THE CRITONOMICON: REBORN All credit for the original works to Tony Hellmann and Technomancer Press, LLC. Updated for 5e by an anonymous fan
TABLE OF CONTENTS 1 The Critonomicon: Reborn
1.1 Introduction andHow to Use This PDF-2 1.2 CriticalHits- 3 1.21 Simple d6 Charts- 3 1.22 Simple d20 Charts- 3 1.23 Percentile (dlOO) Charts-4 Percentile Range CriticalHit Chart -4 Percentile CriticalHit Chart- 5 Dramatic CriticalHit Chart- 6 1.24 Location/Severity Charts- 7 One-Roll Location/Severity Chart- 8 The Two Roll Chart- 10 The Three Roll Chart- 11 1.25 Weapon Specific Critical Hits- 12 Melee, Blunt- 12 Melee, Piercing- 13 Melee, Slashing- 13 Melee, Unarmed Strike-14 Ranged, Blunt- 14 Ranged, Piercing- 15 Ranged, Slashing -15 Bite- 16 Flaming Oil/Molotov- 16 Firearm Bullet/Slug- 17 Blaster- 17 1.26 Opponent Specific CriticalHits- 18 Mounted Opponents- 18 Undead- 18 Winged Opponents- 18 Fish and Other Finned Opponents- 18 1.3 Fumbles-19 1.3.1 Simple d6 charts- 19 1.3.2 Simple d20 Charts- 19 1.3.3 Percentile (dlOO) Charts-20 Percentile Range Fumble Chart- 20 Percentile Fumble Chart- 21 Damaging Fumble Chart- 22 Comedic Fumble Chart-24 1.3.4 Weapon Specific Fumbles- 25 Armor- 25 Swords and Axes -25 Blunt Melee Weapons- 25 Bows-26 Corded Weapons -26 Long-Hafted Melee Weapons- 26 Thrown Weapons- 26 Unarmed Strike - 27 Bite- 27 Flaming Oil/Molotov - 28 Firearm Bullet/Slug- 28 Blaster- 29 Mounted Fumbles- 29
f 1� Critonom1con: Reborn Table of Contents
1.4 Spell Fumbles- 30 1.4.1 Simple d6 Charts- 30 1.4.2 Simple d20 Charts- 31 1.4.3 Percentile (dlOO) Chart- 32 1.4.4 School of Magic Specific Charts-34 Abjuration (Spell Levels1-3)- 34 Abjuration (Spell Levels4-6)- 34 Abjuration (Spell Levels7-9)- 35 Conjuration (Spell Levels1-3)- 35 Conjuration (Spell Levels4-6)- 36 Conjuration (Spell Levels7-9)- 36 Divination (Spell Levels1-3)- 37 Divination (Spell Levels4-6)- 37 Divination (Spell Levels7-9)- 38 Enchantment (Spell Levels1-3)- 38 Enchantment (Spell Levels4-6)-39 Enchantment (Spell Levels7-9)-39 Evocation (Spell Levels1-3)- 40 Evocation (Spell Levels4-6)- 40 Evocation (Spell Levels7-9)- 41 Illusion (Spell Levels1-3)- 41 Illusion (Spell Levels4-6)- 42 Illusion (Spell Levels7-9)- 42 Necromancy (Spell Levels1-3)-43 Necromancy (Spell Levels4-6)-43 Necromancy (Spell Levels7-9)- 44 Transmutation (Spell Levels1-3)- 44 Transmutation (Spell Levels4-6)- 45 Transmutation (Spell Levels7-9)- 45 Universal (Spell Levels1-3)- 46 Universal (Spell Levels4-6)- 46 Universal (Spell Levels7-9)- 47
INTRODUCTION AND
How TO USE THIS PDF
For those unaware, The Critonomicon by Tony Hellmann and Technomancer Press, LLC was the comprehensive guide to critical hits and failures. The originai released in 2006, is shockingly hard to find and the company has since gone out of business. I have no affiliation with either the author or publisher, simply a fan of this resourse that did not want to see it lost to obscurity. IF YOU PAID FOR THIS PDF, YOU HAVE BEEN SCAMMED! In the following pages, I have recreated the tables in a clean and easily searchable PDF document. The only ones not included are the "Grand" tables which are simply rehashes of the lists preceeding them. The original was written to be general enough to apply to any tabletop game but still used several directly from D&D 3.5; this version has been updated to use more compatible with D&D Se but is still general enough to be easily adaptable. The lists contained within this PDF may seem superfluous but they are tailored for specific situations, weapons, and enemies. Do not simply flip to a random list and roll for a result or your players will hate you. For example, the Damaging Fumbles table results in massive damage or death on most rolls; as such, that table is better to use for players observing NPC's. Beyond having different tables for the previously mentioned, there are also quick-use tables to not be bogged down determining a critical result in fast-paced combat. These tables are merely a supplement, it is ultimately up to the Game Master to describe how the events come to Using this PDF could not be easier. Read the section heading preceeding the table to make sure you are rolling for the desired result and that there are no special modifiers to be aware of. "Critical Hit Multiplier" is used to specify how many times the critical damage is multiplied; if a normal crit doubles the dice and your result shows a + 1 Critical Hit Multiplier, you would instead triple it. Many of the results are flavourful (landing on head, hitting groin, etc) without having a listed mechanical effect; as Game Master you may add effects to these as you wish or simply have the affected party recover. Some effects have objects make a Constitution save or break; as objects do not have a Resiliance modifier the GM may assign an appropriate Constitution modifier: +O for a fragile item, +5 for an average item, + 10 for a sturdy item, etc.
The Critonomicon: Rehorn ' Introduction
2
CRITICAL HITS SIMPLE D6 CHAR.TS For the game master who wants combat to move quickly and not pause to look up critical hit results during combat, these d6 charts can be memorized Also, some game masters prefer to have monsters and NPCs use d6 charts while players use d20 charts TABLE 1.1 D6 CRITICAL HIT CHA:R.T
d6 1 2 3 4 5 6
Critical Hit Multiplier and Result +O Normal critical hit +O Armor damaged, -2 AC +O Leg damaged, -5 to base movement until healed +O Weapon arm damaged, -2 to hit until healed +1 Knocked prone +1 Knocked prone
TABLE 1.2: ALTEllNATE D6 CRITICAL HIT CHA:R.T
d6 1 2 3 4 5 6
+O +O +O +O +1 +1
Critical Hit Multiplier and Result Right arm hit; unusable Left arm hit; unusable Leg sweep; knocked prone Gut hit Chest hit; gains 1 level of Exhaustion Head hit; stunned 1d4 rounds
T'1,, Crito� omicon: Reborn Critical Hits
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SIMPLE D20 CHAR.TS
When a game master wants a little more variety or drama in combat, often a d20 crit chart is sufficient. T his first chart (Table 1.3) deals primarily with damage severity. TABLE 1.3 D20 CRITICAL HIT CHART
d20 Critical Hit Multiplier and Result 01 -1 Lucky hit; opponent's weapon broken 02 +O Solid Hit 03 +O Terrific hit; opponent gains one 1 level of Exhaustion 04 +O Resounding blow; opponent dazed 1 round 05 +0 Deft strike 06 +1 Grave wounding 07 +O Vicious blow; opponent base move -2 08 +O Savage wallop; oppenent -1 to hit 09 +1 Severe hit; opponent knocked prone 10 +O Expert strike; opponent disarmed 11 +O Incredible blow; opponent dazed 2 rounds 12 +1 Brutal strike; opponent -2 to Dexterity 13 +1 Amazing strike; opponent -2 to Strength 14 +O Connected hard 15 +O Nicked an artery; +1 point per round for 5 rounds 16 +1 Hit a vein; +2 points per round for 3 rounds 17 +1 Vital strike; opponent gains 1 level of Exhaustion and dazed 1d4 rounds 18 +1 Massive blow; opponent dazed 1d6 rounds 19 +O Skilled strike; opponenets armor damaged (-1 to armor bonus to AC) 20 +2 Mortal blow
The following chart (Table 1.4) is focused less on damage severity and more on location. TABLE 1.4 ALTERNATE D20 C:RITIOAL HIT CHilT
d20
Critical Hit Multiplier and Result
01 -1 Foot; -5 to base movement until healed 02 +O Leg; -5 to base movement until healed 03 +O Hip; -2 Dexterity until healed 04 +O Ribs 05 +O Stomach 06 +O Arm; drop weapon/item held
PERCENTILE (DlOO) CHARTS Some prefer a chart with more options. This way, it is unlikely to see the same critical hit twice in one adventure. As you will see, these charts are still fairly simple, with only one roll of the dice required This first chart ( Table 1.5) deals with ranges, apportioned to the likelihood of hitting different parts of the body. TABLE 1.5: PERCENTILE RANGE C:RITIOAL HIT CHilT
96
Critical Hit Multiplier and Result
07 +O Chest; gains 1 level of Exhaustion until healed
01-02 -1 Left foot'�; -5 to base movement
08 +O Neck
03-04 -1 Right Foot'\ -5 to base movement
09 +O Back
05-08 +O Left Calf*
10 +1 Head; dazed 1d4 rounds
09-12 +O Right Calf*
11 +O Foot; unusable until healed
13-18 +0 Left Thigh*
12 +O Leg; -10 to base movement and unusable until healed
19-24 +O Right Thigh*
13 +O Hip; -4 Dexterity and unable to stand until healed
29-32 +O Right Hip
14 +1 Ribs
33-34 +O Groin
15 +1 Stomach; internal bleeding, 2 points per round until healed
36-43 +1 Stomach
16 +O Arm crushed/severed 17 +2 Chest; gains 1 level of Exhaustion until healed 18 +3 Neck; crushed/severed if this kills opponenet
25-28 +O Left Hip
44-45 +2 Stomach; vital area 46-50 +O Left Flank 51-55 +O Right Flank 56-58 -1 Left Hand'�
19 +1 Back; legs unusable and unable to stand until healed
59-61 -1 Right Hand*
20 +2 Head; unconscious 2d6 rounds
62-64 +O Right Lower Arm*; drop held object(s) 65-67 +O Left Lower Arm*; drop held object(s) 68-71 +O Left Upper Arm* 72-75 +O Right Upper Arm* 76-79 +O Left Shoulder 80-83 +O Right Shoulder 84-85 +1 Left Clavicle 86-87 +1 Right Clavicle 88-96 +1 Chest 97
+2 Chest; vital area
98
+2 Neck*
99
+2 Head
100
+2 Face
*Attacker's successful strength check (DC 20) severs/crushes the extremity.
The Critonomicon: Reborn I Cr; ic,· · Hits
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T his next chart (Table 1.6) provides many different effects, each unique. TABLE 1.6: PERCENTILE OJUTIOAL HIT OH.ART Roll
(dl 00)
Critical Hit Multiplier and Result
44 +O Forehead mutilated; unconscious ld6 rounds
01
+O ld4 toes hit
45 +O Thumb mutilated; cannot grip anything
02
+O Foot hit
46 +O Buttocks mutilated; unable to sit
03
+O Knee hit
47 +O Abdomen mutilated; -4 Constitution
04
+O Finger hit
48 +O Chest mutilated; gains l level of Exhaustion
05
+O Elbow hit
49 +O Hip mutilated; leg unusable
06
+O Shoulder hit
50 +O Thigh mutilated; -5 to base movement
07
+O Clavicle hit
51 +O Hamstring mutilated; -5 to base movement
08
+O Neck hit
52 +O Shin mutilated; -5 to base movement
09
+O Nose hit
53 +O Calf mutilated; -5 to base movement
10
+O Cheek hit
54 +O Ankle mutilated; -10 to base movement
11
+O Eye hit
12
+O Skull hit
55 +O Ear mutilated; Disadvantage to Perception checks based on sound
13
+O Temple hit; disoriented; new Initiative is 1
14
+O Forehead hit
15
+O Thumb hit
16
+O Buttocks hit
17
+0 Abdomen hit
18
+O Chest hit
19
+O Hip hit
20
+O Thigh hit
21
56 +O Hand mutilated; drop any items; -2 to hit/dmg 57 +O Wrist mutilated; hand unusable 58 +O Leg sweep; knocked prone 59 +1 Armor damaged; -2 armor bonus to AC 60 +1 Knocked off feet, lands on weapon 61
Break opponent's weapon; no damage
62 - l Break opponenet's weapon 63
Break opponent's weapon; roll again on this chart for damage
+O Hamstring hit
64
1d4 carried items are destroyed, no damage
22
+O Shin hit
65 - l 1d4 carried items are destroyed
23
+O Calf hit
66
24
+O Ankle hit
25
+O Ear hit
26
+O Hand hit
27
+O Wrist hit
28
+O Leg sweep, knocked prone
29
+O Armor damaged; - l armor bonus to AC
30
+O Knocked off feet, lands on head
31
+O ld4 toes mutilated; -5 to base movement
32
+O Foot mutilated; -5 to base movement
33
+O Knee mutilated; -5 to base movement
34
+O ld4 fingers mutilated; drop any items; -2 to hit with injured hand
35
+O Elbow mutilated; lower arm unusable
78 +2 Skull cracked; unconscious 2d6 hours
36
+O Shoulder mutilated; arm unusable
79 +1 One lung mutilated; -6 Constitution until healed
37
+O Clavicle mutilated; cannot lift upper arm
80 +1 Major artery opened; -2 HP per round for 5 rounds
38
+O Neck injured; paralyzed ld4 rounds
81 +1 Thumb Severed
39
+O Nose mutilated; -4 Charisma
40
+O Cheek mutilated; -4 Charisma
82 +O Shoulder dislocated; arm unusable until successful Medicine check
41
+O Eye mutilated; blind in one eye
42
+O Concussion; dazed 2d6 rounds
43
+O Temple mutilated; unconscious 1d8 rounds
T'1,, Crito� omicon: Reborn Critical Hits
1d4 carried items are destroyed; roll again on this chart for damage
67 +1 Chest punctured/crushed 68 +1 Foot crushed; -5 to base movement 69 +1 Knee severed; base movement reduced by 75% 70 +1 1d4 fingers severed 71 +1 Elbow severed 72 +1 Hip shattered; base movement reduced by 75% 73 +1 Thigh severed; base movement reduced by 75% 74 +3 Neck hacked 75 +1 Ankle severed, base movement reduced by 75% 76 +1 Larynx mutilated; unable to speak until healed 77 +1 Wrist severed
83 +1 Partially eviscerated 84 +O Hip dislocated; leg unusable until successful Medicine check; l:iase movement reduced by 75%
Roll (dl 00)
Critical Hit Multiplier and Result
26 +3 Brain pierced through ear; -2 Intelligence and Wisdom; Disadvantage to Perception checks based on sound
85
+O Elbow dislocated; hand unusable until successful Medicine check
86
+O Knee dislocated; leg unusable until successful Medicine check; base movement reduced by 75%
87
+1 Lower spine snapped; legs unusable
28 +2 Compound fracture in leg; protruding bone slices major artery in other leg
88
+1 Upper spine snapped; arms and legs unusable
89
+O 1d4 teeth knocked out; -2 Charisma
29 +2 Compound fracture in arm; protruding bone pierces abdomen
90
+O Jaw broken; speech impaired and unable to eat solid foods
91100
Roll twice on this chart or once on the dramatic critical hit chart (Table 1.7)
27 +3 Brain pierced through eye; -2 lntenlligence and Wisdom; Disadvantage to Perception checks based on sight
30
Item carried by target driven into body, GM determines damage
31 +2 Lower spine snapped; legs unusable 32 +2 Upper spine snapped; arms and legs unusable 33 +3 Partially eviscerated
Dramatic Critical Hits The dramatic critical hit chart is designed for special occasions; most rolls result in massive damage or death. Use it sparingly.
