Saving Throws & Magic Resistance
Saving Throws
The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save themselves from certain destruction (or at least lessen the chance of a successful attack).
To make a saving throw, a player rolls 1d20. The result must be equal to or greater than the character's saving throw number. The number a character needs to roll varies depending upon their class group, their level, and what they are trying to save themselves from.
Save vs. Paralyzation, Poison, or Death Magic: 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). This saving throw can also be used in situations in which exceptional force of will or physical fortitude is needed.
Save vs. Rod, Staff, or Wand: As its name implies, this is used whenever a character is affected by the power of a rod, staff, or wand, provided another save of higher priority isn't called for. This saving throw is sometimes specified for situations in which a character faces a magical attack from an unusual source.
Save vs. Petrification or 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). It can also be used when the character must withstand some massive physical alteration of their entire body.
Save vs. Breath Weapon: A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon . This save can also be used in situations where a combination of physical stamina and agility are critical factors in character survival.
Save vs. Spell: This is used whenever a character attempts to resist the effects of a magical attack, either by a spell caster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification.
Save vs. Fear: A fear check is required when someone finds themselves confronted with an overwhelming threat. In some cases, the person may overestimate the danger, but if they believe the menace is far more powerful then they can handle, they may be required to make a fear save. Conversely, if someone does not believe the threat before them to be deadly, no fear check is usually required.
Save vs. Horror: There comes a time when heroes are forced to confront something so terrible that they can scarcely believe it to be real. Perhaps they must watch as a loved one undergoes a terrible transformation at the hands of a vile beast, or endure the loathsome kiss of some bloodsucking creature as it drinks upon the nectar in their veins. Whatever the cause, horrified character will be slow in recovering from the terror in their hearts.
Save vs. Madness: The mind is truly a wondrous thing, both complex beyond our understanding and powerful beyond our measurement. Sadly, it is also fragile and finely-tuned. When confronted by the terrors and abominations lurking in the world and planes, the careful balances between logic and emotion, reality and imagination, can be shattered. Thus, adventurers can end up in asylums as often as they do the grave.
Saving Throw Criticals
Critical strikes occur when the target rolls a natural 3 or less on their saving throw and misses their saving throw by a margin of 5 points or more. If the spell or ability in question does not allow a saving throw, the target still checks for a critical strike by rolling a saving throw; this special saving throw has no other purpose than determining whether or not the character suffers a critical strike.
Magic Resistance
Magic resistance is given as a percentile number. For a magical effect to have any chance of success, the magic resistance must be overcome. The target (the one with the magic resistance) rolls percentile dice. If the roll is higher than the character's magic resistance, the spell has a normal effect. If the roll is equal to or less than the character's magic resistance, the spell has absolutely no effect on the character.
Magic resistance enables a creature to ignore the effects of spells and spell-like powers. It does not protect the character from magical weapon attacks or from natural forces that may be a direct or accidental result of a spell. Nor does it prevent the protected character from using their own abilities or from casting spells and using magical items. It can be effective against both individually-targeted spells and, within limits, area-effect spells.
Magic resistance is rolled before saving throws.