Question about will / fort saves from an 'unknown' source.


Rules Questions


1 person marked this as a favorite.

So, the pcs are walking along a dark hallway, and they don't know they're about to step onto a horizontal shadow wall covering a pit.

When they step on, they get a will save to disbelieve and fall...

Would this work as RAW, if one falls they all reroll their +2 to fall?

I was going to give them a chance to see the floor is weird (Perception, DC 25), and if they notice (detect magic is an automatic notice, "Oh, the floor is glowing.. Ill try spellcraft") they get a spellcraft to recognize the spell (DC 12- Some sort of illusion related to the shadow subschool; DC 18 It's a horizontal shadow wall)

If perception was failed, could they knowledge arcana the way the will save feels?
It's a secret organisation with a psychic as a known enemy, so its realistic for there to be a "+2 to will saves" area affect on the building.. How would this synergize with passing a will save being a bad thing?


1 person marked this as a favorite.
Redchigh wrote:

When they step on, they get a will save to disbelieve and fall...

Would this work as RAW, if one falls they all reroll their +2 to fall?

I was going to give them a chance to see the floor is weird (Perception, DC 25), and if they notice (detect magic is an automatic notice, "Oh, the floor is glowing.. Ill try spellcraft") they get a spellcraft to recognize the spell (DC 12- Some sort of illusion related to the shadow subschool; DC 18 It's a horizontal shadow wall)

Sounds good, with a caveat.

If the PCs notice something strange about one small section of flooring, they are going to have a few options:

1. Avoid it because they are trying to avoid traps (which would in fact cause them to avoid a trap in this case, so good on the PCs if they go this route) and/or
2. Examine the floor without stepping on it, so even if they figure out what is going on they won't fall OR
3. Ignore the floor. Which they would only do if they are idiots who cannot possibly have lived this long. However, if they do this then at some point they fall into the very real trap(s) you have placed elsewhere in the adventure.

However, this is only true if the section of Shadow flooring in question is small. If the entire party is walking down a corridor and the floor for, let's say, 50' is made of a shadow Wall of Stone, when they get to the 35 foot mark and the Magic Mouth on the wall tells them to watch their footing, they will very likely be in trouble. Unless, of course, the PC rogue watching for traps and leading the group makes a DC 25 Perception check (not too hard, really) and stops them before they step onto this section in the first place. This sort of trap works best when it is placed in an area the PCs are charging or fleeing into.

A villain wearing Boots of Levitation or with a Carpet of Flying underfoot could provide a nice misleading touch, assuming he or she was expecting the PCs.


Is this a shadow wall a la Shadow Conjuration or via an Image spell?

All illusion spells determine their will saves once either of these conditions is met:

1. The character intently focuses on the illusion OR
2. The character interacts with the illusion.

I'd give perception checks if the characters are moving at trap-finding speed. If they're not actively looking for traps, they shouldn't see it.


Well they're infiltrating a secret cult at the "meeting time" (unless they scout ahead first). Other cult members walk down the hallway without flinching (they are based on faith I'd say, or they just know about it.), so I'll be suprised if the pcs even think about being cautious. A perception from 5ft away, and a will save when they step on is the only sign of anything being there...
(although a small sign that says "watch your step" right before the end of the wall would be hilarious if they hit perception 10 to notice the sign over the door at the end of the hallway...)

(Plus if the rogue is carefully inspecting the floor the whole way, it might look odd to the cultists...)

Me:"You notice a small sign hanging from the ceiling, written in Abyssal."

PC: "I know abyssal!"

Me: It says "'Watch your step'. What do you do?"

PC: "I look down..."

Me: *evil grin* "Roll a will save."

These are level 1-2 pcs, so the trap is mostly harmless... Just drops them into the basement... Until the custists realise someone "of little faith" is there....


Perhaps the walls could be decorated with scenes from a particularly unpleasant afterlife, with faint and muffled screams (real or illusionary) audible at some point to a not particularly high Perception check and seeming to emanate from under the PCs' feet.


This whole idea is awesome, but one question sprung to my mind:

Can't you voluntarily fail a saving throw? Like, when someone casts healing on you, for example? So what would prevent the PCs from voluntarily failing their saving throws in this situation?

(Unless the stuff about voluntarily failing was one of the houserules too in my previous groups where I learnt the game....)


Well they can voluntarily fail the throw, but they would only do so if they could identify the spell.

That was my original question... The pcs (as far as they know), are walking into a secret cult meeting, and I say "You feel your perception of reality waver... Roll a will save." or something similiar. Do they immediately know it's the floor, or is it just "a vague pressure on their mind from an unknown location?"

