Saving Throws
Certain spells and other effects allow the victim a saving throw to reduce or negate the effect. The saving throw is similar to any other skill attempt in that a difficulty must be exceeded. A bonus roll is generated and added to the base skill factor. Each success level gained reduces the effect.
The saving throw simulates many things including pure luck, such as the eddies in the fireball were slightly cooler at one point, your success in getting out of the way, your resistance to the effect and your ability to modify the flow of power itself such as a wizard performs when resisting another spell.
Saving throws are often given for inanimate objects in the posession of another (being held or worn).
Calculating the saving throw
A standard save is at difficulty 10 + spell level though this may be modified by many factors such as the ferocity of the dragon or the power of the necromancer.
What to save against
There are several general effects that can be saved against. The saves are made as a normal skill against a statistic. These are :
Attack |
Save vs |
Example |
Notes |
---|---|---|---|
Mind |
Mental Defence |
Charms |
|
Movement |
Dodge |
Rolling boulders... |
You are getting out of the area or taking cover behind something or someone else. Some spells give off tell tale effects that let you know to dodge. |
Physical |
Endurance |
Effects that permeate Stuns |
Cold fogs, rain Not breathing when you really want to |
Sensory |
Spot |
Illusions, Stealth |
|
Penetration | Armour | Poison claw | Was your skin pierced or was the attack merely cause you to spend stamina dodging This is a special type of save as it's based on the type of armour and the amount of damage, the more damage the more likely the attack pierced the armour rather than just bouncing. Roll under Armour - damage taken |
You will be able to use hero points against certain types of save, such as dodging boulders or fireballs, but not others. You cannot use a hero point against those where you don't know a save was made for you by the DM or there is a fixed percentage chance of an event happening.
Spells will only have one saving throw type for the main effect, other effects are assumed to depend upon the success of failure of main one.
Blast effects
Many spells or creature abilities cause a blast effect, this may be a fireball, dragon's breath or an acid spray. In these cases you are attempting to dodge behind cover, which may be someone else, or simply curling up to present a small a target area as possible. Thus it is a dodge save.
If you are in armour the fire will partially splash off the armour; thererfore, damage is reduced using it's normal affect (e.g. plate = half damage). Lack of armour never increases it. Medium and bigger shields are particularly good for hiding behind so automatically grant +1 level on your save.
Of course heavy armour affects you ability to dodge effectively.
Creatures caught on the edge of a physical effect area get advantage on their dodge save.
Saving throws
Against damaging effects the variability is in the damage rolled; the saving throw is a fixed number for the caster dependent upon their level. Against other spell effects the save is variable but dependent upoon the same factors.
Saving throw adjustments
Cover
Cover can give a bonus to the saving throw against ranged physical (including spell) attacks of +1 per 20% cover.
Mages
Mages gain an additional bonus of +1 to their save for each ability level they have in the spell type. This is cumulative with any other saving throw adjustments
The magical ability of a mage to alter elemental reality gives them saving throws even where none is normally available and even counts against non-spell effect such as the damage suffered from being inside a burning house.
Examples
Snablet the mage fires a fireball at the party with a save required of 15.
- Troppus the barbarian has an dexterity of 3 plus the dodge skill at +4 = 7 so needs to roll an 8 to make 15
- Simeon has an dexterity of 1 and a dodge of +2 and an electromagnetic skill of 3 = 6 so needs to roll an 9 to make 15
However most wizards also have response spells which automatically (if cast) reduce damage by at least half in addition to any saving throw reductions.
Saving Throw Result
This is the same table as the skill success level table. The success level determines the effect the spell or act will have on the character. The greater the success level the less the effect or damage suffered.
For non-damaging effects a successful save will often negate the spell completely. For spells that cause damage the damage is reduced according to the success level of the save.
Bonus over target |
Save difficulty |
Success / failure level |
Damage taken |
---|---|---|---|
-12+ | -5 | Catastrophic | x2 |
-6 to -9 | -3 | Dreadfull | x 1.5 |
-3 to -5 | -2 | Bad | +10% |
-1 to -2 | -1 | Unlucky | Normal |
0 to +1 | 0 | Minimal | 3/4 |
+2 to +4 | +1 | Average | 1/2 |
+5 to +9 | +2 | Good | 1/3 |
10+ | +3 | Superior | 1/4 |
System Shock
System shock is rolled when a body undergoes a massive transformation such as being turned to stone or polymorphed. The standard save is Endurance 9.
Poison
Poisons do not kill (that is not fun).
