Baldur's Gate 3

Baldur's Gate 3

INT Sav , Dex Sav and so on? Can anyone explain?
So im playing Wizard with Gale, and have this spel Witch Bolt and also spell Ice Knife. Now when i cast Ice Knife on targets, they are rolling save trows against prone on that spell, that i get. But i dont get why is the INT Save on my Witch Bolt Spell, when i check combat log, target its not even rolling save throw when i cast Witch Bolt.

What is the actual meaning on INT Save , Dex Save , Con Save on many of those spells that Wizard use? Also even a Feather Fall have engraved INT Sav. Why that spell even need it?
Legutóbb szerkesztette: rcmo; 2024. ápr. 9., 15:22
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1619/19 megjegyzés mutatása
While I don't remember WB having a saving throw, most incapacitation spells, like hold person and entangle will have specific saves to them. Essentially evening the odds.

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.
rcmo eredeti hozzászólása:
Okey guys, thanks for explaining, now i understand.
However i have one last question.
Why do some spells have both Attack Roll and INT Save (for example)? I've tried couple times and everytime i cast it , it uses Attack Roll when i look in combat log. Then i wonder if it uses Attack Roll every time, why is there INT Save? Spell i talking about is ''Witch Bolt''.
I think you are confusing "saves", which is what the target does to evade a spell, and the attack roll mechanism, which is what you do to attack a target.

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.
Legutóbb szerkesztette: Mike Garrison; 2024. ápr. 10., 14:46
alanc9 eredeti hozzászólása:
Mike Garrison eredeti hozzászólása:
(Also, you'll want to cast "mage armor" every morning. And probably "longstrider" on every member of your party. Also every morning.)

Longstrider on everyone burns a lot of slots, doesn't it?

my dude, longstrider is a ritual spell. it doesn't use spell slots if cast out of combat.
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Közzétéve: 2024. ápr. 9., 15:20
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