Wand, etc. saving throws

Coredump

Explorer
Okay, a saving throw is DC 10+spell level+abilty modifier.

How is this handled for wands, scrolls, staves, etc. (The ability modifier is the tricky part for my little brain...)
 

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Generally for most magic items you use the minimum necessary ability modifier that is required to cast the spell.

For example to cast 3rd level spells a wizard needs at least a 13 Int.
So a wand of Fireballs would have a save DC of 14.

A scroll of cone of cold would have a save DC of 17, because a fifth level spell requires at least a 15 intelligence.

Staff are different. They use either the minimm necessary stat or the weilder's stat - whichever is better. For bonus points, staffs also have a minimum CL of 8, or the weilder's level

Pg 214 of the DMG "Saving Throws Against Magic Item Powers" has more detail. Presumably it's in the SRD too.
 

SRD said:
A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
They have a - for the appropriet ability scores, unless they are intelligent.

Edit: Oh, wait - you are talking about a magic item hurting someone, not vice-versa. Oops.

And yes, it is in the SRD:
SRD said:
SAVING THROWS AGAINST MAGIC ITEM POWERS

Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.

Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).
(Emphasis added)
 

The ability modifier used for Save DCs for effects from items, including wands, is the modifier for the minimum attribute necessary to cast the spell in question.
A fireball wand would have a Save DC of 14 (10 + 3 Spell Level + 1 casting attribute 13).
 



And i think this is right based on the costing of wands.
Assume that the minimum attribute needed is for the lowest caster level required to cast the spell .
So a divine version of a wand of Neutralize Poison (Clr 4, Drd 3, Pal 4, Rgr 3) would have a save DC of 14: 10 (base) + 3 (spell level) +1 (13 attribute)
 

Dross said:
So a divine version of a wand of Neutralize Poison (Clr 4, Drd 3, Pal 4, Rgr 3) would have a save DC of 14: 10 (base) + 3 (spell level) +1 (13 attribute)

Wands are neither arcane nor divine. They're just wands.

Scrolls have an arcane/divine distinction.

-Hyp.
 

Hypersmurf said:
Wands are neither arcane nor divine. They're just wands.

Scrolls have an arcane/divine distinction.

-Hyp.

For some reason I thought wands were, i'l probabl screw this up, Wands use the spell trigger activation method , So dont you have to have the spell in your spell list to use them without a UMD check?

Or is this not relevant to whether they're arcane/divine spells?
 


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