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Magic Resistance (MR) is the character stat that determines the probability of completely shrugging off hostile spells and spell effects.

How it works[]

When a character has a Magic Resistance of x percent, this means that:

  • Hostile spells cast directly at that character have an x% chance of being completely negated.
  • Hostile spell effects which indirectly hit that character (such as the blast from a fireball cast at the nearby ground) have an x% chance of not affecting that character.

Exempt from this are certain spells which specifically bypass MR (see below), as well as hostile effects which do not count as spell effects (such as disease from a mummy's attack).

Most characters in the game world have a Magic Resistance of 0%, which means that they fail all of their MR checks. (A character with 100% MR or higher would succeed all of their MR rolls.)

Related stats[]

Even when a character fails their MR roll against a hostile spell, the spell's effects can in some cases still be blocked or reduced by Saving Throws and Damage Resistances.

Magic Resistance should not be confused with Magic Damage Resistance and other damage resistances, which, while also expressed as percentages, are multipliers and not probabilities.

Spells that bypass MR[]

Buffs[]

All player characters start out with a MR of 0% at character creation. However, there are ways to at least slightly improve this stat.

Equipment[]

The following items improve a character's Magic Resistance while equipped:

Item Category MR Other effects
Robe of Enfusing Armor +5% AC +2, Lore +5, Can cast one extra 1st-level wizard spell
Robe of the Good Archmagi Armor +5%
Robe of the Neutral Archmagi Armor +5%
Robe of the Evil Archmagi Armor +5%
Necromancer's Robe Armor +3%
Robe of the Watcher Armor +10%
Shadowed Studded Leather +1 Armor +5%
Shadowed Robe Armor +15%
Clear Ioun Stone Helmet +5%
Remorhaz Shell Helm Helmet +10%
Ring of the Protector +2 Ring +10%
Mage Dagger +4 Weapon +15%
Two-Handed Axe of Resistance +3 Weapon +10%
Faith Killer +2 Weapon +5%
Morning Star +4: Defender Weapon +15% AC +2, Slashing & Piercing Resistance +20%
War Hammer +4: Defender Weapon +15%
Star-Forged War Hammer +4 Weapon +10%
Great Halberd +4 Weapon +10%
The Argent Shield +2 Shield +25%
Waukeen's Defender +2 Shield +10%
...

Consumables[]

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Creatures, protected from magical damage[]

Debuffs[]

Ways to reduce an enemy's MR:

Equipment

  • Ring of Aura Transfusion

Magic Damage Resistance[]

This is characters stat. One of primeral resistances. Difference between Magic Damage Resistance (MDR) and Magical Resistance (MR) is that MDR reduces or block (if 100%) pure magical damage by himself unlike MR just block entire spells with chance of MR%. Unlike elemental resistances MDR is less common and is good choice to deal damage by Wizards.

Protection from magical damage[]

Spells[]

Abilities[]

Items[]

  • Red Potion (+50% damage reduction)
  • Potion of Magic Shielding (+50% damage reduction)
  • Remorhaz Shell Helm (+20% damage reduction)

Creatures, protected from magical damage[]

Damage from magical damage[]

Spells[]

Abilities[]

Items[]

Creatures, dealing magical damage[]

Creatures with MR[]

The following creature types encountered in the game have a non-zero Magic Resistance:

Creature type MR Encountered in
Drow Spellsword 66% chapter 4Upper Dorn's Deep
Drow Vanguard 68% chapter 4Upper Dorn's Deep
Drow Sorcerer 68% chapter 4Upper Dorn's Deep
Remorhaz 75% HoWGloomfrost
...

External links[]

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