Resistances

Resistances are special ways in which characters and creatures can avoid the full results of some magic and abilities.

Damage Reduction
See Damage Reduction.

Energy Resistance
Energy resistance is similar to damage reduction, in that it reduces the damage taken from a source, in this case one of the forms of energy: acid, cold, electricity, fire, and sonic. Like damage resistance, energy resistance is given as a number, such as 10 Acid, which is the amount of damage negated for each attack.

Energy Immunity
Energy immunity is a mechanic akin to Energy Resistance, but as its name suggests it completely negates any damage from one of the forms of energy: acid, cold, electricity, fire, and sonic.

Saving Throws
See Saving Throws.

Spell Resistance
Spell resistance represents a method by which a target can completely ignore some spells or abilities. When a target with spell resistance is affected by a spell, the spell's caster must make a check of 1d20 + their caster level, and match or beat the spell resistance value. For example, if a 4th level wizard casts a Magic Missile at a target with spell resistance 10, then the wizard would need to roll 1d10+4 and meet or beat 10.

When a spell that affects more than one creature in a single casting fails to affect a target with spell resistance, only the portion of the spell that is targeted toward that one target is ignored; all other targets are affected or not as determined by their own abilities.

If a resistant creature encounters an environmental spell with a duration, the spell resistance is checked upon first encountering the effect, and holds true for every future encounter of that specific casting of the spell.

Not all spells are susceptible to spell resistance. In generally, if a spell does not directly affect the target, such as by creating a physical substance that then affects the target, then they do not qualify.

Spell Resistance is directly countered by Spell Penetration.