Difference between revisions of "Saving Throws"
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{| class="wikitable" style="float:left; margin-right: 15px; background-color:#d4f2f2;" | {| class="wikitable" style="float:left; margin-right: 15px; background-color:#d4f2f2;" | ||
|+ Clerics, Druids & Paladins | |+ Clerics, Druids & Paladins | ||
− | ! Level !! Poison | + | ! Level !! Poison<dws/> !! Paralyzation<br>& Petrification !! Polymorph !! Rod, Staff<br>& Wand !! Breath Weapon !! Other Magic |
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| '''1-4''' || 12 || 11 || 13 || 14 || 15 || 15 | | '''1-4''' || 12 || 11 || 13 || 14 || 15 || 15 |
Revision as of 01:29, 27 June 2020
Saving Throws are die rolls used to determine whether magic, poison or various other forms of non-melee attacks are effective against a character or monster. The actual means by which the attack is minimized or avoided is a source for much contention; this wiki takes the position that success indicates that the defender has dodged, eluded, withdrawn from, escaped, fended off, resisted, overcame, stoop up to or mentally resisted or benefitted from enormous luck that mitigates the effect of the attack. And that further the potential for escaping such attacks promotes a better game-playing experience.
To succeed in a saving throw, the shown rolls must be equalled or bettered by the characters that have been attacked, according to their level and hit dice (see below for notes about monsters).
Level | Poison<dws/> | Paralyzation & Petrification |
Polymorph | Rod, Staff & Wand |
Breath Weapon | Other Magic |
---|---|---|---|---|---|---|
1-4 | 12 | 11 | 13 | 14 | 15 | 15 |
5-8 | 11 | 10 | 12 | 13 | 14 | 14 |
9-13 | 9 | 8 | 10 | 11 | 12 | 12 |
14-18 | 8 | 7 | 9 | 10 | 11 | 11 |
19+ | 7 | 6 | 8 | 9 | 10 | 10 |