When attacked by a known poisonous creature it is assumed you try to avoid the blow getting through. so it may be wise to fight with a defensive stance. If you are struck and suffer damage then you took a nick and may have got poison in you.
ENDURANCE save to see how your body rejects the poison. If you fail then:
- Take the effect
- Save at check period, then if fail take the effect again (if saved see changed effect). The immediate effect oif the first save is to stop it getting worse, then recovery begins at next period.
- Recovery: On the first save the effects stop getting worse, then improve after every further normal check period. Some have slower than the normal check period for recovery times. Further saves may be made at each further check period which would normally end the effect completely (there are exceptiopns). No more than two saves may be passed.
- Endurance (15) save to end the effect
- Immediate = effect is double normal (10%)
- Delayed: = No immediate effect but no save at first check period.
- Flat: = Effects do not get worse over time.
- Minimum stats when affected by poisons are -5. You don’t die but are bed bound
- If the effect carries on after the save this goes on for as long as the effect time
- Rising checks get harder to resist, they may have a maximum difficulty after which the effect reduces again.
- Slow poison doubles the time between checks for effects, but keeps the same duration for saves. Against delayed effects this gives you the chance to save before taking any effect as you get a chance to save at the 2nd check before taking the damage.
- Poisons extracted from creatures or on missiles are at half effect and take twice as long between affects (affect on 1st/3rd/... check time) as they degrade outside of a warm body and in the air. After a month they are useless.
- Herbalism check to succesfuly extract
Roll |
Body effect |
Game effect per check |
Check every |
After 1st save |
After 2nd save |
1 |
Necrosis Limb turns black |
Delayed: -1WP |
Day |
Recover 1WP/day | Recover 2 WP/day |
2 |
Paralysis in limb |
N/A |
Hour |
Half speed for limb actions (& disadvantage) |
Disadvantage for 1 hour |
3 |
Difficulty breathing |
Lose all breather and 5 minute points +1 SP per round when exerting |
10 min |
Recover 5 minute points normally |
|
4 |
Tunnel vision |
-1 alertness/defence (min -4) |
Hour |
Recover 1 |
Recover |
5 |
Convulsions |
Double on dice = convulsions for 1 round. |
Hour |
Recover 1 |
Cured |
6 |
Muscle spasms |
Fumble on a <4-8 rising (dice), no criticals |
round |
Recover -1/hour | Recover -1/minute |
7 |
Unconsciousness |
WILL (10-16) rising, sleep until WILL 16 then END (16) ongoing check |
Hour |
Wake up |
|
8 |
Drowsiness |
Alertness & defence -1, WILL(10-16) rising |
Minute |
Recover after 1 hour |
|
10 |
Engorged tongue/frothing |
-1 to speech actions |
Hour |
Recover 1 |
|
11 |
Keeps bleeding |
Delayed: 1WP Bound = 1 Day point instead. |
Day |
Recover 1 |
|
12 |
Blood oozes from orifices |
Delayed: -1 STR & DEX |
30 mins |
Recover at 1/ day |
|
13 |
Fever |
Delayed: -1 all stats |
Hour |
Recover 1 |
|
14 |
Severe pain when moving |
-2SP (needs magic to cure) |
Hour |
Recover normally |
|
15 |
Immediate limb pain |
4 Day points (No WP) |
Hour |
½ effect |
Cured |
16 |
Painful |
Flat: Skills & defence -2 |
Hour |
½ effect |
Cured |
17 |
Debilitating pain - Instant |
3d6 damage reducing per round (3d6/2d4/d4). No actions for 2 rounds. No WP effect |
Round |
½ damage |
Cured |
18 |
Profuse sweating |
2SP /r when in combat |
5 mins |
½ effect |
Cured |
19 |
Nausea |
Skills & defence -1 |
30 min |
½ effect |
Cured |
20 |
Migraine |
Flat: Skills & defence -4 |
10 min |
½ effect |
Cured |
21 |
Pain |
Flat: L2 damage, rest 5 minutes in every 30 |
Hour |
|
|
22 |
Accumulating pain |
-1 skill every round of action without rest |
Hour |
Every 2r |
Cured |
23 |
Weakness |
-1 STR |
Hour |
Recover at 1/hour |
|
24 |
Double vision |
Flat: -2 Alertness & perception |
Hour |
Cured |
|
25 |
Ringing ears |
Flat: -1 Alertness |
Hour |
Cured |
|
26 |
Wobbly legs |
-1 DEX (affects defence) |
Hour |
Recover 1 |
|
27 |
Co-ordination |
-2 dex skills,-1 other physical skills |
Hour |
Recover 1 |
|
28 |
Swelling |
Delayed: Limbs swell up -2 def. No metal armour |
5 min |
Recover at 1/day |
|
29 |
Lose concentration |
-1 ALERT, -1 initiative |
1 hour |
Recover 1 |
|
30 |
Blurred vision |
Flat: -4 skills under 30’, -2 over 30’ |
1 hour |
½ effect |
Cured |
LSD | You can fly (with pink elephants) | ||||
Nausea | Lose next 2 rounds + 3d6 damage | ||||
Slow acting | 1 SP (but save is at -5) no cure | 1 round | Cured | ||
Fuzzy mind | Disadvantage to all mental skills and saves | ||||
Jeteye | Disadvantage on sight based actions | ||||
Anti-regen | All healing fails | ||||
Stumbler | DEX = -2 (includes defence, but not propelled weapons) |
Mind control effects
Spells which control the mind may have reduced effects if a save is made. For example if a hold spell was cast it would end up being a slow spell if the save was just made or cause only a loss of initiative if it was successful by a larger margin.
