Saving Throws
Magical
Saving throws: 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. A character in some situations 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
Resistance Mystical Resistance is a mystical skill that may be purchased to better the defender’s saving throw. 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. Mystical
Save Target Numbers: 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.
Psionic Saving Throws Saving throws for versus psionic effects use the same format and table as those for magic spells. Whenever a psionic ability 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 psionics. Generally inanimate objects are not allowed a saving throw unless magical or magically protected. There are basically just two types of psionics that can affect a living or animate being: 1) Psionics affecting the body; and 2) Psionics affecting the mind. The saving throw against psionics affecting the targets body (Mystical Fortitude Save) is equal to: 1d20 + Toughness Attribute + ranks of Mystical Resistance + miscellaneous modifiers. . The saving throw against psionics affecting the targets mind (Mystical Willpower Save), is equal to: 1d20 + Will Attribute + ranks of Mystical Resistance + miscellaneous modifiers. Characters or beings with psionic abilities receive a +5 bonus to their saving throws when trying to ward off a psionic attack. The target number for a saving throw against a psionic attack range upward to a maximum of 20. The character must roll this target number or higher to be successfully save against the spell. For some saves armor and situational modifiers may also apply. The Gamemaster may raise or lower the target number for any reason he sees fit. Mystical Resistance is a mystical skill that may be purchased to better the defender’s saving throw. 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. Non-magical Saves: Environmental encounters such as stepping on a crumbly ledge which collapses, are not surprise actions, but reaction actions. A non-magical save is typically based on a specific attribute (commonly quickness) and is equal to 1d20 + ranks in that attribute + magical or miscellaneous modifiers. Unconscious
Characters Once a character or creature become unconscious, he is no longer directly affected by magical attacks. A lightning bolt will do no damage to an unconscious character. The character may still take damage from fires started by a magical spell, damage from magical weapons, or damage from object.
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