Negates: The spell has no effect on a subject that makes a successful
saving throw.
Partial: The spell causes an effect on its subject. A successful
saving throw means that some lesser effect occurs.
Disbelief: A successful save lets the subject ignore the effect.
(object): The spell can be cast on objects, which receive
saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature's
saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects.) A magic item's
saving throw bonuses are each equal to 2 + one-
half the item's
caster level.
(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a
saving throw if it desires.
Saving Throw Difficulty Class: A
saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a
wizard, Charisma for a
sorcerer or
bard, or Wisdom for a
cleric,
druid,
paladin, or
ranger). A spell's level can vary depending on your class. Always use the
spell level applicable to your class.
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's
saving throw succeeds against a targeted spell you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a
saving throw and willingly accept a spell's result. Even a character with a special
resistance to magic can suppress this quality.
Items Surviving after a Saving Throw: Unless the
descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its
saving throw against the effect, however, an exposed item is harmed (if the attack can
harm objects). Refer to
Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a
saving throw against the attack form and take whatever
damage the attack deal.
If an item is not carried or worn and is not magical, it does not get a
saving throw. It simply is dealt the appropriate
damage.
Table: Items Affected by Magical Attacks
|
Order1
|
Item
|
1st |
Shield
|
2nd |
Armor |
3rd |
Magic helmet, hat, or headband |
4th |
Item in hand (including weapon, wand, or the like) |
5th |
Magic cloak |
6th |
Stowed or sheathed weapon |
7th |
Magic bracers |
8th |
Magic clothing |
9th |
Magic jewelry (including rings) |
10th |
Anything else |
1 In order of most likely to least likely to be affected. |