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Disambiguation icon Not to be confused with Resistance to Magical damage.
Disambiguation icon This page is about the statistic allowing a creature to resist spells. For the priest spell that can affect this statistic, see Magic Resistance (spell).

Magic resistance (MR) is a – sometimes natural – status effect applied to a creature which determines the chance that a hostile spell cast on the creature will outright fail and spell effects not be applied. Friendly spells and potions are not affected by MR.

Even if the MR check fails, a saving throw may still prevent the spell. For example, a hostile wizard casts Charm Person on Gorion's Ward and she fails the Magic Resistance check. A save vs. spell check is now rolled and if she succeeds, she will not be charmed.

Against spells which create multiple projectiles (like Magic Missile or Flame Arrow), MR is checked individually for each projectile.

Some races, such as the drow, have inherent magic resistance. Many items grant a certain, often accumulative magic resistance to their wearer or consumer.

Enemy magic resistance can be lowered with the following spells: Lower Resistance, Pierce Magic, Pierce Shield, Magic Resistance (if spell output determined by formula [caster level]*2% is lower than creature's natural magic resistance). Those themselves cannot be stopped by MR.

Some spells bypass magic resistance. These include Bolt of Glory, Dragon's Breath, Fire Storm, Implosion, Shocking Grasp, Imprisonment, Energy Drain, Contagion, Deafness, Teleport Field, Blade Barrier and Globe of Blades, the damage of Fireshield and Aura of Flaming Death, the damage of Earthquake, Chain Lightning when cast by an Avenger, Lower Resistance and other spells that target MR, Breach, spells that attack/strip magical defenses, spells that summon weapons or throwable projectiles like Melf's Minute Meteors, Sol's Searing Orb or Shillelagh, the unconsciousness effect of Comet, and the death effect of Slay Living. In the non EE games, Sunfire also bypasses MR. See also Category:Bypass Magic resistance. It is still possible to become immune to some of these spells, either by using an appropriate spell protection spell or by using the rare Protection From Magic scrolls. Immunities to certain spell levels (Potion of Magic Blocking, innate immunities of Liches and Rakshasas) also completely block spells, even those that bypass MR.

Improving magic resistance[]

Permanent bonuses[]

Equipment[]

Armor[]

Robes[]

Weapons[]

Amulets[]

Rings[]

Shields[]

Boots[]

Cloaks[]

  • Cloak of BalduranBGIlogoonlyBaldur's Gate I
    Classic & Enhanced

    This icon indicates content from all games of the 1st Baldur's Gate instalment – all editions and expansions. This may include The Black Pits.

Temporary bonuses[]

Potions[]

Spells[]

Abilities[]

Magic Damage Resistance (MDR)[]

Magic resistance is different from resistance to magical damage: magic(al) damage resistance reduces (positive) or amplifies (negative) the damage a creature would take if a spell dealing magical damage gets through the former and is applied after any reduction from a saving throw (if one applies). [1]

For example, let's say a character with 50% magic resistance is hit by a Skull Trap. If the MR check succeeds, no damage will be taken. If the MR check fails, a saving throw is performed to determine whether full or half damage is to be applied, and finally Magic Damage Resistance is applied. If MDR is negative more damage is applied then what's left after the saving throw.

Magic Damage Resistance has a hard cap of 127 in either direction.

References

  1. Technically, this applies to spell abilities and item effects with effect opcode 12 (DAMAGE). The damage type of the effect must be set to 64 (MAGICAL).
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