The hilarity will be if they all fail spellcraft after someone falls, and I tell them "Roll your will save again.".. (Since seeing someone disbelieve an illusion gives them another save at +2.. I can see a chain reaction where the monk falls, then the barbarian, then the wizard, then the thief.... and I laugh maniacally...


Okay, yeah, I just imagined it from a PC's point of view. I'm standing in a hallway, and all of a sudden my buddy slips through the solid (in my eyes at least) floor. What would my reaction be? Certainly something like, "Whoa, what just happened? This can't be true!" -> another Disbelief Save

The character would not forfeit his save, since he is disbelieving. The player might want to do it, but that would be metagaming.


exactly... my players will hate me... And I'll be very disappointed if they all fail their save.

Liberty's Edge

Redchigh wrote:
Well they can voluntarily fail the throw, but they would only do so if they could identify the spell.

I believe it has been stated by the devs that you know whether or not the spell has the "harmless" descriptor, but outside of that this is true.

EDIT: I suppose I specify that you know if it has that descriptor if you are a target and can use that information to decide whether to resist or not.


Well interesting... is a shadow illusion harmless? hmm...


It's a horror campaign, so there are occasional:

"Roll a will save.. Oh, you fail? Interesting.. " *scribbles in notebook*
"Roll perception... You passed? Something doesn't seem quite right..." (sometimes there's nothing there..)

I doubt a will save in a hallway with the walls and ceiling enchanted to be "blacker than black, seeming to move on its own." would seem TOO out of the ordinary. They won't have any idea it's the floor to worry about.


Redchigh wrote:
Well interesting... is a shadow illusion harmless? hmm...

Nope. Harmless spells have the harmless descriptor on them. This descriptor is intended for spells like haste or mage armor where its a clear buff.


Ah, okay. Even better, non-harmless will make them want to roll their save.


CrazyGnomeLady wrote:

This whole idea is awesome, but one question sprung to my mind:

Can't you voluntarily fail a saving throw? Like, when someone casts healing on you, for example? So what would prevent the PCs from voluntarily failing their saving throws in this situation?

(Unless the stuff about voluntarily failing was one of the houserules too in my previous groups where I learnt the game....)

Actually, curative spells do not require saving throws unless you are undead. There are spells that require a willing subject (for instance, you cannot Teleport or Dimension Door out of a fight with unconscious comrades because as they are unconscious they cannot be "willing"), but those do not involve voluntarily failed saving throws.

This is totally unofficial, but I would think you could always voluntarily fail a Reflex save, given that they imply dodging or avoidance. I don't see many ways in which most characters could voluntarily fail Fortitude saves, unless it involved voluntarily breathing in noxious fumes or something else of the sort. Higher level monks, perhaps, have sufficient control over their bodies to fail Fortitude saves at will.

However, when it comes to Will saves, if a voluntarily failed save involves truly believing something that you have good reason to think simply isn't so, unless it was an long-instilled article of faith I'd say it couldn't be done as an immediate action. So someone standing on the shadow Wall of Stone seeing evidence of its illusory nature would still have to roll a save, whereas someone farther back on a real floor could perhaps take a standard action to mutter "I believe in floors; floors are real" and empty her head of thoughts of illusion before confidently striding forward. The very most I can see an endangered PC doing as an immediate action would be to reverse Wisdom bonuses into penalties on the Will saving throw, assuming the PC actually stated he or she was trying to believe in the lie.


It's Shadow Conjuration:Wall of Stone I guess is the way to put it.

If they drop an item, the item falls through since Items always make their save against illusions...

So that means the grappling hook on the thief won't help unless he can hit the doorknob (and alert the cultists).


Here's a problem: For Wall of Stone, you need to use Greater Shadow Conjuration. GSC has a 60% reality if you pass the save.

As stupid as this sounds, you might need several castings of GSC to make this work, setting each at intervals (say, 10 ft of hallway each). Otherwise, a successful save only has a 40% chance of the desired effect. 3 castings, however, goes to 80% (roughly) chance of them falling, assuming they make all of the saves.

Unfortunately, the save DC is also going to be a minimum of 20.


hrmm...


Could just go with custom via GM Fiat. What might be easiest is to simply say that it's equivalent to a 3rd level spell (DC 14) with a 0% reality if disbelieved.

Alternatively, you could have a maze-like path with a Silent Image over the holes (to make a solid floor) or over the actual floor (to make a giant hole). Obviously, this is easiest in a larger room than a hallway.

Silver Crusade

1 person marked this as a favorite.

Unconscious creatures count as 'willing' for teleport and the like.

Aiming a Spell: Target or Targets wrote:
Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.


Thank you, Malachi! That is very helpful. I just wish I'd known that (or that my GM had known that) when my Str 7 wizard ran into a burning building and thought she had to try to drag the unconscious tenants out by hand if she wanted to save them.


