Magical attacks are resolved by an opposed roll between the attacker's
spell pierce against the defenders saves vs. magic.
The attacker rolls a number between 0 and their spell pierce, while the
defender rolls a number between 0 and their saves / -1.
If the attacker rolls higher than the defender, the spell has full effect.
The formula used to determine basic spell pierce is
base spell pierce = (level+10) * (400 + intelligence) / 500
This is then multiplied by a class-based factor equal to
spell pierce factor = (500 - attack factor) / 400
The classes command lists attack factors for all classes.
The level in the formula above refers to the spell's level. For spell pierce
shown in score this is approximated using character level.
Additionally, every 4 points of hitroll granted by equipment or buffs also
increase spell pierce by one point.
Finally, spell pierce is further increased by holding a focus item (+20%)
or the dagger focus skill (up to 20%), and certain stances (inquisition,
deception) can increase it as well.
The formula used to determine basic saves is
base saves = (level+10) * class factor
which can be further increased by a high wisdom score and equipment.
A successful save may:
- prevent 'extra' spell effects, such as the weakening effect of chill touch
- completely prevent some spells from hitting, such as blindness or dispel magic
- cut the spell damage in half, for ones such as acid blast or lightning breath
There is a chance of bypassing the above calculation. If the victim is:
immune to spell damage type save is always successful
resistant to spell damage type save has instant success 20% of the time
vulnerable to spell damage type save instantly fails 10% of the time
cursed save instantly fails 5% of the time
in unicorn/inquisition stance save has instant success 25% of the time
affected by 'protection magic' save has instant success 20% of the time
See help physical attacks for more information on those.
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