Spell resistance


Rules Questions


could some one please explain how spell resistance works?

Grand Lodge

The caster must roll a caster level check that is higher than the listed SR for the spell to have any effect on the target. If successful, proceed as normal. If not, the target is immune to anything not specifically called out in the spell description. Note that this is any spell that targets the character with SR, even healing and supportive spells.


northbrb wrote:
could some one please explain how spell resistance works?

Think of it as AC for spells. You make a caster level check (1d20 + caster level) vs. SR. If you fail the spell has no effect on that creature just as if you failed to hit a target AC with an attack.

Liberty's Edge

northbrb wrote:
could some one please explain how spell resistance works?

Basically, some creatures have Spell Resistance (SR) and some don't. If a creature has SR, anyone attacking that creature with a spell that is subject to SR must make and SR check (CL plus 1d20) in order to have a spell effect that creature. It a spell is cast on that creature for which SR doesn't apply...it automatically affects that creature.


is there any way to improve a spell resistance for instance is there a way for a Drow to improve their spell resistance to be higher than 6+ level?


northbrb wrote:
is there any way to improve a spell resistance for instance is there a way for a Drow to improve their spell resistance to be higher than 6+ level?

By magic spells.

History = Power creep = 1st ed, Drow did not have spell resistance. They had magic cloaks that granted them spell resistance (( drow vs of elven race cloaks)). They also had magic armor and weapons that were magical. The cloaks, armor, and weapon would lose there their magical powers 24 hours after being brought to the surface, or instantly & crumble to dust under sunlight. 2nd ed, well someone keep writing books about drow, in the Realms of the Forgotten. Drow began show up in MM and Player books as a playable race, with there own magic, spells, culture, history, etc. Some books keep the magic was in items that lost there powers, many more did not and Spell resistance was shifted to the Drow themselfs.

3rd ed, ok new rules for how to make magic items. No longer a need for an underground natural eradication explanation why every drow under the earth has magic weapons, cloaks, armor is needed. Player Drow were reduced back in what they could do, but the races over all was still used as a monster.

Back in 1st ed, when Unearth Uncana came out. When Drow were fist presented; was in high school; and just finished reading Gord the Rogue books. Build a who campaign world, with 2nd ed AD&D, around the 2 weapon wielding, ambidextrous, Drow. The Drow worshiped Gord Rex Felix the Greater God of cats, drow, and ambidexterity fighting style. Players only got +2 int -2 con if male or +2 wis -2 con if female, Two-weapon fighting skill, ambidexterity skill and Infra vision 90 feet. (This was before it was upped to 120). Gord girlfriend because his wife/goddess and was over The moon, night, and shadows.

Anyway mostly rambling on, in the dead of night, as i cant get back to sleep, just ignore the insomniac if you please.

PS = In 1st ed Friend Folo, Drow were listed as 2nd level, because the PC would only run into 2nd level fighters, priest, etc because they were delving deep under the earth. Drow were not 2 HD creatures, they were just 2 character level elf. You just did not run into first level drow, because they were deep underground in there citys. Kind of like adventures meeting adventures raiding parties.


TriOmegaZero wrote:
The caster must roll a caster level check that is equal to or higher than the listed SR for the spell to have any effect on the target. If successful, proceed as normal. If not, the target is immune to anything not specifically called out in the spell description. Note that this is any spell that targets the character with SR, even healing and supportive spells.

there, fixed for ya.

btw, no you cannot improve SR, even by spells.


Tanis wrote:
TriOmegaZero wrote:
The caster must roll a caster level check that is equal to or higher than the listed SR for the spell to have any effect on the target. If successful, proceed as normal. If not, the target is immune to anything not specifically called out in the spell description. Note that this is any spell that targets the character with SR, even healing and supportive spells.

there, fixed for ya.

btw, no you cannot improve SR, even by spells.

PF phb p 347 = Spell Resistance = Target gains spell resistance equal to 12+ your caster level. Duration of 1 min/level.