Zog of Deadwood wrote:
CrazyGnomeLady wrote:

This whole idea is awesome, but one question sprung to my mind:

Can't you voluntarily fail a saving throw? Like, when someone casts healing on you, for example? So what would prevent the PCs from voluntarily failing their saving throws in this situation?

(Unless the stuff about voluntarily failing was one of the houserules too in my previous groups where I learnt the game....)

Actually, curative spells do not require saving throws unless you are undead. There are spells that require a willing subject (for instance, you cannot Teleport or Dimension Door out of a fight with unconscious comrades because as they are unconscious they cannot be "willing"), but those do not involve voluntarily failed saving throws.

This is totally unofficial, but I would think you could always voluntarily fail a Reflex save, given that they imply dodging or avoidance. I don't see many ways in which most characters could voluntarily fail Fortitude saves, unless it involved voluntarily breathing in noxious fumes or something else of the sort. Higher level monks, perhaps, have sufficient control over their bodies to fail Fortitude saves at will.

However, when it comes to Will saves, if a voluntarily failed save involves truly believing something that you have good reason to think simply isn't so, unless it was an long-instilled article of faith I'd say it couldn't be done as an immediate action. So someone standing on the shadow Wall of Stone seeing evidence of its illusory nature would still have to roll a save, whereas someone farther back on a real floor could perhaps take a standard action to mutter "I believe in floors; floors are real" and empty her head of thoughts of illusion before confidently striding forward. The very most I can see an endangered PC doing as an immediate action would be to reverse Wisdom bonuses into penalties on the Will saving throw, assuming the PC actually stated he or she was trying to believe in the lie.

Actually you can choose to fail any save. See Magic section of rulebook.


There's no Perception check per se to notice any wierdness.

Knowedge Arcana usages: ("Identify a spell effect that is in place" OR "Identify materials manufactured by magic" would seem to be useful, but if you need Detect Magic to ID an Aura, why should you be able to ID a Spell Effect without Detect Magic? ...I think those usages actually ALSO require Detect Magic just like Auras do, even though that text isn't repeated for them. If you rule that way, they will only get to make those Knowledge Checks if they have Detect Magic or similar effects running... (Really, Casters SHOULD have Detect Magic running all the time when exploring dungeons, etc., albeit anybody else also doing the same could then ID that they have Detect Magic running...)

So mostly they will just have to suck up the Save... Which I don't see a problem with, that IS the sole means mentioned for Shadow Conjuration (well, besides SR), and if you would institute all these other Perception/Skill Checks for this case, I don't see why it shouldn't apply to ALL Shadow spells (e.g. Perception vs. Shadow Fireballs). If there is some effect increasing Will Save DCs, I would just apply it here, which ends up helping the PCs (since they want to fail the Save in order to not fall). I assume there is other reasons why that aura is useful, which outweight that it may make this particular trap easier.

Ignoring that they are travelling incognito with other cultists, i.e. assessing the trap on it's own in context of the Will Save DC boost, the trap is very devious in that having one or two of several creatures passing by end up falling thru, but their companions don't, ends up isolating the two groups. Even if the people on top don't have Detect Magic running to be able to actually ID the effect as a spell per se, it seems appropriate to be able to make a Knowledge check to realize 'hey, this situation seems like they just fell thru a Shadow Conjuration Wall'. So they could then Disbelieve if they wanted, but would then fall themselves, although they could just retreat and climb down over the corner of the real floor.

There is a rule not EXACTLY applicable here, but it seems like you could still use it... From Acrobatics/Jumping: "If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. " ...So if that applied, they may end up below the Shadow Conjuration wall, but they would have grabbed onto the edge and wouldn't necessarily fall all the way in, and could later climb up (albeit still couldn't stand on the Shadow Wall, since they already Failed their Save). Of course, the cultists would notice that they were not 'true believers'.

...I get the feeling that you really don't want the PCs to fall thru here? If so, why have this trap here? If it would be too horrible, it shouldn't be there, or you should find some other way to inform the PCs and encourage them to willingly fail their will save (such as Old Cultist reminding New Cultist to remember to believe all they see, or otherwise bad things can happen).

But overall, no, you don't get to know that a will save is for an illusion effect, or any other information like that about what the save is against. If you did, illusions would just become junk.


Actually, I absolutely want them to all fall. I just dont want to use dm fiat to MAKE them fall. (although I will dm fiat the 0% shadow spell)

If they make it through, they see a ritual. If they fail, the cultist leader investigates and talks to them in common (along with a long series of skill roles for rp)

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Question about will / fort saves from an 'unknown' source. All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions