Saving Throws
The Saving Throw
The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save himself from certain destruction (or at least lessen the damage of a successful attack).
More often than not, the saving throw represents an instinctive act on the part of the character--diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins, blocking the worst of an acid spray with a shield. The exact action is not important--DMs and players can think of lively and colorful explanations of why a saving throw succeeded or failed. Explanations tailored to the events of the moment enhance the excitement of the game.
Rolling Saving Throws
To make a saving throw, a player rolls a 20-sided die (1d20). The result must be equal to or greater than the character's saving throw number. The number a character needs to roll varies depending upon the character's group, his level, and what the character is trying to save himself from. A character's saving throw numbers can be found in Table 60.
Saving throws are made in a variety of situations: For attacks involving paralyzation, poison, or death magic; petrification or polymorph; rod, staff, or wand; breath weapon; and spells. The type of saving throw a character must roll is determined by the specific spell, monster, magical item, or situation involved.
Monsters also use Table 60. The DM has specific information about monster saving throws.
Rules Summary
Die Roll: 1d20
Success Condition: Roll must be equal to or greater than character's saving throw number
Determinants:
- Character's class
- Character's level
- Type of threat
Table 60: Character Saving Throws
Saving throw values by character class, level, and attack type
Priests
Paralyzation, Poison, or Death Magic | 10 |
Rod, Staff, or Wand | 14 |
Petrification or Polymorph | 13 |
Breath Weapon | 16 |
Spell | 15 |
Paralyzation, Poison, or Death Magic | 9 |
Rod, Staff, or Wand | 13 |
Petrification or Polymorph | 12 |
Breath Weapon | 15 |
Spell | 14 |
Paralyzation, Poison, or Death Magic | 7 |
Rod, Staff, or Wand | 11 |
Petrification or Polymorph | 10 |
Breath Weapon | 13 |
Spell | 12 |
Paralyzation, Poison, or Death Magic | 6 |
Rod, Staff, or Wand | 10 |
Petrification or Polymorph | 9 |
Breath Weapon | 12 |
Spell | 11 |
Paralyzation, Poison, or Death Magic | 5 |
Rod, Staff, or Wand | 9 |
Petrification or Polymorph | 8 |
Breath Weapon | 11 |
Spell | 10 |
Paralyzation, Poison, or Death Magic | 4 |
Rod, Staff, or Wand | 8 |
Petrification or Polymorph | 7 |
Breath Weapon | 10 |
Spell | 9 |
Paralyzation, Poison, or Death Magic | 2 |
Rod, Staff, or Wand | 6 |
Petrification or Polymorph | 5 |
Breath Weapon | 8 |
Spell | 7 |
Rogues
Paralyzation, Poison, or Death Magic | 13 |
Rod, Staff, or Wand | 14 |
Petrification or Polymorph | 12 |
Breath Weapon | 16 |
Spell | 15 |
Paralyzation, Poison, or Death Magic | 12 |
Rod, Staff, or Wand | 12 |
Petrification or Polymorph | 11 |
Breath Weapon | 15 |
Spell | 13 |
Paralyzation, Poison, or Death Magic | 11 |
Rod, Staff, or Wand | 10 |
Petrification or Polymorph | 10 |
Breath Weapon | 14 |
Spell | 11 |
Paralyzation, Poison, or Death Magic | 10 |
Rod, Staff, or Wand | 8 |
Petrification or Polymorph | 9 |
Breath Weapon | 13 |
Spell | 9 |
Paralyzation, Poison, or Death Magic | 9 |
Rod, Staff, or Wand | 6 |
Petrification or Polymorph | 8 |
Breath Weapon | 12 |
Spell | 7 |
Paralyzation, Poison, or Death Magic | 8 |
Rod, Staff, or Wand | 4 |
Petrification or Polymorph | 7 |
Breath Weapon | 11 |
Spell | 5 |
Warriors
Paralyzation, Poison, or Death Magic | 16 |
Rod, Staff, or Wand | 18 |
Petrification or Polymorph | 17 |
Breath Weapon | 20 |
Spell | 19 |
Paralyzation, Poison, or Death Magic | 14 |
Rod, Staff, or Wand | 16 |
Petrification or Polymorph | 15 |
Breath Weapon | 17 |
Spell | 17 |
Paralyzation, Poison, or Death Magic | 13 |
Rod, Staff, or Wand | 15 |
Petrification or Polymorph | 14 |
Breath Weapon | 16 |
Spell | 16 |
Paralyzation, Poison, or Death Magic | 11 |
Rod, Staff, or Wand | 13 |
Petrification or Polymorph | 12 |
Breath Weapon | 13 |
Spell | 14 |
Paralyzation, Poison, or Death Magic | 10 |
Rod, Staff, or Wand | 12 |
Petrification or Polymorph | 11 |
Breath Weapon | 12 |
Spell | 13 |
Paralyzation, Poison, or Death Magic | 8 |
Rod, Staff, or Wand | 10 |
Petrification or Polymorph | 9 |
Breath Weapon | 9 |
Spell | 11 |
Paralyzation, Poison, or Death Magic | 7 |
Rod, Staff, or Wand | 9 |
Petrification or Polymorph | 8 |
Breath Weapon | 8 |
Spell | 10 |
Paralyzation, Poison, or Death Magic | 5 |
Rod, Staff, or Wand | 7 |
Petrification or Polymorph | 6 |
Breath Weapon | 5 |
Spell | 8 |
Paralyzation, Poison, or Death Magic | 4 |
Rod, Staff, or Wand | 6 |
Petrification or Polymorph | 5 |
Breath Weapon | 4 |
Spell | 7 |
Paralyzation, Poison, or Death Magic | 3 |
Rod, Staff, or Wand | 5 |
Petrification or Polymorph | 4 |
Breath Weapon | 4 |
Spell | 6 |
Wizards
Paralyzation, Poison, or Death Magic | 14 |
Rod, Staff, or Wand | 11 |
Petrification or Polymorph | 13 |
Breath Weapon | 15 |
Spell | 12 |
Paralyzation, Poison, or Death Magic | 13 |
Rod, Staff, or Wand | 9 |
Petrification or Polymorph | 11 |
Breath Weapon | 13 |
Spell | 10 |
Paralyzation, Poison, or Death Magic | 11 |
Rod, Staff, or Wand | 7 |
Petrification or Polymorph | 9 |
Breath Weapon | 11 |
Spell | 8 |
Paralyzation, Poison, or Death Magic | 10 |
Rod, Staff, or Wand | 5 |
Petrification or Polymorph | 7 |
Breath Weapon | 9 |
Spell | 6 |
Paralyzation, Poison, or Death Magic | 8 |
Rod, Staff, or Wand | 3 |
Petrification or Polymorph | 5 |
Breath Weapon | 7 |
Spell | 4 |
Notes:
- *Excluding polymorph wand attacks.
