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Fordítási probléma jelentése
Lastly, the attack roll determines if the spell hit, the save will be for it's effect and reduced damage. That's something you'll see on garanteed damage spells, like arms of hadar, where a creature will have to make a save and on success will take only half damage and avoid the spell's effect.
Lot's of thing to remember, which is why I don't recommend using a TAV caster on a first playthrough. Caster's are very hard to build, and very confusing sometimes.
Here's how witchbolt works. You make an attack roll based on a) the target's AC (which gives you the number you have to roll), and b) your attack modifier (which is a + or - that you add to your roll). Because witchbolt is a spell, you use your spellcasting modifier. Because it is a wizard spell, you use INT to determine that. So if Gale's INT is 17, he gets a +3 spellcasting modifier, which is +3 to his attack roll.
The way a saving throw spell works is that it always hits, but the target gets to save against it. They make a saving throw using a) their saving throw modifier (usually DEX or WIS but it varies based on the spell). And b) the number they have to roll against is your spellsave DC, which is based on your spellcasting ability (for Gale that would be INT).
And sometimes there are combo effects (usually from weapons) where you make an attack roll to see if a weapon hits, but then the target makes a saving throw to see if an addon effect (like knockback or prone or stun) also hits them.
Simple summary for Gale is to make his INT as high as you can .. ideally 20. 10 is base, 12 is +1, 14 is +2, 16 is +3, 18 is +4, and 20 is +5. That will make it easier for his targeted spells to hit, and it will make it harder for enemies to make saving throws against his spells that have saves.
my dude, longstrider is a ritual spell. it doesn't use spell slots if cast out of combat.
https://steamcommunity.com/sharedfiles/filedetails/?id=3022859855