Whether a spell allows a saving throw, what type of saving throw it is, and the effect of a successful save.
Most harmful spells allow an affected creature to make a saving throw to avoid some or all of the effect. The Saving Throw line in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
- This term means that the spell has no effect on an affected creature that makes a successful saving throw.
- The spell causes an effect on its subject. A successful saving throw means that some lesser effect.
- The spell deals damage, and a successful saving throw halves the damage taken (round down).
- No saving throw is allowed.
- A successful save lets the subject ignore the effect.
- The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, etc.) by a creature resisting the spell, in which case the object gets the creature's saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can only be cast on objects. Some spells of this sort can be cast on creatures or objects.) A magic item's saving throw bonuses are each equal to 2 + one-half its caster level.
- The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it wishes.
Saving Throw Difficulty Class
- A saving throw against the character's spell has a DC of 10 + the level of the spell + the character's bonus for the relevant ability. A spell's level can vary depending on the character's class. Always use the spell level applicable to the character's class.
Succeeding at a Saving Throw
- A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, the character senses that the spell has failed. The character does not sense when creatures succeed at saving throws against effect and area spells.
Voluntarily Giving Up a Saving Throw
- A creature can voluntarily forego a saving throw and willingly accept a spell's result. Even a character with a special resistance to magic can suppress this if he or she wants to.
Items Surviving after a Saving Throw
- Unless the descriptive text for the spell specifies otherwise, all items carried and worn are assumed to survive a magical attack. If a character rolls a natural 1 on his saving throw, however, an exposed item is harmed (if the attack can harm objects). The four items nearest the top on Table: Items Affected by Magical Attacks are the most likely to be struck. Determine which four objects are most likely to be struck and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deals.
- If an item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.
|3rd|| Magic Helmet |
|4th|| Item in hand (including weapon, wand, etc.) |
|5th|| Magic cloak |
|6th|| Stowed or sheathed weapon |
|7th|| Magic bracers |
|8th|| Magic clothing |
|9th|| Magic jewelry (including rings) |
|10th|| Anything else |
* In order of most likely to least likely to be affected.