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Part 5 • Core p60 • book p.60
Saving Throws
Saving throws represent the ability of a character or creature to resist or avoid special attacks, such as spells or poisons. Saving throws are made by rolling a d20 against a target number based on the character's class and level; for monsters, a comparable class and level are provided for the purpose of determining the monster's saving throw figures. As with attack rolls, a natural (unadjusted) roll of 20 is always a success, and a natural 1 is always a failure.
The five categories of saving throw as follows: Death Ray or Poison, Magic Wands, Paralysis or Petrify, Dragon Breath, and Spells. Spells and monster special attacks will indicate which category applies (when a saving throw is allowed), but in some unusual situations the Game Master will need to choose a category. One way to make this choice is to interpret the categories metaphorically. For example, a GM might be writing an adventure wherein there is a trap that pours burning oil on the hapless adventurers. Avoiding the oil might be considered similar to avoiding Dragon Breath. Or perhaps a stone idol shoots beams of energy from its glaring eyes when approached. This attack may be considered similar to a Magic Wand, or if especially potent, a Spell. The saving throw vs. Death Ray is often used as a "catch all" save versus many of the "ordinary" dangers encountered in a dungeon environment.
In general, saving throw rolls are not adjusted by ability score bonus or penalty figures. There are a few exceptions:
• Poison saving throws are adjusted by the character's Constitution modifier.
• Saving throws against illusions (such as phantasmal force) are adjusted by the character's Intelligence modifier.
• Saving throws against charm spells (and other forms of mind control) are adjusted by the character's Wisdom modifier.
The GM may decide on other saving throw adjustments as they see fit.