Mystical Resistance: Each rank of the mystical resistance gives the character a +1 bonus to saving throws against a spell or other mystical effect. There is no initial cost to purchase mystical resistance. All characters are considered proficient at rank 0 in the Mystical Resistance skill, and will not suffer any non-proficiency penalty when using this skill with no ranks. Whenever any spell or mystical ability is used in an offensive manner, against a living or animate being, the target is allowed a saving throw to counter or offset the effects of the spell. The target number for all magical saves range upward to a maximum of 20. The character must roll this target number or higher to be successfully save against the spell. Generally inanimate objects are not allowed a saving throw unless magical or magically protected. There are basically just two types of offensive magic that can affect a living or animate being: 1) Spells affecting the body; and 2) Spells affecting the mind. The saving throw against spells or psionics affecting the targets body (Mystical Fortitude Save) is equal to: 1d20 + Toughness Attribute + ranks of Mystical Resistance + miscellaneous modifiers. . The saving throw against spells or psionics affecting the targets mind ( Mystical Willpower Save) is equal to: 1d20 + Will Attribute + ranks of Mystical Resistance + miscellaneous modifiers. For some saves armor and situational modifiers may also apply, or a character in may be given a quickness (reflex) save to avoid a magical effect targeting an area but not him specifically. Details are left to the gamemaster. If a character saves when a spell is initially cast, then the spell does not affect the character at all. If the initial saving throw is failed, then the spell affects the character for its full duration, or until dispelled. Some spells, like Pain, allow the character secondary saving throws each round. If successful these saves will allow the character to shrug off the effects of the spell for that round, but does not negate the spell. An additional saving throw will be required again the next round. These secondary saving throws are made at the beginning of the round prior to any other actions. A few spells allow multiple saving throws over a period of time. Success on these saving throws may or may not dispel the magic at the reasonable discretion of the gamemaster.
Mystical Saves: Minor 10 Low 13 Middle 16 High 19 Great magic or special 20 - 20+ Test is 1d20 + mystical resistance ranks + (either toughness or will) versus the target number. As always situational modifiers as determined by the gamemaster will apply.
© Copyright 2006 -2008 by Edward Forrest Frank
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