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Dice rolls: Difference between revisions
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→Saving Throw
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If a creature casts a spell that forces another to make a save, the Difficulty Class is determined by the caster's Modifiers, with the following formula: | If a creature casts a spell that forces another to make a save, the Difficulty Class is determined by the caster's Modifiers, with the following formula: | ||
Difficulty Class = 8 + Ability Score Modifier + Proficiency Bonus | |||
A successful save could mean completely avoiding negative effects, or it could mean halving the damage received. For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes. On the other hand, if a [[Fireball]] is cast on you, be it by a | A successful save could mean completely avoiding negative effects, or it could mean halving the damage received. For example, successfully saving against a spike trap could mean that you take no damage at all because you've successfully evaded the spikes. On the other hand, if a [[Fireball]] is cast on you, be it by a spell caster or a magical trap, then a successful Saving Throw will merely cut the damage in half. Some effects don't allow for a Saving Throw at all, for example the damage taken from [[Magic Missile]]. | ||
Depending on the [[Ability Score]] used for the Modifier, a Saving Throw may be referred to as a Strength Saving Throw, Dexterity Saving Throw, Constitution Saving Throw, and so on. | Depending on the [[Ability Score]] used for the Modifier, a Saving Throw may be referred to as a Strength Saving Throw, Dexterity Saving Throw, Constitution Saving Throw, and so on. |