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Saving Throws are measures of a character’s resistance to special types of attacks — poisons, magic, and attacks that affect the character’s whole body or mind. Saving Throw values behave much the same way as THAC0; when a character makes a Saving Throw, they must roll higher than their Saving Throw value (some spells or effects may impose a penalty or bestow a bonus to this roll). Characters’ Saving Throw values improve as they gain levels and may be affected by magical items and specific spells.

If a Saving Throw is successful, it may reduce damage or prevent the effects of a spell or attack entirely. Some spells greatly improve Saving Throws against different types of attacks. The following Saving Throws are listed in order of priority, from highest to lowest; a spell that causes paralysis, for example, will use the Save vs. Paralysis, while a wand that causes petrification will use the Save vs. Wand. (Different Saving Throws are described in greater detail at the end of this book.)

  • Save vs. Paralysis/Poison/Death: This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions).
  • Save vs. Rod/Staff/Wand: As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for.
  • Save vs. Petrification/Polymorph: This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand).
  • Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, especially dragons.
  • Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item.

Saving Throws for Short Races[]

Short races (halflings, gnomes, and dwarves) receive special bonuses to Saving Throws based on Constitution. Halflings and dwarves receive this bonus to Saving Throws against death, wands, and spells; gnomes receive this bonus on Saving Throws against wands and spells.

Constitution Score Saving Throw Bonus
3 or lower -
4 +1
5 +1
6 +1
7 +2
8 +2
9 +2
10 +2
11 +3
12 +3
13 +3
14 +4
15 +4
16 +4
17 +4
18+ +5

Saving Throw for Spells[]

This parameter lists whether the spell allows the target a Saving Throw and the effect of a successful save: “Neg.” results in the spell having no effect; “1/2” means the character suffers half the normal amount of damage; “None” means no Saving Throw is allowed.


Source:

  • Icewind Dale Enhanced Edition Manual - Part 2 - Mastering Melee & Magic
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