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General Tabletop Discussion
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Strength, Intelligence and Charisma saving throws
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<blockquote data-quote="evilives" data-source="post: 6360074" data-attributes="member: 6778369"><p><strong>Spells</strong></p><p></p><p>May not be complete. Thought about merging this with Ari's spell spreadsheet.</p><p></p><p>Wind Wall: Strength (damage)</p><p>Web: Dex to avoid, but Strength check to break free</p><p>Tsunami: Strength (damage)</p><p>Telekinesis: contested by Strength check</p><p>Symbol (hoplessness): Charisma</p><p>Symbol (insanity): Intelligence</p><p>Seeming: Charisma (no, don’t disguise me!)</p><p>Project Image: detected with Intelligence check</p><p>Programmed Illusion: detected with Intelligence check</p><p>Planar Binding: Charisma</p><p>Phantasmal Force: Intelligence</p><p>Minor Illusion: detected with Intelligence check</p><p>Maze: Intelligence check to get out</p><p>Major Image: detected with Intelligence check</p><p>Magic Jar Charisma</p><p>Magic Circle: hedged critter makes Charisma save to enter by supernatural means</p><p>Gust of Wind: Strength (unwilling movement)</p><p>Glyph of Warding: Intelligence check to find before triggering</p><p>Forcecage: Charisma to leave by supernatural means</p><p>Feeblemind: Intelligence</p><p>Ensnaring Strike: Strength</p><p>Disguise Self: Intelligence check to penetrate disguise</p><p>Contact Other Plane: caster makes Intelligence save (hearing voices in head damage)</p><p>Calm Emotions: Charisma</p><p>Bigby’s Hand: some aspects resisted with Strength checks</p><p>Banshment: Charisma</p><p>Bane: Charisma</p><p>Arms of Hadar: Strength</p></blockquote><p></p>
[QUOTE="evilives, post: 6360074, member: 6778369"] [b]Spells[/b] May not be complete. Thought about merging this with Ari's spell spreadsheet. Wind Wall: Strength (damage) Web: Dex to avoid, but Strength check to break free Tsunami: Strength (damage) Telekinesis: contested by Strength check Symbol (hoplessness): Charisma Symbol (insanity): Intelligence Seeming: Charisma (no, don’t disguise me!) Project Image: detected with Intelligence check Programmed Illusion: detected with Intelligence check Planar Binding: Charisma Phantasmal Force: Intelligence Minor Illusion: detected with Intelligence check Maze: Intelligence check to get out Major Image: detected with Intelligence check Magic Jar Charisma Magic Circle: hedged critter makes Charisma save to enter by supernatural means Gust of Wind: Strength (unwilling movement) Glyph of Warding: Intelligence check to find before triggering Forcecage: Charisma to leave by supernatural means Feeblemind: Intelligence Ensnaring Strike: Strength Disguise Self: Intelligence check to penetrate disguise Contact Other Plane: caster makes Intelligence save (hearing voices in head damage) Calm Emotions: Charisma Bigby’s Hand: some aspects resisted with Strength checks Banshment: Charisma Bane: Charisma Arms of Hadar: Strength [/QUOTE]
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