=====Energy Drain, Half Damage Saves, etc.===== **Energy Drain**: when someone is hit by a wight, wraith, specter, vampire or other energy draining creature, he will get a saving throw vs touch to attempt to avoid the level loss. **Half Damage Saves**: if an area of effect attack, like dragon breath, allows a saving throw for half damage, any character, monster or npc who actually succeeds at the saving throw will drop no lower than to 1 hit point as a result of the half damage. It's hardly a saving throw if you die if you succeed.\\ **What Spells get Saving Throws** in the rules as written, all spells that affect unwilling targets give a chance for a Saving Throw unless specifically noted otherwise. Mostly this will not be a noticeable situation, but the implication for some old familiar spells need to be pointed out. - __Magic Missile__: this spell is completely gimped in this version if used as written. It requires a roll to hit AND allows a saving throw. House Rule: no attack roll needed, but saving throw allowed. - __Lightning Bolt and Fireball__: note that making a save means NO damage. -__Burning Hands__ allows a save. -__Shocking Grasp__: calls for a touch, I'm going to rule that this means you must be in melee contact, and that this is the only spell one can cast in melee contact. No attack roll needed, but saving throw allowed. -__Cone of Cold__: this spell allows a save for half damage, so the no lower than 1 rule applies. -__Sleep Spell__: to avoid no save TPK whenever low level characters see a mage, any target with Fighter, Cleric, Magic-User or Thief class, whether PC or NPC, does get a save vs. Sleep Spell.