Spell Attack - Saving Throws, Spell Resistance

Discussion in 'The Temple of Elemental Evil' started by anatoliy, Oct 7, 2017.

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  1. anatoliy

    anatoliy Established Member

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    Spell Attack - Saving Throws, Spell Resistance

    Algorithm
    - Applicability
    - Spell Immunity
    - Spell Resistance (like AC)
    - Saving Throw (like anti-hit)

    Applicability
    Always check.
    Works as Target filter. For example Charm Person requires Target to be “One humanoid creature”. Otherwise - Invalid Action.

    Spell Immunity
    Rare creature ability. Check only when spell allows spell resistance.
    Spell won't affect the creature.

    Spell Resistance
    Rare creature ability. Check only when spell allows it.

    Hit = 1d20 + Caster Level + Benefits >= Spell Resistance

    Benefits: Spell Penetration (+2)

    In ToEE there are limited number of creatures with SR: Demon (5), Avoral (10), Pixie (15), Juggernaut (18), etc.

    Saving Throw vs Difficulty Class
    Applied only when Spell says so.

    Hit = 1d20 + Base Saving Throw + Ability Modifier + Bonuses - Penalties < 10 + Spell Level + Class Ability Modifier + Feat Benefit

    Bonuses:
    - Cleric Spells: Protection from Evil (morale, +2), Prayer (luck, +1), Heroes' Feast (morale, +1).
    - Bard Performance: Inspire Greatness (competence, FORT+1), Inspire Heroics (+4)
    - Wiz/Src/Bard Spells: Haste (dodge, reflex +1), Heroism (+2)

    Penalties: Sickened (-2), Panicked (-2), Frightened (-2), Energy Drained (-1).

    Feat Benefits: Spell Focus (+1) Heighten Spell (+heighten spell level diff).

    Example
    Bard (Class Ability Modifier: CHA 4) using Lesser Confusion (SL 1) has DC of 15, versus Troll (Base+AM: Will +3) which has 1d20+3 => d20(at most 11)=55% hit.
    To have better outcome Bard can do following:
    - Spell Focus Enchantment (+2);
    // too costly? - Heighten Spell (for example +1);
    Then DC(17) - SS (3) = d20(at most 14) = 70% hit.

    What have I missed?
     
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