rdfs:comment
| - A saving throw gives a character a chance to remove a negative condition or other effect that states "save ends". A successful saving throw is called a save. At the end of a creature's turn, the creature makes a saving throw against each effect on the character that a save can end. When making multiple saving throws, the creature chooses the order. Each saving throw is a d20 roll.
- A saving throw is a roll made to avoid (at least partially) damage or harm. The three types of saving throws are Fortitude, Reflex, and Will. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score.
- A saving throw (or save) is an attempt by a character to partially or fully negate the harmful results of various spells or special attacks (rather than — or after — attempting to negate the spell itself, as with spell resistance). Not all spells and attacks allow a save; those that do make a note to that effect in their descriptions. The descriptions will also detail the consequences of successful and failed saves. "Saving throw" can also refer to the numeric ratings used by a character when making this attempt.
- 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 causes 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.
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abstract
| - 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 causes 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. Disbelief: A successful save lets the subject ignore the effect. (object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects.) A magic item’s saving throw bonuses are each equal to 2 + one-half the item’s caster level. (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 sorcerer or bard, or Wisdom for a cleric, druid, paladin, 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. Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality. Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deal. If an item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage. (1) In order of most likely to least likely to be affected.
- A saving throw gives a character a chance to remove a negative condition or other effect that states "save ends". A successful saving throw is called a save. At the end of a creature's turn, the creature makes a saving throw against each effect on the character that a save can end. When making multiple saving throws, the creature chooses the order. Each saving throw is a d20 roll.
- A saving throw is a roll made to avoid (at least partially) damage or harm. The three types of saving throws are Fortitude, Reflex, and Will. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score.
- A saving throw (or save) is an attempt by a character to partially or fully negate the harmful results of various spells or special attacks (rather than — or after — attempting to negate the spell itself, as with spell resistance). Not all spells and attacks allow a save; those that do make a note to that effect in their descriptions. The descriptions will also detail the consequences of successful and failed saves. "Saving throw" can also refer to the numeric ratings used by a character when making this attempt. There are three types of saving throws in Neverwinter Nights — fortitude, reflex, and will. These represent a character's ability to physically withstand, physically avoid, and mentally withstand the various attacks that allow a save. Every character has a numeric rating for each of these types of saves, with the rating being the sum of the base save (based on class levels), associated ability modifier, and any bonuses that may be granted by feats, effects, and equipped items. The character sheet lists this sum for each type of save. Some saving throw bonuses may apply to only certain subtypes of saves (as in the "versus death" part of "fortitude saving throw versus death"). In addition, spellcraft can provide a bonus when a save is made against a spell. The character sheet does not include these bonuses, but their effects may be seen in the combat log when such saves are attempted. Furthermore, saves versus disease, fear, mind-affecting, poison, and traps are automatically successful if the one rolling the save is immune to the subtype in question. (There is an exception for poison and disease if the immunity comes from a feat and the saving throw is not the one to resist the application or effects of an actual disease or poison effect.) A cap of +20 exists on saving throws (directly) increased by means of the spellcraft modifier, magical equipment, spells, or spell-like feats. Some non-spell-like feats — arcane defense and sacred defense — also count towards the cap, while others — iron will, dark blessing, and divine grace — do not. Indirect bonuses, such as from increasing the associated ability, do not count towards this cap.
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