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Saving Throws

A saving throw is the d20 roll a character makes to resist a special type of attack — poison, magic, breath weapons, and effects that affect the whole body or mind.

How a save works

A save behaves much like THAC0 in reverse: the character must roll equal to or greater than their saving-throw value on a d20. Some spells and effects impose a penalty or grant a bonus to this roll.

Saving-throw values improve as characters gain levels — see the saving throw progression table.

A successful save may reduce damage or prevent the effect entirely. Some spells (like the Protection spells) greatly improve saving throws against specific attack types.

The five saves

The saves are listed in priority order — when more than one could apply, the higher-priority save is used. For example, a paralysing wand uses the save vs. Paralyzation (higher priority) rather than the save vs. Wands.

1. Save vs. Paralyzation, Poison, and Death Magic

Used whenever a character is affected by a paralysing attack (regardless of source), poison of any strength, or spells/items that otherwise kill the character outright.

2. Save vs. Rod, Staff, or Wand

Used when a character is affected by the powers of a rod, staff, or wand — provided no higher-priority save is called for.

3. Save vs. Petrification or Polymorph

Used any time a character is the target of a spell or effect that turns them to stone (petrification) or changes their physical form.

4. Save vs. Breath Weapon

Used against monsters with breath weapons — especially the devastating breath of a dragon.

5. Save vs. Spell

The catch-all: used to resist a magical attack from a spellcaster or magic item when no other save applies. Also used for attacks that defy classification.

Modifying saves

Saving throws can be modified by magical items, specific rules, and special situations:

  • Magical cloaks and rings of protection grant bonuses to saves.
  • Magical armors that grant a save bonus apply only when the save is forced by something physical (whether normal or magical).
  • Specific spells and items have targeted effects, good or ill. Some spells force the target to save with a penalty, making even an innocuous-looking spell dangerous. Specifics live in each spell's description.

Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Saving Throws", "Modifying Saving Throws".