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.