You may have noticed that critters tend to hit harder as you get farther into the game. The official DC for not losing your spell when hit is:
10+damage taken+spell level (the level of what you're casting)
So you can see that trying to cast a high-level might be tough when you're hit by a tough monster.
The roll to succeed (or fail) is d20+con modifier+concentration skill.
Locks have varying DC's assigned to them. The roll for that is:
d20+dex modifier+lockpick skill.
In this game, the skill is used strictly for opening locks. You can't do anything else with it.
Searching for traps takes awhile; it doesn't happen instantly, so you need a little patience. I also have the game set for auto-pause if a trap is detected, so my searcher rarely steps on one. Search is an intelligence skill:
d20+int modifier+search skill.
Most traps in the game go off once, then they're inactive.
Nightowl2
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