Code: Select all
Cast---Ranged Touch?---No-----
\ \
\ \
-Yes---Success----Spell Resistance---Success---Unaffected messages
\ \
\ \
\ -Fail---Saving Throw---Success---Partial Effect?---No---Unaffected messages
\ \ \
-Fail---Miss messages \ -Yes---Save messages
\
-Fail---Hit messages
Reflex - Based on dex, classes like rogues tend to have high reflex saves. A high dexterity increases your reflex save, an extremely low dexterity can lower it. Offensive physical spells are generally those which would require one to make a reflex save, in an attempt to dodge or somehow get away from the effect. Two examples of spells with a reflex save would be fireball and chain lightning.
Fortitude - Based on con, classes like warriors tend to have high fortitude saves. A high constitution increases your fortitude save, an extremely low constitution can lower it. Spells which will attempt to affect your stats or resistances, or cause a system shock by causing a massive amount of damage of some sort are those which would require a fortitude save. Two examples of fortitude spells would be weaken which reduces one's strength, and disintegrate, which tries to disintegrate your body.
Will - Based on wis, classes like mages and priests tend to have high will saves. A high wisdom increases your will save, an extremely low wisdom can lower it. Spells which attempt to affect your mind, dominate you, charm you, force you to do things against your will, or turn your own mind against you are will saves. Two examples of spells with will saves would be sleep and cause light wounds.
You can find your own versions of these saving throws by typing defence
Code: Select all
------------------------------------------------------------------------
| Armour Saving throws |
| Head: very good Reflex: heroic |
| Body: very good Fortitude: good |
| Arms: very good Will: poor |
| Hands: very good |
| Abdomen: very good |
| Legs: very good |
| Feet: very good |
------------------------------------------------------------------------
Another big change is the standardization and recoding of 'ranged touch' and 'touch' attacks. A ranged touch attack is much like throwing something at someone, and an example of a ranged touch attack spell is flame arrow. They can dodge from it, but armor won't stop it from hitting them, hence your dexterity AC and deflective AC will assist against ranged touch attacks, while armor AC and shield AC and natural AC will not. A touch attack is exactly what it sounds like, reaching out and touching someone, examples are the 'cause wounds' type spells.
Hold spells have undergone a major alteration. They now function based upon the will save for the most part. Others that never used to work, like entangle, or web, or black tentacles, should now function like normal spells, i.e. if they miss it's because your opponent succeeded in their saving throw, not merely due to the spells sucking.
Rogues also get an automatic skill known as 'evasion' which replaces the evasion feat. With a successful evasion check, if you make a save for half-damage versus any spell, you actually take no damage at all. This helps to balance rogues against nasty spellcasters. Improved evasion is a feat which will later be introduced.
You will have to experiment, because old spells may have changed, and new spells might be more useful now. While going through all of the spells, many alterations to those spells have taken place, so you can not rely upon old ideas of how spells functions, though in general this applies only to offensive spells which your opponent might have a chance to resist. Bulls strength still works the same, while weaken does not. Take your time and get to know the new spells, if you see any spell conflicts with the help files post them in this thread and we'll get to altering those.