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Saves

A saving throw represents the chance that a special attack may be avoided or will have less than the normal effect. This chance is given as a number on the Saving Throws chart (hereafter). A saving throw is made by rolling a twenty-sided die (1d20) (similar to "to. hit" rolls). If the result of the roll is equal to or greater than the number given on the chart, the saving throw is successful. If the result is less than the number given, the saving throw is failed.

If a saving throw is successful against or versus a special attack which could cause damage, the victim will only take 1/2 damage from the attack. EXAMPLE: If a character makes a successful saving throw or "save" vs. a dragon’s 20 point Breath, that character will only take 10 points of damage. If a saving throw is successful against a special attack that has a special effect but does not cause special damage such as Turn to Stone, the victim will avoid these special effects. EXAMPLE: A character who saves vs. a charm person spell is not affected by it.

Some attacks are both normal and special (damage plus poison, for example). In this case, even if the saving throw is successful, the attack will still do the normal damage unless noted otherwise; only the special attack is avoided. EXAMPLE: A rattlesnake bites for 1-4 points of damage plus poison. Even if a bitten character saves vs. Poison, he or she will still take 1-4 (1d4) points of damage from the bite.

If a poisoned attack hits a creature (such as the sting of a killer bee), the victim must save vs. Poison or die (unless the poison is neutralized).

As characters advance in levels of experience, saving throws become easier to make. For example, a 3rd level cleric makes a saving throw vs. Poison with a roll of 11 or better, while a 10th level cleric saves vs. Poison with a roll of 6 or better. The expanded saving throw tables are given below.