Bonuses from magical armor can be added to saving throws as appropriate when considering the damage done versus the type of protection provided. Add up all of the bonuses if wearing multiple enchanted armor pieces (e.g. shield +1 and chainmail +1 gives +2 to saves). If the save is made only by the margin provided by the enchantments, roll separate saves for the magical items as if the save failed. This simulates the case where the PC holds back the worst of a fireball with a magic shield which has a chance to burn up as it deflects half the damage. Rings of protection or enchanted bracers are not considered armor in this context, even though they may provide a bonus to AC and saving throws.
- All types of armor provide protection against physical damage such as falling in a pit or being crushed by falling stone.
- Armor can protect against splashes of acid or other corrosive attacks the allow a saving throw.
- All armor can protect against fire, heat and disintegration magic.
- Non-metallic armor protects against lightning, but metal armor does not.
- Armor typically does not protect against poison, gas, suffocation, fear or most non-physical attacks.
When a saving throw is successful, assume all equipment held by the character also made the saving throw, except when the margin of success is within bonus provided by the armor’s enchantment. Even when making a save, an item may be damaged or destroyed. Consider a scroll held by a PC who is hit by a fireball. The scroll will certainly burn up.
When a saving throw fails, check the items worn or carried by the target and make separate saving throws for the first four applicable items from the following list. For example, consider the mage zapped with lightning who fails his save. He wears no armor, so makes saving throws for his hat, the wand in his right hand, the scroll in his left hand, and his cloak.
- Shield
- Armor
- Helmet, hat, or headband
- Item in hand
- Cloak
- Sheathed weapon
- Bracers
- Clothing
- Jewelry (including rings)
- Anything else
Use the following table to find the appropriate saving throw for item material versus type of damage.
Material | Acid, Corrosion | Disintegrate, Transformative Spells | Cold, Ice, Freezing | Crush, Fall, Physical Blows | Fire, Heat | Lightning, Electricity |
---|---|---|---|---|---|---|
Bone | 11 | 20 | 2 | 10 | 9 | 8 |
Ceramic, Glass, Crystal | 1 | 19 | 4 | 16 | 2 | 2 |
Leather, Cloth | 10 | 20 | 3 | 2 | 6 | 13 |
Liquid, Bottles, Flasks, Vials | 15 | 20 | 12 | 0 | 13 | 18 |
Hard Metal, Weapons | 7 | 17 | 1 | 4 | 1 | 11 |
Soft Metal, Jewelry | 13 | 19 | 1 | 10 | 7 | 16 |
Paper | 16 | 20 | 2 | 9 | 20 | 20 |
Stone, Gems | 6 | 18 | 1 | 10 | 1 | 14 |
Wood, Rope | 8 | 20 | 2 | 10 | 11 | 12 |
When an item is damaged, it may be destroyed or it may be repairable. Enchanted items lose one bonus, similar to how a sword +2 that hits a rust monster become a sword +1 permanently. A boulder dropping on a PC who fails his save may find that his helmet also fails its save and is ruined, but a damaged suit of plate armor might function as studded leather until it is repaired.