Spell critical

Your spells can have a chance to deal double damage - this is called a spell critical. The damage number on the screen is shown with larger font when spell critical is scored.

Your base chance for double damage is 0%. Magical Training, feat automatically granted to Artificers, Clerics, Druids, Favored Souls, Sorcerers, Warlocks, and Wizards increases the chance by 5%. Class enhancements, feats, Spell Lore items, Epic Destinies, and other effects can further increase your chances to score a critical hit.

Critical hits dealt by the spell are rolled each time a damage effect is applied rather than only when the spell is cast. For Fireball, spell critical is rolled and applied per enemy within the area of effect. For Magic Missile, spell critical is rolled and applied per tick of damage.

Spell criticals are applied only on straight spell damage to your enemy HP (or healing on your ally). Your Jump buff doesn't crit and give greater bonus to your skill. Your Energy Drain doesn't crit and give 6 negative levels instead of 4.

Feats

 * Magical Training +5%
 * Mental Toughness +1%
 * Improved Mental Toughness +1%
 * Epic Mental Toughness +1%
 * Energy Criticals 3% each up to 9%

Enhancements

 * Archmage up to 6%
 * Angel of Vengeance enhancements up to 8%
 * Soul Eater enhancements 8%

Epic destinies

 * Divine Crusader Interrogation 1%

Items

 * Spell Lore enchantment

Items

 * Legendary Green Steel
 * Seasonal items with the Night Horrors enchantment

Enhancements

 * Tainted Scholar enhancements
 * Arcane Supremacy
 * Angel of Vengeance - only when below 25% health

Feats

 * Epic Feats: Master of Knowledge, Wellspring of Power
 * Legendary Feats: Scion of the Plane of Fire, Scion of Celestia, Scion of Limbo