No called shots to increase damage, unless it really makes sense. You cannot say you are always swinging for the creatures head. This is assumed. Combat is complex, creatures in combat are almost always trying to kill you in the most effective way possible to survive.
Rule of Cool.
Azbolg
2
Critical Hits: Improved Damage - Remarkable (20 x 2)
Buff
When a critical weapon or spell critical hit occurs: Roll another d20. If double natural 20s on occur. Damage is increased by x4 of the critical damage.
The gods smile on you.
Azbolg
3
Critical Hits: Improved Damage - World-shaking (20 x 3)
Buff
When a critical weapon or spell attack occurs: Roll a d20 again, if a natural 20 occurs again, roll ANOTHER d20. If another natural 20 occurs (x3 d20 rolls on the attack roll): Damage is increased by x8 of the critical damage.
Massive Damage!! When taking over 50% of your Max Vitality, of a damage roll in a single hit of your total Vitality you MUST make a DC 15 Fortitude. Upon failure you take ONE stack of Maimed.
Wizards can have spells permanently tattooed onto their bodies using a rare, magical bending ink. This process requires a skilled tattooist who is also a bender, making it both costly and time-consuming—three times the price and duration of inscribing a spell into a spellbook. Powerful wizards often choose this method to display their prowess, as the number and intricacy of their tattoos signal their magical strength. Tattoos offer a secure alternative to spellbooks, which can be stolen or lost. However, accessing spells tattooed on hard-to-see areas, such as the back, typically requires a mirror or two for the wizard to view the inscription. This practice is particularly prevalent in Zin, where "branding" oneself with magical tattoos is a cultural norm.