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spell resistance

A special defensive ability that allows a creature or item to resist the effects of spells and spell-like abilities. To overcome a creature's spell resistance, the caster of the spell or spell-like ability must equal or exceed the creature's spell resistance with a caster level check (1d20 + caster level). (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. For example, the fear effect from a rod of lordly might is subject to spell resistance because it is a spell-like effect. The rod's combat bonuses (such as the +2 bonus from the rod's mace form) are not. A creature can have some abilities that are subject to spell resistance and some that are not. For example, an androsphinx's divine spells are subject to spell resistance, but its roar is not. (The roar is a supernatural ability.) A cleric's spells are subject to spell resistance, but his use of positive or negative energy is 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. It overlaps. If a cleric wearing +1 chainmail that grants him spell resistance 15 casts holy aura, which grants spell resistance 25 against evil spells and spells cast by evil creatures, he has spell resistance 25 against the aforementioned spells and spell resistance 15 against other spells and spell-like abilities.

When Spell Resistance Applies

Each spell described in the Player's Handbook includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:

Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells, such as magic missile when cast by a 3rd-level caster, can be directed at several creatures simultaneously. In such cases, a creature's spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.

Area Spells: Spell resistance applies if the resistant creature is within the spell's area. It protects the resistant creature without affecting the spell itself.

Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. For instance, summon monster I summons a monster that can attack a creature with spell resistance normally. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

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. For example, if an ogre mage flies within 10 feet of a wall of fire, the caster must make a caster level check against the ogre mage's spell resistance of 18. If the caster fails, the wall does not damage the ogre mage.

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. For example, a succubus encounters Jozan's blade barrier spell. If the cleric makes a successful roll to overcome the spell resistance of the succubus, the creature takes damage from the spell. If the succubus survives and enters that particular blade barrier a second time, the creature will be damaged again. No second roll is needed. 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 up.

Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else (the air, the ground, the room's light), and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected. For example, a daylight spell harms a dark elf because drow have light blindness. Daylight, however, usually is cast on the area containing the drow, making it bright, not on the drow itself, so the effect is indirect. Spell resistance would only apply if someone tried to cast daylight on an object the drow was holding.

Spell resistance does not apply if an effect fools the creature's senses or reveals something about the creature, such as minor illusion or detect thoughts does.

Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast. For example, a creature with spell resistance can't undo a wall of stone that has already been cast.

When in doubt about whether a spell's effect is direct or indirect, consider the spell's school:

Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes, such as nondetection, aren't subject to spell resistance. Abjurations that block or negate attacks are not subject to an attacker's spell resistance -- it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).

Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy, such as Melf's acid arrow or power word stun. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.

Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.

Enchantment: Since enchantment spells affect creatures' minds, they are typically subject to spell resistance.

Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect. For example, a lightning bolt cast at a resistant creature is subject to spell resistance (which would protect only the creature but would not affect the spell itself). If the lightning bolt is cast at a chamber's ceiling, bringing down a rain of debris, it is not subject to spell resistance.

Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack, such as phantasmal killer or shadow evocation, are exceptions.

Necromancy: Most of these spells alter the target creature's life force and are subject to spell resistance. Unusual necromancy spells, such as spectral hand, don't affect other creatures directly and are not subject to spell resistance.

Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Transmute rock to mud and entangle change a creature's surroundings, not the creature itself, and are not subject to spell resistance. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.

Successful Spell Resistance

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.

