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Well, Chlotsuintha does not hear anything on the other side of Locked Door II. Of course, she may have missed something, or she might not have. Now it is time to cast Cold-Touch and perform another Ice Lockpick.
>Cold-Touch II: Buckets Up!
> Critical Success:DC 99 and higher. Besides a flawless cast, your trial by fire with the glut of working material sees you developing a special casting technique to take advantage of high volumetric flow, allowing 'overkill' pours to reduce difficulty of casting going forward.
> Complete Success: DC 26 and higher. You made the right decision by using all of the working material at once. Additionally, you are able to keep yourself and your clothes safe from the now communicably Strange working material as it pours down Locked Door II.
> Partial Success: DC 16 and higher. It was a little trickier than you expected to get the pour right, with the bucket and all, but you did manage to get the door unlocked ... at the cost of getting your apron, dress, and hood soaked with communicable Strange working material.
> Partial Failure: DC 15 and lower. It was trickier than it should have been, all on account of that fraying bucket. Because of this, you were not able to get the keyway frozen, but at least you were able to stop with plenty left for a second attempt.
> Complete Failure: DC 5 and lower. You don't even know what went wrong, but the spell has just snuffed itself out halfway through ... and oddly enough, you feel sick to your stomach all of a sudden. There is enough for a second attempt, if the hall would stop spinning...
> Catastrophic Failure: DC 3 and lower. Somehow, instead of targeting the intended working material, you targeted the lock with Cold-Touch - and have managed to freeze your finger onto the metal of the lock!
> Critical-Catastrophic Failure: DC 2 and lower. Inexplicably, instead of targeting the beverage, you targeted yourself! Your extremities now have frostbite - in the height of the Growing Season!
>May I please have one roll of 1d100?
>Remember, there are re-rolls and auto-passes available - but they can only be used after the dice are rolled, and only if those dice do not come up with a Critical.