[Prev] [Contents] [Next]

Saving Throws

Making Saving Throws

A character's saving throw is determined by adding the base value for his level to his bonuses for class and race. In order to save the character must roll less than or equal to this number on a d100. Magic items save on a 50 or less, but are not affected by most spells.

Base Saving Throw
Level 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 +1
Base 20 24 28 32 36 40 44 48 51 54 57 60 63 66 68 70 72 +2

Saving Throw Bonuses
Class Physical Mental Spiritual
Fighter +10 0 0
Mage 0 +10 0
Cleric 0 0 +10
Scout 0 0 0
F/Mage +5 +5 0
Race Physical Mental Spiritual
Human 0 0 0
Dwarf +10 0 0
Elf 0 +5 +5
Hobbits +5 0 +5

Saving Throws are divided into three types:

Physical
Fireball, Lightning Bolt, Paralyzation, Poison, Breath, etc.
Mental
ESP, Suggestion, Sleep, Harpy's Lure, Power Words, etc.
Spiritual
Finger of Death, Cures/Causes, Quests, Curses, etc.

When an individual makes a saving throw, he will generally know that he saved against something, but will only know the general type of saving throw involved (Physical, Mental or Spiritual). If an individual fails to save, he will not be aware that he needed to make a saving throw, unless there are obvious effects.

Dropping Saving Throws

An individual has the option of dropping all saving throws for a melee round. An individual exercising this option must state so in the Declaration Phase. If this is done any saving throws required that round will automatically be missed.

[Prev] [Contents] [Next]


Last Modified on August 29, 1995

ammulder@princeton.edu