Warding
Warding is the combat resolution system that handles spells that directly assault the target's magical defenses, in contrast with bolt spells that hurl physical objects using an attack roll. Many disease and poison effects also use this system.
Factors
- Casting Strength (CS) is primarily determined by the caster's statistics, level, and Spell Research.
- Target Defense (TD) is primarily determined by the target's statistics, level, and defensive magics.
- Cast versus Armor (CvA) is determined by how well the target's armor generally protects against spells.
- d100 is a random number from 1 to 100.
If the target is a player character, there may be additional modifiers based on race. For example, dwarves have an inherent +30 Elemental TD bonus.
If these factors add up to a number greater than 100, then the spell will affect the target. The difference between the result and 100 is known as the warding margin, which typically determines the severity of the spell's effect.
Unlike attack rolls, a standard warding roll does not depend on the caster or target's stance. However, some warding spells can be enhanced using the CHANNEL mechanism, which applies a stance-based bonus to the warding margin.
Messaging
This is what a typical success looks like. Note a success is when the target "failed" to ward the magic off, thus being affected.
You gesture at a ghostly pooka. CS: +146 - TD: +123 + CvA: +25 + d100: +97 == +145 Warding failed! ... 30 points of damage! Strike swipes cleanly through the abdomen, but seals up a moment later! Cast Roundtime 3 Seconds.
This is a typical failure. The target succeeded in "warding off" the spell, thus the caster's magic has missed.
You gesture at a ghostly pooka. CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98 Warded off! Cast Roundtime 3 Seconds.
Hidden warding rolls
Certain spells use a warding roll to resolve success, but the exact numbers are not shown to players. Examples include:
- Soul Ward (319)
- Mass Calm (619)
- Pestilence (716) (reactive effect)