Spell critical

Introduction
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 a larger font when spell critical is scored.

Each damage type has its own chance and the base chance for each type to do double damage is 0%. Magical Training, a feat automatically granted to Artificers, Clerics, Druids, Favored Souls, Sorcerers, Warlocks, and Wizards increases the chance by 5% for all damage types. Class enhancements, feats, Spell Lore items, Epic Destinies, and other effects can further increase your chances to score a critical hit but most of them are selective with the damage types.

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%
 * Chaos Domain 3%
 * Elemental Form Specialty 2% with other elements

Enhancements

 * Alchemist
 * Apothecary enhancements up to +8% chance to critically hit with Positive and Negative Spells.
 * Bombardier enhancements up to +4% chance to critically hit with Acid, Cold, Electric, Fire, and Poison spells
 * Artificer
 * Arcanotechnician enhancements up to +4% chance to critically hit with Electric, Fire, and Force spells
 * Bard
 * Spellsinger enhancements up to +10%? chance to critically hit with sonic and positive spells
 * Stormsinger enhancements up to +10% chance to critically hit with Electric and Cold spells
 * Warchanter enhancements up to +6% chance to critically hit with spells
 * Cleric
 * Dark Apostate enhancements up to +5% chance to critically hit with Negative, Light, and Alignment spells
 * Divine Disciple enhancements up to +10% chance to critically hit with Light, Negative Energy, and Alignment spells or Fire, Cold, Acid, Electric, & Force spells
 * Radiant Servant enhancements up to +12% chance to critically hit with Positive Energy spells plus Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical
 * Druid
 * Blightcaster enhancements up to +4% chance to critically hit with Physical, Negative, Poison and Acid spells
 * Nature's Warrior Casting Howl of Terror now grants you the effect Howl of the Hunter for 10 seconds which grants a 5% bonus to spell critical chance
 * Season's Herald enhancements up to +8% chance to critically hit with Acid, Cold, Electric, Earth and Water spells or Fire, Light, Positive, Force and Sonic spells
 * Favored Soul
 * Angel of Vengeance enhancements up to +8% chance to critically hit with Fire, Force, Light, and Physical damage spells and when you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds
 * Beacon of Hope enhancements up to +14% chance to critically hit with Positive Energy spells
 * Sorcerer
 * Air Savant enhancements up to +10% chance to critically hit with Electric and Sonic spells
 * Earth Savant enhancements up to +10% chance to critically hit with Acid spells
 * Fire Savant enhancements up to +10% chance to critically hit with Fire spells
 * Water Savant enhancements up to +10% chance to critically hit with Cold spells
 * Sorcerer Eldritch Knight enhancements up to +5% chance to critically hit with spells
 * Wizard
 * Archmage enhancements up to +6% chance to critically hit with Acid, Cold, Electric, Fire, Force and Untyped spells. Arcane Supremacy: +25% Spell Critical Chance for 12 seconds may trigger only once every 90 seconds
 * Wizard Eldritch Knight enhancements up to +5% chance to critically hit with spells
 * Pale Master enhancements up to +8% chance to critically hit with Negative Energy spells
 * Warlock
 * Soul Eater enhancements up to +8% chance to critically hit with spells
 * Universal
 * Feydark Illusionist enhancements up to +6% chance to critically hit with Force spells and up to +4% Universal Spell Critical Chance
 * Racial
 * Tiefling enhancements up to +5% chance to critically hit with Fire spells

Items

 * Spell Lore enchantment found on Category:Spell Lore items
 * Insightful spell lore found on Category:Insightful Spell Lore items
 * Exceptional Universal Spell Lore found on Category:Exceptional Universal Spell Lore items
 * Artifact bonus on Named item sets
 * Unique items effects like Sky Attunement, Sea Attunement and Elemental Spiral

Filigree

 * Elemental Avatar up to +5% spell crit chance

Increasing spell critical damage
Spell criticals usually deal double damage, or +100% extra damage. Few abilities exist that can increase this extra damage.

Items

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

Enhancements

 * Tainted Scholar enhancements, up to as much as +60% as a permanent passive.
 * Arcane Supremacy
 * Angel of Vengeance - only when below 25% health

Feats

 * Epic Feats
 * Master of Knowledge: +2% per stack of Mental Honing, up to +60% max
 * Wellspring of Power: +20% for 30 seconds
 * Epic Destiny Feats
 * Epic Spell Power: +15% one element, +5% all other elements
 * Legendary Feats: Scion of the Plane of Fire, Scion of Celestia, Scion of Limbo