critChance = 5 + (int)from.Skills[SkillName.Magery].Base / 25;
critChance = Utility.Clamp(critChance, 0, 100);
if (from.Skills[SkillName.Magery].Base > 150)
if (from.Weapon != null && from.Weapon.Skill == SkillName.Polearms)
if (this.HeadArmor != null && this.HeadArmor.Data1 > 0)
if (Utility.Random(0, 100) <= critChance)
amount = (int)amount * 2;