SAVE

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'SAVE VS SPELL' All offensive spells are subject to a saving throw. The save system determines whether a spell lands on its target. If a damaging spell is saved against, its damage is halved. If a non-damaging spell (such as a debuff) is saved, it is negated entirely. Spells fall into three categories, each resisted by a different stat: AFFLICTIVE - resisted by Dexterity (save vs afflictive) MALEDICTIVE - resisted by Constitution (save vs maledictive) MENTAL - resisted by Wisdom (save vs mental) Your chance to save against a spell starts at a base of 40%. Your save vs spell stat and the type-specific save stat (afflictive, maledictive, or mental) both increase this chance. The relevant primary stat (DEX, CON, or WIS) provides additional resistance based on its value, with stats above 20 granting a bonus and stats below 20 carrying a penalty. Level difference also matters: each level you have above the caster increases your save by 3% (5% for NPCs). Conversely, being lower level than the caster reduces your save proportionally. Some spells also have a level penalty when they are cast, for instance, blindness casts at -5 levels of the caster. This is what causes certain spells to seem to land "easy" whereas others require more effort. The save chance is always clamped between 5% and 95%. Even without any protective gear, you will always have at least a 5% chance to resist. Even with the best possible protection, the caster retains at least a 5% chance to land the spell. Resistances and vulnerabilities to specific damage types further modify saves. Strong resistance adds +15, medium +10, and weak +5. Conversely, strong vulnerability subtracts 15, medium 10, and weak 5. Full immunity to a damage type will cause the spell to fail outright. Certain powerful abilities grant spell resistance a separate check that occurs before the normal saving throw. If spell resistance triggers, the spell is completely negated regardless of the normal save. Spell resistance can be pierced by SAVE BREAK, another key feature to be aware of. Specific buffs and debuffs can swing saves significantly. Examples: * haunt penalizes mental and charm saves by 15 * Protection from poison and endure each add +20 against poison * Phoenix style grants both spell resistance and +10 saves vs mental * The deceive ability reduces the target's save by 15 on success. * Shadow storm forces afflictive spells to roll a second save attempt, giving the spell an additional chance to pierce saves. See also: MAGIC, SAVE BREAK, VULNERABILITY
4.10.11. SUMMARY > YOUR CHARACTER > ATTRIBUTES > SAVE VS SPELL

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SAVE VS SPELL SAVING THROWS
QUIT SAVE
SAVE
SAVEBREAKS BREAKS

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