User Tools

Site Tools


energy_drain_and_half_damage_effects

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.

  1. 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.
  2. Lightning Bolt and Fireball: note that making a save means NO damage.
  3. Burning Hands allows a save.
  4. 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.
  5. Cone of Cold: this spell allows a save for half damage, so the no lower than 1 rule applies.
  6. 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.
energy_drain_and_half_damage_effects.txt · Last modified: 2021/03/05 12:08 by dave