Saving Throws

Magic

Usually, a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work. Negates The spell has no effect on a subject that makes a successful saving throw. Partial The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs. Half The spell deals damage, and a successful saving throw halves the damage taken (round down). None No saving throw is allowed. Harmless The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires. Saving Throw Difficulty Class A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class. Succeeding on a Saving Throw A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells. Automatic Failures and Successes A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success.

Saving Throws — Kingmaker