Horror
Certain monsters, sights and situations are so horrific that characters may literally quake in their boots. Unless a saving throw is made characters will suffer some ill effects depending upon the severity of the failure.
Once a scene has been saved against successfully the character need not save again if it is re-encountered. If the save failed they must save again adding the success modifier from the last failure. The ability to save again simulates the desensitising effect of repeated encounters.
Failure |
Cumulative Effects |
|
---|---|---|
Threatening |
Non-threatening |
|
Unlucky |
Stymied |
Disgust |
Bad |
Aversion |
Senseless rage |
Appalling |
Revulsion |
Mental shock |
Catastrophic |
Obsession |
Obsession |
Ill effects may be removed with a remove fear .
Threatening situations
Stymied
The character starts shaking and perform all actions at -2. No hero points may be used. This lasts until 10 minutes afterwards the encounter is ended
Aversion
The character cannot bear to look at or approach the cause. They may only attack from the relatively safe distance of 30'. Even then all actions are performed at -4. If the creature comes closer then the character must endeavour to retreat. If retreat is impossible due to a physical restraint (a wall, fast flowing river, or such like) they may attack at -6. No hero points may be used during this encounter or for a period of 10 minutes afterwards.
Mental shock
The character remains stunned (see combat) for three rounds. After that a saving throw against mind may be made. If failed another save may be made after 3 rounds. If three saves fail the character falls into a state of deep shock whereby a save may be made only every hour. No hero points may be used during this encounter or for a period of 10 minutes afterwards.
Obsession
The character would willingly dive into a set of rapids or through a wall of flame in order to get away. No hero points may be used during this encounter or for a period of 10 minutes afterwards.
For the next month they will be revolted even by the sight of something that reminds them of the scene. (Thus spilt red wine suggests the spilt blood of a massacre). The horrifying experience play itself over and over again in the characters mind. By day they continually talk about the event; by night they suffer nightmares and gain little real rest. Only half normal stamina and power points may be gained each day.
Non-threatening situations
If the scene turns threatening then at that point the threatening reactions occurs instead.
Disgust
The character has to look away in disgust. No hero points may be used until 10 minutes afterwards the scene can no longer be seen (and the character is a reasonable distance away).
Senseless rage
If the scene is static (no monsters and not threatening) the character flies into a rage and their only desire is to smash and destroy the horror scene. The character attacks twice as often as normal and continues after the scene is destroyed. Starting 1 round after total destruction the character may make another save at -2 each round (reducing by 1 each round) until successful. No hero points may be used until 10 minutes afterwards the scene has been destroyed or the character has been calmed down by other means.
Nausea
The character cannot bear to look at the scene or stay in an enclosed space. The character starts shaking with fright then throws up. No hero points may be used until 10 minutes afterwards the scene can no longer be seen (and the character is a reasonable distance away)
Repulsion
The immediate affects are as for nausea however the effects are more traumatic and permanent. The character will immediately try to put as much distance as possible between them and the scene. This will involve running at 4x speed for 2 rounds or until exhausted whichever occurs first. Once the character has got over the initial effects then for the next month they will be revolted even by the sight of something that reminds them of the scene. (Thus spilt red wine suggests the spilt blood of a massacre).
