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Summer season's greetings!

When you gain levels your required saving throws vs various things, like spells, death, etc., decrease. Without factoring in things like mods, greater malison, and doom, is there a point in either game where saving throws are so low that spells are pretty much useless?
For some spells certainly, for some no, for others you get no saving throw.
There are a few other ways to deal with good saving throws.

You can use Doom (-2, stacks) and Greater Malison (-4, does not stack) to make it harder for enemies to save against the spell.

Some spells are harder to save against. Spook, when cast by a high level (12+) spellcaster, has to be saved against at a -6 penalty.

Wild magic is another, though unreliable, option. When a wild surge occurs, there is a 1% chance that the spell effect will occur without allowing a saving throw. I actually saw this done in a segmented speedrun. (Note that if you use an exploit to stack (Greater) Chaos Shields, this chance may go down to 0%.)

Also, there are powerful spells (like Power Word, Blind) that don't even allow a saving throw in the first place.
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dtgreene: There are a few other ways to deal with good saving throws.

You can use Doom (-2, stacks) and Greater Malison (-4, does not stack) to make it harder for enemies to save against the spell.

Some spells are harder to save against. Spook, when cast by a high level (12+) spellcaster, has to be saved against at a -6 penalty.

Wild magic is another, though unreliable, option. When a wild surge occurs, there is a 1% chance that the spell effect will occur without allowing a saving throw. I actually saw this done in a segmented speedrun. (Note that if you use an exploit to stack (Greater) Chaos Shields, this chance may go down to 0%.)

Also, there are powerful spells (like Power Word, Blind) that don't even allow a saving throw in the first place.
I have a stupid question to ask, if you don't mind. If I cast doom and greater malison is the target's saving throw at -6?
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dtgreene: There are a few other ways to deal with good saving throws.

You can use Doom (-2, stacks) and Greater Malison (-4, does not stack) to make it harder for enemies to save against the spell.

Some spells are harder to save against. Spook, when cast by a high level (12+) spellcaster, has to be saved against at a -6 penalty.

Wild magic is another, though unreliable, option. When a wild surge occurs, there is a 1% chance that the spell effect will occur without allowing a saving throw. I actually saw this done in a segmented speedrun. (Note that if you use an exploit to stack (Greater) Chaos Shields, this chance may go down to 0%.)

Also, there are powerful spells (like Power Word, Blind) that don't even allow a saving throw in the first place.
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jsidhu762: I have a stupid question to ask, if you don't mind. If I cast doom and greater malison is the target's saving throw at -6?
I am pretty sure that those spells do stack with each other, so yes, it would be at -6.

Two Dooms stack (assuming no mods/fixpacks/EE), so the save penalty will be -4.

To Greater Malisons do not stack with each other, however, so the save penalty will only be -4, not -8.

(Of course, there's still the issue of Magic Resistance.)