 71-77 Power blast of acid coats creature, MAX damage x2.5.) 78-82 One eye is dissolved, damage x2, -3 to hit, -5 to hit with ranged. 83-90 Both eyes are dissolved, MAX damage x2.5, -6 to hit, -10 to hit with ranged. Whole body coated in powerful acid damage x3, victim is slowed, save vs falling unconscious due to overwhelming 91 pain, for 1d4 rounds. 92-98 Severe facial damage, -4 charisma, apply healing magics to reverse damage. damage x3 Through the force of the attack, a large gulp of acid was swallowed by the target Damage x3, ongoing acid damage 99 per round for 1d6 rounds, take attack's pre-critical damage per round. The targets body is wholly covered in an insidious acid, making a death saving throw -5, if saved target reduced to 100 0 HP. If failed, target's body melts into a vile puddle, (Death).

PSYCHIC 1-20 x2 Damage, target left with headache, -2 ATK for 1d4 rounds. 21-40 x2 Damage, Intense surge of psychic damage leaves the target staggered, DAZED for 1d4 rounds. 41-46 x2 Damage, target overwhelmed by psychic trauma falls prone for 1 round, -2 AC for duration. x2 Damage, psychic damage impacts the visual centers of the targets brain, causing double vision. 50% chance to 47-52 miss each attack 1d4 number of rounds. Critical Hit Chart (With Magic!) - Critical Hit Chart

x2 Damage, damage done by the surge of mental energy leaves the target with a throbbing migraine, impairing 53-65 their speed and attack -2 Movement -5 ATK for 1d4 rounds. x2.5 Damage, Waves of agony wash over the targets sundered mind, leaving him/her in a poor condition to 66-70 continue fighting, Target Weakend and Dazed for 2 rounds, -3 to attack. x2.5 Damage, Target blacks out for min of 2 rounds, save ends past 2 rounds. Target can be revived as a minor 71-80 action of a friendly creature. 81-85 x2.5 Damage, Target suffers a stroke, limb goes numb (See LIMB chart) until healed x2 amount done by critical hit. x2.5 Damage, Mental trauma renders target temporary insane, randomly attack any near by target, determine 86-90 target with 1d4 or 1d6 based on number of targets. Save Ends (Melee basic only, -2 ATK) x3 Damage, Target suffers a seizure, falls pone for 1d4 rounds, AC -5 for duration, drops weapon (if weapon held). 91-93 Ally's with in burst 1 grant COMBAT Advantage due to loss of moral for duration. Target's mind reduced to useless paste if fails save -5. If fails, unable to act, target placed into permanent 94 vegetable state. x3 Damage, Target driven insane permanently, if save fails (-3). Reservseable with healing x2 of damage done 95-98 from critical. x3 Damage, Brain hemorrhage, target is left as an invalid, unable to speak or communicate, movement speed 99 reduced 50% 100 Brain aneurysm, target dies instantly.

Necrotic, Corrupting 01-40 Limb struck decays, use LIMB chart or DM's choice. 41-60 Hits exposed area, X2 damage. All items close to area hit save at -3 or cursed/corrupted damage x2 (VS Monster: Target infected with corruption, 61-70 on going damage each round of initial attack damage for 1d4 rounds.) Corrupting energy seeps into consumable liquids unnoticed, liquids rendered necrotic if consumed (DM's 71-77 digression) (VS Monster: Power blast of corrupting energies penetrate the creature, MAX damage x2.5.) 78-82 One eye rotted out, damage x2, -3 to hit, -5 to hit with ranged. 83-90 Both eyes rotted out, damage x2, -6 to hit, -10 to hit with ranged. Skin corrupted/decayed hair falls out, -3 damage -1 Cha damage x2.5 (VS Monster - Creature weakened for 91 duration of encounter.) Necrotic energies ravage the targets face, leaving them horrible disfigured and in immense pain, damage x3 -3 to 92-98 Cha. 99-100 Entire body wracked by necrotic infection, save -5 or be turned into an undead ghoul in 1d6 hours after infection.

Healing 01-40 Target can spend an additional healing surge. 41 - 60 Target heals as if they spent another healing surge. 61-70 Target heals as if they spent another healing surge and can spend a second healing surge as well. 71-77 Target heals as if they spent 2 additional healing surges. 78-82 Target heals as if they spent an additional healing surge and can make a saving throw. 84-88 Target heals as if they spent an additional healing surge and one lingering affect is cured/stopped as well. 89-92 Target heals as if they spent an additional healing surge and the target can perform a immediate minor action. 93-95 Target heals as if they spent an additional 2 healing surge and one lingering affect is cured/stopped as well. 96-98 Target heals as if they spent an additional healing surge and the target can perform a immediate standard action. 99 Target is healed to full + healing surge value temp hit points. 100 Target is healed to full and all lasting injuries are cleansed.