Saving throws in Magic are essential for determining your ability to dodge area attacks and unexpected situations. They can be triggered from the spell, allowing the GM to know who triggered the save and what the result was. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Fortitude saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws. Will saves reflect your resistance to mental influence and magical effects. Apply your Wisdom modifier to your Will saving throws.
Some possible dips for saving throws include Wizard, Witch, and Magus, all of which have good will saves and cast spells using intelligence. Certain abilities or feats may grant a bonus to saves vs. a particular effect. For example, if a wizard has the death trait, it can be used to cast a “ward against” spell.
To increase will, you can use Iron Will or its mythic equivalent, put points into Wisdom, or level a character. Touch of Law provides an effective +9 spell DC boost relative to the maximum save value the target could roll otherwise while making a spell.
To make saves simple, use a con check for fortitude saves, a dex check for reflex saves, and a wis check for will saves. Spell DC’s don’t scale with level. One elegant way to make saves is to bring your opponent to voluntarily forego her saving throw and accept the spell’s result.
📹 PATHFINDER 2ND EDITION BEGINNER’S GUIDE : SAVING THROWS
In this video, I’ll be explaining the difference between the 3 types of saving throws in Pathfinder Second Edition. I’ll also be …
📹 Pathfinder (2e) Magic Part 6: Casting, Spell Attacks and Saving Throws
The rules for casting spells in Pathfinder 2nd Edition, including casting times, spell attacks, saving throws, disrupted spells and …
Add comment