Pull is the weakening of the soul. When utilizing magic, the soul must pull on the forces to manipulate the arcane or the divine. This pulling stretches the soul, and with too much pulling, eventually tears. Although associated mainly with spellcasting, pull also affects those who have witnessed the darkness of the outlands. Pull’s effects take their toll both mentally and physically. The physical toll comes from attempting to harness magical energy when under its effects, while the physical effects come from its onset. Being pulled too strongly may have permanent effects.
Spellcasters have an amount of pull resistance equal to twice their character level. This value acts as a buffer to inflicted pull. When you cast a spell and inflict pull upon your soul, you may mitigate it by reducing your resistance by that amount. You may cover some or all of the pull cost with your resistance. After a night’s rest (the same as required to recover spells), pull resistance resets. So a fourth level sorcerer would have a pull resistance of 8. If he receives 2 pull, he may mitigate it entirely with resistance, and have 6 leftover, or mitigate one point of pull and have 7 resistance leftover. If he only had 1 resistance remaining and inflicted 2 pull, he could use the last point of resistance to bring the inflicted pull down to 1.
Pull starts at zero and increases on a point by point basis. When casting a spell, while pull is incurred, a spellcaster must roll d%. On a result equal to or less than current pull, the spell fails, but inflicts its normal costs (such as expenditure of a slot, or infliction of pull.) Pull inflicted by a cast spell only takes effect AFTER the spell, so if no pull is incurred prior to the spell being cast, no d% roll is necessary. Inflicted pull is incurred based on the level of a spell cast. Casting a level 1 spell inflicts 1 pull, casting a level 2 spell inflicts 2 pull, and so forth. Casting a first level spell modified by metamagic to a third level spell inflicts 3 pull. Orisons and cantrips are sometimes called primal magics because their effects do not inflict pull and cannot affect the human soul.
The effects of pull range from inconvenient to life-threatening. Initial effects just include the potential loss of spell slots. As pull intensifies, physical effects begin to accrue. When Pull is equivalent to one’s constitution score, that person becomes fatigued. When it is twice their constitution score, they are exhausted. At three times the constitution score, they are staggered. At four times, unconscious. Once unconscious (or at a score of 90+) a fortitude save (DC 15, plus 1 per try) must be made every hour. On a failure, the character’s soul is violently parted from their person, and they die. If a character fails a pull check (usually when casting a spell), they take 1 point of damage to their highest current mental stat (Intelligence, Wisdom, or Charisma). If two stats are tied, the player picks one to lower.
Pull is healed at a rate of 1 point per complete day of rest. Spending 8 hours sleeping is not enough, no strenuous activity must be undertaken. A successful heal check can increase this to two points per day. Magical healing does not affect pull, as magic is the primary means of pulling the soul apart.
Pull Resistant (General)
Your magic comes through force of personality, and you are better guarded to tangle with the forces pulling your soul apart.
Prerequisites: Ability to cast 1st level arcane spells spontaneously
Benefit: Increase your maximum pull resistance by your level. When you gain a level, your pull resistance increases by one.
Normal: A spellcaster’s pull resistance is equal to twice their level.