- **Excluding those that cause petrification or polymorph.
- ***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.
Saving Throw Priority
Sometimes the type of saving throw required by a situation or item isn't clear, or more than one category of saving throw may seem appropriate. For this reason, the saving throw categories in Table 60 are listed in order of importance, beginning with paralyzation, poison, and death magic, and ending with spells.
Example: Imagine that Rath is struck by the ray from a wand of polymorphing. Both a saving throw vs. wands and a saving throw vs. polymorph would be appropriate. But Rath must roll a saving throw vs. wands because that category has a higher priority than polymorph.
Priority Order
- Paralyzation, Poison, and Death Magic
- Rod, Staff, or Wand
- Petrification or Polymorph
- Breath Weapon
- Spell
Voluntarily Failing Saving Throws
No save is made if the target voluntarily chooses not to resist the effect of a spell or special attack. This is the case even if the character was duped as to the exact nature of the spell. When a character announces that he is not resisting the spell's power, that spell (or whatever) has its full effect.
The intention not to resist must be clearly stated or set up through trickery, however. If a character is attacked by surprise or caught unawares, he is normally allowed a saving throw. The DM can modify this saving throw, making the chance of success worse, if the situation warrants it. Only in extreme cases of trickery and deception should an unwitting character be denied a saving throw.
Rules Summary
Ability Checks as Saving Throws
When a character attempts to avoid danger through the use of one of his abilities, an ability check can be used in lieu of a saving throw.
Example: For example, Ragnar the thief has broken into someone's home when he hears a grating noise from the ceiling above him. He looks up to find a five-ton block of the ceiling headed straight for him! He is going to need speedy reactions to get out of the way, so a Dexterity ability check should be rolled to see if he avoids the trap.
Modifying Saving Throws
Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw.
Modifiers that increase the chance are given as a number preceded by a plus sign. Modifiers that make success more difficult are given as a number preceded by a minus sign (-1, -2, etc.).
Saving throw modifiers affect a character's die roll, not the saving throw number needed. Thus, if Delsenora needed an 11 for a successful saving throw vs. petrification and had a +1 bonus to her save, she would still need to roll an 11 or higher after all adjustments were made (but the +1 bonus would be added to her die roll, so that effectively she needs to roll only a 10 on the die to reach her saving throw number of 11).
Magic Resistance
Some creatures or items strongly resist the effects of magic (or impart such resistance to others). This makes them more difficult to affect with magical energy than ordinary creatures or items.
A rare few creatures are extremely anti-magical--magic rolls off them like water off a duck's back. More common are creatures, especially from the Outer Planes of existence, that live in enchanted or sorcerous lands and are filled with powerful magical energies. These creatures eat and breathe the vapors of wizardry, and they have a high tolerance against arcane power.
Magic resistance is an innate ability--that is, the possessor does not have to do anything special to use it. The creature need not even be aware of the threat for his magic resistance to operate. Such resistance is part of the creature or item and cannot be separated from it. (Creatures, however, can voluntarily lower their magic resistance at will.)
Magic resistance is also an individual ability. A creature with magic resistance cannot impart this power to others by holding their hands or standing in their midst. Only the rarest of creatures and magical items have the ability to bestow magic resistance upon another.
Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the creature's magic resistance, the spell has a normal effect. If the roll is equal to or less than the creature's magic resistance, the spell has absolutely no effect on the creature.
Rules Summary
Effects of Magic Resistance
Magic resistance enables a creature to ignore the effects of spells and spell-like powers. It does not protect the creature from magical weapon attacks or from natural forces that may be a direct or accidental result of a spell. Nor does it prevent the protected creature from using his own abilities or from casting spells and using magical items. It can be effective against both individually targeted spells and, within limits, area-effect spells.
If a magic resistance roll fails, and the spell has normal effect, the target can make all saving throws normally allowed against the spell.
When Magic Resistance Applies
Magic resistance applies only if the successful casting of a spell would directly affect the resistant creature or item. Thus, magic resistance is effective against magic missile (targeted at a creature or item) or fireball (damaging the area the creature or item is in) spells.
Magic resistance is not effective against an earthquake caused by a spell. While the creature may suffer injury or death falling into a chasm the spell opens under its feet, the magical energy of the spell was directed at the ground, not the creature. Magic resistant creatures are not immune to events that occur as the consequence of spells, only to the direct energy created or released by a spell.
Player characters do not normally have magic resistance (though they still get saving throws vs. magical spells and such); this ability is reserved mainly for special monsters.
Successful Magic Resistance Rolls
A successful magic resistance check can have four different results, depending on the nature of the spell being resisted: