Abbr.
| Resistance
| Lets you be immune to
| RC
|
AR or AllR
| All
| This isn't a real resistance, it's shorthand for RMPIWER (Radiation, Magic, Psionic, Innate, Weapon, Effects Resistance). It's BR plus WR and ER. It pretty much covers everything (notable exception being XR and GR). Sometimes I also include CNXR as well, I'll tell you in game if I mean that.
| (Σ=27)
|
aAR or aAllR
| Anti-All
| This isn't a real resistance, it's shorthand for aRaMaPaIaWaER. It's aBR plus aWR and aER. "AaAR" does occur, it includes everything in AR and aAR. Sometimes I also include aCaNaXaR as well, I'll tell you in game if I mean that.
| (Σ=39)
|
BR or BlahR
| Blah
| This isn't a real resistance, it's shorthand for RMPIR (Radiation, Magic, Psionic, Innate Resistance)
| (Σ=14)
|
aBR or aBlahR
| Anti-Blah
| This isn't a real resistance, it's shorthand for aRaMaPaIR (all the Anti-'s of BlahR). "BaBR" is fairly common (includes everything in BR and aBR).
| (Σ=22)
|
CR
| Charm
| Enchantment/Charm school; Charm sphere; some charm-based racial and magic-item abilities
| 1
|
aCR
| Concrete
| Some technological effects use aCR, see [Q8]
| 3
|
DR
| Damage
| [This is the same as 3rd Edition DR.] Like WR, but not a percentage. It is written as A/+B, where "A" is the amount of damage (per attack) reduced unless he counts as a +B or better weapon. An "all" instead of "A" means all damage is removed (same as "+B or better weapon to hit" seen in 1st and 2nd edition AD&D). A "-" (dash) instead of "+B" means the DR applies to any weapon (regardless of plusses).
| 6
|
aDR
| Anti-Damage
| Like aWR, but not a percentage. It is written as A/+B, where A is the amount of damage (per attack) reduced unless he counts as a +B or better weapon. A "-" (dash) instead of +B means the aDR applies to any non-weapon attack (regardless of plusses).
| 8
|
ER
| Effects
| This protects your effects from Dispels, Twists, DMZ's (Dispel Magic Zones), etc. Roll the ER, and if you make it, your effect is not dispelled. Does not protect you from Anti-Magic / Anti-Psionics / etc.
| 7
|
aER
| Anti-Effects
| Damaging Shields and Effects (roll your aER, if you make it, you don't take damage or negative effects back from a Fire Shield or whatever the enemy is running on himself)
| 9
|
GR
| Godly
| Godly effects; Demigod group effects; see [X] section; GR is very rare.
| 14
|
aGR
| Anti-Godly
| Anti-Godly effects; Atheist effects; see [X] section; aGR is very rare.
| 16
|
IR or InnR
| Innate
| Innate (Racial) abilities; Rogue abilities (such as Pick Pockets)
| 5
|
aIR or aInnR
| Anti-Innate
| Anti-Thief class abilities
| 7
|
MR
| Magic
| [This is the same as 1st/2nd Edition MR.] Wizard spells; Priest spells; most magic items; magical traps (but out-of-phase traps frequently give no BlahR at all)
| 3
|
aMR
| Anti-Magic
| Anti-Magic Shells (but not DMZ's, that would use ER); Anti-Magic-User spells
| 5
|
aaMR
| Anti-Anti-Magic
| Anti-Anti-Magic Shell (which would stop Anti-Magic-User spells)
| 7
|
NR
| Natural
| Natural effects (e.g. a natural Lightning Bolt from a normal rain cloud); some Druidic effects
| 5
|
aNR
| Necromantic
| Necromancy school; Necromancy sphere; Energy drain (Negative levels); Stat damage; Degeneration
| 7
|
aaNR
| Unlive
| Unlive effects (Positive levels); Undead can roll aaNR vs. Turn Undead.
| 9
|
PR or PsiR
| Psionic
| most positive numbered Psionic Frequencies; monster abilities that are mental / psionic-like; psionic traps
| 4
|
aPR or aPsiR
| Anti-Psionic
| Anti-Psionic Shell; most negative numbered Psionic Frequencies
| 6
|
aaPR or aaPsiR
| Anti-Anti-Psionic
| Anti-Anti-Psionic Shell (which would stop negative Psionic frequencies)
| 8
|
PowR
| Power
| [This is the same as 3rd Edition PowR.] Like PR, but not a percentage, instead, the caster rolls 1d20+CL to overcome the PowR. It is not shifted by [C9.1].
| 4
|
RR
| Radiation
| [This is the same as 1st Edition RR.] Radioactive effects; Psi9,18,27,45,54,72
| 2
|
aRR
| Anti-Radiation
| Psi(-9),(-18)
| 4
|
SR
| Spell
| [This is the same as 3rd Edition SR.] Like MR, but not a percentage, instead, the caster rolls 1d20+CL to overcome the SR. It is not shifted by [C9.1].
| 3
|
TR or TechR
| Technology
| Technology (see [Q8]); Bioware; Cyberware; High Technology Weapons (Lasers, etc.); Psi8
| 8
|
aTR or aTechR
| Anti-Technology
| ?
| 10
|
WR
| Weapon
| Weapon attacks (non-weapon attacks such as claws are covered by aWR below); Weapon flags (e.g. Vorpal) unless they are the duplicate of an effect (e.g. a Prismatic Spray Brand would use MR, not WR); most mechanical traps (but some such as pits give no BlahR at all)
| 6
|
aWR
| Anti-Weapon
| Non-weapon (Natural) attacks (claws, bite, tail, etc.); Martial Arts maneuvers; Psi0
| 8
|
XR
| Spirit / Concordant
| Artifacts; Relics; Concordant group effects; XR does not cover Ego (see [C8]), however (no resistance covers Ego)
| 9
|
aXR
| Anti-Spirit / Anti-Concordant
| Anti-Concordant Shell
| 11
|
|