Immune to Magic?


Rules Questions


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I am about to use a Stone Golem and it has an Immunity to magic does this mean that magic and enchanted or channeled weapons do not affect the Golem aside from the actual weapon damage? I am assuming that it wouldn't negate the weapon damage.

Thanks for the help. This community is amazing.


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Quote:


A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.

Only the things stated.

So basically it's not even really immune to magic -- it's immune to anything that allows spell resistance.

Which mean (for instance) acid arrow tears it up.

Grand Lodge

Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.

Dark Archive

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Easiest thing to do is treat creatures with magic immunity as having Spell Resistance: Infinity. Any time a spell resistance check would be rolled the creature automatically succeeds. Simple as that.


I see where it says that but it seems like that doesn't really give it a good difficult CR 11 rating. I was thinking of taking it to the next step and just make him immune to magic unless those spells are cast then making them have the affect as indicated. If I do decide to do this do you feel like I should adjust the CR or am I just not being creative enough with the strategy in which to use him.

My group is a group of 6 PCs (1 NPC Cohort & 2 Companions) at level 10 with a 20 pt buy.


That Crazy Alchemist wrote:
Easiest thing to do is treat creatures with magic immunity as having Spell Resistance: Infinity. Any time a spell resistance check would be rolled the creature automatically succeeds. Simple as that.

Thanks that is a great way to look at it.

Grand Lodge

A single CR 11 against that group is an easy fight. If you want to challenge them, try to aim for something closer to CR 13 or 14 (or even 15, depending on optimization level).


Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.

Do you have a link for this information? I always believed Immunity to Magic was just that: Immunity to Magic.


Jeff Merola wrote:
A single CR 11 against that group is an easy fight. If you want to challenge them, try to aim for something closer to CR 13 or 14 (or even 15, depending on optimization level).

I will definitely do that I seem to have a habit at these high levels at under or overestimating them and with this being a devil/demon based theme mainly sometimes it seems CRs don't add up the way they should.


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Legowaffles wrote:
Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.
Do you have a link for this information? I always believed Immunity to Magic was just that: Immunity to Magic.

Stone Gollem

Grand Lodge

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Legowaffles wrote:
Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.
Do you have a link for this information? I always believed Immunity to Magic was just that: Immunity to Magic.

Check any statblock for a creature with it. The Stone Golem's version was even quoted in this thread already.

Dark Archive

Legowaffles wrote:
Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.
Do you have a link for this information? I always believed Immunity to Magic was just that: Immunity to Magic.

No, actual immunity to magic would just be horrifying to spellcasters since they literally could do nothing but stand there twiddling their thumbs or futilely firing a crossbow praying for a crit. Invalidating like a third of the games classes with one creature would be really bad game design.

No this way they have to get a bit more tactical with their spells and choose spells with no spell resistance and such.


Ugh. I don't have eyes, I assumed it was some general rule being discussed. Thanks.


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Bestiary p162 Iron Golem wrote:
Immunity to Magic (Ex) An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below.

Not immunity to magic, only immunity to spells and spell-like abilities that allow spell resistance.

So, anything besides those things work fine.
Even a Witchwyrd's "Force Bolt" works because it is a supernatural "Magic Missile" rather than a spell "Magic Missile".

Bestiary 2 p285 Witchwyrd wrote:
Force Bolt (Su) A witchwyrd can “throw” a magic missile (1d4+1 damage) from each free hand as a free action (maximum of two per round). If it has absorbed a magic missile, it can throw an additional force bolt that round, expending the absorbed energy (maximum of two additional bolts per round).


Also Golems are not really intelligent. They are just good for hitting things hard. Many groups will just outsmart them since they can't really revise tactics. I prefer to use them with the creator around to tell them what to do.

Also using single monster combat vs 6 PC even if the monster is 2 CR's above APL is going to end badly for the monster.

Instead of using one single CR 13 monster, you would be better of using 3 CR 10's, which is also a CR 13 encounter.


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That Crazy Alchemist wrote:
Legowaffles wrote:
Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance. It does nothing against most magic weapons, and spells like Acid Arrow still work normally.
Do you have a link for this information? I always believed Immunity to Magic was just that: Immunity to Magic.

No, actual immunity to magic would just be horrifying to spellcasters since they literally could do nothing but stand there twiddling their thumbs or futilely firing a crossbow praying for a crit. Invalidating like a third of the games classes with one creature would be really bad game design.

No this way they have to get a bit more tactical with their spells and choose spells with no spell resistance and such.

It's amazing what you can do with magic indirectly.

Minor Creation crop dust, spark -- instant fire bomb.

Summon earth element have it throw rocks (or drop on the thing).

Lantern archons are good too.

That's just the simple stuff.


Legowaffles wrote:
Jeff Merola wrote:
Immunity to Magic means that it's immune to spells (and SLAs) that allow spell resistance.
I always believed Immunity to Magic was just that: Immunity to Magic.

I think there was blanket magic immunity in some earlier editions, but that can lead to confusing logic problems. Like, if I magically create a pit beneath a magic-immune golem, does he fall or levitate?


And if you use a creature with complete immunity to magic, expect your offensive spellcasters to say "we'll be going to make an errand, call us back when this faight's over".

Don't forget Golems also have DR.


Elicoor wrote:

And if you use a creature with complete immunity to magic, expect your offensive spellcasters to say "we'll be going to make an errand, call us back when this faight's over".

Don't forget Golems also have DR.

DR is not hard to bypass if you know its coming, and once you get to certain levels it is not hard to bypass anyway barring special exceptions such as Nosferatu.


In the groups I play with the meleers rarely bother bypassing DR, prefering instead to just hit hard enough for it not to matter.
The problem of trying to keep up with piercing damage reduction is that you might need to switch to another weapon and then it is likely not as enchanted and/or you don't have the same level of proficiency (ie. weapon focus, specialization and such).

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