Saving throws on weapon enhancement spells? Don't understand?


Rules Questions


For some weapon enhancement spells, such as Sun Metal and Magic Weapon, there are saving throws listed in the description. For Sun Metal, it's "Fort negates (object), and for Magic Weapon, it's "Will negates (harmless, object)".

I don't understand what these saving throws are doing, or what they are for? Do they mean that if the target of the weapon attack saves, then the enhancement disappears? I'm not sure that makes any sense?

Or, do these saving throws only apply if the benefactor of the spell is somehow unwilling, and wants to resist the spell?

Thanks for any help on this.

The Exchange

Repairman_Jack wrote:

For some weapon enhancement spells, such as Sun Metal and Magic Weapon, there are saving throws listed in the description. For Sun Metal, it's "Fort negates (object), and for Magic Weapon, it's "Will negates (harmless, object)".

I don't understand what these saving throws are doing, or what they are for? Do they mean that if the target of the weapon attack saves, then the enhancement disappears? I'm not sure that makes any sense?

Or, do these saving throws only apply if the benefactor of the spell is somehow unwilling, and wants to resist the spell?

The last one. If you are holding a weapon and someone casts magic weapon on it, you can choose to make a will save, using your bonus or the bonus of the weapon (if it is magical). If you succeed, the spell fails to affect your weapon.

There are very few circumstances in which someone would want to resist such a spell, but it's part of the general spell rules in order to provide a potential "out" if a clever person figures out a convoluted way to use such spells aggressively.


Intelligent magic weapons (such as a Black Blade) can also make saves against such spells… an intelligent magic weapon with a high ego score will almost always attempt to resist being enchanted in such a way unless it directly benefits its cause.


In some cases the character using the targeted object may not want to have the item affected by the spell. In the case of a barbarian with the superstition rage power they are required to make a saving throw vs all spells including those cast by an ally while raging. So, a barbarian with the rage power superstition would be required to try and make a save when an ally cast magic weapon on his weapon, while raging.

The Harmless tag simply means the spell is usually beneficial, but the target can make a save if they choose (or are required to).

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