In AS&SH, defence adjustment (DX) can help (or hinder) sorcery saving throws of certain spells. A few examples are provided in the decription of dexterity:
Defence Adjustment: Agility and elusiveness can modify armour class (AC): Low dexterity can raise (worsen) AC, whilst high dexterity can lower (improve) AC (see OTHER STATISTICS, armour class). This modifier also applies to all avoidance saving throws (e.g., breath weapons, ray guns, some traps) and any spell or spell effect saving throw that involves dodging (e.g., entangle, fireball, lightning bolt).
The same rule is also mentioned in the SAVING THROW section of the rules:
Dexterity can modify avoidance saving throws and saving throws versus spells and effects that involve dodging (cone of cold, entangle, fireball, lightning bolt, etc.).
Rather than leaving the referee guessing which spells may or may not qualify, I have compiled a list of all the spells that I feel best suit this rule. I plan to include this clarification in the hardback edition of the rules, but I'm opening the topic to discussion here, because I'm wondering if anyone thinks I've missed a spell that should be included, or if I've included a spell that should not be included. Here is my list:
Black tentacles, chain lightning, colour spray, cone of cold, controlled blast fireball, enervation, entangle, exploding skull, fire seeds (berries), fire trap, fireball, flame strike, flaming sphere, forest of bones, frost sphere, glyph of warding (blast effect), lightning bolt, shock wave, shout, shove.
The intent is to include a brief note in each of these spell descriptions that tells players and referees that the defence adjustment (DX) applies.
Cheers,
Jeff T.
HYPERBOREA- A Role-Playing Game of Swords, Sorcery, and Weird Science-Fantasy