FoxWander
Adventurer
Why does everything in here require save vs. spells? Darts, spears, exploding altars, all are spells? At least the poisons in ToH seem to actually be poisons.
It's because "spells" was the catch-all category for saving throws. Anything that wasn't specifically covered by other save categories (paralyzation/poison/death magic, rod/staff/wand, etc.) defaulted to "spells".
2E actually gave saving throws a little more leeway in what they covered (for instance, the exploding alter might have been rod/staff/wand since that one also covered "situations in which a character faces a magical attack from an unusual source.") But 1E didn't have that (I could've sworn it did, but I couldn't find it)- and since saves were the only way of "avoiding stuff" in 1E, a lot of things defaulted to spells.
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