Characters will encounter many strange things they must overcome to stay alive on their adventures. Some are physical in nature, such as poison or petrification, and others are magical in nature such as spells or magic items. When these situations arise, the GM will ask you to make a particular type of saving throw.
To roll a saving throw, roll a d20 and roll the target number or higher. For instance, if saving against a particular spell’s effects as a first level Fighting Man, you would need to roll a 16 or higher.
vs. Breath Weapons
Some creatures you encounter may be able to breathe on your characters with a particular elemental effect such as fire or cold.
vs. Petrification
Some creatures you encounter may be able to turn you to stone with a look.
vs. Death or Poison
Some creatures may be able to kill your character with a glance, and others may have the ability to emit some kind of poisonous cloud that would cause you harm.
vs. Magic Items
Spell effects cast by magic items can be just as deadly as if you were facing off against the caster himself.
vs. Spells
Spell effects from active spellcasters are among some of the deadliest effects you may encounter.
Saving Throw Values by Class and Level
* “Breath” = Breath Weapons, “Petr” = Petrification, “Death” = Death or Poison, “Items” = Magic Items
Fighting Man Saving Throws by Level
Level
1-3
4-6
7-8
9
10-12
Breath
15
14
13
12
11
Petr.
14
13
12
11
10
Death
12
11
10
9
8
Items
13
12
11
10
9
Spells
16
15
14
13
12
Cleric Saving Throws by Level
Level
1-3
4-6
7-8
9
10-12
Breath
16
15
14
13
12
Petr.
14
13
12
11
10
Death
11
10
9
8
7
Items
12
11
10
9
8
Spells
15
14
13
12
11
Magic-User Saving Throws by Level
Level
1-3
4-6
7-8
9
10-12
Breath
16
16
15
14
13
Petr.
13
12
11
10
9
Death
13
12
11
10
9
Items
14
13
12
11
10
Spells
14
14
13
12
11
Thief Saving Throws by Level
Level
1-3
4-6
7-8
9
10-12
Breath
15
14
13
12
11
Petr.
14
13
12
11
10
Death
12
11
10
9
8
Items
13
12
11
10
9
Spells
16
15
14
13
12
Ready for more?