TABLE 1. 7: DRAMATIC CRITICAL HIT CHART Roll (dl 00) Critical Hit Multiplier and Result
34 +2 Bone shard enters bloodstream, causing cardiac arrest; 1d4 points of Constitution damage per hour until healed 35 +1 Jaw broken, tongue bitten off; speaks with difficulty 36 +2 Arm severed, trip on arm, fall on own weapon 37 +2 Leg severed, fall on attacker's weapon 38 +2 Opponent attempts to block with their own weapon only to have it forced into their face
01
+2 Skull cracked/brain struck; -2 Intelligence and Wisdon
02
+2 Chest cavity punctured through clavicle
03
+2 Jugular vein opened
04
+2 Lung impaled
40 +1 Opponent attempts to block with their own weapon only to have it forced into their leg
05
+2 Bowels impaled
41 +2 Chunk carved/knocked out of torso
06
+2 Neck impaled
42 +1 Chunk carved/knocked out of leg
07
+2 Liver ruptured
08
+2 Kidney ruptured
43 +1 Head struck, neck turned 90° ; cannot straighten until healed
09
+2 Spleen ruptured
10
+2 Stomach ruptured
11
+1 Hand nailed to body with attacker's weapon
12
+1 Arm nailed to side with attacker's weapon
13
+1 Body nailed to wall/floor with attacker's weapon
14
+1 Foot nailed to floor with attacker's weapon
15
+1 Knocked prone, lands on own weapon
16
+3 Knocked 1O' away, back broken
17
+1 2d6 ribs broken; 2d6 points of damage every round the target moves or takes an action
18
+1 Hip shattered; 1d4 damage every round the target is standing
19
+1 All teeth knocked out, jaw crushed; target unable to speak or eat solid food
20
+1 Hand and arm cleaved to elbow; unusable
21
+1 Compound fracture to leg
22
+1 Compound fracture to clavicle
23
+1 Compound fracture to arm
24
+1 Armor broken and twisted into wound
56 DO Beheaded
25
+2 Falls onto own weapon, which snaps off in wound
58 D6 Trachea crushed
39 +2 Opponent attempts to block with their own weapon only to have it forced into their abdomen
44 +1 Back struck; gains 1 level of Exhaustion; cannot bend until healed 45 +2 Force of blow shatters opponent's weapon, shrapnel lodging in their throat; unable to speak/eat 46 +1 Force of blow shatters opponent's weapon, shrapnel lodged in eye; Disadvantage to Perception checks based on sight 47 +1 Force of blow shatters opponent's weapon, shrapnel lodged in ear; Disadvantage to Perception checks based on sound 48 +2 Force of blow shatters opponent's weapon, shrapnel lodged in chest cavity 49 +1 Force of blow shatters opponent's weapon, shrapnel lodged in abdomen 50 D1 Side of head caved in 51 Dl Spinal column shattered 52 Dl Head twisted 180° 53 Dl Completely eviscerated 54 Dl Skull shattered 55 +3 Both legs severed 57 Dl Brain impaled through eye
The Critonomicon: Reborn I Cr; ic,· · Hits
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Roll (dlOO)
Critical Hit Multiplier and Result
59
D2 Heart Ruptured
60
Dl Brain impaled through mouth
61
DO Cleaved in two (crown to pelvis)
62
DO Cleaved in two (shoulder to hip)
63
Dl Cleaved in two (at the waist)
64
Dl Knocked l O' away, landing on head; broken neck
65
D2 Side shorn away, shoulder to hip
66
D6 Massive blow to the chest causing respiratory failure
67
D6 Neck injury causing lungs to fill with blood
68
Dl 0- Massive blow to abdomen; internal bleeding 20
69
Dl Massive blow to head; brain hemorrhage
70
D2 Clavicle snapped, pierces jugular
71
DO Impaled underneath chin, through crown
72
DO Brain impaled through ear
73
D4 Larynx crushed
74
D6 Liver and kidney impaled/ruptured
75
D2 Partial evisceration, slip on guts, fall on own weapon
76
Dl Heart and lung impaled/ruptured
77
+2 Force of blow shatters opponent's weapon, shrapnel enters the target's bloodstream causing cardiac arrest; l d4 Constitusion damage until healed
78
+3 Impaled throu h abdomen, weapon exits through clavicfie
79
+2 Impaled through abdomen, weaspon exits through back
80
+3 Impaled through chest, weapon exits through hip
81
+3 Impaled through chest, weapon exits through back
82
D4 Back broken through massive blow to abdomen, organs rearranged
83
D4 Internal hemorrhage into chest cavity
84
+3 Leg snapped, broken bone severs femoral artery
85
DO Skull cleaved in two (crown removed)
86
DO Skull cleaved in two (crown to neck)
87
DO Impaled ear-to-ear; brain hemorrhage
88
DO Impaled through back of head, weapon comes out mouth
89
Dl Impaled down through throat into chest cavity; lung and stomach ruptured
90
+l Stabbed through trachea; will suffocate if weapon not removed (attacker's choice)
91100
Game master's choice
D = Death in the number of indicated rounds. DO is immidiate death
7
T'1,, Crito� omicon: Reborn Critical Hits
LOOATIONISEVER.ITY CHARTS The charm of the previous charts are that one roll returns a result; however, how does one impale someone through the chest with a club? or sever a leg with an arrow? While clever game masters may devise explanations, others would prefer to use a chart that is appropriate to the weapon used The charts in this section require one to three different rolls. These rolls tell the game master where the opponent is struck, how hard, and the effect of the blow, taking into the type of weapon being used This next chart (Table 1.8) requires only a single throw of percentile dice and returns a result for blunt, piercing, and slashing weapons, as well as bites. Of course, game masters may need to adjust the entries; if a size Tiny creature scores a critical bite to the clavicle, it won't be puncturing the heart.
TABLE 1.8: ONE-ROLL LOCATIOWSEVERITY CRITICAL HIT CHART
Roll (dl 00) Location
Blunt
Slashing
Piercing
Bite
01
Left Foot
+O, ½ Base movement
+O
+O
+O; free trip attack
02
Right Foot
+O, ½ Base movement
+O
+O
+O; free trip attack
+O
+O
+O
03-04 Left Calf +O, ½ Base movement; DC 20 Dexterity save or fall prone 05-06
Right Calf
+O, ½ Base movement; DC 20 Dexterity save or fall prone
+O
+O
+O
07-09
Left Thigh
+O
+O; ¾ base movement
+O
+O
l 0-12
Right Thigh
+O
+O; ¾ base movement
+O
+O
+O
+O
+O
+O
13-14 Left Hip l 5-16
Right Hip
+O
+O
+O
+O
17-18
Groin
+O
+O
+O
+O
+O; gains l level of Exhaustion
+O; Gashed, ld2 dmg/round
+O
+O
19-22 Stomach 23-24
Left Flank
+O
+O
+l
+O
25-26
Right Flank
+O
+O
+l
+O
27
Left Hand
+O
+O
+O; Drop item(s) in hand
+O; ltem(s� in hand snatc ed
28
Right Hand
+O
+O
+O; Drop item(s) in hand
+O; ltem(s� in hand snatc ed
29-30
Right Lower Arm
+O
+O
+O
+O
31-32
Left Lower Arm
+O
+O
+O
+O
33-34
Left Upper Arm
+O
+O
+O
+O
35-36
Right Upper Arm
+O
+O
+O
+O
37-38
Left Shoulder
+O
+O
+O
+O
39-40
Right Shoulder
+O
+O
+O
+O
41
Left Clavicle
+O
+O
+O
+O
42
Right Clavicle
+O
+O
+O
+O
43-47
Chest
+O
+O
+l
+O
48
Neck
+O; Paralyzed, ¼ base movement ld4 rounds
+O; Gashed, ld2 dmg/round
+O
+O
49
Head
+O; Unconscious ld4 rounds
+O
+O; ear pierced, deaf in one ear
+O
50
Face
+l; Dazed ld4 rounds
+O; scar
+O; eye pierced, blinded in one eye
+O; lip/ear torn, -2 Charisma
51
Left Foot
+O; Shattered, ¼ base movement
+l; DC 20 Dexterity save +O; Nailed to foor, no +O; DC 20 Dexterity save movement, then ¼ after or torn off, ¼ base or severed, ¼ base movemnet release movement
The Critonomicon: Reborn I Cr; ic,· · Hits
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Roll (dlOO) Location 52
Right Foot
Blunt
Slashing
Piercing
Bite
+O; Shattered,¼ base movement
+1; DC 20 Dexterity save or severed,¼ base movemnet
+O; Nailed to foor, no movement, then ¼ after release
+O; DC 20 Dexterity save or torn off,¼ base movement
+O
+O; Broken,¼ base movement
53-54 Left Shin +0; Broken,¼ base +1 DC 20 Dexterity movement save or torn off,¼ base movement 55-56
Right Shin
+O; Broken,¼ base +1 DC 20 Dexterity movement save or torn off,¼ base movement
+O
+O; Broken,¼ base movement
57-59
Left Thigh
+O; Broken,¼ base +1 DC 20 Dexterity movement save or torn off,¼ base movement
+O
+O
60-62
Right Thigh
+0; Broken,¼ base movement
+1 DC 20 Dexterity save or torn off,¼ base movement
+0
63-64 Left Hip +O; Shattered, unable to stand
+O; Gashed, 1d2 dmg/round
+O
+O
65-66
Right +O; Shattered, unable Hip to stand
+O; Gashed, 1d2 dmg/round
+O
+O
67-68
Groin
+O; Gashed, 1d2 dmg/round
+1
+O; Gashed, 1d2 dmg/round
+2; Liver ruptured, DC 16 Dexterity save or 1d6 dmg/round
+1
+1
69-72 Stomach+1; Ruptured organs, +2; DC 16 Dexterity internal bleedin , save or die � 1d4 dmg/roun 73-74
Left +O; Broken ribs, carry capacity halved Flank
+O; Gashed, 1d2 dmg/round
+2; Lung punctured, gains 1 level ofExhaustion
+O; Gashed, 1d2 dmg/round
75-76
Right +O; Broken ribs, carry Flank capacity halved
+O; Gashed, 1d2 dmg/round
+2; Lung punctured, gains 1 level ofExhaustion
+O; Gashed, 1d2 dmg/round
77
Left Hand
+O; Shattered, unusable
+O; DC 20 Dexterity save or severed
+O; Drop item(s) in hand
+O; DC 20 Dexterity save or torn off
78
Right Hand
+O; Shattered, unusable
+O; DC 20 Dexterity save or severed
+O; Drop item(s) in hand
+O; DC 20 Dexterity save or torn off
79-80
Right Lower Arm
+O; Broken, cannot +0; DC 20 Dexterity attack or hold items save or severed over 5 lbs
+O
+O; Broken, cannot attack or hold items more than 5 lbs
81-82
Left Lower Arm
+O; Broken, cannot +O; DC 20 Dexterity attack or hold items save or severed over 5 lbs
+O
+O; Broken, cannot attack or hold items more than 5 lbs
83-84
Left Upper Arm
+O; Broken, cannot +O; DC 20 Dexterity attack or hold items save or severed over 5 lbs
+O
+O; Broken, cannot attack or hold items more than 5 lbs
85-86
Right Upper Arm
+O; Broken, cannot +O; DC 20 Dexterity attack or hold items save or severed over 5 lbs
+O
+O; Broken, cannot attack or hold items more than 5 lbs
87-88
Left Shoulder
+0; Broken, arm unusable
+0; Gashed, 1d2 dmg/round
+0
+0
89-90
Right Shoulder
+O; Broken, arm unusable
+O; Gashed, 1d2 dmg/round
+O
+O
91
Left +1; Broken, stabs left Clavicle lung, gains 1 level of Exhaustion
+O; Gashed, 1d2 dmg/round
+2; Heart punctured, gains 1 level ofExhaustion, DC 20 Constitution save or die
+O
92
Right Clavicle
+1; Broken, stabs right lung, gains 1 level ofExhaustion
+O; Gashed, 1d2 dmg/round
+2; Lung punctured, gains 1 level ofExhaustion
+O
93-97
Chest
+2; Caved in
+O; Gashed, 1d2 dmg/round
+2; Heart punctured, gains 1 +2; Heart punctured, gains 1 level ofExhaustion, DC 25 level ofExhaustion, DC 20 Constitution save or die Constitution save or die
98
Neck
+2; Paralyzed 1d4 weeks
T'1,, Crito� omicon: Reborn Critical Hits
+2; DC 20 +1; Larynx pierced, unable to speak Constitution save or die
+2; Paralyzed 1d4 weeks
Roll (dl 00) Location
Blunt
Slashing
Piercing
Bite
+2; Skull pierced, DC 20 Constitution save or die
+2; Skull crushed in jaws, DC 20 Constitution save or die
99
Head
+2; Caved in, DC +2; Downward stroke, 20 Constitution DC 20 Constitution save or die save or die
100
Face
+2; Shattered, DC +2; Golf swing, DC +2; Eye impaled, blinded in one eye, DC 25 25 Constitution 25 Constitution save or die save or die Constitution save or die
+2; Teeth puncture the eye and throat, blind in one eye, DC 25 Constitution save or die
TABLE 1. g: THE Two RoLL CHART This chart offers more options; damage can be localized to a specific body part, with the severity of the blow determined with a second roll particular to several weapon types. Roll percentile dice to determine location and a d6 to determine severity. Check the special result column for possible additional damage/effects.
Roll (dlOO)
Location
Special Result
01-02
Left Foot
1
03-04
Right Foot
1
05-08
Left Calf
1
09-12
Right Calf
1
13-18
Left Thigh
1
19-24
Right Thigh
1
25-28
Left Hip
29-32
Right Hip
33-35
Groin
3
36-45
Stomach
4
46-50
Left Flank
51-55
Right Flank
56-58
Left Hand
59-61
Right Hand
62-64
RightLower Arm
65-67
LeftLower Arm
68-71
LeftUpper Arm
72-75
RightUpper Arm
76-79
LeftShoulder
80-83
RightShoulder
84-85
Left Clavicle
86-87
Right Clavicle
88-97
Chest
4
98
Neck
5
99
Head
6
100
Face
7
SLASH INC WEAPONS
Roll (d6) Critical Hit Multiplier & Effect
Special Result** 1 234567
1-2
+O; Gashed
EPPPBPB
3-4
+1; Slashed and broken
HSBPDIU
5
+ 1; Mutilated
HIOLXDD
6
+2; Severed
*IDDXXX
BLUNT WEAPONS
Roll (d6) Critical Hit Multiplier & Effect
Special Result** 1 234567
1-2
+O; Incapacitated
ESSSS 11
3-4
+1; Battered and broken
HSOPDIU
5
+ l; Maimed
HIOLXDD
6
+2; Shattered
HIDDXXX
PIERCINC WEAPONS
Roll (d6) Critical Hit Multiplier & Effect
Special Result** 1 234567
1-2
+O; Gashed
-------
3-4
+1; Pierced
PSBPDIU
5
+1; VitalPuncture
PIOLXDD
6
+2; Impaled
EIDDXXX
BITES
Roll (d6) Critical Hit Multiplier & Effect
Special Result** 1 234567
1-2
+0; Chomped
P------
3-4
+ 1; Punctured
ESBPDIU
5
+ l; Maimed
HIOLXDD
6
+2; Torn away
*LDDXXX
The Critonomicon: Reborn I Cr; ic,·· Hits
10
Roll (dlOO)
Location
Special Result
*
Effect
01-02
Left Foot
1
Severed
03-04
Right Foot
1
B
Massive bleeding, death in 1d6 turns without medical care
05-08
Left Calf
1
D
Death in 1 d6 rounds
09-12
Right Calf
1
E
Unusable for duration of battle
13-18
Left Thigh
1
H
Unusable until healed
19-24
Right Thigh
1
I
Incapacitated, effectively unconscious
25-28
Left Hip
1
L
Severe pin, -6 to hit/dmg, difficulty breathing
29-32
Right Hip
1
0
Ruptured organs, internal bleeding; death in ld3 rounds
33-35
Groin
2
36-45
Stomach
4
P
Pain, -2 to hit/dmg
46-50
Left Flank
S
Stunned
51-55
Right Flank
U
Unconscious
56-58
Left Hand
1
X
Instant death
59-61
Right Hand
1
62-64
RightLower Arm
1
65-67
LeftLower Arm
1
68-71
LeftUpper Arm
1
72-75
RightUpper Arm
1
76-79
LeftShoulder
80-83
RightShoulder
84-85
Left Clabicle
86-87
Right Clavicle
88-97
Chest
4
98
Neck
5
99
Head
6
100
Face
7
**SPECIAL RESULTS Code
TABLE 1.10: TuE TuuE RoLI. CH.A.RT This chart requires one to three rolls. First, roll a d20 to determine what kind of critical hit was scored If directed to "roll for lacation/severity," the player rolls percentile dice to determine location and a d6 to determine severity. Check the special result column for possible additional damage.
Critical Hit Multiplier and Result
Roll (d20) 01
*
Roll for location/severity (+1 to severity)
02
+1
Opponenet dazed 1d4 rounds
03
+1
No special result
04-05
+O
Knocked prone
06-08
+O
No special result
09-10
+O
Armor damaged, -2 armor bonus to AC
11
+2
No special result
12-14 15-16
+O *
Roll for location/severity (-2 to severity)
17
*
Roll for location/severity
18-19
*
Roll for location/severity (-1 to severity)
20
*
Roll for location/severity (+2 to severity)
Armor damaged, • 1 armor bonus to AC
SLASHINCi WEAPONS Roll (d6) Critical Hit Multiplier & Effect
Special Result** 1 234567
:'.S2
+O; Gashed
EPPPBPB
3-4
+1; Slashed and broken
HSBPDIU
5
+1; Mutilated
6:'.S
+2; Severed
HIOLXDD *IDDXXX
*See location/severity chart for multiplier
BLUNT WEAPONS Roll (d6) Critical Hit Multiplier & Effect
T'1,, Crito� omicon: Reborn Critical Hits
Special Result** 1 23 45 67
:'.S2
+O; Incapacitated
ESSSS 11
3-4
+ 1; Battered and broken
HSOPDIU
5
+1; Maimed
HIOLXDD
6:'.S
+2; Shattered
HIDDXXX
PIERCING WEAPONS
Special Result** Roll (d6) Critical Hit Multiplier & Effect 1 2 3 4 5 6 7
g
+O; Gashed
-------
3-4
+1; Pierced
PSBPDIU
5
+1; Vital Puncture
PIOLXDD
6�
+2; Impaled
EIDDXXX
BITES
Special Result** Roll (d6) Critical Hit Multiplier & Effect 1 2 3 4 5 6 7 P-----�2 +O; Chomped 3-4 ESBPDIU +1; Punctured 5
+ l; Maimed
HIOLXDD
6�
+2; Torn away
*LDDXXX
----
WEAPON SPECIFIC CRITICAL HITS
When just a few possible results per weapon won't do, a weapon specific critical hit table may be in order. One roll determines everything.
TABLE 1.11: MEI.EE, BLUNT Roll (d20) Critical Hit Multiplier and Result 01 -1 Leg swee, opponent tripped 02 +O Temple hit, disoriented; newInitiative is 1 03 +O Foot broken,¼ base movement 04 +O Hip shattered; unable to stand 05 +O Elbow dislocated; lower arm unusable, drop helt item(s) 06 +O Knee dislocated; opponent tripped, lug unusable; ¼ base movement 07 +O Hand hit; carried item(s) dropped
**SPECIAL RESULTS Code
08 +O Wrist broken; carried item(s) dropped, cannot attack or hold items more than 5 lbs Effect Severed
09 +OOpponent's weapon brolen 10 +OOpponent's armor damaged, -2 armor bonus to AC
B
Massive bleeding, death in 1 d6 turns without medical care
11 +O Random item carried by opponenet is smashed
D
Death in 1d6 rounds
1 2 +O Chest hit; opponent gains 1 level of Exhaustion
E
Unusable for duration of battle
H
Unusable until healed
L
Incapacitated, effectively unconscious Severe pin, -6 to hit/dmg, difficulty breathing
0 p
s u X
Ruptured organs, internal bleeding; death in 1 d3 rounds Pain, -2 to hit/dmg Stunned Unconscious Instant death
13 +O Hip bruised; -2 Dexterity 14 +O Arm broken, lesser fracture; cannot hold items over 5 lbs, attack damage halved 1 5 +O Groin struck 16 +O Neck injured; Paralyzed 1 d4 rounds 17 +O Concussion; Dazed 2d6 rounds 18 +OStomach hit; internal bleeding, 1 d4 dmg/round 19 +1 Massive chest blow, broken rips; opponent gains 1 level of Exhaustion, can only carry light load 20 +2 Head caved in, unconscious 4d6 hours,DC 20 Constitution save or slip into a coma lasting 1 d8 days
The Critonomicon: Reborn I Cr; ic,· · Hits
12
TABLE 1.12: MEI.EE, PIERCING
Roll (d20)
Critical Hit Multiplier and Result
TABLE 1.13: MEI.EE, SLASHING
Roll (d20)
Critical Hit Multiplier and Result
01
+O Foot nailed to floor; no movement, then ½ movement after release
02
+O Leg broken, ½ base movement
02 -1 Forehead slashed; blood runs into eyes, blinded ld2 rounds
03
+O Arm nailed to side
03
04
+O Hard Hit; drop item(s) in hand
04 +O
05
+O Knee hit, ½ base movement
05
+O
Arm gashed; DC 20 Dexterity save or broken
06
+O Arm hit; -2 to hit/dmg
06
+O
Leg gashed; DC 20 Dexterity save or broken
07
+O Leg hit, femoral artery nicked; 1d4 dmg/round
07
+O
Hip slashed
08
+O Hip hit;¾ base movement
08
+O
Opponent's weapon broken
09
+O Back pierced; opponenet parag'zed from waist down until weapon is remove
09
+O
Back slashed
10
+O Opponenet's armor damaged, -1 armor bonus to AC
11 +O Arm broken, lesser fracture; cannot hold items over 5 lbs, attack damage halved
12
+O Stomach hit, nasty gash
13 +O Groin hit;¾ base movement
01 -1
+O
10 +O
Knuckles slashed; drops weapon
Hand slashed; drop carried item(s) Foot sliced
Armor damaged, -2 armor bonus to AC
11 +O Belt, backpack, or weapon harness slashed off 12 +O Arm slashed; DC 15 Dexterity save or severed
13 +O
Leg gashed; DC 15 Dexterity save or severed
14 +O Face slashed; DC 15 Dexterity save or nose cut off, -4 Charisma
14
+O Ear pierced, deaf in one ear
15
+O
Chunk carved from side
15
+O Eye pierced; blinded in one eye
16
+O
Deep cut in shoulder
16
+0 Stomach hit; DC 16 Dexterity Save or liver ruptured, 1d6 dmg/round
17
+O
Chest slashed
18
17
+O Chest hit, lung punctured; opponent gains 1 level of Exhaustion
+O Stomach opened up; opponenet gains 1 level of Exhaustion
19
+l
18
+O Chest hit
19
+1 Neck hit, larynx pierced; unable to speak
20
+2 Skull hit and cracked, brain pierced; -1 Intelligence, -1 Wisdom
T'1,, Crito� omicon: Reborn Critical Hits
20 +2
Extremity badly slashed (d4 to determine which); DC 20 Dexterity save or severed Neck badly slashed; DC 20 Dexterity save or severed
TABLE 1.14: MELEE, UNARMED STRIKE Roll (d20) Critical Hit Multiplier and Result
TABLE 1.15: RANGED, BLUNT Roll (d20) Critical Hit Multiplier and Result
01 -1 Surprise jab; knocked prone
01 -1 Leg bashed, opponent tripped
02 -1 Stick and move; dazed one round
02 +O Head struck; disoriented, new Initiative is 1
03 -1 Body blow; drops to knees
03 +O Opponent's armor damaged, -2 armor bonus to AC
04 +O Kidney punch; gains 1 level ofExhaustion 2 rounds 05 +O Rabbit punch; dazed 1d4 rounds 06 +O Uppercut; knocked prone 07 +OEar bash; DC 20 Constitution save or break eardrum, Disadvantage to Perception checks based on sound 08 +O Blow to solar plezus; dazed 1d4 rounds 09 +O Shin kick; leg broken, &fracl 4' base movement 10 +O Foot stomp; crushed, ½ base movement 11 +O Arm bar; shoulder dislocated, arm unusable
04 +O Hip bruised; opponent knocked prone 05 +OElbow dislocated; lower arm unusable, drop held item(s) 06 +O Knee struck, dislocated; opponent tripped, leg unusable, ¼ base movement 07 +O Hand struck, broken; carried item(s) dropped, cannot attack or hold items more than 5 lbs 08 +O Chest hit; opponent gains 1 level ofExhaustion 09 +O O�ponent's weapon stuck, broken, then weapon strikes opponent
12 +O Low blow; dazed 1 round
10 +O Attacker's missile breaks apart on impact, pieces lodge in chest and arm
13 +OEye gouge; blinded in one eye
11 +O Random item carried by opponent smashed
14 +O Greaty body blow; drops to knees, gains 1 level ofExhaustion
12 +O Attacker's missile breaks apart on impace, pieces lodge in stomach and leg
15 +O Broken nose; -1 Charisma
13 +OEye hit, temporarily blinded in one eye due to swelling (large missile) or permanently (small missile)
16 +O Dotting the "i"; opponenet's eye swells shut after 1 round 17 +O Bolo punch; opponenet bites part of tongue off, affecting speach 18 +O Hook to the jaw; stunned 1d6 rounds 19 +O One-two punch; jaw broken, stunned 1d4 rounds then dazed 1d4 additional rounds 20 +1 One blow K.O.; unconscious 1d8 rounds
14 +O Shoulder dislocated; arm unusable until successful Medicine check or magical healing 1 5 +O Groin struck 16 +O Neck injured; paralyzed 1d4 rounds 17 +O Concussion; Dazed 2d6 rounds 18 +O Stomach hit; internal bleeding, 1d4 dmg/round; small missiles become lodged in opponent's stomach cavity 19 +1 Massive chest blow, broken ribs; opponent gains 1 level ofExhaustion, Carry Capacity halved 20 +2 Head caved in, unconscious 4d6 hours; DC 20 Constitution save or slip into a coma lasting 1d8 days
The Critonomicon: Reborn I Cr; ic,·· Hits
14
TABLE 1.16: RANGED, PIERCING Roll (d20) Critical Hit Multiplier and Result 01 -1 Foot nailed to floor; no movement, then ½ movement after release
TABLE 1.17: RANGED, SLASHING Roll (d20) Critical Hit Multiplier and Result 01 -1 Scalped; -1 Charisma
02 -1 Arm nailed to wall; no movement until removed
02 - l Forehead slashed; blood runs into eyes, blinded ld2 rounds
03 +O Shoulder hit, tip breaks off in wound; ld4 dmg to remove
03 +O Foot slashed; DC 15 Dexterity save or lose ld4 toes
04 +O Stomach hit, tip breaks off in wound; 2d4 dmg to remove
04 +O Hand slashed; drop carried item(s), DC Dexterity save or lose 1d4 fingers
05 +O Chest hit, tip breaks off in wound; ld4 dmg to remove
05 +O Elbow shaved; -2 to hit/dmg with injured arm
06 +O Arm hit; -2 to hit/dmg 07 +O Leg hit, femoral artery nicked if pulled out without a successful Medicine check; ld4 dmg/round 08 +O Hip hit;¾ base movement 09 +O Back pierced; opponent paralyzed from the waist down until the missile is removed lO +O Opponent's armor damaged, -1 to armor bonus to AC 11 +O Arm broken, lesser fracture; cannot hold items more than 5 lbs, can attack at half damage 12 +O Stomach hit; small missiles are lodged completely inside opponent't stomach cavity, larger missiles protrude from both sides
06 +O Kneecapped; ½ base movement 07 +O Hip slashed;¾ base movement 08 +O Weapon broken, attacker's missile ricochets into opponent 09 +O Side slashed 10 +O Armor damaged; -1 armor bonus to AC 11 +O Missile lodged between ribs 12 +O Arm gashed 13 +O Leg gashed 14 +O Face slashed; DC 15 Dexterity save or nose lopped off, -4 Charisma 15 +O Stomach opened; gains 1 level of Exhaustion
l3 +O Groin hit;¾ base movement
16 +O Deep cut in shoulder; missile lodged between bones, unable to move arm until removed
14 +O Ear pierced; deaf in one ear
17 +O Chest slashed
l5 +O Eye pierced; blinded in one eye
18 +O Missile lodged in spine; paralyzed from waist down until removed
16 +O Stomach hit; DC l6 Dexterity save or liver ruptured, 1d6 dmg/round 17 +O Chest hit, lung punctured; opponent gains l level of Exhaustion 18 +O Chest hit 19 +1 Neck hit, larynx pierced; unable to speak 20 +2 Skull hit and cracked, brain pierced; -1 Intelligence, -1 Wisdom (x2 if removed without a successful Medicine check)
T'1,, Crito� omicon: Reborn Critical Hits
19 +1 Stomach hit; internal bleeding 1d4 dmg/round, small missiles are lodged completely inside opponent's stomach cavity 20 +2 Neck badly slashed; DC 15 Dexterity save or large missiles sever
TABLE 1.18: BITE The following chart assumes creatures are within one size category of their prey.
Roll (d20)
Critical Hit Multiplier and Result
TABLE 1.19: Fl.A.MING On/MOLOTOV COOK.TAIL dRoll (d20) Critical Hit Multiplier and Result 01 -1 Armor singed; -1 armor bonus to AC
01 +O Opponent knocked prone
02 -1 Hand hit, on fire; drops any carried item(s)
02 +O Leg broken; ½ base movement
03 -1 Flask breaks at feet; target must move 5' and suffers 2d4 fire dmg/round until extinguished
03 +O Foot crushed; ½ base movement 04 +O Hand bitten; drop item(s) in hand 05 +O Ankle bitten; sprained,¾ base movement 06 +O Arm comped; -2 to hit/dmg 07 +O Leg bitten, femoral artery nicked, 1d4 dmg/round 08 +O Hip bitten
04 +O Flask breaks at feet; footwear destroyed 05 +O Flask breaks at feet 06 +O Flast breaks at feet; target consumed by fireball, slips on oil, falls into adjacent square; initial target square on fire 1d4 rounds 07 +O Flask breaks at feet; target slips on oil, falling into buring puddle; target must move 5' and suffers 3d4 fire dmg/round until extinguished
09 +O Neck bitten' opponent pinned to ground, successful grapple check must be made to escape
08 +O Direct hit to abdomen
10 +O Opponent's armor damaged, -1 armor bonus to AC
10 +O Direct hit to arm
11 +O Arm broken, lesser fracture' cannot hold items more than 5 lbs, can attack at half damage 12 +O Hand munched; drop item(s) in hand, 1d4 fingers severed
09 +O Direct hit to leg 11 +O Direct hit to hip 12 +O Hair/fur ablaze; 1d6 fire damage for 1d4 rounds or until extinguished
13 +O Groin bitten
13 +O Hit to backpack/belt pouch/other bag; bag must be removed and extinguished immediately to avoind contents from burning
14 +O Face chomped; DC 15 Dexterity save or ear ripped off
14 +O Hit to chest, flask breaks and splashes one additional enemy within 5'
15 +O Eye pierced; blinded in one eye
15 +O Direct hit to chest, oil runs to legs; takes at least two rounds to extinguish
16 +O Flank bitten; DC 16 Dexterity save or kidney ruptured, 1d6 dmg/round 17 +O Chest chomped; 1d4 ribs cracked 18 +O Arm bitten; opponent tossed 5' 19 +1 Neck muched, larynx pierced; unable to speak 20 +2 Skull cracked, brain damaged; -1 Intelligence, -1 Wisdom
16 +O Flask caught in clothing/armor; armor helt together with leather/fabric is destroyed, all metal armor suffers -2 armor bonus to AC; takes at least two rounds to extinguish 17 +O Flask breaks on the back of neck, flaming oil runs down back; takes at least one round to extinguish if the target drops prone 18 +1 Direct hit to face, whole head aflame, all hair burned off; -2 Charisma 19 +1 Flask breaks at feet; target slips on oil, falls on own weapon and into burning puddle, target must move 5' and suffers 4d4 fire dmg/round until extinguished 20 +2 Flask goes into open mouth, explodes; flame shoots from mough and nose, target unable to speak until healed
The Critonomicon: Reborn I Cr; ic,· · Hits
16
TABLE 1.20: Fill.AllM BUI..LE'USLUG Roll (d20) Critical Hit Multiplier and Result
TABLE 1.21: BLASTER Roll (d20) Critical Hit Multiplier and Result
01
- l Ear grazed, maimed
02
- l Nose shot off; -2 Charisma
03
+O Entry through leg, no exit; ¾ base movement
04
+O Entry through shoulder, no exit
05
+O Entry/exit through hand; drop carried item(s), hand unusable
03 +O Neural overload; Dazed 2d4 rounds
06
+O Finger shot off; drop carried item(s)
04 +O Neural overload; Stunned 2d4 rounds
07
+O Entry through arm; broken arm
05 +O Neural overload; Unconscious 2d4 rounds
08
+O Entry through leg; broken leg
06 +O Face burned; -2 Charisma
09
+O Entry through hip; shattered hip
10
+O Entry through abdomen, no exit; gains 1 level of Exhaustion
07 +O Hair/fur ablaze; takes at least two rounds to extinguish
11
+O Entry through chest, no exit; gains 1 level of Exhaustion
12
+O Entry/exit trhough ankly; ½ base movement
13
+O Entry through chin, no exit; broken jaw
14
+O Entry through neck, no exit; unable to speak
15
+O Entry through abdomen, kidney punctured, exit througn back
11 +O Damage to chest, gains l level of Exhaustion
16
+O Entry through abdomen, liver punctured, no exit
12 +O Damage to back; can carry only a light load 13 +O Hand hit, on fire, drops any carried item(s)
17
+O Entry through chest, lung punctured, no exit
18
+O Entry through chest, heart punctured, no exit
19
+1 Entry through side of head, exit through other side
14 +O Systemic neural damage; partial paralysis (arms), make a DC 20 Constitution save each round to regain use of arms
20
+2 Entry through eye, exit through back of head
01 -1 Armor/clothing catches fire and is destroyed; 1d4 dmg/round until extinguished 02 -1 Temporary intermittent neural damage; each round, a different body part will become paralyzed (determine randomly), effects last 1d4 minutes
08 +O Sensory damage; target feels unexplained sensations at random times 09 +O Sensory damage; target sees sunbursts in front of eyes every other round, giving all opponents 50% concealment 10 +O Sensory damage; target hears a high-pitched whine, Disadvantage to Perception checks based on sound
15 +O Systemic neural damage; partial paralysis (legs), make a DC 20 Constitution save each round to regain use of legs 16 +O Systemic neural damage; temporary total paralysis, make a DC 20 Constitution save each minute to regain use of a single body part 17 +O Systemic neural damage; short-term total paralysis, make a DC 20 Constitution save each day to regain use of a single body part 18 +O Systemic neural damage; long-term total paralysis, make a DC 20 Constitution save each week to regain use of a single body part 19 +O Intermittent neural damage; each hour, a different body part will become paralyzed (determine randomly); effects last l d4 weeks 20 +O Major brain damage; DC 20 Constitution save or autonomic body functions cease, sending target to O HP
T'1,, Crito� omicon: Reborn Critical Hits
OPPONENT SPECIFIC CRITICAL HITS The previous charts have all focused on the attacker; the following charts are for situations beyond your typical target on foot. Table 1.23 provides options for critical hits to frequently disable undead in some way rather than deal increased damage. TABLE 1.22: MOUNTED OPPONENTS
Roll
(d20)
Critical Hit Multiplier and Result
01 -1 Pulled from mount 02 +O Mount stumbles with force of blow, moves 5' in a random direction 03 +O Thrown from mount and dragged; DC 20 Dexterity save or Acrobatics check to escape, 1d4 dmg/round until escape or mount is stopped
TABLE 1.24: WINGED OPPONENTS
Roll
(d20)
Critical Hit Multiplier and Result
01
-1 Tail tattered;¾ base Fly speed
02
-1 Right wing torn; ½ base Fly speed
03
-1 Left wing torn; ½ base Fly speed
04
+O Hips; -2 Dexterity until healed
05
+O Ribs hit
06
+O Stomach hit
07
+O Arm hit; drop weapon/held item(s)
08
+O Chest hit, gains 1 level of Exhaustion
09
+O Wing t hit;¾ base Fly speed
10-14 +O Normal critical hit 15
+O Solid hit; opponent tumples and falls 1d20 feet
16
+O Head struck; Unconscious 1 round
06 +O Hand broken, unusable; -2 Animal Handling
17
07 +O Mount slips on opponent's blood but does not fall; -3 Initiative
+O Face struck; Dazed 1d4 rounds, flies in a straight line while dazed
18
+O Tail severed; ½ base Fly speed
08 +O Opponent's blood sprays into mount's eyes, mount blinded 1 round
19
+1 Massive hit; tumbles and falls 1dl Oxl O feet
20
+1 Wing severed; tumbles to ground
04 +O Knocked from mount 05 +O Bridle severed
09 +O Head struck; Dazed 1d2 rounds 10- +O Normal critical hit 14
TABLE 1.25: FiSH AND 0raE:R. FiNNED OPPONENTS
15 +O Opponent drops weapon
(d20)
16 +O Mount cannot move for 1 round 17 +O Mount falls 18 +O Mount falls, breaks leg 19 +1 Leg broken; -5 Animal Handling 20 +2 Leg pinned to mount; mount takes normal weapon dmg in addition TABLE 1.23 UNDEAD
Roll
Critical Hit Multiplier and Result
01 -1 Stabilizing fin severed; -1 to Initiative 02 -1 Stabilizing fin severed; -2 Dexterity 03 +O Stabilizing fin severed, back struck; -4 to Initiative 04 +O Stabilizing fin severed, back struck; -2 Dexterity 05 +O Ribs hit 06 +O Stomach hit; contents emptied
Roll
07 +O Spine damaged; moving in anything but a straight line is a full-round action
01 Hand broken or severed; unusable
08 +O Face hit; Dazed 1 round,
02 Arm broken or severed; unusable
09 +O Jaw mangled; -2 to hit and damage with Bite attacks
(d20) Result
