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