Critical Spells
Supernatural
Level11

Source

Galactic Magic pg. 35

As a move action, you can add one of the following critical hit effects to the next spell you cast this turn that requires an attack roll: arc, burn, corrode, deafen, knockdown, or staggered. Damage dealt by the arc, burn, or corrode effect equals 1d6 × the spell’s level. Any critical hit effect that allows for a saving throw uses your magic hack DC.


Dragonscript

ID

f5f49549a2f4a11c15470693
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