Wild Surges
Roll | Effect | Description |
---|---|---|
1 | Blast | 10' diameter arcane blast 1SP per power point (Endurance) |
2 | Backfire | Thrown back 10' take d6 damage (bludgeon) |
3 | Internalised | Power channelled through you too early, suffer minor damage, 1SP per power point (no save) |
4 | Curveball | Spell directed incorrectly (does not hit original target) |
5 | Burnout early | Spells burnsout in 1 round if it has a duration or no effect if instant |
6 | Power leak | Additional power needed cast at +1 level or the spell fails. |
7 | Brain freeze | No action until end of next turn. |
8 | Brain addled | No casting next turn (or this), dazed. |
9 | Stunned | Stunned next round |
10 | Dazed | Dazed next round |
11 | Off balance | You are at disadvantage until end of next round |
12 | Combat advantage to all saves. | |
13 | Saw it coming | =+D6 to opponent's saves |
14 | Thick ether | Spell goes off at half desired range. |
15 | Thin ether | Spell goes off at 2x expected range |
16 | Distracted | Lost concentration, goes off in front of your face. |
17 | Bemused | =+D6 to saves |
18 | Connection lost | Spell fails, no visible effect |
19 | Wobbly ether | Spell effect reversed (if possible) |
20 | Ether hole | Rains fish... |
21 | Oops | Clothes catch on fire |
22 | Planar leak | Special |
23 | Planar leak | Special |
24 | Planar leak | Special |
25 | Planar leak | Special |
26 | Planar leak | Special |
27 | Planar leak | Special |
28 | Planar leak | Special |
29 | Planar leak | Special |
30 | Planar leak | Special |
Specials | ||
---|---|---|
1 | Conj / Abjur | Attract Fire /electricity... |
2 | Conj / Abjur | Glowing halo 1 easier to hit for 6 rounds |
3 | Conj / Abjur | Annoyed demon comes through = spell level |
4 | Conj / Abjur | Dispel Magic field, affects 1 item/buff |
5 | Conj / Abjur | Teleported random direction 15' x level |
6 | Conj / Abjur | You are moved to the Astral plane for 1r |
1 | Alteration | Boots... turned to stone... |
2 | Alteration | 1 potion / liquid turned to water |
3 | Alteration | Turn surroundings to another state solid (Floor > mud, Water>ice, Air>water,slippery for 2r acrobatics 12 to not fall |
4 | Alteration | Sunk into ground level x 1" |
5 | Alteration | Saps 2 strength from 1 creature |
6 | Alteration | Head grows to twice size for 2r (-2 to speech) |
1 | Force | Thrown upwards level x 5' feet. L(spell/2) damage from ceiling and floor |
2 | Force | Cone 120 degrees pushes characters 10'x level |
3 | Force | Sphere of force pushes all out within 5' x spell level, L1 damage |
4 | Force | Mage thrown random direction 5' x level. Damage = L(spell-1) |
5 | Force | Force wall 10' in front of you 20' long from you for 1r. Prenents missiles/magic Broken by boulders... |
6 | Force | |
1 | Elemental | Ball of Fire… sphere 10' rad |
2 | Elemental | Cone of fire… cone 20' |
3 | Elemental | Lava / freezing fog / mud / cyclone pours through L(spell/2) damage |
4 | Elemental | Annoyed elemental comes through the rift |
5 | Elemental | Potions within 20' frrozen for 10 minutes |
6 | Elemental | Immolated / frozen / static…1 round (2d6 damage) |
1 | Divination | Random vision of something within 50 miles |
2 | Divination | Broadcast thoughts & plans. All opponents go before you next round |
3 | Divination | Blind for 1 round |
4 | Divination | All creatures within 20' glow and become 1 easier to hit for 2 rounds |
5 | Divination | You can see all invisible and other creatures for 2r |
6 | Divination | |
1 | Electro-mag | Annoyed elemental comes through |
2 | Electro-mag | Sucks out all light 20' rad |
3 | Electro-mag | Blinding light -2 skills to all within 10' |
4 | Electro-mag | You glow with a bright light for 2r +2 to be hit. |
5 | Electro-mag | |
6 | Electro-mag | |
1 | Emotion | Fear, run away next round |
2 | Emotion | Hate - All nearby creatures target you next round (including ranged) |
3 | Emotion | Spell affects caster |
4 | Emotion | Blubbering wreck, -2 to skills next round, Iniative = 10, No feats |
5 | Emotion | Mentallly exhausted for 2r -2 to WILL/INT skills |
6 | Emotion |