Certain monsters will have resistance to magic as noted in their description. Magic resistance indicates the percentage chance of a spell absolutely failing if it is cast at, or on, the monster in question. The basis of the figure is a spell cast by a magic-user of the 11th experience level; the figure must be adjusted upwards by 5% for each experience level below 11th, or downwards by 5% for each experience level above 11th, of the spell-caster. Thus, a monster with 95% magic resistance cannot be affected by a spell cast by a magic-user of the 10th experience level or lower, while a 12th level magic-user has a 10% chance of affecting it.
Note that, even if a spell does “overcome the magic resistance” of a monster, the monster is still entitled to normal saving throws.
A creature’s magic resistance extends only to its immediate possessions, i.e. anything carried or worn. Area-effect spells will still function if targeted with a magic-resistant creature within their area; the creature itself might not be affected, though all others in the spell area will be subject to spell effects. (A fireball, for example, may wipe out a cluster of orcs, and a devil standing in their midst might be totally unaffected due to its magic resistance).
The magic resistance of a creature has an effect on certain existing spells such as hold portal, where it indicates the probability of the magic resistance shattering the existing spell.
[Campaign Rules Follow.]
Notes Regarding Magic Resistance
Some creatures or items strongly resist the effects of magic (or impart such resistance to others). This makes them more difficult to affect with magical energy than ordinary creatures or items.
Magic resistance is effective against magical spells, innate or spell-like abilities, or effects from magic items that would otherwise directly affect a creature.
Magic resistance is an innate ability-that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to operate. Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.)
Magic resistance is also an individual ability. A creature with magic resistance cannot impart this power to others by holding their hands or standing in their midst. Only the rarest of creatures and magical items have the ability to bestow magic resistance upon another.
Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature’s magic resistance, the spell or effect has a normal effect. If the roll is equal to or less than the creature’s magic resistance, the spell or effect has absolutely no effect on the creature.
Area Effects. A creature’s magic resistance extends only to its immediate possessions, i.e. anything carried or worn. Area-effect spells will still function if targeted with a magic-resistant creature within their area; the creature itself might not be affected, though all others in the spell area will be subject to spell effects. (A fireball, for example, may wipe out a cluster of orcs, and a devil standing in their midst might be totally unaffected due to its magic resistance).
Shattering a Spell. Certain spells can be “shattered” by the touch of a magic resistant creature. This is a major action requiring 6 segments of concentration (and may be disrupted). The spells or item effects vulnerable to this ability will be noted in the spell or item’s description.
Caster Level Adjustment. The basis of the figure is a spell cast by a spell caster of the 11th experience level; the figure must be adjusted upwards by 5% for each experience level below 11th, or downwards by 5% for each experience level above 11th, of the spell-caster. Thus, a monster with 95% magic resistance cannot be affected by a spell cast by a magic-user of the 10th experience level or lower, while a 12th level magic-user has a 10% chance of affecting it. (See the table regarding Caster Level Adjustments vs. Base Magic Resistance.)
Illusions and other spell effects. Magic resistance does not allow a creature to disregard illusions, see beings who are hidden magically, or otherwise allow the creature to have any control over existing magical influences, spells, or powers that only affect other creatures. An elf wearing a cloak of elvenkind will still be as hard for a demon to find as a human; a devil cannot negate the effects of a bless spell cast upon its opponents, or bring down or ignore a wall of force. There are certain spells, however, that if cast upon an area, may not be triggered by the passage or touch of a magic resistant creature. Magic mouths, symbols, glyphs of warding, and fire traps will not be activated if the creature makes its magic resistance roll, but will still be present and may be activated later.
When a magic-resistant creature is potentially able to be affected by magic cast from an item (a wand, staff, rod, or similar device), the creature will resist the magic just as if it came from the casting of a spell.
Magic resistance only applies against spells that would have a direct effect on the magic-resistant creature—generally those effects that threaten to change the creature in some way.
Magic resistance does not apply against magical armor, shields, or weapons: a suit of +2 armor worn by a demon will still work like +2 armor. This is because these items’ effects apply only to the items themselves, and do not directly affect the wearer.
By contrast, magic resistance does apply against any effect that would add a bonus or penalty to a creature’s normal saving throw, armor class, “to hit” roll, and so forth.
Magic resistance does not negate the magical bonuses of a weapon—ever—and if a weapon has special powers on successful hits (e.g., the sharpness or life draining power of some swords), magic resistance will not help against that power. If a sword can cast spells like a wand or similar device, then magic resistance is usable, and may cancel out the spell effects.
Donning a Magic Item with a Spell-like Beneficial Effect. See Voluntarily Dropping Protection, below.
Magic Resistance Granted by Items (or familiars or other sources). Unless otherwise specified, magic resistance is cumulative for multiple items or sources.
Magic-resistant creatures have a measure of control over their ability. Nullifying one’s own magic resistance requires total concentration. If the creature loses concentration for any reason (such as taking damage), they must begin the process again. Once magic resistance has been disabled, it will automatically re-enable in 14 segments.
During this time, spells or effects will work normally on the creature and, when magic resistance is re-enabled, will continue to do so to the extent of the duration. (I.e. The spell will not be negated once magic resistance is re-enabled.)
Time Required. As a major action, requiring 6 segments, a creature may drop it’s magic resistance to allow another creature’s spells or an item’s effects to affect it.
Magic Resistance Against One’s Own Spells. Magic Resistance checks are not needed for the creature’s own spells or abilities. Items possessed do not fall under this category and require the dropping of protection as per above. If a creature with magic resistance has it’s own spells or spell-like/innate abilities, when using these on itself, a magic resistance roll is not necessary. However, consider that this will also extend to all spells or abilities. Thus, the creature with magic resistance casting a fireball will not have their magic resistance protection if they happen to end up in the area of effect.