03 Foot broken or severed; unusable,¾ base movement 04 Leg broken or severed; unusable, ½ base movement 05 Back broken, cannot swivel at the waist; -2 to hit/dmg 06- Normal hit, not critical 15 16 Neck broken; -4 to Bite attacks 17 Pelvis shattered; ¼ base movement 18 Massive blow to chest; creature knocked prone and 5 feet back 19 Head caved in or partially severed; creature must hold it on to keep it from separating
10- +O Normal critical hit 14 15 +O Tail fin severed; ½ base movement 16 +O Gill slashed; difficulty breating, gains 1 level of Exhaustion 17 +O Right pelvic fin severed; ½ base movement, -4 Dexterity 18 +O Left pelvic fin severed; ½ base movement, -4 Dexterity 19 +1 Entire tail severed, ½ base movement 20 +1 Brain pierced through eye; blind in one eye, Disadvantage to Perception checks based on sight
20 Head completely severed
The Critonomicon: Reborn I Cr; ic,· · Hits
18
SIMPLE D20 CHARTS
SIMPLE D6 OH.ARTS
When a game master wants a little more variety or drama in combat, often a d20 fumble chart is sufficient. Two are presented in this section, the first a bit less dangerous than the second
Like the d6 critical hit charts presented in the first section, d6 fumble charts keep the action moving fast. The first one presented is lighter in tone and consequence than the second
TABLE 2.3: D20 FuMBLE CH.A:R.T Roll(d20) Fumble Result
TABLE 2.1: D6 FuMBLE CH.A:R.T Roll(d6) Fumble Result
01
Staggers and falls to knee
02
Mishandles weapon, attack is a miss
1
Weapon breaks
03
2
Overextends, opponent gains immediate Attack of Opportunity
Wrist turns, mild strain; -1 to hit/dmg for 2dl 0 hours
04
Disarmed by opponent
3
Slips and falls prone
05
4
Tosses weapon 3d8 feet in random direction
Overextends, opponenet gains immediate Attack of Opportunity
5
Overextends; opponent gains immediate Attack of Opportunity
06
Attacks against PC have Advantage for one round
6
Mishandles weapon, attack is a miss
07
Drops weapon
08
Stumbles, attack is a miss
TABLE 2.2: ALTEKNATE D6 FUMBLE CHAR.T Roll(d6) Fumble Result
q
------------
FuMBLES
09
Weapon breaks
10
Weapon damages own armor, -1 armor bonus to AC
11
Weapon tears random piece of own clothing
12
Weapon tossed 1d4x5 feet in a random direction
1
Hits self
2
Hits random ally
3
Hits other random enemy, half damage
13
Rolls ankle, ¾ base movement for 1 day
4
Weapon breaks
14
5
Overextends, opponent gains immediate Attack of Opportunity
Off balance, -4 penalty to Initiative; attack is a miss
15
6
Slips and falls prone
Slips and falls, rolling to feet in random adjacent square; new Initiative is 1
16
Throws weapon straight up, landing on own head for 1 damage
17
Slips and falls prone
18
Slips and falls on own weapon, 2 damaged
19
Hits closest ally, half damage
20
Hits self, half damage
T'1,, Crito� omicon: Reborn Fumbles
TABLE 2.4: ALTERNATE D20 FuMBLE CHART Roll(d20) Fumble Result 01
Mishandles weapon, attack is a miss
02
Slips and falls prone, opponent gains immediate Attack of Opportunity
03
Disarmed by opponent
04
Attacks against PC have Advantage for one round
05
Overextends, opponent gains immediate Attack of Opportunity
06
Weapon tossed, hits nearby ally who must make a DC 20 Dexterity Save or be tripped
07
Wrist turns, mild strain; -1 to hit/dmg for 2dl 0 hours
08
Trip, fall on opponent's weapon, which does normal damage
09
Weapon breaks
10
Weapon damages own armor, -1 armor bonus to AC
11
Off balance, -4 to Initiative; attack is a miss
12
Weapon tossed 1d4x5 feet in random direction
13
Slipped and fell on own weapon, 1d4 points damage
14
Whack self in knee, normal damage;½ base
15
Whack self in head, normal daamge; Stunned one round
16
Hit closest ally, half damage
17
Hit self, half damage
18
Hit closest ally, normal damage
19
Hit self, normal damage
20
Hit self, double damage
movement
PERCENTILE (DlOO) CHARTS If you prefer a chart which includes all the possibilities in the last two charts, use percentile ranges. The following chart's (Table 2.5) ranges have been apportioned to make non damaging fumbles more likely. TABLE 2.5: PERCENTILE RANGE FuMBLE CHART Roll(dlOO) Fumble Result 01-08
Staggers and falls to knee
09-16
Stumbles in, attack is a miss
17-24
Mishandles weapon, attack is a miss
25-32
Weapon tears random piece of own clothing
33-40
Off balance, -4 Initiative; attack is a miss
41-43
Attacks against PC have Advantage for one round
44-46
Drops weapon
47-49
Wrist turns, mild strain, -1 to hit/dmg for 2dl 0 hours
50-52
Weapon breaks
53-55
Weapon damages own armor, -1 armor bonus to AC
56-58
Disarmed by opponent
59-61
Weapon tossed 1d4x5 feet in a random direction
62-64
Rolls ancle, ¾ base movement for 1 day
65-67
Overextends, opponent gains immediate Attack of Opportunity
68-70
Slips and falls, rolling to feet in random adjacent square; new Initiative is 1
71-73
Throws weapon strain up, landing on own head doing 1 damage
74-76
Slips and falls prone
77-79
Slips and falls on own weapon, 2 damage
80-82
Tosses weapon, hits nearby ally who must make a DC 20 Dexterity save or be tripped
83-85
Trips, falling onto opponent's weapon which does normal damage
86-88
Slips and falls on own weapon, 1d4 damage
89-90
Whacks self in knee, normal damage;½
91-92
Whacks self in head, normal damage; Stunned 1 round
93-94
Hits closest ally, half damage
95-96
Hits self, normal damage
movement
97
Hits closest ally, normal damage
98
Hits self, normal damage
99
Hits self, double damage
100
Hits self, triple damage
The Critonomicon: Reborn Funbles
20
T his next chart (Table 26) provides many different effects, each unique.
TABLE 2.6: PERCENTILE Fu'MBLE CHART Roll(dlOO} Fumble Result
2'
01
Tears a hamstring,¾ movement for one day
02
Weapon stuck in nearest object (or a wall, the ground, etc) DC 15 Strength check to retrieve it
33 Drops weapon 34 Slips, somersaults backwards, rolls to feet in square directly behind former position 35 Slips and graps opponent on the way down, both fall Prone 36 Wrenches elbow, -2 to damage for duration of battle 37 Staggers and falls to knee 38 Slips, rolling to standing 5 feet to the left
03
Mishandles weapon, attack is a miss
04
Falls prone, weapon slides 1d4x5 feet away
39 Destroys weapon of random adjacent foe (besides target); if no foes adjacent, miss
05
Bad swing, dislocates shoulder, arm unusable until successful Medicine check
40 Off balance, -4 penalty to Initiative, attack is a miss
06
Attacks against PC have Advantage for one round
42 Slips, tumbles 5 feet to the right, lands flat on face
07
Weapon tangled in your clothes/armor, lost turn
43 Armror/equipment strap slips, attack is a miss; -2 to hit until adjusted (Bonus Action)
08
Weapon strikes nearest target besides intended opponent
44 Weapon damages own armor, -1 armor bonus
09
Weapon breaks
10
Misses, lose grip during the follow-through; weapon thrown 1d6x5 feet behind character
11
Weapon is damaged, -1 to hit/dmg
12
Falls hard, prone and Stunned for one round
13
Rolls ankle;¾ movement for 1 day
14
Tears a bicep, -2 hit/dmg for one day
15
Grit in the eye, -2 to hit for 1d4 rounds
16
Throws weapon straight up, weaon lands on head doing 1 point of damage
17
Bobbles weapon, s the "business end" while trying to catch it for 1 damage
53 Slips, tumbles 5 feet to the left; lands on face
18
Slipped and fell on own weapon, 2 damage
54 Strike random adjacent ally; if no allys adjacent, miss
19
Trips and falls into opponent, knocking both prone in opponent's square
55 Weapon tossed 1d4x5 feet in a random direction
20
Momentarily distracted, -5 Initiative
21
Totally distracted, opponent gains Attack of Opportunity
22
Whack self in knee, normal damage, ½ base movement
23
Whack self in head, normal damage, Stunned 1 round
24
Armor/clothing/equipment binds up, -2 to hit/dmg until Character takes an action to readjust
25
Sweat in eyes, -1 to hit until eyes cleared (Bonus Action)
26
Wrist turns, mild strain, -1 to hit/dmg for 2d10 hours
27
Weapon tangles in opponent's armor/clothing/fur and is pulled from grasp
28
Too much follow through, hits self for normal damage
29
Stumbles, attack is a miss
30
Wrenches wrist, drops weapon; -2 to damage for duration of battle
31
Slips and falls on own weapon, 1d4 points damage
32
Slips and lands on head, double vision 1d4 rounds (-2 to hit)
T'1,, Crito� omicon: Reborn Fumbles
41 Falls into opponent, knocking them backwards 5 feet
45 Slips, rolls to feet 5 feet to the right 46 Hits own foot, 2 damage;¾ base movement until the end of the battle 47 Disarmed by opponent 48 Falls flat on back, injures back; full round to stand 49 Stab toe on left foot,¾ base movement for the next round 50 Overextends, opponent gains immediate Attack of Opportunity 51 Bobbles weapon, Attacks against PC have Advantage while trying to recover it (one round) 52 Toss your weapon into nearest ally, normal damage
56 Trip random adjacent foe 57 Slips, tumbles 5 feet back; lands Prone 58 Toww weapon, which trips nearest non-adjacent creature 59 Weapon tears random piece of own clothing 60 Trips random adjacent ally; if no allys adjacent, miss 61 Disarm random adjacent foe 62 Slips and fall, rolling to feet in random adjacent square; new Initiative is l 63 Strap breaks, backpack or belt comes off 64 Strike random adjacent foe (besides target), if no foes adjacent, then miss 65 Pants/breaches/belt fall down, Bonus action to fix them; ¼ base movement while around ankles 66 Cut/knock open belt pouch or pack, contents scattered 67 Destroys weapon of random adjacent ally, if no allys adjacent, miss 68 Whacks self in eye, swelling shut for 1d20 hours. Disadvantage to Perception checks based on sight 69 Slips and falls prone
Roll(dlOO) Fumble Result 70
Slips and does the splits, tearing hamstring;¾ base movement
71
Slips, rolling 5 feet to the left; weapon slides 10 feet in random direction
72
Disarm random adjacent ally; if no allys adjacent, miss
73
Trip, fall on opponent's weapon which does normal damage
74
Slips and falls to knees, fumbling weapon; opponent may use a Reaction to Disarm
75
Slips, rolling 5 feet to the right; weapon slides 10 feet in random direction
76
TABLE 2.7: DAM.AGING FuMBLE CH.AR.T Roll(dlOO) Fumble Result 01
Slams self in head, skull cracked; -2 Intelligence and Wisdom, x3 damage
02
Nails hand to body with weapon, x2 dmg
03
Nails arm to side with weapon, x2 dmg
04
Nails self to wall/floor with weapon, x2 dmg
05
Nails foot to floor with weapon, DC 20 Strength check to remove it, then ½ base movement; normal damage
06
Bobbles weapon; Attacks against PC have Advantage while recovering it
Whacks self in mouth, all teeth knocked out, jaw crushed, unable to speak or eat; x2 damage
07
77
Wrenches shoulder, -1 to hit/dmg for rest of battle
Falls into own weapon, which snaps off in wound, x2 damage
08
78
Slips, rolling 5 feet backward; weapon tossed 10 feed in random direction
Falls on chin, jaw broken, tongue bitten off, speaks with difficulty; 2d6 damage
09
79
Ill timed sneeze, miss
Hits self in temple, neck turned 90 ° , cannot straighten until healed
80
Throws weapon straight up, landing on own head; unconscious for 1 round
10
Hits self in back, cannot bend until healed; gains 1 level of Exhaustion
81
Smashes/severs a finger, -1 to hit/dmg
11
Tears a hamstring,¾ base movement for 1 day
82
Smashes/severs a toe,¾ base movement
12
Weapon stuck in nearest object (or wall, floor, etc), DC 15 Strength check to retrieve it
83
Lops off/smashes an ear, normal damage
13
84
Hit nearest non-targeted enemy, normal damage
Weapon strikes nearest target besides intended one for double damage
14
85
Hit nearest ally, normal damage
Shaves, breaks off thumb; -4 to hit/dmg, normal damage
86
Hit nearest ally, critical hit
15
87
Hits self, half damage
Bobbles weapon and catches the "business end," severs/crushes 1d4 fingers; normal damage
88
Hits self, normal damage
16
Lops off/shatters own wrist; x2 damage
89
Hits self, double damage
17
Lops off/shatters own elbow; x2 damage
Hits self, triple damage
18
Lops off/shatters own leg; x3 damage, ¼ base movement
19
Lops off/shatters own foot; x2 damage, ½ base movement
20
Weapon breaks, shrapnel flies into eye, Disadvantage to Perception checks based on sight
21
Weapon is damaged (unless magical), -3 to hit/dmg
22
Falls hard, prone and stunned for 2d4 rounds
23
Slips and breaks ankle;¾ base movement for 2d6 days
24
Tears a bicep, -2 to hit/dmg for 1 day
25
Grit in the eye, -2 to hit for 1d4 rounds
26
Throws weapon straight up, landing on own head for x2 damage
27
Sheathes weapon in ear, brain pierced; Disadvantage to Perception checks based on sound, -2 Intelligence and Wisdom, x4 damage
28
Slips and falls on own weapon; normal damage
29
Trips and falls into opponent, knocking both prone
90
91-100 Game Master's choice
The following chart (Table 2. 7) is designed for special occasions; most rolls result in massive damage or death. It is excellent to use when the players are spectators watching NPC's or monsters in combat
The Critonomicon: Reborn Funbles
22
Roll(dlOO) Fumble Result 30
Sheathes weaapon in eye, brain pierced; Disadvantage to Perception checks based on sight, -2 Intelligence and Wisdom, x4 damage
62 Toss your weapon into nearest ally, roll to hit him with Advantage; x2 damage 63 Hit self and drops weapon, normal damage
31
Misses, loses grip on the follow-through, weapon thrown 4d4x5 feet behind character
64 Strike random adjacent ally; if no allys adjacent, miss
32
Whacks self in knee, normal damage; ½ base movement
66 Trip random adjacent foe; all within melee range get immediate Attack of Opportunity on tripped enemy
33
Whack self in head, normal daamge, stunned one round
67 Hit self and damage weapon; -2 to hit/dmg, normal damage
34
Throws weapon straight up, landing on own head; unconscious for 1 round
35
Smashes/severs a finger; -1 to hit/dmg
68 Toss weapon, which trips nearest non-adjacent creature; all within melee range get immediate Attack of Opportunity on tripped creature
36
Smashes/severs a toe; ¾ base movement
37
Lops off/smashes an ear; normal damage
38
Weapon clatters across floor, spinning hard, and breaks/severs the nearest ankle
39
Shaves kneecap; ¾ base movement, normal damage
40
Shaves elbow; -2 to hit/dmg, normal damage
72 Shears armor, clothing, and skin from torso; -2 AC, normal damage
41
Slips and falls on own weapon; x2 damage
73 Strap breaks, backpack or belt comes off
42
Slips, landing on head; 2d8 damage, unconscious 1d4 hours
74 Strike random adjacent foe
43
Hits own leg, nickes femoral artery; normal damage and 1d4 dmg/round
44
Snags cloak/piece of clothing which binds, choking and causing suffocation to begin; DC 15 Dexterity check to unbind
65 Weapon tossed 3d4x5 feet in random direction
69 Hit self and break weapon; normal damage 70 Trip random adjacent ally; if no adjacent ally, then miss; all within melee range get immediate Attack of Opportunity on tripped ally 71 Disarm random adjacent foe (besides target); if no foes adjacent, then miss
75 Shears armor, clothing, and skin from leg; -1 AC, normal damage 76 Cut/knock open belt pouch or backpack; contents scattered 77 Destroys weapon of random adjacent ally 78 Pierces own eye; Disadvantage to Perception checks based on sight
45
Slips, pulling opponent down on top; oppnenet is now grappling the defender
46
Wrenches elbow; -2 dmg for duration of battle
47
Hits self in ribs; normal damage
48
Lops off nose; -2 Charisma, normal damage
49
Lops off ear; normal damage
50
Scalps self; -1 Charisma, normal damage
51
Stabs self in abdomen, ruptures liver; x3 damage
52
Stabs self in chest, punctures lung; Exhauseted, x3 damage
84 Wrong place at the wrong time; first attack that hits before beginning of player's next round is automatically a crit
53
Stabs self in chest, punctures heart; gains 1 level of Exhaustion, x4 damage
85 Falls on butt, breaks tailbone; ¾ base movement
54
Hits self in flank, ruptures kidney; x2 damage
86 Hits self in hand, breaks 1d4 fingers; hand unusable for combat
55
Weapon damage own armor; -1 armor bonus to AC
87 Falls and dislocates shoulder, unusable until successful Medicine check or magical healing
56
Hits own foot; normal damage,¾ base movement until healed
88 Hits self in neck, cuts trachea; difficulty speaking, x2 damage
57
Disarmed by opponent
58
Falls flat on back, breaking spine; paralyzed from waist down
89 Hits self in neck, dmaages larynx; difficulty speaking, x2 damage
59
Hits self in clavicle, breaks clavicle; -2 to hit/dmg, normal damage
60
Overextends; opponent gains immediate Attack of Opportunity
61
Tunic/cape/clothing flaps into face, hitting self trying to clear it; normal damage, attacks against PC have Advantage
T'1,, Crito� omicon: Reborn Fumbles
79 Slips and falls prone, Dazed 1 round 80 Slips and does the splits, breaking leg; ½ movement 81 Slips, rolling 5 feet left; weapon clatters 10 feet in random direction and breaks, -2 to hit/dmg 82 Disarm random adjacent ally 83 Trip, fall on opponent's weapon which does double damage
90 Hits self in neck, severs carotid artery; death in ld4 rounds 91- Game Master's Choice 100
Comedic fumbles bring some levity to a game. Players love to laugh at monsters and each other and this chart provides a means to do so.
