Spell saves

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All spells have a target: another creature or group of creatures, an area, an object, or oneself. Spells that are cast on other creatures which cause negative effects usually require an offensive roll from you and a defensive roll from the target. Spells that a mage can cast on him or her self automatically succeed — no dice roll is required. Also, beneficial spells that a mage can cast on another creature automatically succeed (unless of course, the creature doesn't want the benefit of the spell, then a roll is required as usual).

Rolls for the caster

For spells which cause effects or hindrances, the caster makes the following standard roll:

Spell Roll
d10 + School ranks + Casting ability

The School ranks number is taken from the amount of skill ranks the caster has in the school of the spell (for example, the Status school for Petrify). Some spells appear in multiple schools, allowing the caster to choose which school ranks to use for casting (for example, Petrify can be found in Status, Manipulation, and Earth). The Casting ability is listed with each spell (In the case of Petrify, this is Persuasion.

For spells which deal damage, the caster makes a Spell Attack roll.

Spell Attack
d10 + School ranks + Casting ability + Listed damage bonus

School ranks and Casting ability are just as defined above. The listed damage bonus can be found as a bonus to Spell Attack in the description for each spell.

Rolls for the target

When the recipient of a damage-dealing spell, the target makes a Spell Defense roll.

Spell Defense
d10 + AGI + Dodge + END + Armor + MDEF or School skill

To those who have been paying attention to the rest of this book, they will recognize this roll as a standard Defense Roll with an added bonus of Magic Defense or School skill (whichever is greater). Magic Defense is like a catch-all guard against magic attacks (and can be found in the Trumps chapter). A mage can add School skill to a Spell Defense roll if he or she has ranks in the School of the spell (example: a water mage can add in ranks from the Water School to a Spell Defense against the Deluge spell).

Just as in standard weapon combat, the difference between the Spell Attack and the Spell Defense (if positive) is what the target takes as damage.

For spells which deal no damage, but instead cause some kind of effect or hindrance, there are six different saves that could be used by the target. Each spell lists which save is used against it.

Fear Save

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A Fear Save is a defensive roll used against spells that attempt to supernaturally frighten a character; for instance Larger than Life and You and What Army.

Fear Save Roll
d10 + CRG + Discern or Intimidate + MDEF or School skill

The rationale for offering Discern or Intimidate is that a character could either use Discern to see through the spell, or Intimidate to effectively fight fire with fire.


Grunt Save

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A Grunt Save is a defensive roll that can be used against spells that attempt to disrupt a character's physical well-being; for instance Blindness/Deafness/Muteness or Drown.

Grunt Save Roll
d10 + END + Vitality + MDEF or School skill


Illusion Save

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An Illusion Save is a defensive roll used against spells that create a false sensory perception; for instance Figment or Mislead.

Illusion Save Roll
d10 + CUN + Discern + MDEF or School skill


Madness and Curse Save

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A Madness and Curse Save is a defensive roll used against spells that inflict a malign supernatural force against a character; such as Insanity or Thirst.

Madness and Curse Save
d10 + PSY + Discern or Focus + MDEF or School skill

A character can use Discern to see through the curse, or Focus to try and maintain spiritual discipline.


Mind Control Save

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A Mind Control Save is a defensive roll used against spells that attempt to force a character to do things against his or her will; for instance Commanding Voice or Song of the Sirens.

Mind Control Save
d10 + SFC + Intimidate or Focus or Stealth + MDEF or School skill

A character that uses Intimidate is trying to frighten the caster. A character that uses Focus is trying to maintain his or her own mental discipline. A character that uses Hide is trying to tuck away his or her mind from influence.


Mutation Save

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A Mutation Save is a defensive roll used against spells that attempt to physically alter a character's body; for instance Age or Petrify.

Mutation Save Roll
d10 + SFC + Vitality + MDEF or School skill