Not permanent, but it is an improvement over what you currently have.


Of course, but that doesn't stack. Overlapping isn't improving.

But yeh.


In 3.5, there's several feats that give a +2 to spell resistance, and one item called Daazzix's vest from the DMGII (+5). The rest do not stack.


Fred Ohm wrote:
In 3.5, there's several feats that give a +2 to spell resistance, and one item called Daazzix's vest from the DMGII (+5). The rest do not stack.

Really? Which ones btw?


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Psychic refusal (DoTU) gives +4 SR against mind-affecting stuff
Awaken spell resistance (Draconomicon) gives SR equal to racial HD to dragon types, or +2 to those who already have that
Exalted spell resistance (BoED) gives +4 against "evil spells and spell-like abilities used by evil outsiders"
Boost spell resistance (BoVD) gives +2 to evil characters
Improved spell resistance (Epic level handbook) gives +2
Dark blood (dragon 330) gives +2 to one particular kind of eberron drow


huh. Live and learn.

Thanks for that.


I need do know how SR works against flaming sphere.

Every time I move the sphere, do I need to make a check? And if I fail, does the spell finishes?

How about "Produce flame"? If I use the spell to attack an enemy, and I throw a mini-fireball-called-produce-flame. Every time I attack I need to do a check if I succeded in the first one?


As a general rule of thumb. Anytime you have to make an attack roll or the target gets a saving throw then Spell Resistance roll applies if the spell is subject to spell resistance. If there is not an attack roll or save then you usually do not need to roll SR either.


Maradona wrote:

I need do know how SR works against flaming sphere.

Every time I move the sphere, do I need to make a check? And if I fail, does the spell finishes?

How about "Produce flame"? If I use the spell to attack an enemy, and I throw a mini-fireball-called-produce-flame. Every time I attack I need to do a check if I succeded in the first one?

From the PRD:

Spoiler:

PRD -> Glossary -> Spell Resistance:
"Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up."

In case of Produce Flame, you check SR after the first fire-projectile hits your enemy; if you beat its SR, all other projectiles from that particular Produce Flame spell would work against it, if you cannot beat its SR you would have to try casting another Produce Flame spell - otherwise all other projectiles from the first spell would fail.

The same goes for Flaming Sphere. Please note however that SR does not 'dispels' the effects of the spell (a rolling ball of flame in this case), merely prevents the spell from affecting the creature; the Flaming Sphere is still there, and it can roll over another creature - it merely would not affect the creature whose SR has not been overcome.

Spoiler:

"Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.

Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally."

Just my 2c.


Thanks. You were very helpful


Just a little thread necromancy here. Seemed better than starting an entirely new one.

My monk is about ready to hit 13th level, and gain SR 23. I'm terrified that this will make mid-combat heals an absolute hell, because as I understand it, I would have to take a standard action to lower my SR.

I don't understand why.

Cure Light Wounds says the following:

"Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text"

and

"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage."

Does CLW used on a friendly, living target have SR applied to it? If so, why don't friendly targets also make saves for heals, to halve them?

Liberty's Edge

Oliver McShade wrote:
northbrb wrote:
is there any way to improve a spell resistance for instance is there a way for a Drow to improve their spell resistance to be higher than 6+ level?

By magic spells.

History = Power creep = 1st ed, Drow did not have spell resistance. They had magic cloaks that granted them spell resistance (( drow vs of elven race cloaks)).

No, they had innate spell resistance even in 1st ed. of AD&D.

the cloak gave hiding in shadow 90%+ from what I recall. The 2nd ediction added even more powers to the cloak.

And the 120' "darkvision" was heat vision with a built in infrared light projector, so that other guys with darkvision looking straight at the Drow were capable to see his eyes glowing red at 120' foots.

Almost all the drow powers and items were powered by "special radiations" found in some cavern, so the weapon, armor, cloaks and boots lost their power after a time away from there and the drow themselves would lose SR and spell like powers after a time on the surface.