TABLE 2.8: COMEDIC FuMBLE CHAB.T Roll(dlOO) Fumble Result 01
Slips on a damp spot on the ground, lands on head; now speaks with a stutter
02-03
Tosses weapon, hitting nearest ally, who then fumbles immediately and rolls on this chart
04-05
Steps on own cape/tunic and falls 5 feet backwards
06-07
Trips, falling into opponent; trade spaces and both fall prone
08-09
Fall on own weapon, slips while attempting to stand and falls on it again
10-11
Tosses weapon straight up, braces for impact; when impact doesn't come as expected, looks up and takes it on the forehead
12-13
Tosses weapon into target's face; target takes normal weapon damage, weapon is now in target's square
14-15
Tosses weapon straight up, catches the "business end"
16-17
Tosses weapon straight up and the handle hits wrist, dislocating it
18-19
Incredible stumble, falling into adjacent enemy; both score critical hits on each other
20-21
Piece of cloth flips over face, blinded until removed
22-23
Punches self in mouth; 1 damage
24-25
Punches self in groin; 1 damage
26-27
Punches self in eye; 1 damage
28-29
Punches self in nose; 1 damage
30-31
Weapon slips from grasp during attack, slaps opponent's face instead
32-33
Cuts/rips nearest ally's clothes, ally's pants/breeches/belt fall down; attacks against ally have Advantage while pulling them back up; ¼ base movement while around ankles
34-35
A buckle comes loose and backpack (or other container) flies off, tripping nearest ally
36-37
A buckle comes loose and backpack (or other container) flies off, tripping nearest foe
38-39
Armor sticks/locks, weapon arm stretched out to the right; Strength check to unstick (Light Armor DC 10, Medium Armor DC 15, Heavy Armor DC 20)
40-41
Pokes self in eye with thumb, Disadvantage Perception checks based on sight for 1 day
42-43
Gets grit in nose and sneezes convulsively, drawing an Attack of Opportunity
44-45
Bitten by a bug in the pants, involuntarily yells "OW!", loses attack; 25% chance/round of the bug biting again, full round to remove or kill bug
46
Scalps self; 1d4 damage, -1 Charisma (if unarmed, roll again)
47- Hits nearest ally, who counterattacks as a knee-jerk 48 reaction 49- Pants/breeches/belt fall down; attacks against PC 50 have Advantage while pulling them back up,¼ base movement while they are around ankles 51 Cuts/breaks open purse/pouch, coins/gems scatter, one flied into mouth and down PC's through, causing PC to choke; PC cannot clear own airway and requires a successful Medicine check (DC 20) to avoid suffocation 52- Stomps on own toe, grunts audibly; loses attack 53 54- Remarkable stumble, falling into adjacent enemy; 55 both hit each other for half damage 56- Tosses weapon straight up, then catches it so 57 perfectly that it appears as a flourish; character is so surprised by own skill that next attack against them has Advantage 58- Sweaty palms; weapon slips from grasp, enemy tries 59 to catch it (dropping own weapon); each now has the other's weapon 60- PC and enemy's armor/clothing becomes 61 tangled/locked together at the wrist; opposing Strength check to move (only move base movement per round until untangled) 62- PC and enemy's armor/clothing becomes 63 tangled/locked together at the shoulder; opposing Strength check to move (½ base movement per round until untangled) 64- PC and enemy's armor/clothing becomes 65 tangled/locked together at the chest; opposing Strength check to move (5 feet per round) 66- Strike enemy's weapon, breaking both 67 68- Trips and lunges toward enemy, who ducks. PC 69 somersaults overhead and lands on back behind enemy; 1d6 damage 70- Remarkable slip; delivers an unintended flying elbow 71 (1d4 damage) to target before falling 72- Hits self hard, breaks own leg (1d6 damage), falls into 73 enemy, who falls onto the exposed bone and pierces and artery (1d4 dmg/round to enemy) 74- Wild swing; hits everyone withing reach (ally and 75 enemy) for 1d4 damage each 76- Spectacular stumble; falls into adjacent enemy, both 77 with weapons out, hitting each other for normal damage 78- Loses grip on weapon during swing, the now79 weaponless swing ends up punching the enemy in the eye instead; Disadvantage to Perception checks based on sight 80- Trips and lunges toward enemy, who ducks; PC 81 somersaults overhead and lands on feet behind enemy 82- Accidentally hurls weapon at ally's head; PC yells ally's 83 name, who turns and takes it to the face; x2 damage 84- Trips and lunges toward enemy, who ducks; PC sails 85 overhead and lands on head behind enemy; 1d6 damage and Stunned 1 round 86- Stumbles, managing to step on own hand; breaking 87 ld3 fingers before landing on head, Dazed 1 round
The Critonomicon: Reborn Funbles
24
Roll(dlOO) Fumble Result 88-89
90-91
92
93-94
95-100
Stumbles, falls, and somersaults, managing to knee self in face twice; 2 damage, Stunned 1 round
TABLE 2.10: SWOH.DSANDAnS Roll(d20) Fumble Result 01-05
Wide swing, miss, opponent's laugh
06
Punches target with fist holding weapon; l damage
07
Damages own armor; -2 armor bonus to AC
08
Slashes own forehead, blood runs into eyes; 2 damage, Blind l d2 rounds
09
Spectacular slip; delivers an unintentional flying kick to target's face (1d4 damage) before falling Prone, taking 1d4 damage
Cut belt/clothing, pants/tunic falls down; -10 base movement
lO
Slices own foot; normal damage, -5 base movement
Game Master's choice
11
Slashes own backpack off
12
Weapon clatters across floor in random direction, spinning hard and cutting the nearest ankle for normal damage and -5 base movement
l3
Shaves own kneecap; ¾ base movement, normal damage
14
Shaves own elbow; -2 to hit/dmg, normal damage
15
Bobbles weapon; -2 Initiative
Incredible slip; delivers an unintentional flying kick to target's face (2d4 damage) before falling Prone, taking 1d4 damage Knock out 1d4 of oi:,ponent's teeth, causing 1d4 damage; tooth flies into PC's throat, causing choking; full round to dislodge and avoid Suffocation
----------
WEAPON SPECIFIC FuMBLES
Falling on your club isn't like tripping yourself with your scythe, so we've created several weapon-specific fumble charts for your enjoyment TABLE 2.9: .Alr.MOH. Roll(d20) Fumble Result 01
Knee locks up; ¾ base movement
16
Slips and falls on weapon; normal damage
02
Elbow locks up; lose attack, -2 to hit/dmg with weapon arm
17
Throws weapon straight up, 50/50 chance it strikes self or nearest enemy for normal damage
03
Torso armor slides loose; -1 armor bonus to AC until tightened
18
Accidentally hits closest ally in head, lops off ear; ally Dazed for l round, normal damage
04
Gauntlet/glove/sleeve snags armor, hand pinned to waist; lose attack
19
Lops off own ear; normal damage
05
Shoulder locks up, forcing weapon arm to stick up over head
20
Hits self; double damage
06
Slips, falls, armor locks so standing is impossible until adjusted
07
Torso armor falls off; PC loses armor bonus to AC
08
Helmet/head covering comes off
09
Helmet/head covering slips over eyes; attacks against PC have Advantage until it is adjusted
10
TABLE 2.11: BLUNTMELEEWEAPONS Roll(d20) Fumble Result 01-05
Wide swing, miss; opponents laugh
06
Bruises own knee, leg unusable; tripped, ¼ base movement
07
Hit off-hand; any held item(s) dropped
08
Arm catches on waist, 1 action to free it if other hand is empty
Off-weapon elbow dislocated; lower arm unusable, drop held item(s)
09
11
Belt slips to knees; ½ base movement until adjusted
Throws weapon, hits random ally; normal damage
10
Hits own temple, disoriented; new Initiative is 1
12
Belt slips to feet; trips PC
11
13
Straps slip, chafing; -2 to hit until adjusted
Weapon makes a DC 15 Constitution save or breaks
14
Armor cuts into PC; 1 damage
12
Hit self, random carried item destroyed
15
Strap breaks, armor no longer fits properly; -1 armor bonus until repaired
13
Bruises own hip; -2 Dexterity
14
16
Strap breaks, seam splits, armor no longer fits properly; · 1 armor bonus and ¾ base movement until repaired
Throws weapon into random opponent; normal damage
l5
Throws weapon into random opponent; double damage
17
Both arms lock up for 1 round
16
Slips and falls on weapon; 1 damage
18
Armor locks/snags with armor of adjacent ally; remain attached until they spend an action to free themselves
17
Throws weapon straight up, 50/50 chance it strikes self or nearest enemy for normal damage
19
Armor locks/snags with armor of adjacent enemy; remain attached until they spend an action to free themselves
18
Accidentally hits closest ally in head; ally dazed for 1 round
20
Torso armor falls off, PC slips and lands on head; Unconscious l d4 rounds, PC loses armor bonus to AC
T'1,, Crito� omicon: Reborn Fumbles
19
Might spin; trips all creatures within reach
20
Bashes own head; unconscious 1d4 rounds, normal damage
TABLE 2.12: Bows Roll(d20) Fumble Result 01-05
Wide shot, miss; opponents laugh
TABLE 2.14: LONG-liAFrED MELEEWEAPONS Roll(d20) Fumble Result 01-05
Wide swing, miss; opponent laugh
06
Trips random ally within reach
07
Hits random ally within reach; normal damage
Errant shot, own thigh hit; normal damage, tip/head breaks off in wound, 1d4 damage to remove
08
Hits random opponent within reach; half damage
09
Tosses weapon to nearest opponent
08
Errant shot, nearest ally hit; normal damage
10
09
Errant shot, nearest non-targeted opponent hit; normal damage
Hits target; normal damage, weapon breaks in wound
11
Hits target with haft; 1 damage
10
Errant shot, straight up
12
Strikes ground; weapon stuck
11
Bowstring breaks, snapping PC in eye; 1 damage, blinded in one eye 1d4 rounds, -3 to hit wfiile sighting with other eye
13
Clothesline self; knocked Prone
14
Clothesline up to two allies in tandem within 1 O'; knocked Prone
15
Strikes ground; accidental pole vault in random direction
16
Off ballance from swing; -4 Initiative, attacks agains PC have advantage for one round
06
07
Errant shot, own foot nailed to floor; normal damage, no movement, then &fracl 12; base movement after released
12
Bowstring breaks
13
Releases with wrong hand; throws bow 1d4xl 0 feet backwards
14
Arrow sticks in quiver; PC loses action
15
Quiver unbuckles and falls off
17
16
Accidentally pulls feather off shaft; PC loses action
Throws weapon straight up; 50/50 chance it strikes self or nearest enemy for normal damage
18
Hits nearest ally within reach for double damage
17
Grazes own arm; 1 damage
19
18
Bow makes DC 15 Constitution save or snaps
Overextends, opponent gains immediate Attack of Opportunity
19
Arrow whistles loudly and misses
20
Slips and falls on own weapon; double damage
20
Errant shot, own toe shot off; -5 movement, normal damage
TABLE 2.13: CORDEDWEAPONS Roll(d20) Fumble Result 01-05
TABLE 2.15: 'THROWNWEAPONS Roll(d20) Fumble Result 01-05
Wide throw, miss; opponents laugh
06
Errant throw, own foot hit; ½ base movement, 2 damage
Wide throw, miss; opponents laugh
06
Hits random opponent within reach, half damage
07
Errant throw, straight up; hits own head, normal damage
07
Tosses weapon to nearest opponent
08
Errant throw, nearest ally hit; normal damage
08
Trips self
09
09
Loses grip, throws weapon; trips nearest ally
Errant throw, nearest non-targeted opponent hit; normal damage
10
Loses grip, throws weapon; trips nearest non targeted enemy
10
Errant throw, missile goes straight up
11
11
Loses grip, throws weapon and entangles nearest ally; ¼ base movement until untangled (full round)
Throws weapon 1d4x5 feet in a random direction
12
Tosses missile to nearest enemy who catches it and may throw it back as a reaction
12
Loses grip, throws weapon and entangles nearest non-targeted enemy; ¼ base movement until untangled (full round)
13
Forgets to let go; propelled forward 5 feet, landing prone
14
Bobbles weapon, -2 Initiative
13
Wraps around own waist; takes an action to unwrap
15
Drops missile, slips and falls on it; 2 damage
16
Jostled; missile thrown 1d4x5 feet in a random direction
17
Throws weapon 2d4x5 feet in random direction; weapon makes DC 20 Constitution save or breaks
14
Entangles self; ¼ base movement until untanged (full round)
15
Throws weapon 1d4x5 feet in a random direction
16
Drops weapon at feet
18
Missile comes apart on impact; no damage
17
Wraps around own head; 2 damage
19
18
Poor timing; hits any creature directly behind PC
Missile slips from grasp, any opponent within reach may make an Attack of Opportunity
20
19
Hits random ally within reach, normal damage
20
Entangles feet , flips and falls, landing on head; Unconscious for 1d4 rounds
Throws weapon up, looks up to see where it went in time to be hit in forehead as it comes down; normal damage, Stunned 1 round
The Critonomicon: Reborn Funbles
26
TABLE 2.16: UN.AR.MED ST.RIKE Roll(d20) Fumble Result
Chomp air, opponents laugh
01
Hurts fist; 1 damage
02
Falls into enemy's weapon, normal damage
06
Overextends; falls Prone
03
Punches self in face; normal damage
07
04
Overextends; everyone within reach may make an Attack of Opportunity
Bites own leg, ½ base movement for ld4 rounds, normal damage
08
Chomps own arm, -2 to hit/dmg
05
Slips and falls Prone
09
Bites own hand/paw; drop held item(s)
06
Kicks opponent hard with both feet, PC lands on head; double damage to target, PC Unconscious 1d4 rounds
lO
Bites own ankle; ¾ base movement
11
Bites off piece of own armor/hide; -1 AC
Stomps on own foot; &fracl2 base movement for 1 round
12
Shatters tooth; -l damage to bite attacks
l3
Bites tongue; l damage
08
Pokes self in eye; loses action
14
09
Trips, somersaults into random adjacent square
Bites tongue off; ld3 damage, speaks with difficulty
lO
Trips, falls into opponent; opponenet knocked back 5 feet
15
Bites opponent's weapon; normal damage
16
11
Random item falls out of backpack
Snatches random article of clothing or item from opponent
12
Telegraphs punch; target gains Attack of Opportunity
17
Bites ground, swallows dirt causing a coughing fit; opponents gain an Attack of Opportunity
13
Elbows adjacent ally, 1d4 points damage
18
Snatches opponent's weapon away
14
Opponent grabs attacking appendage; make an opposed Grapple check, if opponent wins PC is thrown to floor for 1d4 damage
19
Rams nose into opponenet, triggering sneezing fit; lose action
20
15
Punches/kicks so hard that PC spins 180 ° takes 1 action to regain balance
Bites tongue off, lodges in windpipep; Suffocation begins and continues until dislodged, ld3 damage
16
Misses and punches/kicks random adjacent hard object taking 1d4 damage
17
Overshoots on the head butt, making it a face butt; Dazed l round
18
Punches self in eye; eye swells shut in 1 round
19
Slips and lands on chin, biting tounge; affects speech
20
One blow K.O., Unconscious 1d8 rounds
07
2,
TABLE 2.17: BITE Roll(d20) Fumble Result
T'1,, Crito� omicon: Reborn Fumbles
01-05
TABLE 2.18: F'Lut:ING On:/MOLOTOV COCKTAIL
Roll(d20) Fumble Result
01-05
'TABLE 2.19: FiREA.llM BULLE'D'SLUG
Roll(d20) Fumble Result
01
Misfire; dud cartridge
Wide throw, miss; opponents laugh (unless their property is now on fire)
02
06
Spills oil on floor
Misfire; obstruction between hammer and primer
07
Spills oil on floor, slips in oil; falls Prone
03
Weapon jams; inoperable until cleared
08
Spills oil on floor, slips in oil, lands on head; 1 damage, Stunned l round
04
Weapon jams; if fired before jam is cleared, weapon explodes dealing ld4 damage
09
Lights flask, throws flask, flame goes out while in flight
05
Hot load results in weapon exploding
06
Bolt jammed shut
10
Hit random ally
07
Drop weapon; stock split
11
Hit random non-targeted enemy/bystander
08
Drop weapon; baarrel bent
12
Drops flask, flask breaks, armor singed; -1 armor bonus to AC
09
Drop weapon, sight/scope damaged
10
13
Bobbles flask, breaks on hand; hand on fire, l damage, drops and held item(s)
Drops weapon; inoperable until a DC l Otool check to repair is made
11
14
Drops flask, flask breaks; PC's square is now on fire ld4 rounds
Drops weapon; inoperable until a DC l5 tool check to repair is made
l5
Drops flask, flask doesn't break
12
Drops weapon; inoperable until a DC 20 tool check to repair is made
16
Drops flask, flask breaks; PC consumed by fireball, falling into random square; l d6 damage, previous square on fire ld4 rounds
13
Bobbles weapon, shoots self in foot; normal damage, ½ base movement
14
Bobbles weapon, grazes own arm; 1 damage
17
Bobbles flask, dowses self with oil
15
18
Bobbles flask, lit flask falls into backpack/belt pouch/other bag
Drops weapon, misfire parts own hair; l damage
16
Drops weapon; misfires and hits random person
19
Bobbles flask, flask falls into clothing�armor, then breaks, armor held together wit leather/fabric is destroyed, otherwise -2 AC; ld4 damage
17
Ricochet resulting in random object being hit
18
Ricochet resulting in random ally being hit; normal damage
19
Ricochet resulting in randon opponent being hit; normal damage
20
Ricochet resulting in shooter being hit; normal damage
20
Throws flask straight up, flask lands on head but doesn't break; 1 d4 damage
The Critonomicon: Reborn Furr hies
28
TABLE 2.20: BLASTER Roll(d20) Fumble Result
zq
TABLE 2.21: MOUNTED F'uMBLES Roll(d20) Fumble Result 01
DC 15 Animal Handling check or falls from mount
02
Mount stumbles, moves 5 feet in random direction
03
Thrown from mount and dragged; DC 20 Acrobatics or Animal Handling check to escape; 1d4 damage/round until escape or mount is stopped
04
Knocked from mount
05
Brindle snaps
06
Saddle comes loose and slips off
07
Mount slips on opponent's blood but does not fall; -5 Initiative
Drops blaster, accidentally kicks it 1d4 squares in random direction
08
PC's sweat drips into mount's eyes; mount Blind 1 round
10
Drops blaster; inoperable until a DC 10 tool check to repair is made
09
Hit mount; half damage
11
Drops blaster; inoperable until a DC 15 tool check to repair is made
10
Hit mount; normal damage
11
12
Drops blaster; inoperable until a DC 20 tool check to repair is made
Hit mount; half damage, mount bucks; DC 15 Animal Handling check to remain in the saddle
12
13
Drops blaster, misfire parts own hair; 1 damage
Hit mount; normal damage, mount bucks; DC 15 Animal Handling check to remain in the saddle
14
Drops blaster, misfire hits random person
13
Mount stops suddenly
15
Drops blaster in random adjacent square
14
16
Drops blaster at feet
Mount trips, regains footing; no more actions this round for mount or rider
17
Bobbles blaster, catches with off-hand
15
Mount trips; falls Prone
18
Tosses blaster at target
16
19
Blaster set to OFF; no shot fired
Leg pinned to mount; mount takes normal weapon damage
20
Drops blaster; weapon makes a DC 15 Constitution save or explodes, dealing normal damage to all adjacent creatures
17
PC throws weapon
18
Mount moves base movement in random direction
19
Rider thrown onto neck of mount; loses turn
20
DC 20 Animal Handling check or rider is thrown from saddle and trampled; Game Master determines damage
01
Weapon appears to fire normally, but the blaster beam/bolt does no damage for the next two shots
02
Emitter detuned, color of blaster fire is not permanently chartreuse
03
Blaster energy overload; Dazed 1 round
04
Blaster energy overload; Stunned 1d4 rounds
05
Blaster energy overload; Unconsious 1d4 rounds
06
Blaster core melts; weapon destroyed
07
Blaster energy source instantly drained
08
Drops blaster, grip broken; -1 to hit
09
T'1,, Crito� omicon: Reborn Fumbles
SPELL FuMBLES THE WILD MAGIC VARIANT RULE Wild magic comes into being when spellcasters are interrupted or distracted during the eating of their spells. It can also occur if the wrong materials are used, armor interferes, etc. According to this variant rule, the following events provoke an onset of wild magic: • • • •
Failng a concentration check while casting a spell Failing to cast a spell due to armor Having insufficient or incorrect material components Critically failing a Spell Attack roll
The Game Master may also rule that casting under duress, in unusual environments, or on certain planes of existance may carry a risk of wild magic. Divine Spellcasting does not trigger Wild Magic as those spells are beseaching a God for the desired effect rather than the caster working the magic themselves. Wild magic can be handled in several ways, just like critical hits and fumbles. In this section we weill present several wild magic charts of various complexities; choose the one(s) that best fits your campaign.
