Well, it IS a 1d6 spell, I just sorta... failed a roll, so, basically, your magic defense cancels out his magic attack, which literally means that the roll is the only thing determining the damage to your character.
Also, while these low-level rot zombie paladins may seem fairly slow and weak... they eventually get an AOE hurt-variety spell, meaning that they'd be harming their enemies, and probably healing several of their allies in one spell, so, watch out for that in the future.
So, here's how that turn went down.
Zombie Paladin's hit roll: 11 (+1 AGImod)
R'lyeh's dodge roll: 5 (+2 LUCKmod)
R'lyeh takes the attack.
damage roll (1d6): 1 (+5 INTmod) (-5 WISmod)
R'lyeh hilariously takes only one damage from the spell.
Zomblin Thief's hit roll: 2 (+5 AGImod)
Backstab's dodge roll: 17 (+5 LUCKmod)
Backstabs evades
Backstabs' hit roll: 20!
Zomblin's dodge roll: 5
Backstabs 'heals' 12 (crits ignore some resistances) out of -4 HP, bringing the zomblin to its max HP of 0, destroying it...
oh, and Robert moves towards one of three torches that haven't already been taken.
Also, while these low-level rot zombie paladins may seem fairly slow and weak... they eventually get an AOE hurt-variety spell, meaning that they'd be harming their enemies, and probably healing several of their allies in one spell, so, watch out for that in the future.
So, here's how that turn went down.
Zombie Paladin's hit roll: 11 (+1 AGImod)
R'lyeh's dodge roll: 5 (+2 LUCKmod)
R'lyeh takes the attack.
damage roll (1d6): 1 (+5 INTmod) (-5 WISmod)
R'lyeh hilariously takes only one damage from the spell.
Zomblin Thief's hit roll: 2 (+5 AGImod)
Backstab's dodge roll: 17 (+5 LUCKmod)
Backstabs evades
Backstabs' hit roll: 20!
Zomblin's dodge roll: 5
Backstabs 'heals' 12 (crits ignore some resistances) out of -4 HP, bringing the zomblin to its max HP of 0, destroying it...
oh, and Robert moves towards one of three torches that haven't already been taken.