Acid attacks (Acid) assume there is either a sizeable quantity of acid or that contact with
the acid is prolonged.
Crushing Blows (Cr. Blow) include strikes by the clubs of creatures of giant size or greater.
Blows by normal people on small, fragile objects also fall into this category.
A normal human could not do a crushing blow on a rope, which isn't very
fragile, but could certainly do so on a potion flask. Breakable items hurled against
hard surfaces--bottles thrown against walls, for example--also use the crushing
Disintegration (Dis.) applies only to the magical effects of the spell or spell-like ability.
Falls (Fall) must be greater than five feet. If the surface is hard, the listed
saving throw is used. If the surface is soft, give a +5 bonus to the saving throw.
For every five feet fallen beyond the first, apply a -1 penalty to the saving
Magical fires (Mag. Fire) include fireballs, dragon-breath, and any sizeable body of flame
created by a spell or spell-like effect. Extraordinarily hot normal fires, such
as the lava from a volcano, should also use this saving throw.
Normal fires (Nor. Fire) include campfires, candle flames, and bonfires. Obviously, the
item must be in the flame for a sufficient time to be affected.
Cold (Cold) covers any intense, abnormal, or magical cold. If the temperature
change is gradual, a +2 bonus is applied to the saving throw.
Lightning bolt (Light.) applies to attacks by the spell or spell-like power of the same name.
Electrical (Elec.) is for those electrical attacks that do not carry the wallop of the
lightning bolt. Electric eels and magical traps fall into this category.
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