Saving Throws for Items

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When a character's body is thrown, broken or subjected to a wide range of natural and magical attacks, the character's body is not the only thing that is affected. Equipment can be wrecked or incinerated, clothes can be made unwearable, substances can be rendered inert or useless and even armour can be destroyed. Therefore, when a character is subjected to any of the attacks listed below, the objects worn and carried by the character must also make a saving throw or else be ruined.

Item
material
Acid Crushing
blow
Disintegrate Electricity Fall Fireball Fire
(magical)
Fire
(normal)
Frost Lightning Normal
blow
bone or
ivory
11 16 10 20 6 12 4 3 2 8 1
book or
leather
10 4 2 20 1 8 5 4 3 13 1
ceramic or
pottery
4 18 12 19 11 5 3 2 4 2 1
cloth 12 6 3 20 2 15 14 13 1 18 1
crystal
or vial
6 19 14 20 13 5 4 3 7 15 5
gem or
pebble
3 17 7 18 4 5 3 2 1 14 2
glass 5 20 15 20 14 6 5 4 6 17 1
liquid 15 1 1 20 1 15 14 13 12 18 15
metal
(hard)
7 6 2 17 2 6 2 1 1 11 1
metal
(soft)
13 14 9 19 4 13 6 5 1 16 1
mirror 12 20 15 20 13 9 6 5 6 18 1
parchment
or paper
16 11 6 20 1 8 18 17 2 20 1
wood or
rope (thin)
9 13 6 20 2 12 10 9 1 10 1
wood or
rope (thick)
8 10 3 19 1 8 6 5 1 12 1

Adjustments

Magical items receive a minimum +1 save against these attacks, with a better bonus if the item is an armour or weapon whose modifier is higher. This also applies to items like bracers, a cloak or a ring of protection. Both a cloak or a ring of protection will grant a +1 modifier to all other objects carried by the person as well. If the magical item is specifically designed to resist the attack form (such as a ring of fire resistance vs. fire of any kind), then the save bonus is +5.

Items that are protected by some outer covering or container need not make save if the covering or container survives. For example, a scroll in a scrollcase, or a spellbook inside a box, are safe from save if the scrollcase or the box succeed in their rolls. A character's doublet need not save if a layer or outer armour or the covering hauberk survive.

Notes on Attack Forms

  • Crushing blow: describes any great or fierce physical blow that causes 33 damage or more. Roll a 50/50 chance to see if the character's weapon or shield must save first; if there is no shield, then it must be either the character's armour or weapon. If the weapon or shield fails, the armour must save afterwards. If the armour fails (or there was no armour), then everything on the character's upper body, both back and front, must make save (following the armour's fail, it is assumed the force has knocked the character down).
  • Disintegrate: describes effects similar to the spell of the same name. Everything within a 10 ft. diameter cube must make save regardless of outer covering or protection.
  • Electricity: includes all natural electrical discharges other than lightning. Examples include the electric eel's attack and the electrical glyph of warding. Shocking grasp is not included. A saving throw for items is not necessary if the target is not grounded.
  • Fall: describes falls where a minimum of 22 hit points of damage occurs. Unless the landing surface is 20° or more, roll 50/50 for the character's back or front to determine which carried objects are affected by the fall.
  • [[Fireball (spell)|Fireball: describes the effects of the spell, which lasts for a split-second. A failed save will scorch or discolour materials but will not render them useless, except in the case of delicate magical formulas such as potions, oils, ointments and healing salves. Magical scrolls that fail save have a 20% chance of being made unreadable; likewise, if a spellbook fails save, each individual spell in the book has a 20% chance of being made unreadable, so that it must be replaced.
  • Fire (magical): describes one combat round's sustained exposure to fire produced by magical spells, such as burning hands, wall of fire and flame strike. Flammable objects failing their save will be set alight with normal fire. Other objects are considered scorched, smoked or singed, so that they are reduced in value by 20%. A saving throw must be made for each round that an object is exposed to magical fire.
  • Fire (normal): describes one combat round's sustained exposure to naturally occurring fire, including burning oil, exposure to a firepit or a burning environment such as a house or forest fire. Flammable objects failing their save will be set alight. Other objects are considered scorched, smoked or singed, so that they are reduced in value by 10%. A saving throw must be made for each round that an object is exposed to normal fire.
  • Frost: describes one hour's sustained exposure to ice crystals that infuse the object, coating it with rime or frost and causing its temperature to fall well below freezing. Objects that contain water will be split open by expanding ice. Paper, once it has thawed, will become wet and useless. Mirrors, glass and vials will crack. Hard metal or stone will, if subjected to a normal blow, will break without gaining a saving throw.
  • Lightning: describes both magical and natural bolts of lightning passing through creatures and objects. Unlike natural lightning, magical lightning does not require the target to be grounded. As lightning passes through every part of its target, all objects must make save regardless of protection or location on the body.
  • Normal blow: describes any strong physical blow that causes 22-32 damage (for greater blows, see crushing blow, above. Roll a 50/50 chance to see if the character's weapon or shield must save first; if there is no shield, then it must be either the character's armour or weapon. If the weapon or shield fails, the armour must save afterwards. If the armour fails (or there was no armour), then everything on the character's upper body, both back and front, must make save (following the armour's fail, it is assumed the force has knocked the character down).

Notes on Materials

See Also,
Combat
Injury
Saving Throws