I
wrote this magic resistance ruleset a while back, and decided it was
too complicated. A chance to avoid spells works better. Let's tie it
into an existing mechanic.
You
wear Armor to avoid attacks. This is called AC.
You
wear Ward to avoid spells. This is called WR. Could also be short for
“Witchcraft Resistance”.
Spells
that already give a saving throw have no effect on ward, they avoid
it entirely. The save is avoiding the physical or magical energy
causing the effect. Spells that do
not grant a saving throw
must content with warding, as they are directly attempting to alter
the target of the spell. Things like Sleep
and Magic Missile
therefore require a roll to bypass the Ward of a target.
The Ward of any creature is base 10, or base 1 if you want spells to function similarly with most creatures not being able to resist them. Wisdom modifier is added to this protection, similar to AC adds your Dexterity bonus. (Or Con bonus, if you're a hipster like me.) Casters roll a d20 + Int modifier + level of spell equal or higher to the Ward to hit.
Wards
are increased by wearing a Talisman. In the same way you can only
wear one suit of armor at a time, and better armors just increase
your AC, Ward can only be gained from one talisman at the time.
Homespun protective charms protect like leather, high end crystal
talismans made by shamans protect like chain or plate.
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