Main / ItemSavingThrows

Chapter 4

Item Saving Throws

Items need to make saving throws just like characters do. This chart gives the number (or higher) that an item must roll on a D20 to survive the effect or attack upon it.

 Type of Attack
Type of ItemAcidCrushing BlowNormal BlowDisintegrationFallFireballMagical FireNormal FireMagical FrostLightning BoltElectric
Bone or Ivory1116102061793281
Ceramic418121911532421
Cloth12632022016131181
Crystal or Vial61914201310637155
Glass52015201411746171
Leather or Book104220113643131
Liquid 11500200151413121815
Metal, Hard76217262114111
Metal, Soft or Jewelry13149194181351161
Mirror 2122015201314956181
Parchment or Paper161162002521182201
Stone, Small or Gem 331771847321142
Wood or Rope, thin9136202151191101
Wood or Rope, thick810319111751121

1 - Potions, Oils, Acids, Poisons when the container is intact

2 - Silvered glass, a silver mirror would be Metal, Soft; a steel mirror would be Metal, Hard

3 - Pearls count as Jewelry

4 - Metal subjected to extreme cold then struck against a very hard surface modifies the save by -10

Non-Magical Items

Any item 'attacked' by a similar type of attack gets a +5 bonus to its save. ie a metal lock attacked by a metal dagger

Magical Items

Magic items get a bonus for each +1 over 1 ie. +3 sword gets a +2 to its save. Any item 'attacked' by its own type of attack or is specific to defending that attack gets a +5 bonus to its save. ie a magical shield saving versus a crushing blow or a ring of fire resistance versus fireball.

Normal blows are assumed to be by normal strength opponents or a fairly heavy object with strikes the object. Crushing blows are weighty blows by giant sized creatures or other items being crushed against stone like surfaces. Falls are from 5 feet and come into contact with a hard stone like surface. A softer surface like wood gives a +1 to the save while a fleshy soft surface gives a +5 to the save. For each additional 5 feet of the falling a -1 is added to the save.