First source for the drow was Against the giants by Gary Gigax.

Silver Crusade

Pathfinder Adventure Path Subscriber
inverseicarus wrote:

Just a little thread necromancy here. Seemed better than starting an entirely new one.

My monk is about ready to hit 13th level, and gain SR 23. I'm terrified that this will make mid-combat heals an absolute hell, because as I understand it, I would have to take a standard action to lower my SR.

I don't understand why.

Cure Light Wounds says the following:

"Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text"

and

"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage."

Does CLW used on a friendly, living target have SR applied to it? If so, why don't friendly targets also make saves for heals, to halve them?

Because the spell is (harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. (CRB, Magic chapter)

You *CAN* make a saving throw against a (harmless) spell, but you don't *HAVE* to. SR doesn't give you this choice.


inverseicarus wrote:

Just a little thread necromancy here. Seemed better than starting an entirely new one.

My monk is about ready to hit 13th level, and gain SR 23. I'm terrified that this will make mid-combat heals an absolute hell

You are right, although not just heals. Spell resistance is another of those monk abilities that seems good until you realize how it works. In practice, it will be hell, as most of the time you get more spells cast on you by your friends (buffs, heals, teleport-the-hell-aways, etc) than by enemies. And it really sucks to be the guy who didn't get healed back from -9 or got left out of the haste spell.

As a PC, I would never take SR unless I was a caster myself, and the only caster in my party. In almost any other circumstance it's horrible because of the friendly spells you will miss out on in combat.


inverseicarus wrote:

Just a little thread necromancy here. Seemed better than starting an entirely new one.

My monk is about ready to hit 13th level, and gain SR 23. I'm terrified that this will make mid-combat heals an absolute hell, because as I understand it, I would have to take a standard action to lower my SR.

I don't understand why.

Cure Light Wounds says the following:

"Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text"

and

"When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage."

Does CLW used on a friendly, living target have SR applied to it? If so, why don't friendly targets also make saves for heals, to halve them?

Ooh. Pathfinder fixed it. Only undead can apply spell resistance to cure spells. So the monk's SR doesn't prevent them from being healed in combat (buffs are still an issue).

Liberty's Edge

Bobson wrote:
Ooh. Pathfinder fixed it. Only undead can apply spell resistance to cure spells. So the monk's SR doesn't prevent them from being healed in combat (buffs are still an issue).

I see this as a reminder regarding undead, not an exception to general rules regarding spell resistance.


Howie23 wrote:
Bobson wrote:
Ooh. Pathfinder fixed it. Only undead can apply spell resistance to cure spells. So the monk's SR doesn't prevent them from being healed in combat (buffs are still an issue).
I see this as a reminder regarding undead, not an exception to general rules regarding spell resistance.

If that was the case, then the spell resistance entry wouldn't say "see text". When those two words are present, it means that the save or spell resistance is modified by something in the spell description. In this case, that undead (specifically) are allowed to save and resist it.

Liberty's Edge

Bobson wrote:
Howie23 wrote:
Bobson wrote:
Ooh. Pathfinder fixed it. Only undead can apply spell resistance to cure spells. So the monk's SR doesn't prevent them from being healed in combat (buffs are still an issue).
I see this as a reminder regarding undead, not an exception to general rules regarding spell resistance.
If that was the case, then the spell resistance entry wouldn't say "see text". When those two words are present, it means that the save or spell resistance is modified by something in the spell description. In this case, that undead (specifically) are allowed to save and resist it.

Yes, it is normally harmless. For undead, it is not harmless. See the text for the distinction. Harmless spells are normally beneficial. For undead, this spell is not. This is explained in the text.

The general rule is:

Spell Resistance: A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check.

The text in spell does not make an exception to it; it explains that the spell is not harmless in some circumstances, and what those circumstances are.

EDIT: If we disagree, that's cool, it happens. I've laid out my understanding. I'm happy to learn something new if I've missed something. Otherwise, I generally don't do "Yes it is! No it isn't!" type discussion, which is where this looks like it might be headed. :)


SR still applies to cure * wounds.

