In this episode, I break down how magic resistance actually works in AD&D 1st Edition, why it comes before saving throws, how the 11th level baseline changes spellcasting odds, and why this one rule completely changes how a magic-user approaches dangerous encounters.
We also look at how magic resistance creates pressure at the table, forces parties to adapt, and punishes groups that rely too heavily on spells as the answer to every problem.
Rules reference discussed in this episode can be found in Monster Manual II, page 6, under the Magic Resistance rules section.
Links: https://Theeevildm.com/p/links.html