
spacecaboy |
We've got a character in our campaign that has recently gained the magic immunity special ability of a will-o-wisp.
I can't find any ruling on this, but aside from spells targeting him, what else could potentially buff this character?
Example:
Magic Immune character possesses the following magical items:
Gauntlets of Ogre Power +2
Ring of Invisibility
Potion of Cure Light Wounds
Boots of Speed
Which, if any, of the above items could he potentially use despite his magic immunity?
My default idea is that the consistent effects (like the Gauntlets, and possibly the ring) would work. Possibly even the Boots.
But can he benefit from items like Potions, or Wands? Scrolls?
Secondary question, if he somehow gained the power to cast spells, such as from levels in Wizard, would he then be able to cast any boosting spells on himself, or is he even immune to his own magic?
Thanks much for any assistance in this!

FireclawDrake |

I am ALMOST sure that things like potions, wands or scrolls would NOT work, as the emulate spell effects. Along with that, they would NOT be able to cast spells on themselves.
However, magic items DO work. I can confirm this as the Beast in Carrion Crown wears magic items and they appear in his stat block, and give bonuses.

Luther |

Seems as though it functions like a golem's magic immunity, with the exception of magic missile and maze spells, anything that allows SR would not affect the character.
Items tend to duplicate spells, if the spell in question allows SR then no, the item would not affect them.
For example: boots of speed duplicate the effects of haste (in its item description). Haste allows SR, so no. The boots do nothing.
When you're immune to magic you also have to deal with, well, being immune to magic.
EDIT: Interesting. I think I know what you're talking about FireclawDrake. I did think that was quite odd.
Double edit: Aha! Abraham found the loophole. Critters with such immunity can benefit from magic items, just not buffing spells cast by others. Time to bedeck your golems.

spalding |

Along with that, they would NOT be able to cast spells on themselves.
This part is not true:
Spell Resistance
Spell resistance (abbreviated SR) is the extraordinary ability to avoid being affected by spells. Some spells also grant spell resistance.
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance. The defender's spell resistance is like an Armor Class against magical attacks. If the caster fails the check, the spell doesn't affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature's spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack, but rather overlaps.
The key line is bolded. Immunity to magic for Will'o'wisps only works on spells that allow spell resistance, and spell resistance never interferes with your own spell, items or abilities -- there for it isn't allowed for such spells and your immunity will not stop said spells.
This means that the best way to kill a monster with immunity to magic with magic is to reflect its own spells back on it.

spacecaboy |
A creature's spell resistance never interferes with its own spells, items, or abilities.
Thank you much for the clarification Abraham. If you couldn't mind shedding light on two things.
1. I was aware in 3.5 that Magic Immunity was essentially unbeatable spell resistance. Is this still true in Pathfinder? (Otherwise the above might not be correct as Magic Immunity is a different special ability, unless i've just completely misread it.)
2. Let's say for instance that said character were a Spellthief from the Complete Adventurer. Would he be able to then steal spells from other characters via the Steal Spell, or Steal Spell Effect special abilities, and have them work on him despite his "unbeatable spell resistance"?
If I have missed something that explains this already please excuse me.
Thank you again for your help!

spalding |

No problem spacecaboy, here is the other part you need:
Immunity to Magic (Ex)
Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Since your own spells, items and abilities don't allow spell resistance on you your magic immunity won't stop it as it is predicated on spells that allow SR.
What you are probably thinking about with the 'unbeatable spell resistances' is the following from the spell immunity line of spells:
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn't protect a creature from spells for which spell resistance doesn't apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
In the case of spell immunity it specifies that it does block a creature's spells, spell-like effects and magical items -- which also confirms that normally such things are not blocked (since it points out that this spell is an exception to the normal rules).