Will is a saving throw related to a character's ability to withstand damage thanks to his mental toughness. It reflects resistance to mental influence and dominate as well as many magical effects.
Modifying ability: Wisdom (Constitution with Steadfast Determination)
Will saving spells[]
- Daze
- Charm Person
- Sleep
- Silence
- Color Spray (Special)
- Cause Fear
- Bane
- Ray of Enfeeblement
- Tasha's Hideous Laughter
- Touch of Idiocy
- Scare
- Deep Slumber
- Hold Person
- Charm Monster
- Confusion
- Crushing Despair
- Fear
- Bestow Curse
- Dismissal
- Phantasmal Killer (Partial)
- Planar Binding, Lesser
- Feeblemind
- Dominate Person
- Hold Monster
- Hammer of the Gods (Partial)
- Undeath to Death
- Mind Fog
- Planar Binding
- Banishment
- Hiss of Sleep
- Hold Person, Mass
- Planar Binding, Greater
- Dominate Monster
- War Cry
- Sanctuary
- Hold Monster, Mass
- Weird (Partial)
- Solipsism
Note: Heal, Harm, Inflict wounds, and cure wounds spells are also will saving spells, but their affects are based on the race and category the character fits in. If you fighting against a undead character healing magic will do damage instead of restoring hit points, but they will also require a Will save (And spell resistance check) for the spells to land. The opposite happens when using inflict wound spells are used against the undead and no save is require. Moreover, healing spells heal living and other worldly creatures while harm will do damage and require a will save.
High will classes[]
- Bard
- Cleric
- Druid
- Favored soul
- Monk
- Sorcerer
- Spirit shaman
- Warlock
- Wizard
- Arcane Scholar of Candlekeep
- Arcane trickster
- Dwarven defender
- Harper agent
- Neverwinter Nine
- Pale master
- Red dragon disciple
- Red Wizard of Thay
- Stormlord