-------------
SIMPLE D6 CHARTS
A d6 wild magic cahrt keeps things moving fast. Casters will come to recognize the six possible effects and that will be a factor in their decision making; a wizard is more likely to attempt wearing armor using the first of the two charts presented here, which is milder in consequence than the second
TABLE 3.1: D6 WILD MAGIC CHART
Roll(d6) Wild Magic Effect
Effect reversed; spells dealing damage heal tagets instead, spells creating lgith create darkness, etc
2 3 4
5
6
Caster subject to a Stinking Cloud
Effect doubled; summoning spells call two creatures, damage dealing spells deal double damage, etc
Caster followed by a rain cloud that thunders and rains on them while casting a spell, requiring a DC 10 + spell level concentration check; the effect lasts 2d6 hours Spell goes off normally; doesn't consume a spell slot
Spell seems to fizzle, but then goes off when the caster utters the name of any individual fself included); the spell affects the individua named, no matter where they are
TABLE 3.2: ALTEllNATE D6 WILD MAGIC CHART
Roll(d6) Wild Magic Effect 1 2 3 4 5
6
Lightning springs from the caster's fingers, casuing 1d8 per two caster levels of damage to nearest creature
Swarm of bees summoned, attacking only those who run; 1d6 damage per round, disappearing after dealing 18 total damage
Explosion centered on caster's face; 1d6 damage and Blind for 1 hour Flowers bloom in caster's footsteps for 1 hour
Spell repeats itself on the same target next round
Caster gains 10 temporary Hit Points for 1 hour
The Critonomicon: Reborn Spell Funbles
30
SIMPLE D20 CHARTS These two charts provide many more possible effects
TABLE 3.3: D20 WILD MAGIC CHART
Roll(d20) Wild Magic Effect
i'
01
Hands fuse together as if stuck with glue for 1d6xl O minutes
02
The last spell on caster's spell list is cast instead
03
Caster attracts wooden ob; cts like a ma net e f attracts metal at a range o 10 feet; smal objects deal 1 damage, caster is dragged towards heavy wooden objects; effect lasts 1dl O rounds
04
All food items within 100 feet of caster instantly spoil and rot
05
Caster takes 1 damage per 5 feet moved south, healed 1 point per 5 feet moved north; effect lasts 2dl 2 minutes
The following chart (Table 3.4) incorporates greater consequences. Happy casting!
TABLE 3.4: ALTE:RNATE D20 WILD MAGIC CHART
Roll(d20) Wild Magic Effect 01
All gold on caster's person becomes molten for two rounds, then hardens; caster takes 1d4 damage/round per 50 coins or 1 pound of gold carriea
02
Caster's pouch (or ocket) becomes a Pouch of r Ho/di , capable o holding 30 lbs and one re cubic oot of material; the pouch silently drops 1 item per day; this effect is permanent
03
Caster believes all s ells work perfectly/deal k maximum damage or 24 hours
04
Caster's alignment reversed for 1 hour
05
Caster believes all food they possess or is offered is poison; lasts one week, Starvation begins on day 4 if caster does not eat
06
All missiles hurled, fired, or launched hit caster next round
07
All foes within 30 feet target caster with their next attack
06
Caster affected by Tasha's Hideous Laughter for 2d4 rounds
07
Caster turns Invisible anad loses consciousness for 2d10 rounds, regaining consiousness when they become visible
08
All liquid within 5 feet becomes a Lesser Healing Potion (1d4+4 ); 8oz equals one dose
08
09
Caster's' hair bursts into flame, but it doesn't consume or damage the caster; it produces light and heat, igniting other objects, lasts 24 hours
Arcane explosion; caster takes 2 damage per caster level
09
Caster recovers/memorizes no spells for 24 hours
10
Caster fails all Perception checks for the next 24 hours
11
Caster summons a cat, then polymorphs self into a rat; reverts back at O hit points
12
Caster melts into a puddle of goo; they will reconstitute in 1 hour; if goo is divided, the largest amount will reconstitute as the entire caster
13
Caster falls asleep on watch for next two watches; suffers insomnia during next two attempts to sleep
10
All airborn objects within 50 feet strike the caster for 1 damage each, even if their path must change direction or go around corners; effect lasts 1d6 rounds
11
Everything the caster says can be heard by everyone within 100 feet as if they were next to each other; effect lasts 10 rounds
12
The caster develops a ravenous appetite for raw meat for the next two days
13
The caster grows hair all over their body like an ape; after 24 hours, the hair falls out
14
14
Caster develops oily palms, raising the chance of a fumble from 1 to 1-3 on a d20 for 24 hours
Caster forgets to breathe during battle unless reminded; see Suffocation in tne DMG, effect lasts 24 hours
15
Caster is struck by a bolt of lightnin , which a arcs from the caster to everyone an everything in adjacent squares; caster takes 1d6 damage per level of spell cast, all others take half
16
Caster is seized by muscle-twisting asms d which deal two points of damage an interfere with spellcasting (successful Concentration check to cast) eve time caster sees a color of � the GM's choise; e feet lasts 24 hours
17
Caster gains 300' Darkvision for 24 hours
18
Caster can communicate telepathically for 1 hour, any distance
19
Caster healed of all damage
20
Daster+10 to all Ability Scores for 2 rounds
15
Caster shocks everyone they touch for 1d8 damage for 2d4 hours
16
Caster gains+15 to all Wisdom based skill checks for 24 hours
17
Caster always goes first each round next combat
18
Caster followed by Tenser's Floating Disk for 1d4 days
19
Uncontrollable twitches make the Caster hard to hit; +2 AC
20
Caster's next three hits to maximum damage
T'1,, Crito� omicon: Reborn Spel' Fumbles
----The realm of possibility with magic is almost infinite, and PERCENTILE (DlOO) CHART
23 Caster's alignment reversed for 1 hour
players never know what's going to happen when the Game Master rolls on a dlOO chart
24 All creatures within 30 feet of caster can "listen" to caster's surface thoughts as the Detect Thoughts spell for 10 rounds
TABLE 3.5: PERCENTILE WILD MAGIC CHART Roll(dlOO) Wild Magic Effect 01
Caster thinks he is a warrior (or another class) and attempts to use the abilities of that class for 1d6 rounds
02
All wood carried by caster petrifies
03
Caster mourns the next death they cause as if the victim were a close relation
04
Caster shouts when attemptint to whisper and is inaudible when trying to shout; effect lasts 24 hours
05
For the next 8 hours, caster's hands burst into flame whenever casting a spell; causes 1d4 damage/round until extinguished, can still cast normally
06
For the next 10 rounds, all attacks that hit the caster reflect equal damage to the attacker
07
Caster trips when attemptint to move more than 25 feet in a line; effect lasts 12 hours
08
Caster brags to all listeners about their spells and abilities for 1d4xl O minutes
09
Caster develops a strange pox which deals 1d6 non-lethal damage/hour; effect lasts 8 hours or until caster is unconscious
10
Caster thinks and acts like a child for one hour; retains level and abilities
11
Fireball goes off centered on caster; 1d4 damage/caster level to all within range, half damage upon successful DC 12 Dexterity save
12
Caster polymorphs into chimpanzee for 24 hours, thinks that other PC's have bananas in packs; will revert immediately if given a banana
13
Caster falls through the world, tumbling through the Abyss for months; lands Prone after one turn to everyone else's perspective
14
All gold on caster's person becomes molten for two rounds, then hardens; caster takes 1d4 damage pepr 50 coins or pound of gold carriea
15
Every Cantrip available to PC's class(es) goes off simultaneously
16
Caster's next 3 hits do maximum damage
17
Caster only able to speak when interrupting someone else already speaking; effect lasts 24 hours
25 Caster's pouch (or pocket) becomes a Pouch of Holding, capable of holding 30 lbs and one cubic foot of material; the pouch silently drops one item/day; the effect is permanent 26 Caster always goes first each round in the next combat 27 Caster accidentally casts Conjure Animals; the monster immediately attacks eater's enemies, if all enemies are dispatched it attacks caster's allies 28 All metal touching other metal within 5 feet of caster suddenly fuses together 29 Arcane explosion; caster takes 2 damage/caster level 30 Caster+ 10 to all Ability Scores for 2 rounds 31 Caster believes all spells work perfectly/deal maximum damage for the next 24 hours 32 Caster is struck by a bolt of lightning, which arcs from the caster to everything and everyone in adjacent squares; caster takes 1d6 damage/level of spell cast, all others take half 33 Effect doubled: summoning spells summon two creatures, damage-dealing spells deal double damage, etc 34 Caster forgets to breathe during battle unless reminded; see Suffocation in DMG, this effect lasts 24 hours 35 Spell seems to fizzle, then goes off when caster utters the name of any individual (self included); the spell affects the individual named, no matter where they are 36 Caster cannot walk, but sprints everywhere for 1 hour; if caster moves, they must take the Dash action 37 Caster turns invisible and loses consciousness for 2d6 rounds, becoming conscious at the same time as they become visible 38 All missiles hurled, fired, or launched hit caster next round 39 Caster accidentally summons an ostrich who is in love with the caster and jealous of with anyone else; remains indefinitely 40 Entire party teleports to where they were 1 hours previously 41 Caster shocks everyone they touch for 1d8 damage for 2d4 hours 42 Caster fails all Perception checks for the next 24 hours 43 Effect reversed: damage dealing spells heal target, spells creating light create darkness, etc 44 Caster subject to Stinking Cloud
18
Explosion centered on caster's face; 1d6 damage and Blind for 1 hour
45 Caster disappears in a puff of rainbow colored smoke and doesn't return until someone says their name
19
Flowers bloom in caster's footsteps for 1 hour
20
Spell goes off normally, then repeats itself on the same target next round
46 Caster followed by a rain cloud that thunders and rains on them while casting a spell, requiring a successful Concentration check, for 2d6 damage
21
Caster gains 10 temporary Hit Points for 1 hour
22
Caster is seized by muscle-twisting spasms which deal two points of damage and interfere with spellcasting (successful Concentration check to cast) every time caster sees a color of the GM's choice; effect lasts 24 hours
47 Caster loses all but 3 hit points 48 Last creature personally slain by caster is reincarnated as a weasel and is bent on revenge; has a knack for showing up at the worst possible moments 49 Caster gains 300' Darkvision for 24 hours 50 Caster can communicate telepathically for one hour; any distance, any target
The Critonomicon: Reborn Spell Funbles
32
Roll(dlOO) Wild Magic Effect 51
All non-magical flames within 60' are extinguished and not able to be relit for 10 minutes
77 Every member of the party loses 5 Strength for 1O rounds 78 All liquid within 5 feet becomes a Lesser Healing Potion (1d4+4 ); 8oz equals one dose
52
Casters pack(s), pouch(es), and all other containers fly open and will not shut for 2d6 rounds
79 Caster subject to Shield and Mage Armor spells for 2d4 rounds
53
Caster is fluent in all languages for 1 hour; caster does not realize this
54
Uncontrollable twitches make caster hard to hit; disadvantage on attacks against caster for 1 round
80 All objects within SO' that are airborne change course and strike the caster for 1 damage each·' effect lasts 1d6 rounds
55
Caster recovers/memorizes no spells the next day
56
Spell goes off normally; does not consume a spell slot
83 The caster grows hair all over their body like an ape; after 24 hours, the hair falls out
57
All food items within 100' of caster instantly spoil and rot
84 Caster develops oily palms, raising the chance of a fumble from 1 to 1-3 on a d20 for 24 hours
58
Caster suffers from kleptomania for 24 hours
59
All foes within 30 feet target the caster with their next attack
85 All buckles/fasteners within SO' unbuckle/unfasten themselves; doesn't apply to locks
60
Item (GM's choice) shrinks to miniature size for 2d4 hours
61
Caster fully healed
62
�aster summons a cat, then polymorphs self into a rat; reverts back at O Hit Points
63
A 1O' tentacle materializes from the floor, grabbing the caster and slamming them into the ground 1d3 times for 1d6 damage each; immediately disappears
64
Caster falls asleep on watch for next two watches and suffers from insomnia during the next two attempts to sleep
65
Every member of the party gaints+5 Strength for 10 rounds
66
Caster takes 1 damage per 5 feet moved south and is healed for 1 Hit Point per 5 feet moved north; effect lasts 2dl 2 minutes
67
Smoke billows from caster's mouth, filling a 900 square foot space in 3 rounds, plume is visible from a mile away
68
Accidnetally casts Heroes' Feast, but the table materializes on the target; deals 1d6 damage
69
Caster melts into a puddle of goo; they will reconstitute in 1 hour; if goo is divided, the largest amount will reconstitute as the entire caster
70
All metal within 30' is affected as per the Heat Metal spell for 3 rounds
71
All ties, ropes, lines, and tethers within 30' snap
72
Caster+10 to next saving throw
73
Caster believes all food they possess or is offered is poison; lasts one week, Starvation begins on day 4 if caster does not eat
74
Caster subject to the Haste spell
75
Caster scores a critical hit with their next attack
76
Caster affected by Tasha's Hideous Laughter for 1d3 rounds
T'1,, Crito� omicon: Reborn Spel' Fumbles
81 Everything the caster says can be heard by everyone within 100 feet as if they were next to each other' effect lasts 10 rounds 82 Caster invulnerable to physical damage for 2 rounds
86 Caster has+15 to all Wisdom based skills for 1 hour 87 All of the party's non-magical weapons and armor function as+1 for 2 rounds 88 Caster followed by Tenser's Floating Disk for 1d4 days 89 Caster's next skill check is an automatic 2O+modifiers 90 Spell goes off normalaaly, but no saving throw or magic resistance is able to mitigate its effects; if this doesn not apply, reroll 91- Game Master's Choice 100
SCHOOL OF MAGIC SPECIFIC CHARTS Whild magic which is specific to both shool of magic and level provides effects appropriate to the original spell If you run into trouble while casting Fireball you might instead conjure a lightning bolt instead When casting a 6th level speli the consequences should reflect that. TABLE 3.6.1: ABJURATION (SPELL LEVELS 1-3) Roll(d20} Wild Magic Effect
TABLE 3.6.2: ABJURATION (SPELL LEVELS 4-6) Roll(d20) Wild Magic Effect 01
Party are repelled by caster; -2 to hit when within 1 O' and -4 to hit when adjacent; effect lasts 1 hour
02
For 2d4 rounds, anyone touching the caster takes 3d6 damage if using their hand or 4d6 damage if using a weapon
03
Caster accidentally casts Mordenkainen's Private
04
Next container opened by party member contains a Fireball trap; 6d6 damage, successful DC 15 Dexterity save for half
Sanctum
01
Party are repelled by caster; -1 to hit when within 1 O' and -2 to hit when adjacent; effect lasts 1 hour
02
Entire party gains benefit of the spell cast, as if each of them had cast it
05
Spell fizzles; caster believes it was successful
03
Target affected by Sanctuary
06
Spell duration doubled
04
All doors within 30' are affected by Arcane Lock
07
05
Spell fizzles, but caster believes spell cast successfully
Every container possessed by the caster and PC's is affected by Arcane Lock
08
06
Spell duration doubled
07
An alarm sounds whenever anyone touches the caster, ringing for one round; effect lasts 24 hours
Caster accidentally casts Abjure Weapons, all weapons within 1 O' are teleported outside the range; this effect is centered on the caster and lasts 1 hour
09
All the air is pushed out of a 30' bubble surrounding and centered on the caster; all creatures in range begin to suffocate, effect lasts 2d6 rounds
10
Immediate area affected by Guards and Wards
11
Spell effect halved
12
Enemies are repelled by caster; -2 to hit when within 1 O' and -4 to hit when adjacent; effect lasts 1 hour
08
Caster accidentally casts Abjure Footwear, all footwear within 1 O' is teleported outside the range; effect is centered on the caster and lasts 1d6 hours
09
Caster repels dust and dirt in their own square, which swirls into adjacent squares; the grit causes attacks from those squares to be at Disadvantage
10
Nearest enemy affected by Protection from Energy, if no enemies, reroll
13
Nearest enemy affected by Stoneskin; if no enemies, reroll
11
Spell effect halved
14
Spell effect doubled
12
All the air is pushed out of a 1 O' bubble surrounding and centered on caster; all creatures within area begin to suffocate, effect lasts 2d4 rounds
15
All creatures attacking party take 1d6 damage on each successful strike; effect lasts 8 hours
13
Nearest enemy affected by Shield; if no enemies, reroll
16
Spell duration halved
17
Spell effect reversed
14
Spell effect doubled
18
Caster affected by Globe ofInvulnerability
15
Party unable to touch one another for 1d6 hours
19
Magical explosion, caster takes 1d6 damage/spell level
