Saving throw

Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is: Base save bonus + ability modifier

Saving Throw Types: The three different kinds of saving throws are Fortitude, Reflex, and Will:


 * Fortitude save: These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
 * Reflex save: These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
 * Will save: These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.

Saving Throw Difficulty Class: The DC for a save is determined by the attack itself. For example, The DC to resist a spell is equal to 10 + the level of the spell + your bonus for the relevant ability: Intelligence for Wizard spells, Charisma for sorcerer and bard spells, Wisdom for divine spells, and Strength for physical actions like Sunder and Stunning Blow. Succeeding a saving throw may negate the effect of the spell, may only negate so part of the spell or may halve the damage dealt.

Automatic Failures and Successes: A natural 1 on a saving throw is always a failure. A natural 20 is always a success.

Strength and Dexterity Saves: In addition to the three 'real' saving throws, DDO also uses strength and dexerity saves for some effects. Your strength or dexerity bonus is the only thing modifying the d20 roll, and other effects which boost saving throws do not apply. Because they are saves instead of ability checks, a roll of natural 1 or natural 20 are still automatical failures or successes, respectively. Also, some effects (like Trip) allow you to use the higher of your strength or dexerity modifiers.