Fire Hit Location Chart (POSM)

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==Fire==
 Hit Location Chart
d10 roll	Humanoid 	d10 roll	Monster/Animal
1–2 	Right leg	1 	Right foreleg/wing
3–4 	Left leg 	2 	Left foreleg/wing
5 	Abdomen 	3 	Right hind leg
6–7 	Torso 	4 	Left hind leg
8 	Right arm	5 	Tail
9 	Left arm 	6–7 	Abdomen
10 	Head 	8–9 	Torso/chest
 	 	10 	Head
 Location: Legs
Severity	Effect
1–3 	No unusual effect
4 	Victim singed, –1 penalty to attack rolls
5 	Leg scorched, 1/2 move, –1 penalty to attack rolls
6 	Foot burned, 1/2 move, –1 penalty to attack rolls
7 	Leg burned, 1/2 move, –2 penalty to attack rolls; if victim is wearing metal
 	armor, hot steel scorches him for an additional 2d4 damage in the following
 	round, and 1d4 damage in the round after that.
8 	Hip/thigh burned, 1/4 move, –2 to all attacks, victim must roll saving throw
 	vs. death magic or be on fire (see page 122 )
9 	Leg burned, 1/4 move and –4 penalty to all attacks; if victim wears metal
 	armor, armor is destroyed and continues to inflict damage as 7 above
10 	Foot incinerated; minor bleeding, victim stunned 1d6 rounds, then no
 	movement and –4 penalty to all attacks
11 	Leg incinerated at knee, major bleeding, no move or attack
12 	Leg incinerated at hip, no move or attack, major bleeding
13+ 	As 12 above with an additional abdomen hit
 Location: Abdomen
Severity	Effect
1–3 	No unusual effect
4 	Victim singed, –1 to attack rolls
5 	Abdomen scorched, –1 to attack rolls, 1/2 move
6 	Abdomen burned, 1/2 move, –2 to attack rolls; if victim wears metal armor,
 	he is seared as described in 7 for the previous chart
7 	Abdomen burned, 1/2 move, –2 to attack rolls, victim must roll saving throw
 	vs. death magic or catch fire (see page 122 )
8 	Abdomen burned, 1/4 move, –4 to attack rolls, stunned 1d6 rounds
9 	Abdomen burned, stunned 1d6 rounds, 1/4 move, –4 to attacks; if victim
 	wears metal armor, armor destroyed, victim seared as in 6 above
10 	Abdomen burned severely, no move or attack
11 	Abdomen partially incinerated, no move or attack, death in 1d4 hours unless
 	victim receives cure critical wounds or more powerful magic
12 	Abdomen incinerated, immediate death
13+ 	As 12 above with additional torso or leg hit (50% chance of each)
 Location: Torso
Severity	Effect
1–3 	No unusual effect
4 	Victim singed, –1 to attack rolls, stunned 1 round
5 	Torso scorched; 1/2 move, –2 to attack rolls
6 	Torso burned, 1/2 move, –2 to attack rolls; if victim carries shield, shield
 	destroyed, causing searing damage as described above
7 	Torso burned, victim stunned 1d6 rounds, 1/2 move, –2 to attacks; if victim
 	wears metal armor, he is seared as described above
8 	Torso burned, victim stunned 1d6 rounds, 1/4 move, –4 to attack rolls;
 	victim must roll saving throw vs. death magicor catch fire (see page 122 )
9 	Torso burned, no move or attack
10 	Torso burned deeply, no move or attack, victim on fire (see page 122 )
11 	Torso partially incinerated, victim reduced to 0 hit points, dies in 1d3 turns
 	unless treated by cure critical wounds or more powerful magic
12 	Torso incinerated, victim killed instantly
13+ 	As 12 above with additional abdomen, arm or head hit (40% abdomen, 20%
 	left arm, 20% right arm, 20% head)
 Location: Arms
Severity	Effect
1–3 	No unusual effect
4 	Hand singed, weapon or shield dropped
5 	Arm scorched, –2 to attacks
6 	Hand burned, –2 to attacks with that hand (or no shield use if shield arm is
 	burned)
7 	Arm burned, –2 penalty to all attacks; if victim wears metal armor, seared for
 	2d4 damage in next round, 1d4 in round after that
8 	Arm burned, victim stunned 1d6 rounds, –4 to attacks with affected arm and
 	–2 to all other attacks; roll saving throw vs. death magic or catch fire
9 	Arm burned and useless, victim stunned 1d6 rounds and on fire
10 	Hand incinerated, stunned 1d6 rounds, –2 to all attacks
11 	Arm incinerated at elbow, stunned 1d6 rounds, no attacks
12 	Arm incinerated at shoulder, stunned 1d6 rounds, 1/2 move, no attacks
13+ 	As 12 above with an additional torso hit
 Location: Head
Severity	Effect
1–3 	No unusual effect
4 	Victim singed, –1 penalty to attacks
5 	Head scorched, –2 to all attack rolls, if victim wears metal helm, hot metal
 	sears him for 2d4 damage next round, 1d4 more the round after
6 	Head scorched, –2 to attacks, victim must roll saving throw vs. death magic
 	or catch fire (see page 122 )
7 	Face burned, stunned 1d6 rounds, –4 to all attacks and 1/2 move; if victim
 	wears metal helm, seared for additional damage as 5 above
8 	Face burned, victim blinded, stunned 1d6 rounds
9 	Scalp burned, victim stunned 1d6 rounds, 1/2 move and –4 penalty to
 	attacks, victim set on fire
10 	Face burned, victim blinded, no move or attack
11 	Head burned, victim blinded and deafened, and remains so until he receives a
 	regenerate spell or similar healing magic
12 	Skull incinerated, immediate death
13+ 	As 12 above with additional torso hit
 Location: Tail
Severity	Effect
1–5 	No unusual effect
6 	Tip of tail singed; if prehensile, any items carried are dropped, –2 penalty to
 	all tail attacks
7–8 	Tail burned, lose any tail attacks; normal animals immediately retreat
9–10 	Tail burned, lose any tail attacks, 1/2 move if animal uses tail for movement;
 	roll saving throw vs. death magic or catch fire (see page 122 )
11 	Tail incinerated at mid-length, victim stunned 1d3 rounds, minor bleeding,
 	lose any tail attacks, no movement or attacks if creature uses tail for
 	movement
12 	Tail incinerated, victim stunned 1d6 rounds, pain reduces creature to 1/2
 	move and –2 penalty on any attack rolls, minor bleeding; no move or attack
 	and major bleeding if creature uses tail for movement
13+ 	As 12 above with abdomen or torso hit (50% chance of either)