Willpower
This score gauges a characters strength of will, ability to resist magical forces, and sense of commitment to a cause. A character with a high Willpower would be difficult to harm with mind-affecting magic spells, could be quite stubborn, and would resist interrogation.
Table 11: Willpower
Willpower |
Magic Def. |
Spell |
|
Score |
Adj. |
Immunity |
|
3 |
3 |
|
|
4 |
2 |
|
|
5 |
1 |
|
|
6 |
1 |
|
|
7 |
1 |
|
|
814 |
|
|
|
15 |
+1 |
|
|
16 |
+2 |
|
|
17 |
+3 |
|
|
18 |
+4 |
|
|
19 |
+4 |
1* |
|
20 |
+4 |
2* |
|
21 |
+4 |
3* |
|
22 |
+4 |
4* |
|
23 |
+4 |
5* |
|
24 |
+4 |
6* |
|
25 |
+4 |
7* |
Magic Defense Adjustment: This modifier applies to the characters saving throws versus magical spells that affect the victims mindbeguiling, charm, fear, hypnosis, possession, suggestion, etc. This modifier is applied automatically, without any effort on the part of the character or player making the saving throw.
Spell Immunity: This grants those characters with extremely high Knowledge scores protection from the spells listed under each number below. These immunities are cumulative.
1. Immunity to: cause fear, charm person or mammal, command, friends, and hypnotism spells.
2. Immunity to: forget, hold person, ray of enfeeblement, and scare.
3. Immunity to: fear.
4. Immunity to: charm monster, confusion, emotion, fumble, and suggestion.
5. Immunity to: chaos, feeblemind, hold monster, magic jar, and quest.
6. Immunity to: geas, mass suggestion, and rods of rulership.
7. Immunity to: antipathy/sympathy, death spell, and mass charm.
Proficiencies: This score serves as the base number for such proficiencies as animal handling, animal training, ridingland-based, and ridingairborne.