Magic Resistance (advantage)

Cost: [2/level]
Magic Resistance is a physical supernatual advantage where one is less likely to be affected by magic.Basic Set pg 67
"Magic Resistance protects against all magical spells, whether cast via standard Magery,
Ritual Path Magery, Power Investiture, and so on."GURPS Thaumatology: Ritual Path Magic pg 5
For resitable spells that directly target the subject Magic Resistance effectively double dips ie it not only subtracts from the wizards skill but if the spell succeeds on the caster's end the Magic Resistance provides bonus to resistance.Basie Set pg 241-242
So Resistible Spell — 20 is cast at base 17 against Magic Resistance 3 which then gets a +3 to the relevant resisting factor. This gets really interesting when Rule of 16 comes into play
Example: A wizard has an effective skill of 20 with his Mind-Reading spell. If he tries to read the mind of someone with a Will of 16 or less, he rolls against 16. If his subject has a Will of 17, he rolls against 17. And if his target has a Will of 18 or higher, he rolls against 18.
Magic Susceptibility on 143 has interesting quote:
:"works normally against Area spells; do not double its effects as you would those of Magic Resistance"
==Enhancements==
*Improved (+150%): can be combined with Magery.
*Switchability (+100%)Set by T63, instead of the usual +10%, just like P67/P68 did for Mana Enhancer/Mana Damper this is similar to how P59's Discriminatory advantage had the same price as B59's Improved
==Modifiers==
*Potent Resistance
*Spell Absorption
==see also==
* Magic Resistance (spell)
* Mana Damper
* Improved (enhancement)
==Notes==
==References==
Category:Advantages
Category:Supernatural Traits
Category:Physical Traits