However, because it is a supernatural ability, no SR check is needed for a cleric's channel energy ability. Monks heal just fine with SR using that.


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The text for spell resistance specifically says "The defender's spell resistance is like an Armor Class against magical attacks." From what I'm reading SR only takes place if the spell being cast is an attack as opposed to a non-attack spell. I've learned in the past DnD/Pathfinder/etc typically use very specific words in order to ensure things are not misconstrued. Such as "all creatures" vs "all allies".


Voralis wrote:

The text for spell resistance specifically says "The defender's spell resistance is like an Armor Class against magical attacks." From what I'm reading SR only takes place if the spell being cast is an attack as opposed to a non-attack spell. I've learned in the past DnD/Pathfinder/etc typically use very specific words in order to ensure things are not misconstrued. Such as "all creatures" vs "all allies".

Reason why SR is used against spells like cure wounds is because that uses positive energy that is subjected to being resited weither or not its beneficial or harmful. Doesnt matter if the spell effects are beneficial to u, its still the very same spell that was harming the undead just a minute ago. SR still is effected because the spell itself does 1d8 of positive energy and weither or not its beneficial or harmful, its gonna trybto resist because the SR doesnt discern weither somethings beneficial or harmful, it just discerns what is subject to resist. Its not resisting u gaining beneficial effects, its resisting that positive energy because the positive energy is subject to resist.


I have a monk/sorcerer and it has the Diamond Soul(spell resistance) ability.
I want to get some things cleared up.
Will the ability:

  • interfere with the spells I cast on myself?
  • have the option to lower the SR?
  • still work when my monk/sorcerer is unconscious?


1) No, it doesn't.
2) Yes, as a standard, non-provoking, action, you can shut down your spell resistance. Last until you begin your next round. (This is the only drawback of this ability).
3) Yes, even when unconscious.


Does Diamond Soul 'works exactly like'/'is' SR?


The ability grants SR. 10 + monk level (you'll start at 23).


If i roll a natural 1 on my caster level check is this automatic failure?

If i roll an natural 20 on my caster level check is this automatic success?


Tigerkralle wrote:

If i roll a natural 1 on my caster level check is this automatic failure?

If i roll an natural 20 on my caster level check is this automatic success?

No and No.


If a Untouchable bloodrager drank a pot of enlarge person, and went into a bloodrage, would the effects of the potion be suppressed or dispelled? I'm hoping I'm right in that it keeps going since the effects were applied before the SR was activated.


It would stay on.


BlingerBunny wrote:
If a Untouchable bloodrager drank a pot of enlarge person, and went into a bloodrage, would the effects of the potion be suppressed or dispelled? I'm hoping I'm right in that it keeps going since the effects were applied before the SR was activated.

When drinking a potion, you're considered both the caster and the target. Your SR never prevents your spells from affecting yourself.

So you could even (in theory) drink a potion during a bloodrage and you wouldn't have to make the SR check.


So first, there's these two sentences that apparently disagree with each other. One right after the other, even.

When Spell Resistance Applies wrote:
Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell.

I think this means that ongoing spells already affecting you can't be resisted but ongoing spells you move into after raging you would still check spell resistance. Since the Enlarge Person is already in place you can't resist it.

Also what Elicoor said, the exact quote is:

Spell Resistance wrote:
A creature's spell resistance never interferes with its own spells, items, or abilities.

Dark Archive

Well, there is a feat actually, but it's 3rd party. HOWEVER, it's a 3rd party book that Paizo themselves makes heavy use of in their APs (it even includes a foreward written by James Jacobs.)

Improved Spell Resistance (Monster) from Necromancer Games' Tome of Horrors Complete. (Now updated, published and distributed by Frog God Games)

So, if you are only going to allow a single 3rd party book, it should probably be this one, cause... you'd have a lot of work excising it from Pathfinder if you banned it.