Source: PHB, DMG, MM, MM3

0-level spell

5-foot step

aberration type

ability

ability check

ability damage

ability damaged

ability decrease

ability drain

ability drained

ability modifier

ability score

ability score loss

abjuration

acid effects

action

adjacent

adventuring party

Air domain

air subtype

alignment

ally

alternate form

angel subtype

Animal domain

animal type

antimagic

aquatic subtype

arcane spell

arcane spell failure

archon subtype

armor bonus

Armor Class

artifact

Astral Plane

attack

attack of opportunity

attack roll

augmented subtype

automatic hit

automatic miss

baatezu subtype

Balance domain

barbarian

bard

base attack bonus

base land speed

base save bonus

battle grid

blinded

blindsense

blindsight

blown away

bolster undead

bonus

breath weapon

burrow

calling subschool

cantrip

cast a spell

caster level

caster level check

casting time

catching on fire

Cavern domain

change shape

Chaos domain

chaotic subtype

character

character class

character level

Charisma

charm

Charm domain

charm subschool

check

checked

circumstance bonus

class

class feature

class level

class skill

cleric

climb

cold dangers

Cold domain

cold immunity

cold subtype

Colossal

comatose

command undead

command word item

competence bonus

compulsion

compulsion subschool

concealment

concentrate on a spell

confused

conjuration

Constitution

constrict

construct type

continuous damage

copper piece

coup de grace

cover

cowering

Craft domain

creation subschool

creature

creature type

critical hit

critical roll

cross-class skill

cure spell

current hit points

damage

damage reduction

darkness

Darkness domain

darkvision

dazed

dazzled

dead

deafened

deal damage

death attack

Death domain

deflection bonus

Destruction domain

Dexterity

difficult terrain

Difficulty Class

Diminutive

direct a spell

disabled

disease

dispel

dispel check

dispel turning

divination

divine spell

dodge bonus

domain

domain spell

double weapon

dragon type

Drow domain

drowning

druid

Dungeon Master

Dwarf domain

dying

Earth domain

earth subtype

effective character level

effective hit point increase

eladrin subtype

electrum

Elemental Plane

elemental type

Elf domain

enchantment

end of round

enemy

energy charge

energy damage

energy drain

energy drained

Energy Plane

engaged

enhancement bonus

entangled

environment

ethereal

Ethereal Plane

evasion

Evil domain

evil subtype

evocation

exhausted

experience points

extraordinary ability

extraplanar

extraplanar subtype

failure

falling

falling objects

Family domain

fascinated

fast healing

Fate domain

fatigued

favored class

fear aura

fear cone

fear effect

fear ray

fey type

fighter

figment subschool

Fine

Fire domain

fire immunity

fire subtype

flank

flat-footed

flight

fly

force damage

Fortitude save

fraction

free action

frightened

frightful presence

full normal hit points

full-round action

Gargantuan

gaseous form

gaze

giant type

glamer subschool

Gnome domain

goblinoid subtype

gold piece

Good domain

good subtype

grab

granted power

grapple check

grappling

guardinal subtype

half speed

Halfling domain

hardness

Healing domain

healing subschool

heat dangers

helpless

hit

Hit Die

hit points

Huge

humanoid type

ice effects

illusion

Illusion domain

immediate action

immunity

improved evasion

improved grab

incorporeal

incorporeal subtype

infection

inflict spell

inherent bonus

initiative

initiative check

initiative count

initiative modifier

Inner Planes

insight bonus

Intelligence

invisible

kind

knocked down

Knowledge domain

known spell

Large

lava effects

Law domain

lawful

lethal damage

level

level adjustment

level loss

light weapon

line of effect

line of sight

living

living construct subtype

low-light vision

luck bonus

Luck domain

Magic domain

magical beast type

manufactured weapons

massive damage

masterwork

Material Plane

Medium

melee

melee attack

melee attack bonus

melee attack roll

melee touch attack

melee weapon

Mentalism domain

Metal domain

miniature figure

miss chance

miss chance roll

modifier

monk

monstrous humanoid type

Moon domain

morale bonus

move action

movement modes

multiplying

mundane

native subtype

natural

natural ability

natural armor bonus

natural reach

natural weapon

nauseated

necromancy

negate

negative energy

Negative Energy Plane

negative level

Nobility domain

nonabilities

nonintelligent

nonlethal damage

nonplayer character

Ocean domain

off hand

one-handed weapon

ooze type

Orc domain

orison

Outer Plane

outsider type

overlap

paladin

panicked

paralysis

paralyzed

party

pattern subschool

penalty

petrified

phantasm subschool

pinned

plane of existence

Plane of Shadow

Planning domain

Plant domain

plant type

platinum piece

player character

point of origin

points of damage

poison

polymorph

Portal domain

positive energy

Positive Energy Plane

pounce

powerful charge

prerequisite

profane bonus

projectile weapon

prone

Protection domain

psionics

racial bonus

racial Hit Die

rake

range increment

range penalty

ranged attack

ranged attack roll

ranged touch attack

ranged weapon

ranger

ray

reach weapon

reaction

rebuke undead

redirect a spell

Reflex save

regeneration

rend

Renewal domain

Repose domain

reptilian subtype

resistance bonus

resistance to energy

result

Retribution domain

rogue

round

rounding

Rune domain

sacred bonus

saving throw

Scalykind domain

scent

school of magic

scribe

scry

scrying subschool

shadow subschool

shaken

shapechanger subtype

shield bonus

sickened

silver piece

size

size modifier

skill

skill check

skill modifier

skill points

skill rank

Slime domain

Small

smoke effects

sonic attack

sorcerer

space

special ability

special quality

speed

spell

spell completion item

spell descriptor

Spell domain

spell failure

spell immunity

spell level

spell preparation

spell resistance

spell slot

spell trigger item

spell version

spellcaster

spell-like ability

Spider domain

splash weapon

spontaneous casting

square

stable

stack

staggered

standard action

starvation

Storm domain

Strength

Strength domain

stunned

subject

subschool

subtype

Suffering domain

suffocation

summon

summoning subschool

Sun domain

supernatural ability

suppress

surprise

swallow whole

swarm subtype

swift action

swim

take 10

take 20

take damage

tanar'ri subtype

target

telepathic link

telepathy

teleportation subschool

temporary hit points

thirst

threat

threat range

threaten

threatened square

thrown weapon

Time domain

Tiny

total concealment

total cover

touch attack

touch spell

Trade domain

trained

trample

transitive plane

transmutation

Travel domain

treasure

tremorsense

Trickery domain

turn

turn resistance

turn undead

turned

turning check

turning damage

two-handed weapon

Tyranny domain

unarmed attack

unarmed strike

unconscious

undead type

Undeath domain

untrained

use-activated item

vermin type

vulnerability to energy

War domain

water dangers

Water domain

water subtype

Will save

Wisdom

wizard

yugoloth subtype

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