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".