Item Saving Throws

Adventurers are not the only targets of the various impacts and other damaging events that accompany a life of danger; the gear they carry is also susceptible to being broken, ignited, frozen, etc. The table below sets forth saving throws for various substances.

Generally if a player character makes a saving throw, his or her gear is assumed to pass all its saving throws automatically. The table below should be employed only where the player character fails the save.

Note that magical items gain a +2 on all saving throws. Additionally, magic items with a +2 bonus or more gain a +1 saving throw bonus for every magical bonus point over +1. An exception is artifacts and relics; these have saving throws of 2 or 3 in all categories, and even if they fail, usually cannot be so easily destroyed—only temporarily neutralised.

Item Saving Throw Table

Item TypeAcidBlow, CrushingBlow, NormalCold, MagicalDisinte**­**grateElectric ShockFall (5-ft)FireballFire, MagicalFire, NormalLightning
Bone/Ivory1116102201617938
Ceramic418124191115322
Cloth12631201220161318
Crystal61914720513106315
Glass52015620114117417
Leather or book104232011136413
Liquid1500122015015141318
Metal, hard7621171262111
Metal, soft13149119141813516
Paper161162201025211820
Stone or gem31771182473214
Wood/rope (thick)810311911117512
Wood/rope (thin)9136120121511910