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Dice rolls: Difference between revisions

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14 bytes added ,  22 January 2023
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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:


  {{c|8 + Ability Score Modifier + Proficiency Bonus}}
  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 spellcaster 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]].
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.

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