When it was first released one of
DragonQuest's more unique aspects was its magic system. Multiple
colleges with differing styles of magic in each made it very exciting
and appealing. Being able to pick and choose what spells your Adept
character would focus on was cool and meant that every Adept, even
one from the same college, would be different. I really liked this
and still do.
Like many other RPG systems DragonQuest
includes rules for resisting the damage or other effects caused by magic spells. This is often
called saving throws in other systems. Initially this post was going
to be about damage from spells and why, for some spells, it could be
resisted and others not. Particularly why spells that caused actual
physical damage could be resisted. The longer I collected my
thoughts about it the more obvious it became that the question I was
really looking at was how does magic resistance work in DragonQuest.