16
Spell duration halved
20
17
Spell effect reversed
Spell goes off normally, but caster believes it failed
18
One random party member has -2 to hit and damage when within 1 O' of caster; effect lasts 2d6 hours
19
Magical explosion, caster takes 1d6 damage/spell level
20
Spell goes off normally but caster thinks it failed
The Critonomicon: Reborn I Spell "a'umbies
34
TABLE 3.6.3: ABJU]lA.TION (SPELL LEVELS 7-9) Roll(d20) Wild Magic Effect 01
Party are repelled by caster; -3 to hit when within l O' and -6 to hit when adjacent; effect lasts l hour
02
For 2d4 rounds, anyone touching the caster takes 6d6 damage if using their Fland or 8d6 damage if using a weapon
03
Next spell cast by caster is reflected back
04
Random enemy gains Protection from Energy
OS
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Random magical item possessed by caster subject to Sequester
08
Caster accidentally casts Abjure Armor, all armor withing l O' is teleported outside the range; effect is centered on the caster and lasts 1 hour
09
All the breathable air is pushed out of a l 00' bubble surrounding and centered on caster; all creatures within range begin to suffocate; effect lasts 2d8 rounds
10
All Outsiders are returned to their home planes immediately; if the party is not on their home plane they are sent back immediately
11
Spell effect halved
12
Enemies are repelled by caster; -3 to hit when within 1 O' and -6 to hit when adjacent; effect lasts 1 hour
13
Nearest enemy affected by Magic Circle; if no enemies, reroll
14
Spell effect doubles
lS
All creatures attacking party take 2d6 damage on each successful strike for 8 hours
16
Spell duration halved
17
Spell effect reversed
18
TABLE 3.7.1: CONJURATION (SPELL LEVELS 13) Roll(d20) Wild Magic Effect 01
Caster accidentally casts Conjure Fey, creature stays for two rounds: the first to attack the target, per the spell, and the second to angrily rebuke the caster for summoning it
02
Unseen Servant is summoned, but does not listen to commands; instead, it randomly slaps a different party member across the face each round (no damage) until each has been slapped twice; it then vanishes
03
Caster accidentally casts Conjure Animals, but the creature drawn dozes, lazily watching any activity going on around it; the creature stays clear of combat
04
Caster summons a dozen ants that explode on with other creatures for 1 damage; they move S feet per round and pursue creatures
OS
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Caster summonds and intelligent rubber ball that bounces where the caster commands; after 1d20 bounces, it explodes dealing 1d6 damage to all creatures within a 20' raduis
08
Caster summons a 20' tall walnut tree as space permits
09
The illusion of an evil demigod comes into being, the caster believing they have conjured it; terrifying everyone present, it lasts 4 rounds
10
Caster accidentally casts Conjure Animals but the summoned creatures are undead
11
Spell effect halved
12
Unseen Servant is summoned and remains for
24 hours
13
Nearest enemy affected by Mage Armor, if no enemies, reroll
Caster affected by Globe ofInvulnerability
14
Spell effect doubled
19
Magical explosion; caster takes 1d6 damage/spell level
lS
Fog Cloud is summoned centered on caster; the mist is transparent to caster and allies
20
Spell goes off normally, but caster believes it failed
16
Spell duration halved
l7
Spell effect reversed
18
A tentacle springs from the ground and attacks the nearest enemy (+ 10 to nit, 2d6 dmg) for 2 rounds, then disappears into the earth; if no enemies are present, the tentacle casts whatever spell the caster was attempting, then disappears
19
Magical explosion; caster takes 1d6 dmg/spell level
20
Spell goes off normally, but caster believes it failed
T'1,, Crito� omicon: Reborn Spel' Fumbles
TABLE 3.7.2: CONJURATION (SPELL LEVELS 4-
TABLE 3.7.3: CONJURATION (SPELL LEVELS 7-
Roll(d20) Wild Magic Effect
Roll(d20) Wild Magic Effect
6)
01
02 03 04 05 06 07
08
09
10 11
12
13
14 15
Two creatures with CR equal to or less than the casters level are accidentally con�ured and stay for two rounds; the first to attac the target and the second to angrily rebuke the caster for summoning them Caster accidentally conjures Evard's Black
Tentacles
Entire party affected by Dimension Door appearing at a random point within range
Caster accidentally casts Creation, causing an adamantine hammer to appear over their own head; deals 2d6 damage as it falls
02
03 04
05
Caster summons an intelligent flying disk that flies to where the caster commands; the disk heals 2d6 damage each time someone catches it; after the 6th catch, it explodes dealing 6d6 damae to all creatures within a 20' radius
07
Spell duration doubled
Leomund's Secret Chest is co7iured, with the caster having access to it; the 1rst time the chest is opened, a creature with CR equal to or less than the casters level jumps out and attacks Wall ofStone summoned, bisecting the party
Caster accidentally casts Conjure Elemental; summoned creature immediately attacks caster Spell effect halved
Group of enemies subjected to Coudki/1
Nearest enem affected by Planar Binding-, if no y enemies, rerol
Spell effect doubled
Caster accidentally conjures Mordenkainen's
Faithful Hound
Spell duration halved
18
Caster accidentally conjures Leomund's Tiny
19
Magical explosion; caster takes 1d6 damage/spell level
20
01
Spell fizzles, but caster believes spell cast successfully
16
17
9)
Spell effect reversed
Hut
Spell goes off normally, but caster believes it doesn't work
06 08
09
10 11
Four creatures with CR equal to or less than the casters level are accidentally conjured and stay for two rounds; the first to attack the target and the second to angrily rebuke the caster for summoning them Caster accidentally conjures Incendiary Cloud
Entire party affected by Plane Shift, appearing together on a random plane
Caster accidentally casts Mordenkainen's Magnificent Mansion; a creature with CR equal to or less than double the caster's level is waiting in ambush Spell fizzles, but caster belives spell cast successfully Spell duration doubled
Party affected by Incendiary Cloud
Caster accidentally casts Drawmij's Instant Summon; the item summoned is a chunk of burning lava, doing 2d6 damage and disabling caster's hand makin spellcasting more difficult i (DC 12 Arcana chec to cast any spell)
Caster accidentally casts Drawmij's Instant Summon; the item summoned is a diseased rag, caster must make a DC 20 Constitution save or be afflicted by a disease (GM's choice)
Caster accidentally casts Drawmij's Instant Summon; the item summoned is a treasure map to a fortune that's already been looted Spell effect halved
12
Caster accidentally casts Mordenkainen's
13
Nearest enem affected by Plane Shift, if no y enemies, rerol
14
15
16
17
18 19 20
Magnificent Mansion
Spell effect doubled
Nearest enemy affected by Plane Shift, sent to random plane; if no enemies, reroll Spell duration halved
Spell effect reversed
Most powerful enemy attacking party affected by Maze
Magical explosion, caster takes 3d6 damage/spell level
Spell goes off normally, but caster believes it does not work
The Critonomicon: Reborn Spell Funbles
36
TABLE 3.8.1: DIVINATION (SPELL LEVELS 1-3)
Roll(d20) Wild Magic Effect
�I
TABLE 3.8.2: DIVINATION (SPELL LEVELS 4-6)
Roll(d20) Wild Magic Effect False positive; something is divined where 01
01
False positive; something is divined where nothing exists
02
False negative; nothing is divined where something exists
02
False negative; nothing is divined where something exists
03
Divination flickers; target appears and disappears
03
04
Spell fizzles, caster get a migraine; cannot cast Divinations for 24 hours
Caster accidentally casts Scrying and sees that they are being watched by an evil demigod; not true
04
05
Spell fizzles, caster believes it was a success
All divinations cast for 24 hours are met with "Reply hazy, try again later"
06
Spell duration doubled
05
07
Caster must make a DC 1 5 Wisdom save or announce everything they divine
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
08
Caster must make a DC 1 5 Wisdom save or be unable to communicate anything divined
07
Caster must make a DC 20 Wisdom save or announce everything they divine
09
Everyone within 20' of caster (excluding caster) gain the benefit of the divination as if tFiey had cast it
08
Caster must make a DC 20 Wisdom save or be unable to communicate anything divined
09
Every divination caster knows is cast at once
10
Major enemy of caster or pa immediately rJ learns their exact location an detects their thoughts for 3 rounds
11
Spell effect halved
12
Caster able to Detect Thoughts without concentrating for 8 hours
13
Enemies within l 00' affected by Ra 's � Telepathic Bond; if no enemies, rero I
14
Spell effect doubled
10
Caster gains a special insight about the divination
11
Spell effect halved
12
Caster gains a special insight about the ddivination; special insight is incorrect
13
Nearest enem affected by Tongues; if no l enemies, rerol
14
Spell effect doubled
nothing exists
l5
Caster gains the benefits of True Strike
16
Spell duration halved
15
17
Spell effect reversed
Caster gains True Sight for 8 hours without concentrating
18
Caster accidentally casts Comprehend La uages; for the duration no one is able to un'feerstand the caster
16
Spell duration halved
17
Spell effect reversed
18
Caster able to Detect Good & Evil without concentrating for 8 hours
19
Magical explosion; caster takes l d6 damage/spell level
19
20
Spell goes off normally, but caster believes it does not work
Magical explosion; caster takes 1d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles
TABLE 3.8.3: DIVINATION (SPELL LEVELS 7-9) Roll(d20) Wild Magic Effect 01
False positive; something is divined where nothing exists
TABLE 3.9.1: ENCHANTMENT (SPELL LEVELS 13) Roll(d20) Wild Magic Effect 01
Caster affected by Tasha's Hideous Laughter
02
False negative; nothing is divined where something exists
02
Random party member is charmed by caster as per Charm Person
03
Accidentally casts Foresight, plagued by false alarms
03
Casts Hypnotic Image centered on self
04
All divinations cast for 24 hours are met with "Reply hazy, try again later"
04
Caster accidentalaly casts Suggestion
05
05
Spell fizzles, but caster believes spell cast successfully
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
06
Spell duration doubled
07
07
Caster must make a DC 25 Wisdom save or announce everything they divine
Entire party affected by Tasha's Hideous Laughterfor 1 round
08
08
Caster must make a DC 25 Wisdom save or be unable to communicate anything divined
Caster regards party as theives attempting to steal their magical secrets; this effect lasts for 1 hour or until caster and an ally declare combat against each other
09
Caster learns of a very powerful relic far away and its exact location; the relic does not actually exist
09
Megalomania; caster believes they are the greatest spellcaster in the land, lasts 8 hours
10
Enemies within 30 feet of caster can Detect Thoughts, per the spell; effect lasts 1 hour
10
Party believe their classes are swapped; effect lasts 5 rounds
11
Spell effect halved
11
Spell effect halved
12
Caster gains Foresight, per the spell
12
Nearest enemy charmed, as per Charm Person by ally nearest caster
Powerful enemy observes caster through
13
Nearest enemy affected by Confusion, as per the spell; if no enemies, reroll
14
Spell effect doubled
14
Spell effect doubled
15
Friendly Outsider s caster, offers to answer a question freely
15
All enemies within 30' spend one round yawning and trying not to fall asleep; no actions
16
Spell duration halved
16
Spell duration halved
17
Spell effect reversed
17
Spell effect reversed
18
Allies within 30 feet can Detect Thoughts, per the spell; effect lasts 1 hour
18
Caster accidentally casts
19
Magical explosion; caster takes 1d6 damage/spell level
19
Magical explosion; caster takes 1d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
20
Spell goes off normally, but caster believes it does not work
13
Scrying
*
The Critonomicon: Reborn Spell Funbles
38
TABLE 3.9.2: ENCHANTMENT (SPEI.l.LEVELS 4-
6)
Roll(d20) Wild Magic Effect 01
Caster subject to Feeblemind
02
Next enemy affected by Heroism
03
Party affected by Mind Blank
04
Caster accidentally casts Dominate Person on a party member
OS
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Caster affected by Phantasmal Killer
08
Random party member affected by Sleep, as per the spell
09
Megalomania; caster believes they are the greatest spellcaster in the land, lasts 8 hours; if the caster makes a DC 20 Charisma check an insulted Outsider takes notice
10
Two random party affected by Confusion, as per the spell
11
Spell effect halved
12 13
Random ally affected by Heroism Nearest enemy affected by Feeblemind; if no enemies, reroll
14
Spell effect doubled
16
Spell duration halved
18
Hold MonsterjPerson affects the next creature
1S
17
Random party member affected by Heroism Spell effect reversed that attacks caster
19
Magical explosion; caster takes 1 d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles
TABLE 3.9.3: ENCHANTMENT (SPEI.l.LEVELS 79) Roll(d20) Wild Magic Effect
01
Caster affected by Otto's Irresistible Dance
02
Caster accidentally casts Power Word Stun on a random party member or self
03
Caster accidentally casts Antipathy on a random object in the area, set to only repel the party
04
Caster thinks they cast Dominate Person on a random enemy, but enemy is just playing along to attack caster
OS
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Powerful enemy gains the benefit of Command on the caster
08
Sympathy (GM's choice of creature is cast on a common object belinging to caster
09
Megalomania; caster believes they are the greatest spellcaster in the land, lasts 8 hours; if the caster makes a DC 20 Charisma check an insulted Outsider takes notice
10 11
Hypnotic Image appears centered on caster
Spell effect halved
12
Random enemy affected by Crown of Madness; if no enemies, reroll
13
Nearest enemy affected by Crown of Madness; if no enemies, reroll
14
Spell effect doubled
1S
Caster accidentally casts Dominate Monster on random creature
16
Spell duration halved
17
Spell effect reversed
18
Caster accidentally casts Hold Monster at 9th level (affects S creatures) on the next group of monsters that see the party
19
Magical explosion; caster takes 1 d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
TABLE 3.10.1: EVOCATION (SPELL LEVELS 1-3)
Roll(d20) Wild Magic Effect 01
Caster accidentally fires a Magic Missile, hitting self
02
Darkness with a l' radius appears centered on caster's head; effect moves with caster
03
Caster accidentally evokes a Greasy Sphere, which to the caster looks like a Flaming Sphere; however, it does not burn and leaves grease where it travels; creatures attacked by the sphere suffer no damage, but are affected as if by the spell Grease
TABLE 3.10.2: EVOCATION (SPELL LEVELS 4-6)
Roll(d20) Wild Magic Effect 01
Party affected by Ice Storm
02
Wall ofFire appears between the caster and the nearest enemy
03
Caster affected by Otiluke's Resilient Sphere
04
Caster accidentally casts Thaumaturgy, making all creatures in range three times louder
05
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Bigby's Hand appears between caster and nearest ally, shoving the ally; at the end of the spell duration, makes a rude gesture at the caster before vanishing
08
Caster accidentally casts Contingency with the stipulation that the next time the caster eats a Fireballwill go off, centered on the caster; the caster is aware of this
09
Wall of Force appears, blocking party's path; it disappears after 1d6 minutes, reappearing in a new (inconvenient) location 5 minutes later; this cycle continues for 30 minutes
10
A double strength Lightning Bolt is cast in a random direction
11
Spell effect halved
12
Caster accidentally casts Chain Lightning on enemies; if no enemies, reroll
04
Random possession of caster affected by Shatter
05
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Tenser's Floating Disk appears for double duration; dumps contents at inopportune moments
08
Caster sends off a flares with Prestidigitation every time they cast a spell; effect lasts 24 hours
09
Caster accidentally casts Light on their footwear
10
Random weapon/armor of party member is affected by Shatter
11
Spell effect halved
12
Random weapon of enemy affected by Shatter
13
Nearest enemy affected by Scorching Ray, if no enemies, reroll
13
Nearest enemy gains the benefit of Fire Shield, if no enemies, reroll
14
Spell effect doubled
14
Spell effect doubled
15
Random enemy hit with Magic Missile for max damage
15
Wall ofForce protects the party next time they rest
16
Spell duration halved
16
Spell duration halved
17
Spell effect reversed
17
Spell effect reversed
18
Darkness, per the spell, pears centered on caster's target; caster andallies see through it as dim light
18
Chain Lightning affects the party, except it heals instead of dealing damage; the most heavily damaged PC in range is the primary target
19
Magical explosion; caster takes 1d6 damage/spell level
19
Magical explosion; caster takes 1d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