Sorry to necro this thread, but something stands out as a little... ridiculous.

Spell Resistance vs Beneficial Magic (healing, buffs, etc) is ridiculous, and here is why:

1. Spell Resistance is supposed to be a HUGE boon, not a double-edged sword. It's intended to provide and extra level of protection against (harmful) magical effects, not keep your friends from helping you out.

2. If Spell Resistance is to magic what Armor Class is to attacks, then why don't healers have to make a touch attack against their friends when they cast curative spells? That's a rhetorical question, as the answer is "because the character isn't going to avoid being healed!" In the same vein, a character isn't going to RESIST being healed (or buffed, or whatever other beneficial magical effect applies here), and would instead relax their defenses against the beneficial effect, just as they would lean in for the incoming curative touch spell.

I'm not saying that, by RAW, Spell Resistance does NOT function against beneficial magic by default. I'm saying that requiring the player with SR to spend a standard action to NOT resist a boon is freaking ridiculous! You might as well require a standard action to NOT avoid getting hit by that cure wounds spell, as well!

I understand that this is the way Spell Resistance works, I just think the RAW of this is, to be blunt, EFFING RETARDED! Fortunately, my group agree with this assertion, and do not enforce this rule. Of course, if the character with Spell Resistance WANTS to resist a beneficial effect, they are allowed to do so... but that's their choice.

Side questions: Let's say I'm playing a drow spell caster with healing magic (cleric, inquisitor, paladin, etc) and I cast cure light wounds upon myself. Do I have to spend a standard action to accept my own healing? If I do not, do I have to overcome my own Spell Resistance? Because, by RAW, that seems to be the case. And if that doesn't point out the ridiculousness of applying Spell Resistance against beneficial magics that you wouldn't inherently resist, I can't think of a better example. :P

edit: Well, I just saw that there is some clause in Spell Resistance that states "A creature's spell resistance never interferes with its own spells, items, or abilities", so that does answer the question about SR vs your own healing... but they actually had to put a special clause in just to allow that? Shouldn't the clause go more like this: "A creature with spell resistance may allow effects to bypass their spell resistance if they so choose, as a free action"? I mean, seriously... you're a member of a clergy on a crusade, and you happen to have spell resistance. Are you really going to resist the healing of your fellow clerics? Or a hide from undead spell in the middle of a zombie swarm? Of course not! Because that would be ridiculous.

As a side note, I personally feel that always-active spell resistance, such as that inherently possessed by drow and certain other creatures or granted by a magic item, should become inactive in any scenario where the creature is unable to effectively defend itself, such as when unconscious, flat-footed, helpless, or when they would be denied their dexterity bonus to AC (or, at the very least, significantly reduced). Limited duration spell resistance, such as that granted by a spell or spell-completion item, however, should remain active until dismissed or the effect expires, whether conscious or not.

edit edit: Incidentally, I'm kind of surprised that the spell spell resistance is not dismiss-able. I mean, if it has the side effect of "protecting" you from beneficial magics, then shouldn't you be able to choose to... let it go!?

Silver Crusade

Howie23 wrote:
northbrb wrote:
could some one please explain how spell resistance works?

Basically, some creatures have Spell Resistance (SR) and some don't. If a creature has SR, anyone attacking that creature with a spell that is subject to SR must make and SR check (CL plus 1d20) in order to have a spell effect that creature. It a spell is cast on that creature for which SR doesn't apply...it automatically affects that creature.

SR is more like fighting blind for spell casters... the creatures already have AC to speak of such as there actual AC for spells that need to hit and Saves for spells and in some cases both. SR just gives the spell caster a % chance to miss.

Could you imagine that a fighter attacked a creature with a 50% chance to miss and then had to hit the creatures AC but the creature gets to save to negate that damage.... SR is a little OP


Pretty sure the original poster has long since resolved this issue.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I hate to resurrect a dead post but if I have kinetic reverberation cast on me and I am attacked by a drow does their spell resistance affects my spell

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