Saving Throws for Items
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 | 19 | 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
- Acid: includes breath of the Dragonis Malignans, giant slug spittle, enzyme (ankheg and other creatures), aqua fortis and regis, and vitriol.
- Crushing blow: describes any great or fierce physical blow that is strong enough to cause 33 damage. 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, then everything on the character's upper body, both back and front, must make save.
- 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:
- [[Fireball (spell)|Fireball:
- Frost:
- Normal blow: