Spell Resistance
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check.
The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above.
Arcane mastery
( Complete Arcane, p. 73)
[General]
You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
Prerequisite
Ability to cast arcane spells or use spelllike abilities (including invocations),
Benefit
You can take 10 on caster level checks (as if the caster level check was a skill check). You can use this feat even while under stress.
True Casting
(Complete Mage, p. 121)
Divination
Level: Sorcerer 1, Wizard 1, Spellthief 1,
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One spell
You focus your magic deep in your soul until it becomes a torrent that must be unleashed.
Your next single spell (if it is cast before the end of the next round) gains a +10 insight bonus on any caster level check made to overcome spell resistance.
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.