Magic Resistance (MR)
MR is a percentile ranging from 0% up to 255%. MR of the same type stacks from any source.
Powerful spell casters pierce MR as follows:
-5% resistance per level of the spell (first level spells have -5% MR, 9th have -45%)
-1% per caster level.
Cutting through resistance is tough when you’re facing large amounts of MR%... then again this is why it's rare and generally only the >30ish level has any chance of having a lot of it...
Though even huge amounts or even max MR can be broken with some spells that can grant either only partial in the first place, ignore it entirely, or affect it directly. A lot of those higher-level spells that do crappy damage are the ones that only allow partial or no MR.
Example:
Ice Storm allows no MR% (it hits you with big summoned ice chunks which are physically there... not energy thus no MR%). Same goes for most summoning spells or spells that hit you with a physical object, usually requiring an attack or targeting roll... (Not Magic Missile... that's energy)
Lower resistance, Spell penetration and Pierce Resistance, along with a bunch of others affect spell resistance in a direct manner either temporarily making it go away partially or completely.
True MR
Rare and powerful items or creatures may have this quality. True MR cannot be modified by mortal means. If you are lucky to have it, you must choose whether to use True MR or regular MR. It does not stack with regular MR. True MR does stack with itself but only operates to 99%. A roll of 100% will still negate the resistance.
Divine MR
The next several steps up in MR and applies to varying levels of Divine beings (many of whom are readily capable of piercing normal and True MR). It applies to Lesser, Intermediate, and Greater Deities or their equivalent. It will have a percentage between 1 and 99% much like True MR%.
Saving Throw Modifiers
There are no modifiers to saving throws based on caster level or spell level. Some spells may have saving throw penalties. Some spell may disallow saving throws completely. Instantly deadly or disabling spells will always have some kind of roll to avoid their worse effects. High level PC's and NPC's will have a low chance of being affected by such spells. However, the sheer volume of spells being tossed around makes up for this.
Saving Throws can be penalized in the following ways:
Buff spells and Metamagic spells, items, or effects that penalize or benefit saves may affect saves.
Some spells have a set penalty or apply a modifier to the save.
Penalties for class abilities may apply penalties or bonuses to saves for either opponents or allies.
Spell Preparation or Memorization
As a general rule, memorizing or preparing or praying for spells for the day requires time. 5 minutes per spell level per spell. This becomes a considerable amount of time at high levels. There are magic items and techniques to speed this process up. Spells can be swapped any time but require the usual amount of time to prepare. Sorcerers and other spontaneous casters have their power refresh on a 24 hour cycle after getting their normal amount of rest.
Side Effects and Expensive Material Components
Many spells in published rulebooks have onerous side effects or expensive or rare material requirements. In Renedge, many of these restrictions as well as caster level effect caps are removed. This is on a case-by-case basis. Most spells will be based off the 2nd edition versions. See DM for details.
Material Component Costs
Material components will not be counted on per spell cast basis. There are some notable exceptions (Scrying requires a mirror, Identify still requires a fish). As noted above, spells will be evaluated on a case-by-case basis.
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