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Saving Throws

Saving throws measure a character's resistance to special types of attacks — poisons, magic, and effects that target the whole body or mind.

How they work

Saves resolve exactly like THAC0 — roll a d20 and equal or exceed the listed value:

  • Some spells or effects impose a penalty to the roll (you need a higher number).
  • Magical items, class abilities, and spells may grant bonuses (you need a lower number).
  • A successful save may reduce damage or prevent the effect entirely, depending on the spell.

Saving throw values improve as you gain levels. See Saving Throws progression for the per-class tables.

The five save categories

Listed in order of priority — when multiple categories could apply, the higher-priority one is used.

Save vs. Death

Used whenever a character is affected by:

  • A paralyzing attack (regardless of source).
  • Poison of any strength.
  • Spells and magical items that kill the character outright.

Save vs. Wand

Used against the powers of a rod, staff, or wand, when no higher-priority save applies.

Save vs. Polymorph

Used when a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand).

Save vs. Breath

Used against breath weapons — particularly the powerful blast of a dragon.

Save vs. Spell

The catch-all. Used to resist the effects of any magical attack from a spellcaster or magical item, or to resist an effect that defies any other classification.

Bonuses

  • Short races (halflings, gnomes, dwarves) gain Constitution-based save bonuses against most categories. See Saving Throws → Short-race Constitution bonuses.
  • Paladins get +2 to all saves.
  • Monks at level 1 already have +2 vs. Spell, with further bonuses at higher levels.

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Saving Throws".