A multi-themed online text adventure

saving breath savings

Each time you cast a spell you have a certain chance to succeed:
 
- first you have to succeed the probability roll (e.g. a spell
  that is practiced up to "average" will fail more often than a
  spell that is at "superb")
 
- afterwards there is the SAVING THROW
  You have a base value of 75% to succeed the spell
  - 5% per level of the victim above your own
  + 5%  per level of the victim below your own
  + 20% for "positive" spells casted on yourself
  + 10% for "positive" spells casted on others (PC's / NPC's)
  + 3%  for each + point of saving the victim has in that category (see below)
  - 3%  for each - point of saving the victim has in that category (see below)
 
Some examples:
 
Nerd (level 20 mage) casts 'blindness' on a level 20 mob     75%
Nerd (level 20 mage) casts 'blindness' on a level 22 mob     75%-10%=65%
Nerd (level 20 mage) casts 'blindness' on a level 17 mob     75%+15%=90%
Nerd (level 20 mage) casts 'blindness' on a level 19 mob     75%+5%-3%=77%
(the mob wears an amulet that has -1 SAVING-SPELL)
 
Weirdo (level 35 cleric) casts 'heal' on himself             75%+20%=95%
Weirdo (level 35 cleric) casts 'heal' on his pal Nerd        75%+10%+150%=100%
Weirdo (level 35 cleric) casts 'heal' on a level 37 mob      75%+10%-10%=75%
 
The two SAVING categories: (negative values -improve- your resistance)
They only apply for non-positive spells!
 
SAVING-SPELL:  Against all casted spells from mobs and players (except the
               spells in SAVING-BREATH) as well as all kinds of object
               magic (wands, staves, scrolls, potions, mixed potions)
SAVING-BREATH: poison, paralyzation, dragonbreath=firebreath, fireshield
Character: Password: