Description
Saving throws are the chance that a player has when certain spells and effects are used on the player. There are five different saving throw types, namely:
saving vs. spells and magic in general This saving throw is invoked for spells that produce magical effects directly against the victim, such as 'fireball'. (Grants the character a % chance to reduce spell damage taken by 35%)
saving vs. petrification This saving throw is invoked for spells or attacks which have a chance of petrifying (turning to stone, or just freezing in place) the victim.
saving vs. paralyzation This saving throw is invoked against attacks that can temporarily paralyze the victim, making him unable to move or do much of anything else.
saving vs. breath This saving throw is invoked against breath attacks, such as fire breathing.
saving vs. rods This saving throw is invoked against attacks that are generated by a magical item such as a wand, rod, or staff.
Saving throws may be increased through the use of magical items and enchantments.
Saving vs. Paralysis: - conjure shackles, divine calling, earth evocation, energy orb, entomb, frostbite, hallucinations, harmonic choir, jarate, lunar eclipse, mesmerize, paralyze, psychic scream, replay impact, shriek, web, whirling blades.
Saving vs. Spells: - acid blast, air blast, air evocation, aura cleansing, binding curse, blindness, call lightning, cause critical, cause light, cause serious, chain lightning, channel faith, charm, chill touch, cognitive overload, color spray, confusion, conjure boulder, conjure demons, conjure ironbolt, conjure shackles, conjure unicorns, create food, curse, daggerportal, damnation, dampening field, delay reincarnation, desecrate armor, disintegration ray, disrupt sight, drop the bass, eldritch blast, electrogenic growth, elemental overload, energy drain, enervation, etheric corruption, etheric resonance, faerie fire, famine, feign love, fire evocation, fireball, firebolt, flame wind, flintstrike, fluid serpents, forget, frost, fungal growth, geisteblitz, gravity well, hands of wind, harm, harrow, hex, high explosive, hotfoot, hydroblast, ice whip, ice wind, iceball, icebolt, induce aggression, insanity, jagged ray, jinx, kill, leech, lightning bolt, lightning evocation, magic dart, magma ball, malignancy, mental disruption, molten armor, moonlit edge, murky figures, myopia, oil blast, overpressurize, plague, plague carrier, poison, premonitions, pyrokinesis, quicksilver blast, read aura, reflective fireball, searing touch, shadow light, shocking grasp, siphon, slurping proboscis, smoke evocation, soul sacrifice, spark, spider incubator, spiritual feedback, spook, static field, summon angel host, summon shade, sun evocation, telekinetic bash, telekinetic explosion, telekinetic pierce, telekinetic punch, telekinetic slash, telekinetic wave, telesmatic force, teleview, thunderclap, toxic slag, tremolo, tremor, undying flame, water evocation, water laceration, weaken, withering touch, xorn blood.
Saving vs. Petrification: - abjure, antlers, avoidant, brain freeze, deja vu, deteriorate, divergent, ego blast, enervating parasite, expel bone, fatigue, finality of the ender, gangrene, giant grasping hand, hellfire surge, hinder, hinder magic, ice block, mass sleep, ooze evocation, phantom bola, prolong suffering, radiant prayer, silence, sill swarm, sleep, slow, stone curse, summon doldrums, tentacles from the abyss, ulcerous growth, unstuck in time, vacuum web, wear and tear, with swiveling hooks, wraithtouch.
Saving vs. Breaths: - acid breath, fire breath, frost breath, gas breath, lightning breath.
Saving vs. Rods: - commit assassination, ember carom, headbutt, jaguar pounce, meteor, summon stake, usurp.