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magic-resistance [2020/08/30 02:01]
loggy note on petrify
magic-resistance [2023/01/27 22:40] (current)
dast Link to DRN table in magic pen section
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-=====Magic resistance===== +====== Magic Resistance ====== 
-  +Magic Resistance is one of three types of resistances in the game, the others being [[physical-resistance|Physical Resistances]] and [[elemental-resistance|Elemental Resistances]]. Some spells and abilities check a target’s magic resistance (MR). Magic resistance is most often binary in nature, it either protects the target or it does not, with nothing in-between. Against some spells a successful resistance check merely means crippling injuries rather than instant death.
-Some spells check a target’s magic resistance. Magic resistance is most often binary in nature, it either protects the target or it does not, with nothing in-between.  Against some spells a successful resistance check merely means crippling injuries rather than instant death+
-  +
-Some spells (mostly [[Astral]]) require the caster to defeat the target’s magic resistance before the spell can take effect.  If a spell description states that “Magic resistance negates” then the following check is made:  +
-  +
-Caster’s Penetration roll: 11 + [[DRN]] + (additional skill in spell path) / 2 Rounding up.+
  
-Target’s MR roll: Magic Resistance + [[DRN]] + (skill in spell path) / 2  Rounding down.+Some spells (mostly Astral) require the caster to defeat the target’s magic resistance before the spell can take effectIf a spell description states that “Magic resistance negates” then the following check is made:
  
-The caster wins ties.  Note that not all targets will have any magic skill, much less skill in that spell’s path, so often the target will simply add Magic Resistance and the DRN. +<WRAP box round>==== Magic Resistance Roll ==== 
 +<WRAP column half>**Caster’s Penetration roll:** 11 \\ + Penetration bonuses  \\ + Additional skill in spell path / 2 (rounding **up**) \\ + DRN \\ +4 "Hard to resist" / -4 "Easy to resist"</WRAP> 
 +<WRAP column half> 
 +**Target’s MR roll:** Magic Resistance \\ + skill in spell path / 2 (rounding **down**) \\ + DRN.</WRAP> 
 +<WRAP centeralign>__**The caster wins ties!**__</WRAP> 
 +</WRAP>
  
-Magic boosts obtained from a [[communion]] are not considered in the above.+ Note that not all targets will have any magic skill, much less skill in that spell’s path, so often the target will simply add Magic Resistance and the DRN.
  
-A notable exception to the above is the check to avoid death at the end of petrification: this always done at a roll of 13 + DRN vs MR + (earth skill) / 2. +Magic boosts obtained from communion are not considered in the above.
-  +
-If a spell description states that “Magic resistance negates easily” then the caster suffers –4 modifier to his or her penetration roll.  This is the same as "easy to resist."  "Hard to resist" gives a +4 to penetration roll.+
  
-FIXME There was a bug in Dominions 4 that lead to communion masters losing penetration bonuses granted from items/bless. It looks like the bug might still exist in Dominions 5, tests seem to indicate -1 external penetration for 2 levels the caster misses (rounding down).+If a spell description states that //“Magic resistance negates easily”// then the caster suffers a –4 modifier to his or her penetration roll. This is the same as "easy to resist."  
 +//"Hard to resist"// gives a +4 to penetration roll. 
 + 
 +A notable exception to the above is the check to avoid death at the end of petrification: this always done at a roll of 13 + DRN vs MR + DRN + (earth skill) / 2. 
 + 
 +<WRAP box round>FIXME There was a bug in Dominions 4 that lead to communion masters losing penetration bonuses granted from items/bless. It looks like the bug might still exist in Dominions 5, tests seem to indicate -1 external penetration for 2 levels the caster misses (rounding down).</WRAP> 
 + 
 +Success chances can be assessed using the DRN table: [[dominions-random-number]]. 
 + 
 +===== Buffing Magic Resistance ===== 
 +All units have a Magic Resistance rating. If your opponent is using spells that target MR it may be worthwhile to buff the magic resistance of your troops and commanders. Magic resistance can be buffed in the following ways: 
 +  - An Astral [[blesses|bless]] can give up to +3 to MR. This stacks with other sources of MR. 
 +  - A number of spells give +4 MR. The generic spells are ??Resist Magic??, ??Iron Will??, ??Antimagic?? and ??Army of Lead??. **None** of these spells stack with each other, but do stack with non-spell sources of MR. 
 +  - Some items, such as ??Amulet of Antimagic??, ??Lead Shield?? and ??Armor of Souls??, give bonuses to MR. Bonus MR from items stack with bonuses from other items as well as other sources. Multiple copies of the same item do **not** stack. 
 +  - Fighting in provinces with Drain [[scales]] gives a bonus to MR. Conversely, fighting in provinces with Magic gives a penalty to MR. 
 + 
 + 
 +<WRAP group> 
 +<WRAP column third><WRAP box>**Spells (+4 MR)** \\ 
 +//Generic:// \\ 
 +  * ??Resist Magic??  
 +  * ??Iron Will??  
 +  * ??Antimagic??  
 +  * ??Army of Lead?? 
 + 
 +//National:// \\ 
 +  * ??Unholy Protection?? 
 +  * ??Protection of the Sepulchre?? 
 +  * ??Protection of the Grave?? 
 +  * ??Royal Protection?? 
 +  * ??Tempering the Will?? 
 + 
 +</WRAP></WRAP> 
 +<WRAP column twothirds><WRAP box><WRAP col2>**Items (Const 0-6)** \\ 
 +//Generic:// 
 +  * ??Armor of Souls?? +5 MR 
 +  * ??Crown of Lead?? +1 MR 
 +  * ??Gloves of the Gladiator?? +1 MR 
 +  * ??Lead Shield?? +4 MR 
 +  * ??Lodestone Amulet?? +2 MR 
 +  * ??Mirror Armor?? +3 MR 
 +  * ??Amulet of Antimagic?? +4 MR 
 +  * ??Spirit Mask?? +1 MR 
 +  * ??Rainbow Armor?? +2 MR 
 +  * ??Starshine Skullcap?? +2 MR 
 + 
 +//National:// 
 +  * ??Armor of the Five Elements?? +1 MR 
 +  * ??Purple Silk Garments?? +1 MR 
 +  * ??Salamander Silk Garments?? +1 MR 
 +  * ??Silver Silk Garments?? +2 MR 
 +</WRAP> 
 +</WRAP> 
 +</WRAP> 
 +</WRAP> 
 + 
 +{{tag>Combat-Mechanics}}
magic-resistance.1598752915.txt.gz · Last modified: 2020/08/30 02:01 by loggy