Liquid. Potions, magical oils, poisons, acids while container remains intact.
Metal, soft or jewelry. Includes pearls of any sort.
Mirror. Silvered glass. Treat silver mirror as "Metal, soft," steel as "Metal, hard."
These saving throws are self-explanatory in general. It is a case of either saving or failing. Potions and liquids which do not make their saving throws should be noted secretly by you — unless the player concerned has his or her character check to determine if the fluid was harmed. Such failure will not otherwise be notable without examination and testing.
Acid. This assumes a considerable volume of strong acid (black dragon or giant slug spittle) or immersion for a period which would affect the item.
Blow, crushing. This assumes that the item is struck by a weighty falling object or a blow from an ogre’s or giant’s weapon, for example. Another example would be a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a hard surface or dropped from a height. A piece of cloth can be ripped or torn by a crushing blow.
Blow, normal. This assumes an attack by a normal-strength opponent or only fairly heavy object which strikes the object. This also applies to a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a tough, but slightly yielding, surface.
Disintegrate. This is the magical effect.
Fall. This assumes the item falls about 5 ft. and comes into contact with a hard (stone-like) surface. A softer surface (wood-like) gives a +1 on the saving throw, and a fleshy-soft surface gives +5. For each 5 ft. over the first 5 ft. the item falls, subtract 1 from the die roll to save.
Fireball. This is the magical fireball, meteor swarm, (red) dragon breath, etc.
Fire, Magical. This is the magical wall of fire, fire storm, flame strike, etc.
Fire, Normal. This assumes a hot fire such as produced by a blazing wood fire, flaming oil, and the like. The item in question would have to be exposed to the fire for an amount of time sufficient to have an effect, i.e. paper or parchment for but 1 melee round, cloth for 2, bone or ivory for 3, etc.
Frost, Magical. This is the magical frost or cold such as a white dragon breath or spells such as cone of cold or ice storm.
Lightning (Bolt). This is magical attack from lightning called from the sky, the spell of the same name, blue dragon breath, etc.
Electricity (Electrical Discharge or Current). The “shock” of an electric eel, magical items, traps, etc.
Artifacts & Relics: Because of the very nature of these items, you may desire to disallow any destruction or harm to these items by common normal or magical means. This rule may apply to some, all, or none as you deem best in the circumstances of your campaign. You might, for example, decide that all such items have an additional +3 on their saving throw dice, and that certain obviously potent items are subject to harm only from other artifacts and relics or attacks by gods or similarly powerful beings.