20
Spell goes off normally, but caster believes it does not work
The Critonomicon: Reborn Spell Funbles
40
TABLE 3.10.3: EVOCATION (SPELL LEVELS 7-9)
Roll(d20) Wild Magic Effect 01 02 03 04
Invisibility cast on random party member
Forcecage traps random creature within range
03
Mordenkainen's Sword appears and helps caster in combat; after enemies are defeated it turns on the party
The packs of all party manifest illusory traps
04
Caster affected by Alter Self, appepars as an Outsider of a diametrically opposed alignment; effect lasts 1 hour
Bigby's Hand attacks random pari member each round until the end of spell uration
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
08 09
10 11
12
13
14
15
16 17
18
19 20
Roll(d20) Wild Magic Effect 01
Caster believes a maximum strength Delayed Blast Fireball is going to go off; tnis never occurs
05
07
TABLE 3.11.1: ILLUSION (SPELL LEVELS 1-3)
02
05 06
07
Delayed Blast Fireball goes off on next (or current) group of enemies, healing them instead of dealing damage
09
Caster accidnetally casts Sunburst
10
Caster accidentally casts Meteor Swarm in a random direction; the spell deals non-lethal damage
08
Lightning Bolt goes off in random direction
Spell effect halved
A floating orb issues from caster's hands; all those wno see it must make a DC 25 Wisdom save or be knocked Unconscious l round; upon waking, the affected are healed of all damage Nearest enemy attacked by Mordenkainen's
Sword; if no enemies, reroll Spell effect doubled
Illusion of Fireball goes off on next group of foes; foes are turned invisible during the blast, as per the Greater Invisibility spell Spell duration halved Spell effect reversed
Ever party member gets a single 6d6 Fireball ( spel to discharge as an action in the next 2 days Magical explosion; caster takes l d6 damage/spell level
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles
11
12 13
14
15
16 17
18 19 20
Invisibility cast on random enemy
Spell fizzles, but caster believes spell cast successfully Spell duration doubled
Everything caster says appears to come from inanimate objects in the area
Mirror Image is cast on everyone within 20'
A Magic Mouth appears and laughs at the arty h whenver something bad occurs, taunting t em; the effect lasts 2 hours with the Mouth appearing wherever convenient each time The illusion of a glowing sword appears l O' from the party; whenever an one ets within fE h l O', the sword slides away; t e ef ect lasts 30 minutes Spell effect halved
Every member of the party is subject to Blur
Nearest enemy affected by Blindness, if no enemies, reroll
Spell effect doubled
Caster accidentally casts Color Spray, party not affected Spell duration halved Spell effect reversed
A Major lma e of the caster is created, controllable l{, y the caster for 10 rounds Magical explosion; caster takes 1d6 damage/spell level
Spell goes off normally, but caster believes it does not work
TABLE 3.11.2: ILLUSION (SPELLLEVEI.8 4-6)
Roll(d20) Wild Magic Effect Caster is subject to a Phantasmal Kil/eras the 01
s ell, except if caster is "killed" by the illusion t hey fall into a coma for 7 days
02
Hallucinatory Terrain changes the look of the next terrain the party sees
03
A Major Image of a ghost "haunts" the party for 2 days
04
An illusionary wall blocks a path out of sight
05
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Caster the subject of Phantasmal Killer
08
TABLE 3.11.3: ILLUSION (SPELL LEVELS 7-9)
Roll(d20) Wild Magic Effect At the end of the party's next battle, a 01
Simulacrum of each party member appears and attacks the party
02 03
Party affected by Weird, as the spell
04
In next (or current) battle, enemies affected by
05
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
07
Caster accidentally casts Cone of Cold towards nearest ally
Party affected by Seeming, but do not see the illusion on themselves; GM decides illusory forms
08
Caster accidentally casts Conjure Celestial; the conjured creature immediately attacks the caster
09
Megalomania; caster believes they are the greatest spellcaster in the land, lasts 8 hours; if the caster makes a DC 20 Charisma check an insulted Outsider takes notice
09
10
Caster believes all illusions are real; effect lasts 24 hours
A major deity (GM's choice) appears, and if in combat, threatens to kill the next creature that attacks; if there is no combat, the deity berates the caster for meddling in magic beyond them; this effect is an illusion
10
11
Spell effect halved
12
Phantasmal Killer cast on next enemy that engages caster in battle
An imp bursts from the caster's stomach and flees immediately; caster must succeed a DC 15 Wisdom save to recognize it as an illusion or take 8d6 non-lethal damage
13
Nearest enemy affected by Phantasmal Killer, if no enemies, reroll
11
Spell effect halved Party affected by Greater Invisibility
14
Spell effect doubled
12 13
15
Random party member gains the ability to cast a single spell from the Illusion School, up to 3rd level
14
Spell effect doubled
15
Next group of enemies affected by Weird, as the spell
16
Spell duration halved
16
Spell duration halved
17
Caster believes the illusion is real
17
18
A Major lma e of the caster is created, controllable i y the caster; caster can deliver spells through the illusion; disappears after 10 rounds
Caster believes the illusion is real and is affected by it
18
Caster accidentally casts Cloudki/1 at nearest group of enemies
19
Magical explosion; caster takes 1d6 damage/spell level
19
Magical explosion; caster takes 1d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
20
Spell goes off normally, but caster believes it does not work
Party affected by Hypnotic Pattern, as the spell Greater Invisibility
Nearest enemy affected by Hypnotic Pattern
The Critonomicon: Reborn Spell Funbles
42
TABLE 3.12.1: NECROMANCY(SPELLLEVELS 13) Roll(d20) Wild Magic Effect
TABLE 3.12.2: NECROMANCY (SPELLLEVELS 46) Roll(d20) Wild Magic Effect
01
Caster affected by Fear, as the spell, frightened by a random creature
01
Corpses within 60' affected by Animate Dead; all animated corpses attack the party
02
Caster affected by Blindness, as the spell
02
03
Caster affected by Chill Touch, as the spell
Shortest party member affected by Bestow Curse, as the spell
04
Undead within 60' direct all attacks at caster
03
Caster affected by Contagion, as the spell
OS
Spell fizzles, but caster believes spell cast successfully
04
Undead within 60' direct all attacks at caster
06
Spell duration doubled
OS
Spell fizzles, but caster believes spell cast successfully
07
Party affected by Fear, as the spell
06
Spell duration doubled
08
Caster accidentally casts a reversed Vampiric Touch, draining their own health and healing the target
07
All enemies within 60' of the caster are affected by Fear
08
09
A Ray ofEnfeeblement springs from the caster, hitting the nearest ally
Caster affected by Fear, as the spell, frightened by a random creature
09
10
Caster temporarily loses short or long rest
All party in range are affected by Ray of Enfeeblement
10
Caster temporarily loses 2 levels; restored after a short or long rest
11
Spell effect halved
12
All undead within 60' of caster obey caster for 2 rounds
13
Nearest enemy affected by Contagion, as the spell; if no enemies, reroll Spell effect doubled
1 level; restored after a
11
Spell effect halved
12
All undead within 60' obey caster for
13
Nearest enemy affected by Deafness, per the spell; if no enemies, reroll
14
Spell effect doubled
1 round
1S
Next group of enemies affected by Fear, as the spell
16
Spell duration halved
14 1S
17
Spell effect reversed
18
16
Spell duration halved
Next creature caster slays is affected by Gentle Repose, as the spell
17
Spell effect reversed
19
Magical explosion; caster takes 1 d6 damage/spell level
18
Caster accidentally casts Circle ofDeath at a random enemy
20
Spell goes off normally, but caster believes it does not work
19
Magical explosion; caster takes 1 d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles
Caster accidentally casts Blight at a random enemy
TABLE 3.12.3: NECROMANCY (SPELL LEVELS 7-
9)
Roll(d20) Wild Magic Effect 01
All enemies within range are affected by Ray of Enfeeblement
02
Caster accidentally casts Power Word Kill at a random enemy
03 04
05
Party affected by Ray of Enfeeblement
Undead within 60' direct all attacks at caster
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
08
Heaviest creature within 60' affected by Blight
07
09 10
11 12
13 14 15
Caster affected by Finger of Death, as the spell
Caster affected by Astral Projection, as the spell, but caster is unable to terminate the spell for 3d6 rounds
Caster temporarily loses 3 levels; restored after a short or long rest Spell effect halved
All undead within 60' of caster obey caster for 3 rounds Nearest enemy affected by Blight, if no enemies, reroll
Spell effect doubled
Caster accidentally casts Abi-Dalzim's Horrid Wilting, affecting target of their choice
16
Spell duration halved
18
Caster accidental7 casts Finger of Death, affecting target o their choice
17
19 20
Spell effect reversed
Magical explosion; caster takes 1d6 damage/spell level
Spell goes off normally, but caster believes it does not work
TABLE 3.13.1: TRANSMUTATION (SPELL LEVELS 1-3)
Roll(d20) Wild Magic Effect 01
Caster affected by Enlarge
03
Caster affected by both jump and Feather Fall, as the spells
02
04 05 06
07
08 09 10
11 12
13 14
Next secret door caster es within 1 O' of affected by Knock
Caster believes that they accidentally cast Magic Weapon on their weapon, but did not
Spell fizzles, but caster believes spell cast successfully Spell duration doubled
Caster gains all effects of Enhance Ability for 1 round
Caster affected by Gaseous Form; can only end the spell early with a successful DC 15 Wisdom save Random enemy's weapon affected by Magic Weapon, as the spell
Random party member affected by Slow, as the spell Spell effect halved
Random party member affected by Haster, as the spell
Nearest enemy affected by Reduce, as the spell
Spell effect doubled
15
Caster affected by Fly, as the spell
17
Spell effect reversed
16
18 19 20
Spell duration halved
Random enemy affected by Flame Arrows, as the spell
Magical explosion; caster takes 1d6 damage/spell level
Spell goes off normally, but caster believes it does not work
The Critonomicon: Reborn Spell Funbles
44
TABLE 3.13.2: TRANSMUTATION (SPEU.I..EVELS 4-6) Roll(d20) Wild Magic Effect
TABLE 3.13.3: TRANSMUTATION (SPEU.I..EVELS 7-9) Roll(d20) Wild Magic Effect
All doors, windows and other ortals within 60' r affected by Knock, as the spel
01
Caster accidentally casts Reverse Gravity, as the spell; centered on self
02
Caster affected by Flesh to Stone, as the spell
03
Caster affected by Blink, as the spell
03
04
Caster accidentally casts wallthrough the nearest wall
Caster accidentally casts True Polymorph, turnin their most prized possession into a ¥, teddy ear
05
Spell fizzles, but caster believes spell cast successfully
04
Next creature the caster touches affected by
06
Spell duration doubled
05
Spell fizzles, but caster believes spell cast successfully
06
Spell duration doubled
01
Entire party affected by Enlarge, as the spell
02
07
Nearest group of enemies affected by Enhance
Ability: Bull's Strength, as the spell
Time Stop
Caster accidentally casts Fabricate, turning a random metal object ossessed by a party h member into a set of igh quality cookie tins
07
Caster is Polymorphedinto a flea; reverts at the end of the duration or at O HP
08
09
A random item possessed b a part member is r h affected by Disintigrate, as t e spel
Caster is Polymorphed into a monkey; reverts at the end of the duration or at O HP
09
10
Next stone floor caster sets foot on affected by
Caster is Polymorphedinto a plant; reverts at the end of the duration or at O HP
10
11
Spell effect halved
Caster accidentally casts Etherealness on themselves and party
12
Party affected by Enhance Ability: Bull's Strength, as the spell
11
Spell effect halved Caster accidentally casts Glibness, as the spell
13
Nearest enemy affected by Polymorph �GM's choice of creature); if no enemies, rerol
12
13
Nearest enemy affected by Reverse Gravity, as the spell; if no enemies, reroll
14
Spell effect doubled
14
Spell effect doubled
16 17
Spell duration halved
Spell duration halved
18
Caster accidentally casts Rary's Telepathic Bond on the party
16 17
19 20
08
15
Transmute Rock to Mud
Caster accidentally casts Telekinesis on self Spell effect reversed
15
Caster accidentally casts Time Stop, as the spell Spell effect reversed
18
Magical explosion; caster takes 1 d6 damage/spell level
Caster accidental7c casts Shapechange, as the spell; in combat, orm must change every two rounds with no repeats
19
Spell goes off normally, but caster believes it does not work
Magical explosion; caster takes 1 d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles
TABLE 3.14.1: UNIVERSAL (SPELL LEVELS 1-3)
Roll(d20) Wild Magic Effect 01 02
03 04 05 06 07
08 09
10
11 12 13 14 15
16 17
18 19 20
Caster is instantly drunk for 2d4 rounds
Caster followed by a rain cloud that thunders and rains on them while castin a spell; \ successful! concentration chec required to cast spells for 2d6 hours Caster fails all spot and listen checks for the next 24 hours
Caster's pack(s), pouch(esj, and all other containers fly open and wi I not shut for 2d6 rounds
Spell fizzles, but caster believes spell cast successfully
Spell duration doubled
The last spell on caster's spell list is cast instead
All food items within 100' of caster instantly spoil and rot
Everything the caster says can be heard by everyone within 100', as if the caster was standing right next to each of them; effect lasts 10 rounds Caster develops oily palms, raising the chance of a fumble from 1 to 1-3 on a d20 for 24 hours Spell effect halved
Spell goes off normally and does not consume a spell slot
Nearest enemy affected by Expeditious Retreat, as the spell; if no enemies, reroll Spell effect doubled
Caster followed by Tenser's Floating Disk for 1 d4 days Spell duration halved Spell effect reversed
Next enemy targeted with a spell by the caster affected by Shocking Grasp
Magical explosion; caster takes 1 d6 damage/spell level
Spell goes off normally, but caster believes it does not work
TABLE 3.14.2: UNIVERSAL (SPELL LEVELS 4-6)
Roll(d20) Wild Magic Effect 01
02 03 04 05 06
A rainbow arcs over the caster's head, within touchin distance; any creature that touches g the rain ow is knocked unconscious for 2dl 2 rounds Spell repeats itself on the same target next round
Caster believes that another character's magical weapon is sentient and evil; effect lasts 24 hours Caster affected by a barbarian-style Rage next combat Spell fizzles, but caster believes spell cast successfully Spell duration doubled
07
The last spell on caster's spell list is cast instead
09
Megalomania; caster believes they are the greatest spellcaster in the land, lasts 8 hours; if the caster makes a DC 20 Charisma check an insulted Outsider takes notice
08
10
11
12
13 14 15
16
17
18 19
20
Nearest enemy affected b Globe of f Invulnerability, as the spel
Caster's alignment reversed for 1 hour Spell effect halved
Spell goes off normally and does not consume a spell slot
Nearest enemy affected by Eyebite, as the spell; if no enemies, reroll Spell effect doubled
Nearest enemy affected by Disintigrate, as the spell Spell duration halved
Spell effect reversed
Caster can communicate telepathically for 1 hour, at any distance on the Prime Material Plane
Magical explosion; caster takes 1 d6 damage/spell level
Spell goes off normally, but caster believes it does not work
The Critonomicon: Reborn Spell Funbles
46
TABLE 3.14!.3: UNIVEllSAL (SPELL LEVEU 7-9) Roll(d20) Wild Magic Effect
01
Lightning springs from caster's fingers, causing l d8 per two caster levels of damage to nearest creature
02
Spell repeats itself on the same target next round
03
Caster is seized by muscle-twitching spasms every time they see a common object of the GM's choice, requiring concentration checks to successfully cast spelrs
04
Caster melts into a puddle of goo; they will reconstitute in 1 hour; if goo is divided, the largest amount will reconstitute as the entire caster
05
Spell fizzles, but caster believes spell cast successfully
06 07
Spell duration doubled The last spell on caster's spell list is cast instead
08
Caster suffers from hallucinations that an Arch Devil has appeared and will kill them unless they perform a service; hallucination lasts 30 minutes
09
All caster's first through fourth level spells go off at once, targeting caster
10
Caster's alignment reversed for 1 hour
11
Spell effect halved
12
Spell goes off normally and does not consume a spell slot
13
Nearest enemy affected by Imprisonment, as the spell; if no enemies, reroll
14
Spell effect doubled
l5
Random beneficial first or second level spell applied to caster as a permanent effect
16
Spell duration halved
17
Spell effect reversed
18
Caster can communicate telepathically for l hour, at any distance on the Prime Material Plane
19
Magical explosion; caster takes l d6 damage/spell level
20
Spell goes off normally, but caster believes it does not work
T'1,, Crito� omicon: Reborn Spel' Fumbles