Magic Resistance, Defense, and Counterspells
Magic Resistance
All mages have an innate resistance to magic which must be overcome before a spell may take hold of them. This resistance is equal to half the value of their Ascending combination, rounded up. However this resistance does not apply to make to magic of their descending combination.
Margret squares off against Morgan, the senior apprentice of their master. Morgan is a skilled conjurer (Ascending InMa) with a ascending total of 12. This gives her a respectable magic resist of 6. When Margret casts a bolt of flame (InEp total 5) against Morgan the spell harmlessly breaks against her skin. Instead she switches tactics and targets her descending combination, Ruina Ephemera, with a silencing spell. Now Morgan can only use spells which use gestures.
Note: Spell totals for the purpose of magic resistance ignore reductions due to Rank or spell qualities.
Defense Against Magic
Spells can be defended against using mundane defenses. Spells that assault the personal physically or with conjured energies can be blocked with shields and armor. Spells that directly assault the body and mind can be resisted using Will + Resolve.
Greenly blocks a hail of stones (OrMa) from an enraged stone golem using his kite shield. Unfortunately he is powerless when that same golem turns the ground to quicksand.
For defensive magic the defensive spells total must be higher or equal to the offensive spell to succeed. If it is lower than the defensive spell fails and the effect takes hold. However both magical and mundane defenses can be overwhelmed through continuous assault. Each successful attack weakens the defense. The amount of weakening is equal to the weapons equipment bonus or half the spells total, round down. The exception to this are those weapons or spells whose bonus or rank is l or more less than the rank of a defensive spell.
Justin is hunted by a mercenary group lead by the warmage Claire. Forced into a corner Justin erects a dome of burning light to protect himself (InEp 2, 8 total). The mercenaries fire on him with their shortbows (+1) but they prove ineffectual against the spell. Claire on the other hand uses her multicast focus to lob three bolts of acid (InMa 2, 6 total) at the shield. The first bolt weakens the shield, the second shatters it, and the third is only narrowly avoided by Justin throwing himself into a rolling dodge. He'll have to think of something else now.
Counterspells
Counterspells destroy, disrupt, or otherwise alter the magic of another spellcaster. Any magical effect can be targeted by a counterspell although rituals and enchanted items are simply suspended rather than destroyed outright unless some other effects allows for this.
To cast a counterspell the mage must be aware of the magic they are targeting and what Form the magic is comprised of. The mage may then cast a Ruina or Modus spell of the matching Form and compare totals. If the counterspells total is higher or equal then the spell ceases to exist or function as dictated by its nature. Otherwise the effect is unaffected. Additionally counterspells can be used to target magic which was cast in the proceeding round.
Marrick corners their young rival Erwin in an abandoned barn. Marrick looses a bolt of sulfurous fire (InEp 1, 6 total) which ripped across the barn, intent on killing Erwin. Erwin knows that his defensive magic is not up to par with Marrick's attack magic and decides to counterspell (RuEp 1, 7 total). The two spells coliide in the middle and Erwin's magic overwhelms his opponents. Erwin rushes out of the barn as Marrick howls in defiant rage.
This message was last edited by the GM at 17:07, Wed 09 Feb 2022.